3047 lines
136 KiB
Plaintext
3047 lines
136 KiB
Plaintext
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----------========== The NET.PLOTS.BOOK ==========----------
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Volume IV
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Compiled by Phil Scadden
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Editors Note:
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Here at last is volume 4, the latest attempt to keep GM's supplied with
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inspiration. It contains plot and scenarios for mostly fantasy RPGs but at
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last I have some cyper plots. (Now for some more horror and space adventures for
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Vol 5). Plots have been presented in no particular order - if it isnt
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written for your genre, try thinking of translating the core idea. I have
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made only minimal changes (spelling and removal of trademarks etc. of a
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certain gaming company) to the material as received. I hope everyone finds
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this enjoyable and useful.
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The book includes a very large appendix of ideas for starting out campaigns.
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(seems to be the theme for this volume). Should be no excuse for the tired
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old "you meet these people in a bar" hack.
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Authorship of individual plots have been accredited individually with email
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addresses. Author attribution is at the top of each plot. Authors appreciate
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feedback - if you use any of these try telling the author how you did. IT
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MAY WELL ENCOURAGE THEM TO CONTRIBUTE MORE PLOTS TO THE NEXT VOLUME.
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Finally, my thanks to all who submitted these plots. You make the
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net.*.books possible. Of course my mail box is now open for contributions
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to vol 5...
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Phil Scadden P.Scadden@GNS.CRI.NZ 7/3/95
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<title>So where are we... and who are you...?</title>
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<author>M. Taylor
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<email>mtaylor@tartarus.uwa.edu.au</email>
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</author>
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<length>Medium</length>
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<genre>Fantasy</genre>
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<type>Affliction</type>
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<type>Exploration</type>
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<type>Startup</type>
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<setting>Dungeon</setting>
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<plot>
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Players are zapped to new low-magic fantasy world minus their memory and
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anything metal they were carrying (If you are a kindly GM give magic
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stuff a save to make the trip) and sporting a few new wounds (Its fun to
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describe their injuries). In this new world they are poor, ill-equipped,
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injured, they don't speak the language(s), their spells don't seem to
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work as well and nobody likes the way they smell or they way they look
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("Why's that short guy got pointy ears?").
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I ran this adventure by starting them in a cavern that looked like the
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start of an underground temple complex and stuck a cave-in at the
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entrance to the complex. I then suggested their last memories involved
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ransacking an underground temple of some kind. This accomplished a few
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important things:
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<list>
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* An immediate goal - getting past the cave-in.
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* An explanation of their injuries - they'd been set upon by
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temple nasties.
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* Some additional intrigue - the players didn't realize they
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in a new world until a few hours into the game.
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* A justification of their teleportation - temples always have
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weird, nasty, magic traps in them.
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* Most importantly a reason to get out in the society of the new
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world - to get men and equipment to get past the cave-in.
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* Finally an excuse for a traditional dungeon bash when they'd
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done the hard role-playing stuff.
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</list>
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Once they were past the cave-in I gave the players a fun time exploring
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the temple complex as a reward. In short order they found an ancient
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magic artefact and an idol that looked familiar. They united the two and
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wham-bam they were back in the real-world -- in the middle of the fight
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they had fled from in the first place :)
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The reason I made the new world low-magic was to short circuit magical
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short-cuts. The cave-in, the language barrier and other fun stuff could
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have been circumnavigated by the right spells.
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Run correctly this can be a really hard adventure, going into a new
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world with little to no resources and little recourse to magic will
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really stretch your players inventiveness.
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</plot>
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<title>Grishnak the Merciless</title>
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<author>Bryce Harrington
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<email>bryce@canal.aero.org</email>
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</author>
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<length>Long</length>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<setting>Rural</setting>
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<monster>Giant</monster>
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<plot>
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This encounter was designed for a group of 4-8 low-mid level characters of
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The encounter is intended to be challenging and to scare the pants off the
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PCs. If they feel too cocky, they may not complete the adventure, or may
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complete it too soon.
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If the party includes a psionicist with the psionic blast power then the
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part will have a much easier time with the encounter than otherwise, so you
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may want to 1) disable the psionicist's power somehow, 2) beef up Grishnak's
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immunity to psionics, 3) cheat on the power rolls. If nothing else, impose
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the -7 penalty for trying to contact a monster, even though a hill giant may
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still qualify as a humanoid.
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If this adventure is too easy for the party, change the giant type to a
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stone or fire giant. This *will* change the flavor of the encounter a bit.
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One way to toughen up the encounter without changing the flavor is to give
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the giant some helpers. A dozen goblins or orcs hanging around might slow
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the party enough for Grishnak to get in a few good blows. Give him a couple
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of ogres, too, and the party may have some difficulties. For a very high
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level party, you may want to beef up Grishnak as a specialized fighter with
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a high strength, high skills, and very high damage resistance.
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It would work best if one of the party members is a dwarf; for a low level
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party, spell casters or psionicists are a must.
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I. RUMORS
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Before starting the first encounter, it is important to build up a little
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fear and respect in the PCs. Make them realize how tough this giant is by
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rumors of its atrocities. Here are some rumors which I used in my campaign:
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<list>
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- The town of Inglesham was attacked by The Giant on Middenmonth 8th. Death
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tolls vary depending on the teller, but at least two score of citizens found
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their way to Grishnak's belly. Inglesham is shaken by the event, to say the
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least, and is offering a huge bounty on Grishnak's head. Some say that the
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King himself will lead his forces to defeat the brute, others wonder why
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their protector has not stepped forth to protect them.
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- A young rag-a-muffin boy has been asking in the city of Sherborne for an
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organization known as The Giant Killers. The boy says that his entire
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family was eaten by a Giant named Grishnak the Horrible. His desire for
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revenge is so strong that he will do anything for the organization if they
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help him.
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</list>
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[Note: The PCs had just recently decided to name themselves Unar's Hammer,
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but had mistakenly spread several earlier names about, like Unar's Giant
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Foes and such. The townspeople were a little confused as to exactly what
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this virtually unknown band's name was.]
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II. TANK
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"Around noon you stop at a stream for lunch and a short rest. You've only
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been there for a few minutes when you hear: "<SNIFF> .... <SNIFF> ... MEE
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MIE MO MORPH, Me thinks me smell a Dwarf! I'll grind his bones to make me
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bread, but first, let's go and bash 'is 'ead! <THUMP> <THUMP> <THUMP>.
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Twisting your heads in all directions you finally spot the source of the
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echoes as a tall humanoid shape on the top of a hillock several hundred yards
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away flings his fist forward to release a huge boulder. Looking around
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quickly for a place to hide you see a rocky hill on the south side of the
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stream. Across, on the north bank, is a thick and gnarled stand of trees
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and shrubbery. Upstream perhaps a hundred yards is a jumble of rocks the
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stream flows through."
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Ask each player to write down what they do individually. Then have everyone
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reveal their plans and move their characters appropriately. The rock will
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come crashing down where the PCs were. Make a to hit roll against anyone
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still there.
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If the players are stupid enough to attack, then they should suffer the
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consequences:
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<villian>
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Grishnak the Merciless.
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Grishnak is really nothing more than a semi-tough hill giant. He's been
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ravishing the countryside and causing lots of local trouble.
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Mediocre armour, (Many hides sewn together with chain mail, shields, and
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metal plates); Good damage resistance; Weapons are: Fist, Club, or Rocks -
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range 2-200 yards); Will also try to Grab.
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Grishnak is selfish and cunning. He terrorises the local villagers (and
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eats them, that's especially annoying to the villagers). He is oddly simian
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and barbaric in appearance, with overly long arms, stooped shoulders, and a
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low forehead. He is about 16' tall and weighs in at 4500 lbs. His skin
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color is a dark tan; his hair and eyes are black as coal.
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Grishnak carries a bag containing:
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3 big rocks (2' dia boulders)
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1 Metal truck with 6lb copper, 10lb silver, 23 crown and
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a dwarven gauntlet (copper, worth 100 gp)
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3 Children's toys - toy horse, wooden soldier, and a
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wooden dragon, 1 short sword, blood stained,
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but not rusty at all
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</villian>
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Ideally, the PCs will run for the rocks. Grishnak will close, saying,
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"Grishnak, now don't squish food with rocks." At the last minute, just
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before the giant gets to the characters, he will suddenly stand up straight
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and sniff: "Hmm, Grishnak smell pigs. Mmm, pork!" Grishnak will then
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stride off across rough terrain quickly outdistancing the PCs.
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***
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Wait a few sessions before throwing this next encounter at them. The PCs
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should hear a few of rumors about the monster's depredation's. Perhaps have
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some offers of rewards be offered to them for the creature's death. Here
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are some of the rumors I gave out:
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<list>
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- The giant killing specialists known as Unar's Giant Foes are offered a job
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to assassinate Grishnak the Merciless by a group of merchants in Caer
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Shert. Grishnak has destroyed several villages in the Caer Shert region.
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The organization is asked to report to The Benevolent Protectorate Order of
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Grain Merchants in the city of Caer Shert.
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- A band of ex-soldiers known as the Troll's Nightmare were found dead in
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the fields near the base of the Castle Oncliff. They had apparently been
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stepped on by Grishnak.
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- The town of Inglesham was attacked by The Giant on Middenmonth 8th. Death
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tolls vary depending on the teller, but at least two score of citizens found
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their way to Grishnak's belly. Inglesham is shaken by the event, to say the
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least, and is offering a huge bounty on Grishnak's head. Some say that the
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King himself will lead his forces to defeat the brute, others wonder why
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their protector has not stepped forth to protect them.
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</list>
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III. OOPTHS!
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"There seems to be some kind of obstruction in the road ahead of you and
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you approach it with caution. Your stomach knots in horror at the
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gruesomeness of the scene: To one side of the road are the crushed remnants
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of a gypsy wagon. A horse still wearing its bridle and harness lays dead on
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the opposite side of the path, and by the way its ribs have been caved in
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and by the way the creature's intestines have exploded from its abdomen you
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figure that it must have been squeezed to death.
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"Littering the whole area around the wagon are pools of blood and
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assorted human body parts, and the way the skin has been torn and lacerated
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from the bones, you realize that they had been physically wrenched from the
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bodies to which they once belonged.
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"Huge, 3' long footprints have left indentations several inches deep in
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the seemingly hard packed soil of the path. Several nearby trees have been
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completely uprooted. A pile of boulders and a tree trunk, strangely
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stripped clean of bark and branches, and well rounded on one end, lays a
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ways off near the woods to the left. You make out the tracks of a single
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wagon leading off to that forest, multiple trails of blood revealing the
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wagon's horrid cargo. Between the ruts are a single set of 3' long foot
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prints. The prints do not look to be more than an hour or two old."
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Grishnak, as the players should well be aware, has struck. A gypsy caravan
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has been raided and its members carried off. It is expected that the
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players will investigate. The path to Grishnak is 3 miles:
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"You hesitantly enter the forest, but move fairly quickly, as a wide
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path has been cleared already. You wonder how the wagon could possibly have
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made it through the rough terrain.
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"Proceeding through the forest you gradually come to an area where the
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ground raises into rocky hills and cliffs. You stop suddenly as the smell
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of burned hair and bone assaults your nose, followed by the pitiful sounds
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of sobbing humans. A deep voice booms out, "Grishnak say shut up! Food
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people giving Grishnak sore ears!" The screaming crescendos and then
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suddenly stops. You appraise the surrounding terrain. To the right of the
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trail is a 30' high raised hill, to your left the ground is more level. The
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sounds of a babbling brook come to you from your left. The path continues
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ahead of you and then turns to the right at a point where the rocky hill
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comes to an end. You think that Grishnak is right on the other side of the
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hill."
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The players can climb the cliff and view Grishnak from above if they are
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quiet. They will be able to see that Grishnak has made a bonfire right
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below the hill. There is a cave in the hill at this point and Grishnak
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occasionally goes into it to get something. To one side of the fire, not
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far from the cave entrance, is the battered remains of the wagon, and inside
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of it are the limp (though living) bodies of 16 gypsies. A small pile of
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gypsy heads can be seen next to the wagon. The gypsies seem to be in a
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state of shock.
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Grishnak is stupid, but not dumb. If attacked, he will defend himself
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fairly well, but unfortunately he has not left himself a cache of rocks
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nearby, and left his club at the scene of the crime to be able to pull the
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wagon back. Grishnak will try to flee if he takes over 1/2 his hit points
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in damage.
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Here are some things for Grishnak to say:
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"Where Grishnak club? Stoopid Grishnak lost club when took rolly box."
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"Where Grishnak rocks? No rocks? Oh, yeah, Grishnak empty bag for food
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people."
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IV. THE BATTLE
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My PCs defeated the giant through a great plan, which took them 3-4 hours to
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put together (no kidding!) The cleric cast silence, light, and heat metal
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on the giant, in that order. As soon as the silence was on the giant, the
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metabolic psionicist snuck in to the giant's cave and attempted to use
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double pain. Unfortunately the giant woke up at that point and the fight was
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on. The light successfully blinded the giant, and with the silence as well,
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it was mighty difficult for him to hit anyone (I think the only damage came
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from the giant randomly backing into the fighter). Most of the damage came
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from the fighter's blows and the cleric's heat metal spell. The
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thief/psionicist kept failing to strike the giant with double pain, at least
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until the very end.
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The giant finally fell and the party was, to say the least, very excited.
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They cut the giant's head off and proceeded to carry it through the towns
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Grishnak had terrorised.
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V. EPILOGUE
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There had been such a build up to the giant encounter that I felt there had
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to be some sort of major rewards. Rather than simply giving out treasure, I
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awarded fame. The party went around and collected bounties, and as they
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travelled they were accepted as heroes throughout the lands. Here are some
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of the rumors that the PCs received following their defeat of Grishnak:
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- Word of the exploits of Unar's Hammer has reached the Humber
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coast and the cities of Yartshire and Sherborne. The tales of
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the defeat of Grishnak the merciless are second only to the
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stories of Gipin's defeat of Navagoras the Magnificent.
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- A group calling themselves "Heros of the Dark Fist" has claimed
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responsibility for the defeat of Grishnak the Merciless. They say that
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Unar's Hammer had accosted them after their defeat of the giant, while they
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were still weak, and stole the giant's head. They proved their claims by
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showing they had possession of Grishnak's hands and feet.
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</plot>
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<title>THE BROKEN IDOL</title>
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<author>Loren Miller
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<email>loren@hops.wharton.upenn.edu</email>
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</author>
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<length>Medium</length>
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<genre>Fantasy</genre>
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<type>Investigation</type>
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<setting>Urban</setting>
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<setting>Village</setting>
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<plot>
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This plot assumes that player characters are members of an extended
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family, or clan, and all live in the same castle/villa/manse. My
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campaign is a RuneQuest campaign set in Carmania, which is a cold and
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snowy land that was the heart of a splendid ancient empire conquered
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and kept by warfare, and is now the heart of a growing merchant
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network.
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Strange ship docks at the clan village, word is sent to the clan to
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pick up Farwalker, the chief's half-brother and wandering-merchant/
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capitalist-oppressor-pig who has been gone for many years. He is sick,
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very cold, and is clutching something in his hands. His hands cannot
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be pried apart without breaking his fingers, something the chief (in
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my campaign his nickname was Stoneface, but the PCs called him
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"chief") would be very upset about.
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Chief installs his brother in a sickroom, and appoints a PC to
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watch him, alternating with other family members. A rivalry would be a
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good thing to encourage here, because it makes the rest of the plot
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possible.
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Word comes that someone has been killed in the village. PCs are
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sent to investigate. Discover several brutal murders. Chase the
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murderer around, path leads to the clan house/castle/villa/manse.
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While the PCs are out of the room, the rival searches through uncle
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Farwalker's clothes and finds something, half of an ivory idol, and
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removes it to his rooms. Then he comes back, pretending nothing has
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happened. In the meantime, the murderer has snuck into the sickroom,
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put out the lights, and is killing uncle Farwalker as the rival walks
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in and lights a candle to see what's going on. The murderer is a yeti
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or some other huge, hairy, tough humanoid (in my campaign it is a snow
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troll from the glaciers) which was looking for an idol that Farwalker
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took.
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The PCs come in about the same time that the rival is being ripped
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up by the murderer and join the battle. What happens after this is up
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to you, but the PCs will probably discover the half idol, should
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interrogate the rival, may want to find where the idol came from, may
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want to return it, and may have to deal with more attempts to recover
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the idol. And... the idol might be cursed, or blessed, or an
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ingredient in a world-shattering magical ritual.
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</plot>
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<title>The Borrowers re-visited</title>
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<author>Phil Scadden
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<email>P.Scadden@gns.cri.nz</email>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<genre>Sci-Fi</genre>
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<type>Affliction</type>
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<setting>Any</setting>
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<plot>
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Ever enjoy "The Borrowers" as a child? Consider the possibilities of suddenly
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shrinking the players to say 15 to 40 cm. Cats, dogs, rats become serious
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monsters, a 3 foot wall becomes a major obstacle. To get back to normal size
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they need say a potion found only on a high shelf. Make this a test of
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ingenuity with utilising ordinary objects. Any genre will do!
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</plot>
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<title>Jericho Jones and Kruger Bioprime</title>
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<author>Colin Steele
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<email>colin@aol.net</email>
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</author>
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<length>Long</length>
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<genre>Cyberpunk</genre>
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<type>Investigation</type>
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<setting>Wilderness</setting>
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<setting>Rural</setting>
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<setting>Urban</setting>
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<setting>City</setting>
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<plot>
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A CP2020 scenario follows.
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TRADEMARK NOTICE. Cyperpunk(tm) is a trademark of R. Talsorian Games Inc.
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Copyright (C) 1992 Colin A. Steele
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This document is free. Permission is given to redistribute it and/or
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modify it under 2 conditions:
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1. My name stays on it.
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2. No profit is made from redistribution or modification.
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This is not meant to be a fully fleshed-out adventure. There are many
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gaping holes, that you, the GM, are gonna have to fill. My intention
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was to create a framework which was sufficiently fleshed out to be
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useful, but flexible enough to be adapted to your campaign.
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Thanks, and enjoy.
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:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Jericho Jones
|
|
|
|
Rocko, a small-time fixer known to one party member, contacts the
|
|
party with a "favor" to ask. He has a client, Malachi Jones, who
|
|
needs to have his son returned to him. To emphasize the "favor"
|
|
appeal, make one of the characters, preferably a nomad, somehow owe a
|
|
favor to Malachi Jones. If the characters are stupid enough to do
|
|
this as a "favor", Rocko pockets a big wad of cash. If the characters
|
|
are smart, Rocko makes them the real offer. His client offers 10,000
|
|
eb for the return of Jericho Jones, the son of Malachi Jones, the
|
|
chief of the Jones Tribe. Jericho is hiding out in Sky Mesa, with the
|
|
tribe of nomads living in the area.
|
|
|
|
The characters accept the job, and travel to Sky Mesa.
|
|
|
|
They arrive in the middle of a firefight. The tribe of nomads living
|
|
in Sky Mesa is getting the shit kicked out of 'em by the local
|
|
wastelanders, the Fury. Jericho is nowhere to be seen. If the
|
|
characters look *specifically* at the Fury's tactics, they'll notice
|
|
that the Fury is being semi-methodical, as if looking for someone.
|
|
The characters join in on the side of the Sky Mesa tribe, of course,
|
|
and eventually chase off the Fury. Again, if the characters are being
|
|
careful and keeping their eyes open, they'll see part of the Fury's
|
|
gang hop in an AV-4. (An extremely odd possession for a wastelander
|
|
gang.) But, the AV-4 has no markings, and it speeds off into the night
|
|
before the characters can do anything more. The rest of the Fury
|
|
takes off in cyberbikes.
|
|
|
|
The massacre is a sight. Women and children are just so much
|
|
lunch meat. Many RV's and trailers are ablaze. If the characters are
|
|
helpful, offering medical aid, etc., they will be taken to see
|
|
Jericho. Play the massacre up for maximum compassion effect.
|
|
|
|
The characters meet Jericho. Jericho explains that he and his father,
|
|
Malachi, had a huge falling out last year, and Jericho has been at Sky
|
|
Mesa ever since. Jericho was trying to prove to his father that
|
|
Kruger Bioprime, a mid-size multinational, is bad news. It's obvious
|
|
that Jericho is a righteous dude. He cares about people, and is
|
|
trying to create a better life for the people of Sky Mesa. In fact,
|
|
he's the de facto leader of the Sky Mesa tribe.
|
|
|
|
You ask, "Why is Jericho down on Kruger, when Kruger Bioprime has been
|
|
downright friendly with the Jones Tribe?" As part of a "multicultural
|
|
activism campaign" to "improve the public's perception of Kruger
|
|
Bioprime", they have been helping the Jones Tribe fight to regain some
|
|
land titles to property in Salt Lick.
|
|
|
|
Jericho never bought the corp's bullshit. He has always suspected
|
|
something more sinister, but hasn't been able to prove anything. To
|
|
boot, the corp has been winning some of the court battles, and the
|
|
Jones Tribe now has legal rights to some property in Salt Lick. That
|
|
makes it even harder for Jericho to talk sense to Malachi.
|
|
|
|
Jericho lays the cards on the table. He asks the characters to help
|
|
him find the dirt on Kruger. If the characters are of the mind just
|
|
to collect their money, Jericho will outbid his father - offering to
|
|
double their fee. Of course, he's full of it. The Sky Mesa tribe can
|
|
only pay about 1/2 of the 10,000 eb the characters were originally
|
|
offered for the job. But anyhow, Jericho'll play both on the
|
|
characters pocket book sense, and on their sense of justice. And, he
|
|
adds, if they can indeed turn the tables on Kruger Bioprime, the Sky
|
|
Mesa tribe will "owe them".
|
|
|
|
Now if the characters just want to bag Jericho, fine. Let 'em.
|
|
They'll have no problem bringing him in to 'ole Pop. They'll collect
|
|
their fee, and head off into the sunset. What they won't know is that
|
|
the Sky Mesa tribe springs Jericho from incarceration in the Jones
|
|
tribe. Much later, they'll read in the news about what Kruger
|
|
Bioprime is really doing in Salt Lick.
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
The Real Fax
|
|
|
|
Kruger Bioprime *is* bad news. They've got Malachi Jones on the
|
|
payroll, keeping him quiet and rich, while they wrestle deeds out of
|
|
the legal system and into Malachi's hands. Don't even ask what
|
|
they're doing to the unwitting members of the Jones tribe.
|
|
|
|
The story goes something like this:
|
|
|
|
With some serious hush money, Kruger convinced Malachi to let them
|
|
build a secret R&D/training base on one of the parcels of land. The
|
|
base was completed over a year ago and code-named Cadence Canyon. The
|
|
original purpose of the base was lost when a violent internal coup put
|
|
Katherine Washington in power at Kruger. A smart Kruger exec, by the
|
|
name of Charles Marsh, was bucking to get a promotion to associate VP,
|
|
and took over as the Candence Canyon project leader. He realized that
|
|
Cadence is in the middle of nowhere, and has a more or less captive
|
|
population. It's perfect for dumping hazardous waste, new product
|
|
testing, covert op training, you name it! Mr. Marsh sent several
|
|
memos around to this effect, which is perfect dirt for Jericho to dig
|
|
up. If he can.
|
|
|
|
Kruger planned to use the Jones tribe for product testing/op training,
|
|
and they've made good on the plan, so far. Malachi doesn't know it,
|
|
but Kruger has already been testing a new virus on a small segment of
|
|
the Joneses. The virus hasn't broken out yet, but it's a new form of
|
|
anthrax which cannot live in soil. (Perfect for military
|
|
applications!) About 10% of the tribe is infected. Kruger plans to
|
|
try out their cure on 1/2 of the infected 10%, and let the other half
|
|
die to see how effective the virus is. (Kruger doesn't know it yet,
|
|
but their manufacturing process is for shit, and this is the only run
|
|
of the virus that will be useful. It'll take them about another year
|
|
to produce a second batch.)
|
|
|
|
Although Malachi doesn't know about the virus, he suspects something
|
|
might be up. Kruger knows this, and when Malachi reaches the breaking
|
|
point, which they know he will, they'll waste him. Then, according to
|
|
some keen legalese, the deeds revert to Kruger. Imagine that! Then,
|
|
Kruger can do whatever they please with the Jones tribe.
|
|
|
|
Through their two moles in the Jones tribe, Kruger learned that
|
|
Jericho was trying to dis 'em. Wanting to protect their investment,
|
|
Kruger ordered Malachi to "lean" on the Sky Mesa tribe. So, Malachi
|
|
hired the Fury. Big mistake. The Fury was too cybered up and
|
|
psychoed out for Malachi to control. Plus, their leader is kinda
|
|
greedy. So, when Kruger asked them to go ahead and waste Jericho, for
|
|
10,000 eb, they didn't think twice. They took it upon themselves to
|
|
*wipe out* the Sky Mesa tribe, and put Jericho's head on a stick in
|
|
front of their leader's tent. Malachi realized his mistake, and,
|
|
wanting to save his son, hired the characters to kidnap him. He
|
|
doesn't know that the Fury are playing both ends against the middle.
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
Diggin'
|
|
|
|
So, the characters team up with Jericho Jones! Now the fun starts.
|
|
They've got to get some dirt on Kruger, ASAP. In the previous
|
|
episode, the characters got hired to find Jericho and return him to
|
|
Malachi Jones. They landed in a firefight between the Fury and the
|
|
Sky Mesa tribe. Little did they know that the Fury were in the pay of
|
|
Kruger Bioprime *and* Malachi Jones. Kinda ironic, huh?
|
|
|
|
The Fury are planning another raid on Sky Mesa, and have some scouts
|
|
observing the movements of the tribe. If the characters move Jericho,
|
|
the Fury will know about it, and will attack at the first opportune
|
|
moment. Otherwise, they'll stage an attack on the Sky Mesa camp the
|
|
night following.
|
|
|
|
Perceptive characters will know that a) they Fury were using an AV-4,
|
|
and b) they were hunting for someone. If the characters make a point
|
|
of it, one of the Sky Mesa bunch will volunteer a few digital photos
|
|
of the AV-4, taken during the raid. The characters may decide to
|
|
analyze these. Another clue: if there are any bodies of Furies,
|
|
perceptive characters who make a coupla' skill checks will find out
|
|
that the Furies are sporting some keen *new* cyberware. Finally, if
|
|
there are any living Furies, they might be interrogated to reveal some
|
|
useful clues.
|
|
|
|
All of the clues will point the characters back towards a particular
|
|
fixer in Night City. From that fixer, they'll be able to make the
|
|
connection to Kruger Bioprime.
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
A Thousand Words
|
|
|
|
The photo analysis will yield a vehicle ID number - but only after
|
|
some serious skill checks, time and cash. The characters can try it
|
|
themselves, using Photo&Film skill a program called DigiDesigner Pro,
|
|
and 8 hours. Or, they can call in some contacts to have it done, for
|
|
about 2000 eb. Once they locate the contact and upload the photos,
|
|
it'll take 2 hours. If they use a contact, success is guaranteed (but
|
|
don't tell them this).
|
|
|
|
The vehicle ID can be tracked down to a AV-4 reported stolen from a
|
|
Kruger Bioprime branch office in Night City six months ago. Included
|
|
in the NCPD files concerning the case are some interesting clues. The
|
|
case notes indicate that at the scene of the crime, investigators
|
|
found the tag symbol of the gang known as the Icemen. No gang members
|
|
could be apprehended for questioning, so the lead was never properly
|
|
pursued. In addition, a pattern of vehicle theft was developing,
|
|
though not necessarily correlated with the Icemen. AVs and expensive
|
|
cars were disappearing at a fairly high rate, for about 3 months
|
|
around the time that this particular AV-4 was stolen.
|
|
|
|
The next step for the characters might be to find and question some
|
|
Icemen. This should be fairly difficult. The Icemen are a small
|
|
gang whose primary reason for existence is to supply the members with
|
|
enough cash to support their drug of choice - ice. Ice is a
|
|
little-know, highly addictive hallucinogen. The users can be easily
|
|
identified by one of the drug's side effects - the user's skin
|
|
temperature is significantly lower than normal. With some street deal
|
|
and some luck, they might be able to hook up with Frost, the leader,
|
|
and chief junkie, of the Icemen. From her, the characters might be
|
|
able to find out that Micky hired the Icemen to do most of the vehicle
|
|
theft, including the AV-4 in question. Then again, Frost might just
|
|
decide that the Icemen need to have some fun, and jam on the
|
|
characters heads! GM's discretion on this one.
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
Furious
|
|
|
|
If there were any of the Fury still alive, the characters might want
|
|
to squeeze a little information out of them. None of the 'dorphed out
|
|
Furies is going to be of much value, but each successful
|
|
Interrogation/Intimidation/whatever skill check (average difficulty -
|
|
+15) will yield one of the following clues:
|
|
<list>
|
|
1. Zap was in Night City two weekends ago.
|
|
|
|
2. A bunch of Furies got treated to lots of shiny new cybergear at
|
|
a place called Rael's in Night City.
|
|
|
|
3. Zap stole the AV while he was in Night City.
|
|
|
|
4. Zap and part of the gang did a road trip to Salt Lick three weeks
|
|
ago. While there, Zap said he had business to take care of and
|
|
left for a couple of days.
|
|
|
|
5. Zap says we're supposed to kill Jericho Jones.
|
|
|
|
6. Zap's input, Jet, broke up with him last week and moved to Night
|
|
City.
|
|
|
|
</list>
|
|
Clue #1 can be used to search police records to find that a person
|
|
matching Zap's description was picked up on disturbing the peace
|
|
charges in a Night City club called the Rainbow Nights. The
|
|
characters might be able to find out from a savvy waitress that Zap
|
|
was seen talking biz in the corner with Micky the fixer.
|
|
|
|
Clue #6 can be used to track down Jet, and find out from her that Zap
|
|
got a big wad of cash from "some fixer" to "waste Jericho Jones".
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
Bright Lights
|
|
|
|
If the characters check out the cyberware on the dead Furies, and make
|
|
an average (+15) CyberTech skill check, they'll determine that it's of
|
|
local manufacture, and find out its serial number. They can chase
|
|
that down by either making the right connections (for 200 eb and an
|
|
average Streetwise or easy Streetdeal skill check) or by an difficult
|
|
CyberTech skill check. The designer is Rael Sanchez, a Night City
|
|
ripperdoc operating out of Rael's Bodysculpting and Tatoo. (p. 98 in
|
|
Night City).
|
|
|
|
Time to head into the city! Note that the Fury is too dense to report
|
|
the characters' movements to Kruger Bioprime. Their laced-out brains
|
|
are filled with only one thought - ultraviolence on Jericho Jones.
|
|
|
|
If the characters pay a visit to Rael's Bodysculpting, and make an
|
|
average (+15) notice skill check, they'll see that Rael has some
|
|
concealed security cameras. If they grease Rael's palm enough, or
|
|
intimidate, or whatever, he'll let them take a peek at the footage
|
|
taken when the Furies came to visit. After about 2 hours of watching
|
|
the Furies bounce around the clinic, harass other customers, and have
|
|
black cyberware installed, they'll catch Zap, the Furies' leader, say
|
|
to Rael, "Good thing Micky gave us cash!" Hmm.
|
|
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
You're So Fine
|
|
|
|
Characters who are fixers and are familiar with Night City will
|
|
automatically have heard of Micky. Characters with Streewise skill
|
|
will recognize her name on a successful skill check of average
|
|
difficulty. Micky is a fairly well-known edgerunner who works
|
|
primarily out of a dingy gym on the edge of the Zone.
|
|
|
|
To get info from Micky our heroes will either have to pay, bully, or
|
|
hack her data system. It'll take some serious finagling to see Micky,
|
|
in any case. If Jericho is with the characters, she'll take off and
|
|
order her bodyguards to kill Jericho. If not, she'll demand 12,000 eb
|
|
for the information. She can be bargained down as far as 5,000 eb.
|
|
Or, the characters can try to intimidate/persuade/fast
|
|
talk/seduce/interrogate. But, she's one tough cookie, and her
|
|
bodyguards won't take kindly to interrogation or intimidation.
|
|
|
|
The characters could also try to wrest the data from Micky's data
|
|
systems.
|
|
|
|
One way or another, the characters find out from Micky that Charles
|
|
Marsh hired her to deal with the Fury. (Jericho's fears are indeed
|
|
true!) Micky has done other work for Mr. Marsh and Kruger Bioprime,
|
|
including the vehicle roundup carried out by the Icemen. Furthermore,
|
|
she knows that Charles is working on some sort of secret base. She
|
|
doesn't know where. She'll even reveal that Malachi Jones is paying
|
|
the Fury to lean on the Sky Mesa tribe. Micky thinks this is a truly
|
|
amusing state of affairs.
|
|
|
|
Jericho's reaction to the information Micky provides is a mixed one.
|
|
Jericho is outraged at the news that his own father hired the
|
|
wastelanders to rough up the Sky Mesa tribe. He also doesn't
|
|
understand why. Jericho is properly justified, and not unsurprised
|
|
when he learns that Kruger Bioprime is trying to kill him. It only
|
|
hardens his resolve to make Malachi see the light.
|
|
|
|
The real question is, do the characters think their job is done? If
|
|
the characters are of a mind to teach Kruger a lesson, then just push
|
|
on.
|
|
|
|
Of course, Jericho feels that this is just tip of the iceberg, and
|
|
that they should try to push a bit further. He'll try his best to
|
|
persuade them to do so, and if he can't he'll vow to "do it on his
|
|
own" if he has to. Once again, the GM should play this up for maximum
|
|
compassion/anti-establishment/potential-monetary-gain effect. If the
|
|
characters bag out, fine. Jericho promises to send his brother to pay
|
|
them (which he'll do, but only with 5,000 eb.) They'll read about the
|
|
battle that Jericho, the Joneses, and the Sky Mesa tribe fight against
|
|
the Kruger ops at Cadence Canyon.
|
|
|
|
If the characters want to continue, then Jericho decides it's time to
|
|
tell Malachi. He'll travel home to Salt Lick, and meet his father,
|
|
who is overjoyed to see him. They'll go have a heart-to-heart. Since
|
|
Malachi doesn't know that the characters are working for Jericho,
|
|
unless they told him, he'll credit the characters' accounts with
|
|
10,000 eb. If they don't have an account, he'll surreptitiously slip
|
|
'em the cash. Either way, they won't find out about it until after
|
|
the next episode in the adventure.
|
|
|
|
Malachi and Jericho will emerge a couple of hours later, and call an
|
|
emergency meeting. The Sky Mesa tribe will travel down to Salt Lick
|
|
to join in.
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
The War Council
|
|
|
|
The chiefs of the Jones tribe and the Sky Mesa tribe have decided to
|
|
let the cat out of the bag. Malachi will announce, with great shame,
|
|
the whole story about Kruger to the tribes. He tells them about the
|
|
secret base, and about his suspicions. Jericho tells them about the
|
|
Kruger connection to the Fury attacks. The tribes are incensed!
|
|
|
|
A quick vote is taken by the tribes, and the decision is unanimous -
|
|
they must rid Salt Lick of Kruger Bioprime. They begin to draw up
|
|
their plans to do so.
|
|
|
|
Malachi takes the characters aside, and thanks them for returning his
|
|
son. He tells them about their payment, and tells them, gravely, that
|
|
he is forever in their debt for saving his son. He informs them that
|
|
they are not obligated to join in the battle against the Cadence
|
|
Canyon base. He offers them a car to return them to Night City, turns
|
|
on his heel, and leaves.
|
|
|
|
Now, what kind of people are the characters? Here's the real test.
|
|
Do they leave the battered tribes to fight alone against the sinister
|
|
Kruger Bioprime? They might. In fact, it's really good theatrics if
|
|
they do, and then have second thoughts, and come screaming back into
|
|
the middle of the firefight at Cadence Canyon, just in time to turn
|
|
the tide against the highly trained Kruger ops.
|
|
|
|
But, if they don't, that's OK too. They'll read about the horrendous
|
|
battle at the podunk town of Salt Lick, and the allegations of the
|
|
Jones tribe that they were used as guinea pigs. Jericho will call
|
|
them three days later from a hospital bed, and tell them that their
|
|
payment is on the way. He also tells them that the tribes discovered
|
|
that the corp had infected some tribe members with the virus, and that
|
|
they had gotten the cure from a lab in the base. He thanks them, and
|
|
hangs up. The next day, an AV-4 - the same one that the Fury was
|
|
using - shows up, and a Sky Mesa nomad hands 'em the keys.
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
Cadence Canyon
|
|
|
|
The Jones and Sky Mesa tribes may have some difficulty in their
|
|
attack, because the Kruger facility is well guarded. Cadence Canyon
|
|
is at the end of a dirt road, off of what used to be highway 145.
|
|
Highway 145 winds out of Salt Lick to the north, towards the
|
|
foothills. It's a narrow, two lane asphalt road badly in need of
|
|
repair. Boulders, rocky outcropping's, and bare earth surround the
|
|
base, and the only cover is a few scraggly trees and bushes.
|
|
|
|
The tribes plan to attack at 1 AM. The Jones's weatherman predicts it
|
|
will be a moonless night, so the nomads may be able to surprise the
|
|
guards and effect a successful breakin. Jericho will lead a
|
|
hand-picked band of Sky Mesa nomads in a stealthy rear attack, while
|
|
Malachi will take a much larger group and use them in a frontal
|
|
assault.
|
|
|
|
There are 6 guards, 2 "Section 7's" (highly trained security ops), a
|
|
research team of 9, 4 administrative personnel, and 2 executives at
|
|
Cadence Canyon. A fairly sophisticated electronic surveillance
|
|
network monitors the facility at all times, which the nomads will have
|
|
to defeat or circumvent in order to get in.
|
|
|
|
It is a two-floor facility, with the labs on the ground floor, and the
|
|
offices on the second floor. There is an AV pad on the roof, and the
|
|
security team makes regular patrols in the AV (about every hour and a
|
|
half).
|
|
|
|
The rest of the details are up to the GM...
|
|
|
|
|
|
Cast of Characters
|
|
<stats>
|
|
MALACHI JONES
|
|
|
|
ROLE: Nomad (65 Char. Pts)
|
|
INT: 6 REF: 10 TECH: 5
|
|
COOL: 7 ATTR: 7 LUCK: 7
|
|
MA: 6 BODY: 8 EMP: 9
|
|
|
|
RUN/RND: 18 LEAP: 4
|
|
LIFT: 320 CRRY: 80
|
|
|
|
BTM: -3 IP: 0
|
|
SAVE: 8 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 20 | 0 | 0 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
family: +5 ( ) endurance: +4 (BODY)
|
|
awareness/notice: +3 ( INT) wilderness survival: +1 ( INT)
|
|
athletics: +9 ( REF) brawling: +2 ( REF)
|
|
driving: +3 ( REF) melee: +4 ( REF)
|
|
rifle: +3 ( REF) basic tech: +6 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
strength feat: +1 (BODY) swimming: +1 (BODY)
|
|
interrogation: +1 (COOL) oratory: +1 (COOL)
|
|
human perception: +1 ( EMP) interview: +1 ( EMP)
|
|
accounting: +1 ( INT) shadow/track: +1 ( INT)
|
|
stock market: +1 ( INT) fencing: +1 ( REF)
|
|
martial art(___________): +1 ( REF) pilot dirigible: +1 ( REF)
|
|
AV tech: +1 (TECH) first aid: +1 (TECH)
|
|
forgery: +1 (TECH) pick pocket: +1 (TECH)
|
|
|
|
CYBERWARE
|
|
CyberOptics: Infrared
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Flack Vest 1 20 200
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Dai Lung Streetmaster Med. AutoPistol +0 J E 2D6+3 12 2 UR 50m 250
|
|
H&K MP-2013 Lt. SMG +1 J C 2D6+3 30 32 ST 150m 450
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
JERICHO JONES
|
|
|
|
ROLE: Nomad (65 Char. Pts)
|
|
INT: 7 REF: 10 TECH: 10
|
|
COOL: 5 ATTR: 10 LUCK: 3
|
|
MA: 8 BODY: 5 EMP: 7
|
|
|
|
RUN/RND: 24 LEAP: 6
|
|
LIFT: 200 CRRY: 50
|
|
|
|
BTM: -2 IP: 0
|
|
SAVE: 5 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 10 | 0 | 0 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
family: +5 ( ) endurance: +2 (BODY)
|
|
awareness/notice: +4 ( INT) wilderness survival: +3 ( INT)
|
|
athletics: +6 ( REF) brawling: +3 ( REF)
|
|
driving: +5 ( REF) melee: +1 ( REF)
|
|
rifle: +5 ( REF) basic tech: +6 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
resist torture or drugs: +1 (COOL) streetwise: +1 (COOL)
|
|
social: +1 ( EMP) accounting: +2 ( INT)
|
|
hide/evade: +3 ( INT) library search: +1 ( INT)
|
|
stock market: +1 ( INT) AV tech: +3 (TECH)
|
|
disguise: +1 (TECH) electronic security: +3 (TECH)
|
|
|
|
CYBERWARE
|
|
CyberAudio with: Wearman
|
|
Rippers (2D6 dam)
|
|
CyberOptics: Infrared
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Kevlar T-Shirt 0 10 90
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Militech Arms Avenger Med. AutoPistol +0 J E 2D6+1 10 2 VR 50m 250
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
CALEB JONES
|
|
|
|
ROLE: Nomad (63 Char. Pts)
|
|
INT: 6 REF: 10 TECH: 9
|
|
COOL: 4 ATTR: 2 LUCK: 9
|
|
MA: 10 BODY: 6 EMP: 7
|
|
|
|
RUN/RND: 30 LEAP: 7
|
|
LIFT: 240 CRRY: 60
|
|
|
|
BTM: -2 IP: 0
|
|
SAVE: 6 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 0 | 20 | 20 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
family: +3 ( ) endurance: +2 (BODY)
|
|
awareness/notice: +8 ( INT) wilderness survival: +5 ( INT)
|
|
athletics: +3 ( REF) brawling: +3 ( REF)
|
|
driving: +3 ( REF) melee: +4 ( REF)
|
|
rifle: +5 ( REF) basic tech: +4 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
strength feat: +3 (BODY) oratory: +1 (COOL)
|
|
social: +1 ( EMP) botany: +1 ( INT)
|
|
education & gen. knowledge: +1 ( INT) history: +1 ( INT)
|
|
stock market: +1 ( INT) system knowledge: +1 ( INT)
|
|
dodge/escape: +1 ( REF) submachinegun: +2 ( REF)
|
|
forgery: +2 (TECH) gyro tech: +1 (TECH)
|
|
|
|
CYBERWARE
|
|
CyberOptics: Camera
|
|
CyberOptics: Targeting scope (+1 to smartgun att.)
|
|
Reflex Boost (Sandevistan - +2 init. rolls)
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Hvy. Armor Jacket 2 20 250
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
H&K MPK-11 Hvy. SMG +0 L C 4D6+1 30 20 ST 200m 700
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
MICKY THE FIXER
|
|
|
|
ROLE: Fixer (53 Char. Pts)
|
|
INT: 7 REF: 4 TECH: 6
|
|
COOL: 8 ATTR: 3 LUCK: 10
|
|
MA: 3 BODY: 2 EMP: 10
|
|
|
|
RUN/RND: 9 LEAP: 2
|
|
LIFT: 80 CRRY: 20
|
|
|
|
BTM: 0 IP: 0
|
|
SAVE: 2 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 5 | 5 | 5 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
streetdeal: +5 ( ) intimidate: +6 (COOL)
|
|
persuasion or fast talk: +3 ( EMP) awareness/notice: +5 ( INT)
|
|
brawling: +3 ( REF) handgun: +2 ( REF)
|
|
melee: +3 ( REF) forgery: +4 (TECH)
|
|
pick lock: +5 (TECH) pick pocket: +4 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
endurance: +1 (BODY) swimming: +1 (BODY)
|
|
oratory: +1 (COOL) chemistry: +1 ( INT)
|
|
composition: +1 ( INT) library search: +1 ( INT)
|
|
physics: +1 ( INT) programming: +1 ( INT)
|
|
stock market: +1 ( INT) martial art(___________): +1 ( REF)
|
|
pilot gyro: +1 ( REF)
|
|
CYBERWARE
|
|
CyberOptics: Infrared
|
|
CyberAudio with: Wearman
|
|
Rippers (2D6 dam)
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Spiked Leather Jacket 0 5 150
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Federated Arms X-22 Lt. AutoPistol +0 J E 1D6+1 10 2 ST 50m 150
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
ROCKO
|
|
|
|
ROLE: Fixer (50 Char. Pts)
|
|
INT: 7 REF: 5 TECH: 5
|
|
COOL: 5 ATTR: 4 LUCK: 8
|
|
MA: 9 BODY: 4 EMP: 3
|
|
|
|
RUN/RND: 27 LEAP: 6
|
|
LIFT: 160 CRRY: 40
|
|
|
|
BTM: -1 IP: 0
|
|
SAVE: 4 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 0 | 20 | 20 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
streetdeal: +2 ( ) intimidate: +8 (COOL)
|
|
persuasion or fast talk: +4 ( EMP) awareness/notice: +3 ( INT)
|
|
brawling: +2 ( REF) handgun: +3 ( REF)
|
|
melee: +3 ( REF) forgery: +4 (TECH)
|
|
pick lock: +5 (TECH) pick pocket: +6 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
interview: +1 ( EMP) anthropology: +2 ( INT)
|
|
composition: +1 ( INT) geology: +1 ( INT)
|
|
hide/evade: +1 ( INT) zoology: +1 ( INT)
|
|
archery: +1 ( REF) martial art(___________): +1 ( REF)
|
|
pilot gyro: +1 ( REF) cyberdeck design: +1 (TECH)
|
|
electronics: +1 (TECH)
|
|
CYBERWARE
|
|
CyberAudio with: Radio Splice
|
|
Slice 'n Dice (2D6 dam)
|
|
CyberAudio with: Digital Recording Link
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Hvy. Armor Jacket 2 20 250
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
H&K MPK-11 Hvy. SMG +0 L C 4D6+1 30 20 ST 200m 700
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
MICKY'S BODYGUARDS
|
|
|
|
ROLE: Solo (49 Char. Pts)
|
|
INT: 9 REF: 9 TECH: 3
|
|
COOL: 3 ATTR: 2 LUCK: 9
|
|
MA: 3 BODY: 6 EMP: 5
|
|
|
|
RUN/RND: 9 LEAP: 2
|
|
LIFT: 240 CRRY: 60
|
|
|
|
BTM: -2 IP: 0
|
|
SAVE: 6 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 14 | 14 | 14 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
combat sense: +4 ( ) awareness/notice: +4 ( INT)
|
|
athletics: +5 ( REF) handgun: +7 ( REF)
|
|
martial art(___________): +5 ( REF) melee: +1 ( REF)
|
|
rifle: +4 ( REF) stealth: +2 ( REF)
|
|
submachinegun: +7 ( REF) weaponsmith: +1 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
swimming: +1 (BODY) intimidate: +1 (COOL)
|
|
seduction: +1 ( EMP) social: +1 ( EMP)
|
|
botany: +1 ( INT) chemistry: +1 ( INT)
|
|
shadow/track: +1 ( INT) dodge/escape: +2 ( REF)
|
|
operate hvy. machinery: +1 ( REF) paint or draw: +1 (TECH)
|
|
photo film: +1 (TECH)
|
|
CYBERWARE
|
|
CyberOptics: Infrared
|
|
Reflex Boost (Kerenzikov - +1 init. rolls)
|
|
Vampires (1D6/3 dam)
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Light Armor Jacket 0 14 150
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Fabrica D'Armes M2012 Hvy. Assault Rifle +2 N P 6D6+2 30 4 VR 400m1400
|
|
Dai Lung Cybermag 15 Lt. AutoPistol -1 P C 1D6+1 10 2 UR 50m 50
|
|
Sternmeyer SMG 12 Hvy. SMG -1 L E 3D6 30 15 VR 200m 500
|
|
H&K MP-2013 Lt. SMG +1 J C 2D6+3 30 32 ST 150m 450
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
Rael Sanchez
|
|
|
|
ROLE: Medtechie (62 Char. Pts)
|
|
INT: 7 REF: 4 TECH: 8
|
|
COOL: 6 ATTR: 9 LUCK: 9
|
|
MA: 8 BODY: 7 EMP: 4
|
|
|
|
RUN/RND: 24 LEAP: 6
|
|
LIFT: 280 CRRY: 70
|
|
|
|
BTM: -2 IP: 0
|
|
SAVE: 7 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 18 | 18 | 18 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
medical tech: +5 ( ) human perception: +4 ( EMP)
|
|
awareness/notice: +3 ( INT) diagnose illness: +1 ( INT)
|
|
education & gen. knowledge: +7 ( INT) library search: +3 ( INT)
|
|
zoology: +1 ( INT) basic tech: +6 (TECH)
|
|
cryotank operation: +2 (TECH) pharmaceuticals: +8 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
stock market: +2 ( INT) teaching: +1 ( INT)
|
|
cybertech: +8 (TECH)
|
|
|
|
CYBERWARE
|
|
CyberAudio with: Phone Link
|
|
Rippers (2D6 dam)
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Med. Armor Jacket 1 18 200
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Dai Lung Streetmaster Med. AutoPistol +0 J E 2D6+3 12 2 UR 50m 250
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
ZAP
|
|
|
|
ROLE: StreetPunk (65 Char. Pts)
|
|
INT: 10 REF: 5 TECH: 8
|
|
COOL: 7 ATTR: 4 LUCK: 10
|
|
MA: 9 BODY: 2 EMP: 10
|
|
|
|
RUN/RND: 27 LEAP: 6
|
|
LIFT: 80 CRRY: 20
|
|
|
|
BTM: 0 IP: 0
|
|
SAVE: 2 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 20 | 0 | 0 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
intimidate: +2 (COOL) streetwise: +3 (COOL)
|
|
persuasion or fast talk: +2 ( EMP) awareness/notice: +2 ( INT)
|
|
brawling: +2 ( REF) melee: +2 ( REF)
|
|
rifle: +2 ( REF) stealth: +6 ( REF)
|
|
submachinegun: +4 ( REF) pharmaceuticals: +3 (TECH)
|
|
pick lock: +1 (TECH)
|
|
|
|
CYBERWARE
|
|
CyberAudio with: Amplified Hearing
|
|
Vampires (1D6/3 dam)
|
|
Slice 'n Dice (2D6 dam)
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Flack Vest 1 20 200
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
H&K MP-2013 Lt. SMG +1 J C 2D6+3 30 32 ST 150m 450
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
CHARLES MARSH
|
|
|
|
ROLE: Corporate (51 Char. Pts)
|
|
INT: 7 REF: 5 TECH: 3
|
|
COOL: 2 ATTR: 7 LUCK: 7
|
|
MA: 7 BODY: 4 EMP: 9
|
|
|
|
RUN/RND: 21 LEAP: 5
|
|
LIFT: 160 CRRY: 40
|
|
|
|
BTM: -1 IP: 0
|
|
SAVE: 4 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 4 | 4 | 4 | 4 | 4 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
resources: +6 ( ) personal grooming: +7 (ATTR)
|
|
wardrobe & style: +2 (ATTR) human perception: +5 ( EMP)
|
|
social: +1 ( EMP) persuasion or fast talk: +3 ( EMP)
|
|
awareness/notice: +1 ( INT) education & gen. knowledge: +4 ( INT)
|
|
library search: +7 ( INT) stock market: +4 ( INT)
|
|
|
|
PICK-UP SKILLS
|
|
anthropology: +1 ( INT) history: +1 ( INT)
|
|
wilderness survival: +2 ( INT) athletics: +1 ( REF)
|
|
dance: +1 ( REF) pilot dirigible: +1 ( REF)
|
|
AV pilot: +1 ( REF) submachinegun: +1 ( REF)
|
|
cyberdeck design: +1 (TECH) first aid: +1 (TECH)
|
|
pick pocket: +1 (TECH)
|
|
|
|
CYBERWARE
|
|
CyberAudio with: Amplified Hearing
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Heavy Leather Suit 0 4 50
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Arasaka Miniami 10 Med. SMG +0 J E 2D6+3 40 20 VR 200m 500
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
GENERIC JONES TRIBE NOMAD
|
|
|
|
ROLE: Nomad (50 Char. Pts)
|
|
INT: 4 REF: 6 TECH: 5
|
|
COOL: 10 ATTR: 4 LUCK: 2
|
|
MA: 4 BODY: 6 EMP: 9
|
|
|
|
RUN/RND: 12 LEAP: 3
|
|
LIFT: 240 CRRY: 60
|
|
|
|
BTM: -2 IP: 0
|
|
SAVE: 6 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 5 | 5 | 5 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
family: +4 ( ) endurance: +3 (BODY)
|
|
awareness/notice: +4 ( INT) wilderness survival: +1 ( INT)
|
|
athletics: +7 ( REF) brawling: +4 ( REF)
|
|
driving: +5 ( REF) melee: +3 ( REF)
|
|
rifle: +6 ( REF) basic tech: +3 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
wardrobe & style: +1 (ATTR) intimidate: +1 (COOL)
|
|
perform: +1 ( EMP) anthropology: +1 ( INT)
|
|
hide/evade: +2 ( INT) AV pilot: +1 ( REF)
|
|
aero tech: +1 (TECH) cybertech: +1 (TECH)
|
|
pharmaceuticals: +1 (TECH)
|
|
CYBERWARE
|
|
Big Knucks (1D6 + 2 dam)
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Spiked Leather Jacket 0 5 150
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Kalishnikov A-80 Hvy. Assault Rifle -1 N E 6D6+2 35 25 ST 400m 550
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
GENERIC FURY
|
|
|
|
ROLE: StreetPunk (35 Char. Pts)
|
|
INT: 4 REF: 3 TECH: 4
|
|
COOL: 7 ATTR: 2 LUCK: 2
|
|
MA: 5 BODY: 4 EMP: 4
|
|
|
|
RUN/RND: 15 LEAP: 3
|
|
LIFT: 160 CRRY: 40
|
|
|
|
BTM: -1 IP: 0
|
|
SAVE: 4 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 4 | 4 | 4 | 4 | 4 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
intimidate: +1 (COOL) persuasion or fast talk: +4 ( EMP)
|
|
awareness/notice: +1 ( INT) brawling: +1 ( REF)
|
|
dodge/escape: +2 ( REF) handgun: +1 ( REF)
|
|
martial art(___________): +3 ( REF) melee: +2 ( REF)
|
|
submachinegun: +1 ( REF) pick lock: +2 (TECH)
|
|
pick pocket: +3 (TECH)
|
|
|
|
CYBERWARE
|
|
CyberArm with: Heavy Pistol
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Heavy Leather Suit 0 4 50
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Sternmeyer Type 35 Hvy. AutoPistol +0 J C 3D6 8 2 VR 50m 400
|
|
Sternmeyer Stakeout 10 Shotgun -2 N R 4D6 10 2 ST 50m 450
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
GENERIC SKY MESA NOMAD
|
|
|
|
ROLE: Nomad (50 Char. Pts)
|
|
INT: 8 REF: 6 TECH: 7
|
|
COOL: 6 ATTR: 2 LUCK: 7
|
|
MA: 3 BODY: 5 EMP: 6
|
|
|
|
RUN/RND: 9 LEAP: 2
|
|
LIFT: 200 CRRY: 50
|
|
|
|
BTM: -2 IP: 0
|
|
SAVE: 5 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 4 | 4 | 4 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
family: +5 ( ) endurance: +4 (BODY)
|
|
awareness/notice: +1 ( INT) wilderness survival: +4 ( INT)
|
|
athletics: +4 ( REF) brawling: +4 ( REF)
|
|
driving: +3 ( REF) melee: +7 ( REF)
|
|
rifle: +3 ( REF) basic tech: +5 (TECH)
|
|
|
|
PICK-UP SKILLS
|
|
personal grooming: +1 (ATTR) interrogation: +1 (COOL)
|
|
seduction: +1 ( EMP) persuasion or fast talk: +1 ( EMP)
|
|
accounting: +1 ( INT) geology: +1 ( INT)
|
|
language(___________): +1 ( INT) mathematics: +1 ( INT)
|
|
programming: +1 ( INT) teaching: +2 ( INT)
|
|
heavy weapons: +1 ( REF) pilot dirigible: +1 ( REF)
|
|
electronics: +1 (TECH)
|
|
CYBERWARE
|
|
Big Knucks (1D6 + 2 dam)
|
|
CyberOptics: Antidazzle
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Heavy Leather Jacket 0 4 50
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Uzi Miniauto 9 Lt. SMG +1 J E 2D6+1 30 35 VR 150m 475
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
Generic Kruger Solo
|
|
|
|
ROLE: Solo (65 Char. Pts)
|
|
INT: 7 REF: 8 TECH: 6
|
|
COOL: 9 ATTR: 8 LUCK: 6
|
|
MA: 7 BODY: 6 EMP: 8
|
|
|
|
RUN/RND: 21 LEAP: 5
|
|
LIFT: 240 CRRY: 60
|
|
|
|
BTM: -2 IP: 0
|
|
SAVE: 6 REP: 0
|
|
_____________________________________
|
|
Location: Head|Torso|R.Arm|L.Arm|R.Leg|L.Leg:
|
|
: 1 | 2-4 | 5 | 6 | 7-8 | 9-0 :
|
|
Armor SP: 0 | 10 | 0 | 0 | 0 | 0 :
|
|
-------------------------------------
|
|
_____________________________________
|
|
:Light Ser. Cri. Mor0 Mor1:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 0 1 2 3 4 :
|
|
-------------------------------------
|
|
:Mor2 Mor3 Mor4 Mor5 Mor6:
|
|
:OOOO OOOO OOOO OOOO OOOO:
|
|
Stun: 5 6 7 8 9 :
|
|
-------------------------------------
|
|
|
|
CAREER SKILLS
|
|
combat sense: +5 ( ) awareness/notice: +4 ( INT)
|
|
athletics: +4 ( REF) handgun: +6 ( REF)
|
|
martial art(___________): +3 ( REF) melee: +3 ( REF)
|
|
rifle: +5 ( REF) stealth: +6 ( REF)
|
|
submachinegun: +4 ( REF)
|
|
|
|
PICK-UP SKILLS
|
|
personal grooming: +1 (ATTR) strength feat: +1 (BODY)
|
|
oratory: +1 (COOL) streetwise: +1 (COOL)
|
|
gamble: +2 ( INT) hide/evade: +1 ( INT)
|
|
system knowledge: +1 ( INT) archery: +1 ( REF)
|
|
dance: +1 ( REF) pilot fixed wing: +1 ( REF)
|
|
basic tech: +1 (TECH) demolitions: +1 (TECH)
|
|
play instrument: +2 (TECH)
|
|
|
|
CYBERWARE
|
|
Reflex Boost (Kerenzikov - +1 init. rolls)
|
|
Vampires (1D6/3 dam)
|
|
CyberOptics: Infrared
|
|
|
|
ARMOR
|
|
Armor EV SP EB
|
|
Kevlar T-Shirt 0 10 90
|
|
|
|
WEAPONS
|
|
Weapon Type AC CN AV DAM SH ROF REL RNG EB
|
|
Uzi Miniauto 9 Lt. SMG +1 J E 2D6+1 30 35 VR 150m 475
|
|
H&K MPK-11 Hvy. SMG +0 L C 4D6+1 30 20 ST 200m 700
|
|
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
Corporate Report: Kruger Bioprime
|
|
|
|
Industry: Biotech. Custom Organisms for the defense and agriculture
|
|
industries.
|
|
|
|
HQ: Dallas
|
|
|
|
Regional Offices: Night City, D.C., Chicago, Boston
|
|
|
|
Name & Location of major shareholder: Anthony Linsky, Geneva.
|
|
|
|
Employees: 1200; Troops: 110; Covert: 6
|
|
|
|
Background:
|
|
|
|
Kruger is a 10 year old company. Kruger specializes in
|
|
hard-to-design, hard-to-produce custom organisms for special
|
|
applications. Most of its business is with the US provisional
|
|
government. However, it is trying to diversify, hoping to be bought
|
|
out by Militech. It went public 5 years ago, and is doing well, but
|
|
not well enough to attract much new investment or interest. The Board
|
|
is hoping for a breakthrough with the Cadence Canyon project.
|
|
|
|
Equipment and Resources:
|
|
|
|
4 AV-4's (legally owned)
|
|
2 AV-4's (illegally obtained)
|
|
The home office and the Cadence Canyon facility have non-surgery
|
|
capable infirmaries.
|
|
|
|
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
Micky's Data Fortress
|
|
|
|
|
|
****
|
|
**CV T***
|
|
** *** *
|
|
*X12 A *
|
|
*34***G***BL*
|
|
** **
|
|
|
|
Legend
|
|
X = CPU
|
|
1,2,3,4 = MU
|
|
* = Data Wall
|
|
G = Code Gate
|
|
T = Terminal in Micky's Office
|
|
V = Micky's MetroCar
|
|
C = Security Cams in the Gym
|
|
L = Alarm
|
|
|
|
|
|
Data Walls: +4
|
|
Code Gate: +2
|
|
System INT: 3
|
|
System Skills:
|
|
Accounting
|
|
Library Search
|
|
Stock Market
|
|
Driving
|
|
Pharmaceuticals
|
|
|
|
Defense Location Code Notes
|
|
Watchdog M1 A -
|
|
Killer IV M4 B -
|
|
Stun M3 - In M3
|
|
|
|
File Type Location Locked?
|
|
HomeWare interface questions Inter-Office M1 no
|
|
New ACS alias Inter-Office M1 no
|
|
C. Bazer address/phone # Inter-Office M1 no
|
|
zombie process Inter-Office M1 no
|
|
dial-in line changes Inter-Office M1 no
|
|
NEW OPTIONS & MORE Inter-Office M1 no
|
|
RE: Memorandum ambiguities Inter-Office M1 no
|
|
|
|
Micky's Black Book Database M4 yes
|
|
Prime Client List Database M4 yes
|
|
Shit List Database M4 yes
|
|
|
|
Memo: creating warez that sells Business Records M1 no
|
|
Memo: dialogic stuff Business Records M1 no
|
|
Memo: CyDeck performance tests Business Records M1 no
|
|
Venn Diagram of Life Autumnal Business Records M1 yes
|
|
Q2 financials (draft) Business Records M2 yes
|
|
|
|
People we have Blackmail on Grey Ops M3 yes
|
|
Meeting reminder Grey Ops M3 yes
|
|
Did you get my voice mail? Grey Ops M3 yes
|
|
Kruger Grey Ops M3 yes
|
|
|
|
Financials Transactions M1 no
|
|
Balance Sheet Transactions M1 yes
|
|
</stats>
|
|
</plot>
|
|
|
|
|
|
<title>Reincarnation</title>
|
|
<author>Ray A Reaux
|
|
<email>reaux@csgrad.cs.vt.edu</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
Tired of your old campaign? Are the PCs getting somewhat institutionalized,
|
|
with no new challenged. Do you want to create a new campaign world, but
|
|
still retain the old PCs. These are suggestions for switching campaigns
|
|
gracefully, but also spectacularly. The idea is to give a reason and
|
|
background for the shift, and make it something more than "Bob, the game
|
|
master is tired of his old campaign, so he said that we found a cubic gate
|
|
and want to go plane hopping."
|
|
|
|
In order to switch campaigns, "kill" the PCs. Actually put them in a no-win
|
|
situation where they will all die. Remember, you want ALL the players
|
|
DEAD! Leaving one or two alive can cause problems since he or she may want
|
|
to resurrect the dead PCs. Also, do not arbitrarily kill them, make them go
|
|
out with a BANG, not a whimper. It is kind of unheroic to be told "Well
|
|
John, you were walking in a dark ally, and some assassin snuck up behind you
|
|
and stuck a knife in you. You're dead."
|
|
|
|
[In my campaign, I had the PCs fight an entire wagon train of vampires and
|
|
attendant werewolves. However, the PCs, being their normal perverse
|
|
selves, almost destroyed the vampires. They tracked the wagon train back to
|
|
the nasties' lair, which had an entire village of vampire and werewolves.
|
|
Even high level characters will be overwhelmed by an entire village of
|
|
vampires and werewolves, and the characters did destroy a lot of them in a
|
|
knock-down drag out fight, and they went out with a BANG.]
|
|
|
|
The idea of course is not to destroy the PCs but to give an imaginative way
|
|
to shift campaign worlds. So introduce several NPCs before they go to their
|
|
doom, and have one of them be a disguised demigod on a recruiting mission.
|
|
It would be great if the NPC is introduced early, (not as a demigod but as
|
|
someone of moderate competence but not overshadowing the PC), the rationale
|
|
being that he or she is scouting the PCs' abilities. When a PC dies, the
|
|
NPC demigod collects their spirit/soul.
|
|
|
|
The follow-up campaign can start on a different plane or, as in my campaign,
|
|
sometime in the future. It is up to them to learn about the new world that
|
|
they are in, and the stranger the world from what they know, the more
|
|
interesting it will be for them to explore. This is a good opportunity to
|
|
"retune" the PCs, that is adapt their possessions to the new campaign by
|
|
removing unwanted items.
|
|
|
|
[I started with the same PCs finding themselves naked on top of a butte.
|
|
They saw two bodies near by, an unconscious man, and a summoning circle.
|
|
They later found out that they have been summoned by the three into their
|
|
future to either redeem or destroy their people. Turns out an evil force
|
|
called the Blood God had convinced humans to wipe out most of the other
|
|
races, and had then enslaved the humans, all but one nation of "good"
|
|
humans. The old gods were no longer worshipped, and forgotten.]
|
|
|
|
If you shift them into a campaign setting into the future, you can tantalize the
|
|
PCs with things familiar from their time. For instance:
|
|
|
|
[The PCs discovered that there was a "Tomb of Heroes" built just after their
|
|
"death" and dedicated to them for their heroic services in the past
|
|
campaign.]
|
|
|
|
History can also provide interesting side plots such as trying to get
|
|
information about what happened to their people, or even how to regain what
|
|
they have lost. For instance, to regain their favorite magic items, they
|
|
might have to look in old dusty tomes to find it, and once they do, how do
|
|
they get it back from whoever owns it now, if anyone. And their magic items
|
|
may now have history, after all would it not be interesting to know that the
|
|
that their +3 longsword named Brightwind was used in the Orc Campaign and is
|
|
now known by the Orcs as Crouch Splitter. You can also have the magic items
|
|
change, gaining/losing powers. Or else, as in my campaign:
|
|
|
|
[ The PCs went to the Tomb, where each found their best magic item from past
|
|
with a special supplemental power thrown in by the demigods so that they
|
|
could meet their god-ordained test. Along similar lines, they found that an
|
|
old NPC they knew, a dragon, was now the grandaddy of all dragons and the
|
|
only good dragon left alive.]
|
|
|
|
Prophecies and old histories work well. And what is written is never the
|
|
same as what actually occurred. You could have fun with the effects of
|
|
distortions on historical recollections. "Hmm, is that the church I
|
|
established. Their interpretation of my writings was never what I intended,
|
|
I guess I have to set them straight." Or perhaps their battles have been
|
|
exaggerated out of proportion by minstrels. " Hey, he's singing about me
|
|
when I held the pass at Dragon's Beak. Did I really hold it against 50
|
|
trolls by myself, I thought there were only 7, and I thought you were there
|
|
Uruk."
|
|
|
|
If you are prophecy minded, the PCs might have to unravel prophecies to
|
|
figure out why they are where they are. And if you do time translation,
|
|
since it is into the future, you don't have to worry about paradoxes.
|
|
|
|
[ The PCs had to wade through old books of history they found in the Tomb of
|
|
heroes and tomb of kings to find out that their reason for being there was
|
|
to be judged by the gods. They found clues in old folk songs which spoke of
|
|
them and their deeds, as well as what the gods had inspired prophetic bards
|
|
to compose. They had to look at prophecies from the Red Book of Calcalsan
|
|
the Mad, an ancient prophet who lived after the PCs time, and was known for
|
|
his convoluted, but always correct prophecies.]
|
|
|
|
If you use this campaign shifting method, you need an epic villain,
|
|
something other than that nest of werewolves to kill. A quest format may be
|
|
appropriate where everything leads up to a final confrontation.
|
|
|
|
[In my campaign, the PCs were up against the Blood God who was an ancient
|
|
elf who had disguised himself as a human to lead the humans to destruction.
|
|
He wanted revenge because humans had destroyed his wife and nation in ages
|
|
past. The PC's eventually got to the Blood God, after wading through giants,
|
|
dragons, and his ogre legions, but was at a dilemma as to what to do with
|
|
this elf, the last of his race. They chose to kill him instead of showing
|
|
mercy. The major gods judged humans as flawed and rabid, with no capacity
|
|
for mercy, and decided to destroy the world and remake it.]
|
|
|
|
This led to another, more spectacular way of changing campaigns.
|
|
|
|
[ In my campaign, several of the lesser gods, including the one who had
|
|
chose them, sided with the humans and took the most worthy of them with them
|
|
through a tunnel of light to another plane. So began a third campaign, the
|
|
exploration of a new world, rebuilding of a civilisation, and the evolution
|
|
of the PCs into demigod hood. ]
|
|
|
|
</plot>
|
|
|
|
|
|
<title>Sutekh and Adaz move house or Real Estate, cheap. Adventurer's Dream</title>
|
|
<author>Jeff Stehman
|
|
<email>stehman@onyx.southwind.net</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Building</setting>
|
|
<monster>Undead</monster>
|
|
<plot>
|
|
|
|
[Editor's note. What was written below was not intended for the net.plot.book
|
|
but as a kind of follow up on Jeff's great net stories about Sutekh and Adaz
|
|
now happily married and living in the temple. The plot idea at end is a great
|
|
one and after talking with Jeff, decided that this was as good a way to
|
|
present it as any! Hope you find such housing for your PCs]
|
|
|
|
Now, Sutekh tries to be a reasonable man. Understanding that living on the
|
|
grounds of a temple in the boondocks is not his wife's idea of paradise, he
|
|
agreed to quit his job and move to a city. He even went so far as to allow
|
|
her to make most of the arrangements for the move, hire the servants, etc.
|
|
|
|
He finds out, belatedly, that they are moving into a huge mansion they could
|
|
not reasonably be expected to afford. How are they managing this, he asks.
|
|
It's being given to us, Adaz replies. Why, he inquires. We promised to
|
|
renovate the house and raise the standards of the neighborhood, she replies.
|
|
Oh, I see; and how, might I ask, are we going to do that? Don't worry, she
|
|
answers, it will only be a few days work-- maybe a few nights, too. Blink,
|
|
blink. Are there undead in this house?
|
|
|
|
Got it in one. It seems ancestors of some rather well-to-do family have not
|
|
been resting in peace. Many of them meddled in dark arts and set themselves
|
|
up as protectors of their own crypts. Over the years, this trickled down to
|
|
those who had nothing to do with light arts, much less dark arts. The
|
|
current heir is understandably a little upset, as he would is hoping for a
|
|
little peace and quiet upon his death. In order to break the curse, a new
|
|
family must take up permanent residence in the house. Naturally, no one is
|
|
that stupid, except Sutekh's wife. The heir claims that the undead don't
|
|
bother anyone as long as their personal space is not violated. (Over the
|
|
years their personal space has grown to encompass most of the house.)
|
|
Undead, however, are a rather touchy subject from Sutekh. He recently had
|
|
the crap beat out of him by one vampire, spent five weeks in an infirmary,
|
|
and then got bitten by another vampire. The heir promises that there are no
|
|
vampires in the family, but he is rather vague on what all is in there. Oh,
|
|
a variety of things, he says. Wee.
|
|
|
|
Adaz has apparently already taken the time to clear a wing of the house for
|
|
living space, while Sutekh is expected to take care of the rest of the
|
|
house. (Notice that he hasn't actually volunteered for anything yet, nor
|
|
been offered a choice.) At least she has been kind enough for an old
|
|
clerical friend to help in this endeavour, but she sees this as an ideal
|
|
opportunity for her husband. You see, while staying at the temple, any
|
|
time he was called upon by king and country to use his talents as a spy, he
|
|
was gone for two weeks to two months. (Phantom Steed is his best spell;
|
|
cuts travel time *way* down.) And that was two or three times a year.
|
|
Inconvenient when one has a three year old son whose growth one would like
|
|
to witness. But now that is all a thing of the past. When he gets the
|
|
irresistible urge to fill his hand with steel, he need only walk down the
|
|
hall!
|
|
|
|
Yes, that's right, it's an adventurers dream home. What are you up to
|
|
today dear? I was thinking about flushing that wight out of the west wing.
|
|
Okay, but try not to be late for lunch. Heck, there's even treasure in
|
|
those crypts.
|
|
|
|
Anyone want to buy a house *real* cheap?
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
<title>The Changeling Curse</title>
|
|
<author>John Hays
|
|
<email>John_Hays@Brown.Edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
The curse of an ancient evil Wizard King of an extinct, or nearly so,
|
|
race*, placed with his dying breath against the Human, Dwarven, and Elvan
|
|
races begins to rise after several centuries. A wizard, who was but a
|
|
young boy at the final battle has finally determined the location of the
|
|
Wizard King's lab. Due to his advancing age and the dangers involved he
|
|
needs a party of adventures to retrieve the papers of the long dead King,
|
|
so he can determine the nature of the curse, and plan to defeat it.
|
|
|
|
|
|
* The race was a race of Changelings, capable of assuming the form and
|
|
specific appearance of any humanoid. The Wizard King planned to have the
|
|
Dwarves and Elves annihilate by having his race attack the two in the
|
|
others' appearances. The Elves and Dwarves became so entangled in the
|
|
war, that they couldn't see what was happening until the humans made them
|
|
listen and see what was happening. Then the three races joined forces to
|
|
eradicate the changelings.
|
|
|
|
</plot>
|
|
|
|
<title>Secret Nation</title>
|
|
<author>Alaric B. Williams
|
|
<email>alaric@abwillms.demon.co.uk</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Sci-Fi</genre>
|
|
<genre>Cyberpunk</genre>
|
|
<type>Investigation</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
Netrunner PC is asked by journalist to intercept terms of treaty/declaration
|
|
of war due to be sent from enemy HQ to Whitehouse. PC is to hack into
|
|
communications node in the middle of the Pacific, set up a filter for that
|
|
message, and basically sit and wait for it. Simple enough.
|
|
|
|
However, while waiting, with a puff of error messages, a shocked looking NPC
|
|
materialises in the Node. He was connected through to his girlfriend on
|
|
holiday somewhere when the line broke up and he appeared here. He knows
|
|
little about comms and is mostly shocked. When the PC tells him to send a
|
|
hangup code, which should clear the problem, it doesn't seem to work. Just
|
|
brings up cryptic error messages that give slight clue:
|
|
|
|
'NODE #2342876123@NORTHPOLE - Invalid security access block, request
|
|
packet denied'
|
|
|
|
Typical computer gibberish. Anyway, the message duly turns up, and the PC
|
|
flits off to sell it to his journalist, who will publish it long before the
|
|
official release date, getting tonnes of money.
|
|
|
|
Anyway, a couple of missions later, the same NPC who was in the Node is
|
|
found in the PCs house - sitting in the lounge when the PC gets home. He is
|
|
a mostly cybernetic type, who head butted a speeding bullet a few years ago,
|
|
and has lost most of his personality. He is a programmed killing machine
|
|
under the control of a secret nation on the North Pole.
|
|
|
|
Anyway, he is very obtuse in talking, and sounds kinda mechanical and flat.
|
|
Answering all the PCs questions, although not very usefully, he takes the PC
|
|
outside to a small unmarked van. Any attempts at attack he will simply dodge
|
|
with unbelievable speed, thanks to his super hi-tech cyberware. If
|
|
necessary, he will pick up and carry the PC. But he will not hurt them.
|
|
|
|
When he gets them to the truck, inside is a powerful microwave transmitter
|
|
and a weird gadget, which is a very advanced network access device - it
|
|
scans in your entire molecular structure, converting you to energy in the
|
|
process. As you are actually in there rather than having senses fed back to
|
|
your brain through cables, the interaction quality is superb, plus the fact
|
|
that you can be rematerialised at another similar doorway.
|
|
|
|
This doorway leads to an assembly hall at the North Pole nation, who are a
|
|
secret society trying to sort out the screwed up economic state of the
|
|
planet for purely moral reasons. They have several underground bases, and
|
|
are alleviated of the problems of cold arctic conditions by having
|
|
everything exist in computers. They only materialise in the real world to
|
|
fix things and perform assassinations etc. in the real world. They have good
|
|
motives, but will kill, lie, and cheat to reach them.
|
|
|
|
Anyway, their interest with the PC is what was he doing intercepting that
|
|
treaty? They are suspicious that if they have successfully kept an entire
|
|
nation secret by keeping it solely in a few kilos of computer, another group
|
|
might, possibly intent upon world dictatorship, and they suspect the PC of
|
|
being an agent.
|
|
|
|
Which basically leaves the PC with a few choices:
|
|
<list>
|
|
1) Work out a way of convincing them of his purely monetary motives for
|
|
taking the data
|
|
|
|
2) Try and escape, possibly to alert world governments of the secret nation
|
|
if they are vindictive
|
|
|
|
3) While doing one of the above, stumble across a REAL other secret nation
|
|
devoted to world power!!!
|
|
|
|
4) Join the secret nation and get some cool software/cyberware,
|
|
becoming one of their real world operatives
|
|
</list>
|
|
</plot>
|
|
|
|
|
|
<title>UFO Conspiracy</title>
|
|
<author>Nils Jeppe
|
|
<email>Nils_Jeppe@digital.fido.de</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Cyberpunk</genre>
|
|
<type>Investigation</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
|
|
One neat plot idea I have for a Cyberpunk(tm) game, but haven't tried yet, is
|
|
that the players have to uncover the UFO Conspiracy: The U.S. government, in
|
|
alliance with some other nations and large corporation's, has made a secret
|
|
treaty with an alien race from Zeta Reticuli. The aliens offer the humans
|
|
technology; in exchange, they are allowed to abduct people and cattle and to
|
|
perform experiments on them, use women to implant alien foetuses (sp?), etc.
|
|
The government is trying to cover up this, of course, so the players will have
|
|
all kinds of fun with government, cooperation and later on, alien agents. The
|
|
scenario would include interviewing abductees, examining landing sites, or
|
|
perhaps even a crash site, breaking into corp/government data bases (to unearth
|
|
secret information), infiltrating military bases, and so on. It would probably
|
|
work best as a Cyber style games (or even Lovecraft Mythos games); and perhaps
|
|
shouldn't be fashioned into your existing long term campaign, because it has a
|
|
VERY large impact on your world. Should be a cool one-shot or short term
|
|
campaign. PS, to get ideas I would recommend getting onto the various UFO
|
|
related newsgroups/echoes on the various networks.
|
|
</plot>
|
|
|
|
|
|
|
|
<title>Sheep killer</title>
|
|
<author>Mark Green
|
|
<email>mark.green@almac.co.uk</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<setting>Rural</setting>
|
|
<monster>Werewolf</monster>
|
|
<plot>
|
|
|
|
A small village named Stonemire is plagued by a series of sheep killings
|
|
during winter. A fair has stopped nearby whilst the mountain passes are
|
|
frozen. A friendly Troll living underneath a nearby bridge is arrested for
|
|
the killings. A Bugbear has moved into a nearby deserted Watchtower and when
|
|
vanquished has been feeding sheep remains to his guard dog. However, the
|
|
true killer is a werewolf travelling with the fair/circus. A final fight
|
|
takes place in an old windmill. I involved a sub-plot about a local Swanmay
|
|
living beneath a waterfall and a Kobold bandit group camped out on the
|
|
nearby frozen lake. The winter effects (icicles collapsing in the swanmay's
|
|
lair, the frozen lake combat, the effects of snow on tracking) play a large
|
|
part in this scenario, which was paced for two start-up characters. They
|
|
must trade some maps found at the Kobold camp to their local Sage in
|
|
exchange for the loan of silver weapons to defeat the Werewolf. They find
|
|
out about this necessity in a book on Shapechangers in the Study of a Zombie
|
|
at the graveyard. Other plots abound in this sleepy village!
|
|
</plot>
|
|
|
|
<title>The Alchemist's Palafitte</title>
|
|
<author>Mark Green
|
|
<email>mark.green@almac.co.uk</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
A Palafitte (Large wooden construction on stilts) sits out on a lake. It
|
|
was the Temple of an alchemist, and is shaped as a large cross. Each of the
|
|
four wings has an "elemental" theme; Earth, Air, Fire and Water. The central
|
|
Tower cannot be entered until a special elemental treasure has been
|
|
collected from each of the four quarters. The Palafitte is filled with
|
|
Manikins, animated human dummies who attack slowly, are highly armoured, but
|
|
have "strings" which can be severed. The central tower contains floating
|
|
globes which are the remnants of the soul of the old alchemist, and cast
|
|
spells at the party. This adventure was run for five startup characters.
|
|
|
|
</plot>
|
|
|
|
|
|
<title>BLUE VELVET</title>
|
|
<author>Graeme Adamson with Karl Kaufmann
|
|
<email>graemea@iaccess.za</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Affliction</type>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<plot>
|
|
|
|
Scenario: The PCs have been transported to Earth, circa 1995, either on a
|
|
quest, or mysteriously for an unknown reason. They cannot leave until they
|
|
have recovered a plane travelling artefact (the Blue Velvet Orb), which is
|
|
located at the top of the Post Office tower in London (or city of your
|
|
choice), and used it at a particular location at a particular time (the
|
|
artefact will guide them there as the time approaches.
|
|
|
|
Start: They find themselves in a small room, and can hear a lot of noise
|
|
behind the single door. Behind the door of this storeroom is a huge hall
|
|
currently being used for a Fantasy Role-playing tournament. They will
|
|
likely get comments about their great costumes, and will initially hear
|
|
things coming from the 100 or so gaming tables like "Fireball! Hit the
|
|
floor!". Feel free to embellish. If any trouble is caused, the police will
|
|
be called by the organisers.
|
|
|
|
Problems:
|
|
<list>
|
|
1: Magic spells and effects have a 25% chance of failure; if a spell
|
|
fails, there is a 70% chance of it doing something strange (like a Fireball
|
|
becoming a burst of flowers), a 25% chance of it fizzling, and a 5% chance
|
|
of it backfiring.
|
|
2: The Post Office tower is locked (mechanically and electronically) and
|
|
guarded.
|
|
3: The PCs will speak English with a strange (noticeable) accent.
|
|
4: The will have to con some jewellers into accepting their gold/silver coins.
|
|
5: The appointed time is a week away, so they'll have to find lodging.
|
|
6: The appointed time and place: Wembley Football Stadium at kickoff time
|
|
of the FA Cup Final - in the centre of the soccer field (and the tickets are
|
|
sold out).
|
|
7: All Earth items will disintegrate gradually after they leave.
|
|
8: All the usual problems you'd expect when a bunch of D&D adventurers go
|
|
wandering around a modern day city.
|
|
9: Clerics cannot regain spells. They can however use their learnt spells
|
|
(with no chance of failure, but they have to last a week).
|
|
</list>
|
|
This adventure was a classic in our campaign. The GM at the time is now
|
|
playing a woman the characters met at a fencing tournament they stumbled
|
|
onto, and who accompanied the party back. Some notable events: the paladin
|
|
scored a critical hit on an opponent at the fencing tournament, apologised
|
|
to the victim, who was badly winded, then did it again! (two twenties in a
|
|
row from an 8th level paladin with 18-odd strength - he was disqualified).
|
|
The party was arrested, and had to escape from Scotland Yard. The FA Cup
|
|
Final was delayed slightly after a Fireball went off (giving us enough time
|
|
to get to the centre of the field and go).
|
|
</plot>
|
|
|
|
|
|
<title>The Forgetful Queen</title>
|
|
<author>Graeme Adamson
|
|
<email>graemea@iaccess.za</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
|
|
This plot revolves around a low-level female PC. There can be other members
|
|
in the party, but this plot focuses on her.
|
|
|
|
BACKGROUND: The female PC believes she is the daughter of some low-class
|
|
rural folk in a small country. She is aware that she bears a resemblance to
|
|
the current queen who is married to a young king. The queen disappears,
|
|
believed kidnapped, and forces are mobilised to try to find the missing queen.
|
|
|
|
The PC, while adventuring in other lands, gets attacked several times by
|
|
assassins (more than several; more like many), and discovers from one of
|
|
them that they were hired to kill the queen by some of the nobles. This
|
|
should happen a number of times, making the PC and her companions very
|
|
annoyed. She is sure that she definitely isn't the queen. In an attempt to
|
|
find out what's going on, she returns to her home country (still under
|
|
attack from assassins).
|
|
|
|
There she is discovered by the local Thieves' Guild, and they fill her in on
|
|
some of the details; namely: she is actually the queen, but was mind wiped by
|
|
the king's Grand Vizier under orders from the king, after she discovered
|
|
some of the king's nefarious dealings. She was given the memories of a rural
|
|
woman with an uncanny resemblance to her, and switched with her to keep her
|
|
in a safe place (ie. out in the country). Later he decided to kill her, so
|
|
as to bring suspicion of treason upon some of the more powerful nobles,
|
|
giving him the chance to eliminate them. The PC accidentally escaped though,
|
|
and found herself adventuring, while the rural woman's body has now been
|
|
found, and all believe it to be the queen, except some nobles, who want to
|
|
kill the PC so as to be able to present two bodies and thwart the king's
|
|
plot. The Thieves' Guild offer to help because of the instability the state
|
|
of the country is causing to them.
|
|
|
|
They can smuggle the PC and her companions into the palace, where she can
|
|
confront the king and his crony. During the fight (or whatever develops), the
|
|
Vizier should get killed, to prevent him reversing the mind wipe. If the king
|
|
is killed, the throne passes to her, or alternatively to the next male heir
|
|
(GM's choice).
|
|
|
|
</plot>
|
|
|
|
_____________________________________________________________________
|
|
|
|
APPENDIX I
|
|
HOW TO START A CAMPAIGN
|
|
|
|
A perennial favorite question on the net is ways to start a campaign. A
|
|
recent incarnation of this was from Joshua Felsteiner
|
|
(phr01ya@techunix.technion.ac.il) who wrote: [edited slightly] " Hi , I am a
|
|
new GM who has formed a group. The problem is how to have the players start.
|
|
I don't know how to tell the story of their arrival to the world! I mean how
|
|
they met or born? or are they already formed as a grouped from the beginning
|
|
and I should start from that point? I want to make it better than that. Any
|
|
help?"
|
|
|
|
Here is collection of responses to this question and similar. Have fun.
|
|
|
|
|
|
|
|
<title>Talk about it startups</title>
|
|
<author>Brian Trosko
|
|
<email>btrosko@netaxs.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
I stick the players alone in a room for 15 minutes to a half an hour at the
|
|
start of the first session, and let them ad-lib it out. When I get back from
|
|
the store, where I've bought munchies, they tell me, and I take that data
|
|
and use it for adventure hooks. The only catch it, the players themselves
|
|
have to be reasonable about it. It might work for you, but then again, it
|
|
might not.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Friendly startup</title>
|
|
<author>Mike Masten
|
|
<email>deadlock@hopi.dtcc.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
The player characters could be childhood friends that decide they want to go
|
|
out adventuring together before they settle into permanent jobs or something
|
|
in their community.
|
|
|
|
They all could have known someone that was a mutual friend to them and this
|
|
friend was killed/kidnapped/whatever. Therefore, they decide to help this
|
|
friend in need or a relative of this friend if the mutual friend is dead.
|
|
|
|
|
|
|
|
</plot>
|
|
|
|
<title>"The room grows misty..." startup</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
An obvious way to start a campaign, and a mechanism very like that of plots
|
|
much loved by fantasy authors, is to simply announce as the party gather
|
|
round that they have been transported as of now, as is and as dressed,
|
|
straight into the fantasy world. This is probably best for shortish high
|
|
fantasy campaigns, as no opportunity to role-play anyone other than
|
|
themselves, but many players will enjoy this for a shorter period.
|
|
|
|
The extent to which they are exactly themselves can be varied. Within the
|
|
fantasy world they might suddenly find they have special powers, items on
|
|
them (eg pens, house keys, rings, etc) might be mighty items (as in Thomas
|
|
Covenant series) in the new world. Can also have tranformations from skinny
|
|
literature student to muscle-bound hulk with a innate sword-fighting skills.
|
|
I'd stick with personalities and particularly their real knowledge being
|
|
unaltered.
|
|
|
|
Language is special one. What I would do let them be aware that what they
|
|
hear other people speak is a strange tongue but within themselves, they can
|
|
understand the speech (except for words special to the fantasy setting that
|
|
wont translate). Eg "Graco" might be a monster from the GM's drug-crazed
|
|
imagination - they might get descriptions of Graco from NPC or find out the
|
|
hard way but it wont translate. With a little practise, they will find they
|
|
can speak back but not words that dont translate. Eg "semi-automatic
|
|
rifle", "saltpeter", and "bidet" might be good words that fail translation!
|
|
|
|
A typical opening might be telling them, " the room suddenly fills with
|
|
mist, and you feel the chill of an autumn night. Slowly the mist clears and
|
|
you find yourselves together within a circle of standing stones below a
|
|
bright night sky of strange stars. A eerie green fire licks at the standing
|
|
stones but even as you watch it grows dim and dies. You are obviously in a
|
|
high place, with deep valleys below you. Small clusters of flickering lights
|
|
indicate these are inhabited. As you look around to try and get your
|
|
bearings, you eyes are drawn to a dull light hanging over a mountain far
|
|
away. Sometimes red, sometimes greenish, the light seems somehow
|
|
unwholesome. You become aware of dark figures beyond the stone circle..."
|
|
|
|
Swinging this on players gathered to plan what do to and stopping the
|
|
narrative at that point is probably best way to introduce it. Enough has
|
|
been said to rouse the players curiousity. If they like the concept, you can
|
|
get into gritty detail of deciding what changes to make in the transition
|
|
(if any), high or low fantasy, assigning game values to their own
|
|
characters, etc.
|
|
|
|
Some thoughts on character death needed. Players are playing themselves and
|
|
are obviously likely to feel the world events somewhat more personally than
|
|
playing a made up character. Re-introducing a PC in another character isnt
|
|
quite the same either (but could be done, especially if the player didnt
|
|
enjoy playing themself). One option is to have players body slowly turn to
|
|
mist. To get the player back again should involve returning to gate,
|
|
expending gross power, and some drawbacks for the player concerned.
|
|
|
|
High fantasy ("we have brought here to save the world") is probably best
|
|
setting but only if player enjoy a little railroading. A much freer campaign
|
|
could begin with hearing an NPC beyond the standing stones say: "Oh
|
|
(expletive fails translation)! This isnt who we wanted!". They cant be sent
|
|
back but arent going to be persuaded to save the world either.
|
|
|
|
The real fun in this campaign setting comes from players trying to use their
|
|
20th century knowlege and technology in the fantasy world. I wouldnt rule
|
|
any technology out but would be very tough on adjudicating whether player
|
|
efforts would work or not. Playing fair, they should not bring in knowlege
|
|
from reference works that they didnt have in their memory at the moment the
|
|
game started. (A good reason for making the start a surprise and then
|
|
arguing for it). Ie they would have to know he formula for gunpowder etc.
|
|
off top of their heads when the game started to attempt it. Of course, the
|
|
GM can make life a little difficult without being obstructive with a little
|
|
care about what is in the game world. Eg (on gunpowder again), saltpeter
|
|
wont translate. Game world has never heard of it. Even if players knew the
|
|
gunpowder formula, do they know how to find or make potassium nitrate?
|
|
Likewise, steel (as opposed to wrought iron) may not be a known technology.
|
|
Do they really know enough engineering and metallurgy to create a furnace to
|
|
produce it? Of course, GM needs to bone up a bit on medieval technology but
|
|
since this is fantasy, only what the GM is confortable with need be there.
|
|
Consistancy is the thing.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Group Creation startup</title>
|
|
<author>Brian W. Gruidl
|
|
<email>gruidlbw@garnet.cray.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
What I like to do is give my group a brief idea of what is in our world and
|
|
let them create for themselves. I'm VERY open to their embellishing, but
|
|
will not allow magic items, special powers, etc. I then talk to each player
|
|
and "tweak" the character to fit into a certain area of the world. When we
|
|
reach agreement, I let him (all men - SORRY) search out information about
|
|
his region, politics, etc.
|
|
|
|
With respect to getting the group together, I have set up an Order of the
|
|
Tree (historically significant), whose charter is to seek adventure. This
|
|
gets rid of the uncomfortable "you meet in a bar" scenario.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Adventurer's children startup</title>
|
|
<author>Guy Robinson
|
|
<email>guyr@emtex.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
They are the children, relatives or apprentices of an former party of
|
|
adventurers that have by and large retired or have been killed. It
|
|
therefore becomes natural that they might be gathered to attempt a to form a
|
|
second generation of that same party.
|
|
|
|
I would have the local survivors of the former party around to act as
|
|
mentors, role models and the source of an occasional hand if your players'
|
|
characters need to be rescued or ransomed. I would not make them too high
|
|
level (4-8 perhaps) so their capabilities are notable rather than
|
|
awe-inspiring.
|
|
|
|
If you adopt this I recommend you work out what ended the adventuring career
|
|
of the original party and make up character sheets for them using the rule
|
|
book guidelines on creating experienced characters. Perhaps there are some
|
|
matters left over that will warrant the new party's attention at some later
|
|
date.
|
|
|
|
You could have local landmarks bear signs of their experiences like the
|
|
place where the houses that the vengeful dragon burned down but which were
|
|
never rebuilt or the temple built around a fabulous altar stone brought back
|
|
from an expedition.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Treasure Map</title>
|
|
<author>Jay S. Robinson
|
|
<email>jsrobins@silver.ucs.indiana.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
I'm starting a campaign tonight with a group of new players and was mulling
|
|
over the same question. I've come up with the idea that there used to be a
|
|
fellow we'll call Bob. Now Bob had a lot of gold/treasure/ whatever and
|
|
wanted it to be safe so he hid it/buried it/etc. and made a map. He then
|
|
tore this map into x number of pieces and got rid of them. (He had x kids?)
|
|
Anyway, after generations have gone by, the PC's find themselves in
|
|
possession of the pieces of the map, or at least a few of them. Those
|
|
pieces each contain enough info to get them to their home town, wherever
|
|
you're starting them out at. (Let me guess, Shadowdale.) And if this sounds
|
|
too bland, have some of the PC's not have parts of the map, but have vital
|
|
knowledge to the missing pieces. There are plenty of ways to elaborate...
|
|
Just an idea.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Kings choice startup</title>
|
|
<author>Craig L Wigda
|
|
<email>clwigda@gdwest.gd.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
The king summons several adventures for a mission (say 50) after a short
|
|
question and answer session you are asked to enter the door to your right.
|
|
And there is the party. Pick which characters are in the room in which order
|
|
and give them some time to talk to each other. Then the king comes in a
|
|
briefs them on their mission.
|
|
|
|
I have used this so I could have characters that were moderately experienced
|
|
but had not worked together. I hate it when I'm at a con and the GM says you
|
|
are a party of adventures that have adventured together for x number of
|
|
years. Then you all fight among your selves or do not act as a group.
|
|
|
|
</plot>
|
|
|
|
<title>New employer startup</title>
|
|
<author>Craig L Wigda
|
|
<email>clwigda@gdwest.gd.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
You are down and out on your luck or last party of adventures you worked
|
|
with are all dead/retired/kicked you out (character picked one) and you are
|
|
looking for a new group to adventure with because you are broke/have no home
|
|
to go to/have yet to full fill some purpose (again each character picked
|
|
one). After spending all day searching out clues to adventure or employment
|
|
you return to your room at the inn to find a note with a strange item (in
|
|
the adventure I ran it was a coin made of mithril). Note tells you to meet
|
|
(location of GMs choice, mine was the bar so the employer could see them
|
|
before talking to them, plus he started a fight in the bar to see how they
|
|
handled themselves).
|
|
|
|
I used this so I could have characters that were moderately
|
|
experienced but had not worked together. I hate it when I'm at a con and the
|
|
GM says you are a party of adventures that have adventured together for x
|
|
number of years. Then you all fight among your selves or do not act as a
|
|
group.
|
|
|
|
</plot>
|
|
|
|
<title>Wadda yer mean "Are we monsters?"...</title>
|
|
<author>Robert Hall
|
|
<email>robert_hall@vnet.ibm.com</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
You could just have them all be the subject of a monster summoning spell... :)
|
|
|
|
</plot>
|
|
|
|
<title>Lost in a dungeon startup</title>
|
|
<author>Daniel Romig
|
|
<email>DCR124@psuvm.psu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<type>Affliction</type>
|
|
<setting>Dungeon</setting>
|
|
<plot>
|
|
|
|
What i have done once or twice is to start the group in a dungeon. Don't
|
|
tell them how they got there just say, you wake up in a 10x10 room and you
|
|
see x strangers. Have everyone describe themselves and go from there. You
|
|
can make the dungeon large or medium, you must however, make it big enough
|
|
so everyone has to work together to get out. This builds trust in the group,
|
|
lets them get to know each other and that they can work really good as a
|
|
team. When they get out, they can say "hey", "we did pretty good getting
|
|
treasure, magic, whatever and maybe we should stick together"
|
|
|
|
This is good once in awhile but runs dry after the second or so time. I used
|
|
this before and it worked out fine.
|
|
|
|
</plot>
|
|
|
|
<title>"Wrong Company" Startup</title>
|
|
<author>Barbara Haddad
|
|
<email>melchar@shakala.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<plot>
|
|
|
|
One option (that I find superior) is have them all come from the same
|
|
town/city. Have a tavern where all the 'wrong' people hang out [rebels,
|
|
artists] so that they will have a chance to drift together, meet each other
|
|
and decide to go out together and adventure. You might have a lot of fun
|
|
making their city of origin a fun place in and of itself -- have their
|
|
families play parts -- you can referee it for several games -- AND then
|
|
they'll always have a place to return to............
|
|
.....and it helps settle in the player's mind that their PCs ARE
|
|
rebels ..... that the 'normal' people live in cities and _stay_ there...
|
|
|
|
</plot>
|
|
|
|
<title>Bail with hooks startup</title>
|
|
<author>Chris Bourne
|
|
<email>Shuldro@treehome.demon.co.uk</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<type>Affliction</type>
|
|
<setting>Urban</setting>
|
|
<plot>
|
|
|
|
If you have a campaign world/city/town which you've worked out in advance,
|
|
you should be able to prepare a sheet or two of background info about major
|
|
religions, a map of the general area showing major towns, that sort of
|
|
stuff. Give this out while they are rolling up characters. It's something
|
|
for the fast ones to read while they wait about :)
|
|
|
|
My favourite way of beginning an adventure is in jail - the party have all
|
|
been arrested in a riot/bar brawl. They may not have been involved, but the
|
|
watch just grabbed the nearest half dozen citizens and locked them up.
|
|
|
|
They can then be offered the standard approach by an influential stranger
|
|
who can get them off the hook IF they perform this leetle service for them...
|
|
|
|
Unless your players have played in your world before, it isn't a bad idea to
|
|
have an adventure which demands they travel right outside their own area, so
|
|
you don't have to go into huge detail about their previous life history.
|
|
Ideally you want an adventure which takes place somewhere NONE of the
|
|
characters will ever have been before.
|
|
|
|
As for background, any players who don't want to work out great detailed
|
|
backgrounds of their own can be told 'You are a dwarf from the mountains in
|
|
the north'/'You ran away from your farming home and became a thief, because
|
|
you didn't like your stepfather' etc. If the player doesn't actively seek a
|
|
detailed background, they will be happy with a minimal excuse for existing.
|
|
|
|
Those who do want a detailed background are capable of inventing their own
|
|
as a rule. They will say things like 'Are there villages in the hills, I
|
|
think my character lived on the edge of the wilderness learning to track and
|
|
hunt' To which you reply 'Uh, yeah, there's a village called Hillfort that
|
|
would do well. I expect your character hunted bighorn sheep, maybe wolves in
|
|
the winter, that sort of thing. There will have been orc raids to deal with
|
|
too...but only once every few years.' Then make a squiggle on the map for
|
|
the player's village (which you just invented).
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Startup Ideas</title>
|
|
<author>Michal Bartek
|
|
<email>mbartek@acs.ucalgary.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
<list>
|
|
1.) Everyone meets in a bar and spontaneously decides to trust their
|
|
lives with each other. (Heard this one before?)
|
|
|
|
2.) The campaign starts just after everyone has been kidnapped by an evil
|
|
force. The characters MUST work together to save their skins.
|
|
|
|
3.) Some common goal (defeating evil group) draws them all together.
|
|
|
|
4.) The PCs are all relatives (brothers, cousins, etc.)
|
|
</list>
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Volunteers? Startup</title>
|
|
<author>Joe Savino
|
|
<email>jsavino@gate.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<monster>Dragon</monster>
|
|
<plot>
|
|
|
|
The campaign I'm working on now begins with the PCs all being told, in an
|
|
announcement by the king, that they'd been selected for the quest to kill
|
|
the dragon. They're gonna be just announced as "the <class>, <name>".. (ie:
|
|
the Cleric, Erasumas)... then, they are gathered together, by the king, and
|
|
left alone for a bit in a meeting chamber... this'll give 'em some time to
|
|
interact, and get a feel for each other.
|
|
|
|
</plot>
|
|
|
|
<title>Shipwreck Startup</title>
|
|
<author>Alex Oren
|
|
<email>orenalex@sunshine</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
In my current campaign I asked the players for a reason to get on certain
|
|
ship enroute to the capital city.
|
|
|
|
Bad weather, angry gods, ship goes down.
|
|
|
|
PC's manage to get to some of the life boats, are washed ashore some unknown
|
|
island and have to survive with virtually no equipment.
|
|
|
|
</plot>
|
|
|
|
<title>Mini-adventure Startup</title>
|
|
<author>Angelo F Benedetto
|
|
<email>angelo@rice.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
Whenever possible, and when a player seems interested, I try to run a
|
|
_short_ mini-adventure for each character before the main campaign gets
|
|
started. In this mini, you can set-up the character's reason for being an
|
|
adventurer, this reason being shown by actual play as opposed to related
|
|
background. I find it tends to make the player relate to the background
|
|
more, since the events have been experienced rather than just described.
|
|
|
|
This method also works well for pairs of characters that already know each
|
|
other. It also allows for the introduction of special items into the
|
|
campaign. In this way, a character can start out with some item he/she
|
|
_earned_ in an adventure, rather than was given as background. To me, this
|
|
makes the item much more special. Also, it is guaranteed to go to the
|
|
character of your choice, as opposed to the character of the party's choice,
|
|
if that makes sense to you.
|
|
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Escape from slavery Startup</title>
|
|
<author>Jason Choi
|
|
<email>ujchoi@uxa.ecn.bgu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<plot>
|
|
|
|
PC's are slaves of an evil, upstart empire. They have to cooperate in order
|
|
to escape their present predicament. They could've been enslaved because
|
|
their parents were unable to pay taxes, thus they were kidnapped by the
|
|
soldiers of the emperor. They have to combine their abilities in order to
|
|
devise a plan of escape.
|
|
</plot>
|
|
|
|
<title>Country boys Startup</title>
|
|
<author>Jason Choi
|
|
<email>ujchoi@uxa.ecn.bgu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<plot>
|
|
PC's are childhood friends living in a small hamlet or village. They've
|
|
worked hard over the past few summers and have earned enough money to go
|
|
travelling to the nearby Big city and follow their dreams and illusions of
|
|
grandeur (Ie. want fame & fortune). Being a small town, they are given the
|
|
blessings of the townsfolk (maybe a retired adventuring NPC actually lives
|
|
in this town, gives the PC's some advice, and maybe a fine quality sword or
|
|
a contact to reach once they arrive at the big city).
|
|
</plot>
|
|
|
|
<title>Awoken from stasis</title>
|
|
<author>Jason Choi
|
|
<email>ujchoi@uxa.ecn.bgu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<plot>
|
|
The PC's are clones or simulacrum of Ancient Gods who are no more, either
|
|
having been destroyed, banished, or forgotten about. The PC's of course have
|
|
no Godlike powers, because they were made when the said God's were once
|
|
mortal. They have been kept in temporal stasis in a deep underground crypt
|
|
until someone finds them ( a party of adventurers, a wizard, or even a Lich
|
|
would be nice).The PC's have no recollection of who they are or how they
|
|
came to be here, all they know is their names and have a deja vu about
|
|
everything. Plus a strange sense of kinship with one another. As a
|
|
substitute you can have them entombed in a iceberg or a glacier, and have
|
|
northmen come across them to chip them out of the ice (this is the scenario
|
|
I used once).
|
|
</plot>
|
|
|
|
<title>Evil character startup</title>
|
|
<author>Jason Choi
|
|
<email>ujchoi@uxa.ecn.bgu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<plot>
|
|
For evil campaigns, I always find it useful to have good aligned PC's hire
|
|
the evil PC's to fight off evil. Such as having the evil pc's in jail, the
|
|
only way they can gain freedom is if they perform a task for the ruling
|
|
council of the city or such. They can be ordered to track down an evil being
|
|
even more evil that themselves. Or to explore a uncharted region of land and
|
|
spy on the inhabitants. If the PC's gain freedom but refuse to carry out
|
|
their orders, you can have the authorities after them, or bounty-hunter
|
|
NPC's track them down everywhere they go. Another cruel element would be for
|
|
the GM to have a wizard put a quest or geas spell on each PC.
|
|
</plot>
|
|
|
|
|
|
<title>Save the clan startup</title>
|
|
<author>Jason Choi
|
|
<email>ujchoi@uxa.ecn.bgu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<plot>
|
|
The PC's brethren, their clan, tribe, race, whatever, are stricken with
|
|
poverty and are poor, near the brink of starvation & death. They have to
|
|
adventure to:
|
|
<list>
|
|
1) Find a lost or stolen artefact of legend to bring peace & prosperity
|
|
2) As representatives of their clan, tribe, whatever, they have to restore
|
|
honor, glory, and pride to their people by doing heroic deeds.
|
|
3) Perhaps find a new home for their people (Eg. Their race lives in a
|
|
secluded valley. Their people are fearful & afraid to leave the comforts of
|
|
their home, so the ruler charges the party to see what lies beyond their
|
|
isolated homeland.)
|
|
4) The PC's must adventure to find weapons & food for their folk, to help in
|
|
a battle against some oppressing force (an orc tribe, an evil empire, etc).
|
|
They also take on the role as spies and assassins as they advance in level.
|
|
</list>
|
|
</plot>
|
|
|
|
<title>Convict company startup</title>
|
|
<author>Jason Choi
|
|
<email>ujchoi@uxa.ecn.bgu.edu</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<plot>
|
|
The PC's are imprisoned in the city dungeons for quite some time (they can
|
|
be, in this scenario, homeless street urchins). They spend a few years
|
|
growing older in jail, where they meet and get to know each other (you can
|
|
even have one of the PC's be a Guard). The ruling council/or ruler has need
|
|
of several expendable people to do various tasks for them. They can pick all
|
|
the party members and have them trained and outfitted (swords, spell
|
|
components, etc) to:
|
|
<list>
|
|
1) Scout out unfamiliar, dangerous land in the name of the government.
|
|
Perhaps explore possible trade routes for merchants of the city, or spy on
|
|
the inhabitants of a forest, etc.
|
|
|
|
2) PC's are sent as spies to a neighboring kingdom, where they are given the
|
|
name of a contact to look up. Once there, they find their contact near death
|
|
at an alleyway, arrows studded into his back, in hot pursuit, just as he
|
|
dies he hands the PC's something (in this case, a scroll tube full of
|
|
parchment). The parchment scrolls can be the report of a nasty plot to
|
|
assassinate some king or queen, a list of known spies in other lands, a list
|
|
of strengths and weaknesses in the army, etc.
|
|
|
|
3) PC's are assigned tasks to perform and are given little or no information
|
|
(I'm taking this idea from the movie-Point of no Return).They are simply
|
|
given straight forward instructions such as "Kill this noble" or "give NPC X
|
|
this note then walk away". Make their simple actions turn out to be
|
|
profounding. Perhaps the note they have to give to "NPC X" is an invitation
|
|
to a masquerade ball sponsored by the nobility of the city their in. And the
|
|
ball is the staging area for an assassination attempt on the NPC's life,
|
|
etc. The PC's might even find themselves in the roll of the assassins.
|
|
|
|
4) Players can be ordered to infiltrate various underground groups that
|
|
secretly oppose the government in order to reveal the identities of the
|
|
members that comprise such secret orders. Perhaps the rulers need to know if
|
|
a thieves or assassins guild exists without their knowing it (and the ruler
|
|
thus wishes to enlist their services as spies & assassins). It could be the
|
|
parties job as well to set up a meeting between the ruler they are working
|
|
for and the guild master. Even more insidious would be that the ruler is
|
|
secretly setting up an ambush for the guild master without the PC's
|
|
knowledge (which makes it look like the PC's did it, which the ruler may
|
|
desire because they've outlived their usefulness). However, with some good
|
|
roleplay the Players might be able to convince the guild's second-in-
|
|
command of the truth of the matter and devise a rescue attempt to free their
|
|
guild master.
|
|
</list>
|
|
|
|
</plot>
|
|
|
|
<title>Going into retirement - interview the new boys startup</title>
|
|
<author>Jim Opp
|
|
<email>jopp@ccs.carleton.ca</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
The most interesting start to a campaign I was involved with began with the
|
|
GM having us roll up (and write and extensive history for) a high level
|
|
adventuring party. The premise was that this was an old party heading for
|
|
retirement, and our first chore was to pick successors who could continue
|
|
the company. Our GM presented us with a list of 100 possible candidates
|
|
(no, he didn't let us see the stats) and we had to design special tests and
|
|
trials to weed out the top candidates. When we made our final picks, then
|
|
the GM turned their stat sheets over to us (for better or worse...
|
|
fortunately the thief didn't pick the absolute quickest hands, since that
|
|
character only had low wisdom and gave us a specific time period which we
|
|
decided what skills/abilities the veteran characters would teach the new
|
|
apprentices. Then we spent the rest of the time as the new players, trying
|
|
to make a name for ourselves and constantly running into old ghosts/old
|
|
scores from the "past" of the original party.
|
|
|
|
It takes a while before the real "adventuring" starts, but in my opinion it
|
|
was worth it! This campaign had the best group dynamics, because it was a
|
|
real group exercise, rather than everybody showing up with "mature"
|
|
characters who have extensive histories that are just waiting for that final
|
|
piece to make their life complete.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Hometown destruction Startup</title>
|
|
<author>Jeffrey S. Hanks
|
|
<email>bubonic@netcom.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
|
|
Characters all begin after hometown is destroyed by fire caused by
|
|
unknown attacker. They group together in hopes of finding out who attacked
|
|
and killed all of their loved ones, and destroyed the only home that they
|
|
ever knew. The characters would probably be out exploring ruins or caves
|
|
when the attackers came so that they were not there.
|
|
|
|
</plot>
|
|
|
|
<title>Rescue from Darklands</title>
|
|
<author>Ray A Reaux
|
|
<email>reaux@csgrad.cs.vt.edu</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<type>Quest</type>
|
|
<setting>Rural</setting>
|
|
<plot>
|
|
|
|
I started a campaign where the PCs were people from the same home village,
|
|
and all were young and inexperienced (1st level). The PCs were a magic
|
|
user, a cleric, a fighter, a druid, a bard, and a ranger. Four PCs had
|
|
families in the village, and the ranger had friends. The Mage and Cleric
|
|
were brothers with the normal sibling rivalry. All were about the same age
|
|
and were friends, or at least friendly to each other. The first game day
|
|
was spent on light bantering and role-playing to develop the relationships
|
|
among the characters.
|
|
|
|
Twenty miles from the village was the Darklands, a huge monster-infested
|
|
region continuously enshrouded from the sun by darkness. The Darklands was
|
|
the home of a malevolent intelligence which had goblin armies to command.
|
|
The goblins often raided the frontier villages for slaves. At the end of the
|
|
first day of gaming, I had a large overwhelming force of goblins (about 60)
|
|
raid the village. The PCs had to try to react from their daily chores to
|
|
fight for their lives and family. All the PCs were knocked out (NOT KILLED,
|
|
and they later woke to find carnage around them, and signs that some people,
|
|
including family members and neighbors, had survived the massacre but were
|
|
slaves of the goblins and were being taken into the Darklands. Every
|
|
character except the ranger had a family member taken as captives. The Mage
|
|
and Cleric had their mother and sister captured. The Mage's girlfriend had
|
|
also been taken. The fighter had a brother captured. The ranger wanted
|
|
revenge since his teacher and mentor had been killed by the goblins.
|
|
Besides, his duty was to rescue and protect the people. The adventurers had
|
|
to find useable supplies from the ruins of the village, and work together to
|
|
pursue the goblins into the Darklands.
|
|
|
|
The adventurers pursued the goblins deep into the Darklands, fighting
|
|
roving, hungry monsters until they came to the keep which was the
|
|
destination of the goblin raiding party. The PCs had to find out how to get
|
|
into the well-guarded keep and rescue their family. A frontal assault was
|
|
out of the question, so they had to rely on stealth. They also had to
|
|
contend with a "thin man" a low-level lich-like creature that was commanding
|
|
the goblins, but who answered to the malevolence that inhabited the
|
|
Darklands.
|
|
|
|
The PCs rescued their family and friends and 30 or so other odd slaves, and
|
|
escorted them back out of the Darklands, while being pursued by the goblins.
|
|
Once they got out of the Darklands, they had to find a place for the
|
|
people. Some of the people that they had liberated had been slaves most of
|
|
their lives and did not know how to care for themselves as free people. The
|
|
adventurers had to get money to build a new village for them (the old
|
|
village was destroyed, and was too close to the Darklands). They had to
|
|
raise money to actually purchase land and get building materials. Since
|
|
their was no convenient gold-laden dungeon laying around into which they
|
|
could fall into, the players had to be creative and come up with their own
|
|
money-making schemes. Their money making ventures included beast- catching
|
|
and running a small travelling circus, of course with the encounters with
|
|
brigands and other hazards of the road. Once they purchased the land, they
|
|
had to clear it of some monsters, and also deal with the local Baron who
|
|
demanded a tax to "protect" the village. The PCs later ran afoul of the
|
|
Baron when they accidentally killed one of the Baron's men. They had to
|
|
leave the village, but not until they had made sure the village was firmly
|
|
established. The success of the campaign hinged on role-playing and real
|
|
NPCs. These NPCs gave the PCs motivations for what they were trying to do. I
|
|
gave the Mage and Cleric's mother and sister personalities. The mother was
|
|
strong willed and became the village matriarch. The sister started openly
|
|
dating the Fighter which brought out the brotherly protective instincts of
|
|
the Mage and Cleric. The Mage's girlfriend made the Mage jealous by
|
|
spending more time with the loud-mouthed boastful, but cowardly, obnoxious
|
|
village jerk that the Mage, Cleric, and Fighter despised (they had grown up
|
|
hating him). It was her ploy to get the Mage to quit stalling and marry
|
|
her. The despised jerk had the gift of gab with women who thought he was
|
|
the next best thing since the invention of baked bread. Even the Mage and
|
|
Cleric's mother often took sides with him. I had several other women
|
|
chasing the "heroic" Cleric and ranger, after all they needed husbands.
|
|
|
|
I had other NPCs help, since I generally add one or two adventuring NPCs to
|
|
assist in the PCs with some skills that they do not have or as an avenue for
|
|
me to provide suggestions or information to the PCs. For instance, a
|
|
grizzled mountain man they encountered and enlisted said, "Yes, I know about
|
|
this creature. My grandpappie once told me about a hippogriff that he saw
|
|
this Church Knight ride. He said that it was the dangest thing you could
|
|
ever see. Bigger than a horse, and ..."
|
|
|
|
Remember that when you are creating campaign, pay as much detail to the
|
|
environment as to the adventure. And by environment, I mean factors such as
|
|
NPCs and local politics. They add spice and motivations for the PCs and
|
|
bring out the role-playing in the players.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Island shipwreck Startup</title>
|
|
<author>Craig L Wigda
|
|
<email>clwigda@gdwest.gd.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Island</setting>
|
|
<plot>
|
|
|
|
The shipwreck has a lot of potential. Make the island large. Wild natives,
|
|
smugglers, pirates, a small coast town (soon to be under attack). It throws
|
|
the party together with a nice starting story line. It could also be setup
|
|
such that the entire party is needed to capture a boat/ship and only
|
|
(depending on the number of PCs) the player PCs are willing to sail on the
|
|
ship.
|
|
|
|
I've done something similar to this. It was great fun. I also used the
|
|
non-weapon proficiencies. Only one character had sailing/boating so the PCs
|
|
made him captain. This was great fun, since that person got into the roll
|
|
of trying to command characters that did not know anything about a boat.
|
|
|
|
Note, a lot of this also depends on the people you are going to have. Are
|
|
they roll-playing, or hack and slash? Either way the island could be turned
|
|
into either type of game with a limited amount of work.
|
|
|
|
|
|
</plot>
|
|
|
|
<title>Empire's Edge</title>
|
|
<author>Jeff Hildebrand
|
|
<email>jrah@space.honeywell.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<setting>Urban</setting>
|
|
<setting>Village</setting>
|
|
<plot>
|
|
I just started running a PBEM and I told everyone to come up with characters
|
|
in a small (~200 people) village on the edge of an Empire. Justify what you
|
|
do there and you all know about each other because it's so small. Worked
|
|
out pretty well.
|
|
</plot>
|
|
|
|
<title>Murder Mystery Startup</title>
|
|
<author>Jeff Hildebrand
|
|
<email>jrah@space.honeywell.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<type>Investigation</type>
|
|
<setting>Urban</setting>
|
|
<setting>Village</setting>
|
|
<plot>
|
|
In a game where I am playing, the GM set everyone up in a large city,
|
|
basically separately. Then, one NPC that we all knew was murdered. We met
|
|
at the funeral and found out that we each had one little piece of a puzzle
|
|
because he had been asking each of us some pointed questions but didn't want
|
|
anyone to know too much, so needed to ask many people.
|
|
</plot>
|
|
|
|
<title>Scott's Startups</title>
|
|
<author>Scott Compton
|
|
<email>galahad@leland.Stanford.EDU</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
Maybe just start them off all in a crowd of people watching a bard playing a
|
|
song or something and the crowd is attacked by evil city guards that ban
|
|
music playing in the city. You and the group fights back and escapes: the
|
|
typical Robin Hood & gang scenario (outlaw bunch).
|
|
|
|
Or how about a council meeting... all characters represent some political
|
|
force.
|
|
|
|
Or what about an 'invitation-only' party to some exotic tower out in the
|
|
middle of a dead forest. The typical Dracula start... ;)
|
|
|
|
</plot>
|
|
|
|
<title>Team Spirit Reference Startup</title>
|
|
<author>Ronald Lawrence ROSSITER
|
|
<email>ronald@halls1.cc.monash.edu.au</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
There is an article in Dragon #208, called 'Team Spirit', that could give
|
|
you some ideas for party origins, customs and history. Also, another idea is
|
|
to make the players come up with the origin/meeting of the party after they
|
|
generate their characters (saves you from the work, as they know what they
|
|
want...).
|
|
|
|
</plot>
|
|
|