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Showing posts with label 90min. Show all posts
Showing posts with label 90min. Show all posts

Thursday, June 24, 2021

Puzzle of the Five Virtues

One of the most popular 90 minute adventures I ran this year is based on an episode from the 10th season of Stargate. It’s fun, fast and can work in almost any setting. Because of this, I’ll present it in the most generic terms possible, leaving it up to you to decide if the puzzles the PCs face are technological, divine, or magical.

The Hook

The PCs are hunting for a holy grail of some sort. They can be Arthurian knights looking for the literal holy grail, Jedi knights searching for a holocron in the tomb of an ancient force user, or archeologists searching for the lost treasure of a Mayan god in a hidden temple in Peru. 


In any case, begin the adventure by giving the PCs the following handout:


“Only those of virtue true may win the prize concealed beyond the reach of the flawed and tainted. The holy grail shall belong to he who speaks the guardian's name. The true man will look with prudence, wisdom, kindness, charity, and faith. Be the truest of hearts and ye shall find the answer.”

The Setting

While it’s possible to place the quest in a totally isolated area such as a desert shrine or a toxic planet abandoned millenia ago (add killer ants for that special “go away” feel), I enjoy running it the most when there is a community nearby. While this runs the risk of prolonging the adventure as PCs become involved with the locals, this offers some advantages:


  • This is a very deadly adventure. New characters can be recruited from the settlement, either in the form of ambitious locals or newcomers looking for the same prize.

  • If the PCs lack some vital items or abilities, these may be procured in the settlement. This is especially important for the Test of Kindness (see below).

  • An opportunity to roleplay. Again, this may make the game a little longer but also make it more memorable. In the end of the day, no man is an island and we can only assume the same is true for elves, orces, killer ants, and forsaken Jedi.  


So unless it’s vital for you to complete it in exactly 90 minutes, I recommend placing some nice little town or community near the testing grounds, possibly risen to service the seekers. If you want it to be extra helpful, make it a scholarly or monastic community dedicated to the mystery of the holy grail. If you want to make it more memorable, make it totally alien, such as a community of stone giants who believe all newcomers are just dreams or insectile aliens who can barely understand what these crazy primates want from them.


The Quests

After the PCs have had time to study the scroll, scout the area and chat with the locals, it’s time to start the real adventure. It includes five tests: two outside the location, let us call it “temple” and three inside. Each test represents one of the virtues as the ancient builders understood them:


The Test of Prudence

Adventurers from various historical periods, maybe even different worlds, are held in place by an invisible force. Some look concerned, some look terrified, but most look like they were just taking their evening constitutional when time froze all around them. Anyone who tries to touch a frozen person becomes frozen as well. 

The test is an invisible labyrinth made of time-stopping walls. Anyone who touches a wall becomes frozen in time forever. PCs can pass through this labyrinth either by throwing small objects in front of them to reveal the invisible walls, or by casting a detection spell of some kind/ using temporal measuring technology. 

Be advised that if you allow the release of frozen PCs, the players may decide to release some hapless NPCs as well. These may just run away screaming, become allies, or attack the PCs, either driven insane by their long temporal stasis or just looking to get rid of the competition. Make sure to have some nice NPCs handy if you decide to go that route.


The Test of Charity

The PCs find a gorgeous chest in a clearing before the entrance to the temple. The chest is surrounded by ancient skeletons and some interesting items that have survived the ravages of time. If they open the chest or pick up any of the items, they instantly become trapped by an impenetrable force field. The chest itself is empty. Moving the chest won’t move the force field.

To solve this test, the PCs must place inside the chest items of greater value than the ones they’ve taken from the area. If they’ve taken nothing, putting literally anything inside the chest and closing it should do the trick. 

Note that the bubble is invisible. The only way to discover it’s gone is by prodding it.


The Test of Kindness

The PCs enter the temple and face a crossroad. To the left they hear dripping water. To the right they hear a crying baby. If they turn left, they find a large underground lake fading into darkness. While looking normal (but smelling awful) the lake is actually a huge reservoir of deadly acid that leads nowhere. Sailing it is not recommended. 

If they turn right, they find a baby in a crib inside a cage. To solve this test, the PCs must really help the abandoned baby. Simply breaking it out of the cage is not enough. 

The baby is starved and dirty, but otherwise unharmed. The PCs can either take it to the settlement, teleport it to a safe spot, or do some other action that will insure the baby will have a loving home. Leaving it outside in the woods definitely won’t work.

Since this is a short adventure, assume that just about any couple would love, just love, to adopt this baby. You don’t want to turn your adventure into a bad rom-com. Or maybe you do. Just don’t expect this to be over in 90 minutes then.





The Test of Wisdom

After the PCs take care of the baby, they will find the wall behind the crib gone, revealing a chamber with two riddles inscribed on opposing walls. Under each riddle there’s a small alcove. On the third wall there’s a text without an alcove underneath: “the words of the wise are heard in peace.”

In order to solve this test, the PCs must place inside the alcoves items that answer their respective riddles. I like using these two:


I have cities without people, forests without trees, rivers without water.

Answer: map.


I'm the eye in the blue face. I feed the world. If I go blind, the world will go blind as well.

Answer: sun, can be solved by a flashlight, some kind of light spell, or even a drawing of the sun.


The Test of Faith

As soon as the correct item is placed in each alcove, the wall with the hint slides open to reveal a corridor engulfed in terrible flames that cannot be quenched. After the flames there’s an abyss peppered with the bones and broken items of those who tried to cross it but slipped and fell to their deaths. 

Both the flames and the abyss are perfectly safe. The flames retreat if someone walks into them. The abyss is actually crossed by an invisible bridge. If you’re running a fantasy game, both radiate magic but its type cannot be detected. 

The only way to reach the final stage is to use the bridge. If the PCs cross the abyss some other way: flying, using ropes, teleportation, jumping like Wonder Woman, etc… they just find a hard wall on the other side. Only faith opens the way to the holy grail.


Optional: Guardian

If you only have a few minutes left, then this is it. The PCs enter a magnificent chamber with the holy grail waiting for them on a pedestal. Hooray! Time to go back to town, have a pint and pretend like PTSD is not a thing.


However, if you still have some time left to burn, then there’s a dragon/ giant robot/ bone colossus/ fallen angel/ ancient ghost guarding the holy grail. The PCs can deal with it in the old fashioned way -- by beating it to death -- or by saying the name of the guardian, in which case it will take a step back and let them snatch the prize. Hooray! Time to go back to town, have a pint and make sure no one sees you cry.




Friday, October 12, 2018

Spirit Journey Adventure

This metaphysical spirit quest to save a young princess from a misguided spirit is very loosely inspired by the peoples of the Pacific Ocean. However, it can easily be adapted to almost any setting that includes small islands and big spirits. I have run it many times with players aged 9-12, most of which have actually managed to complete it in 90 minutes. I think that of all the mini-games I ran last year, this one was the most popular.

Background
The king of a small island has found a way to ensure survival and prosperity of his beleaguered kingdom. Through supreme diplomatic efforts, he’s arranged for his daughter to marry the king of a much larger and stronger island that will protect his subject from their predatory neighbors. The preparations for a lavish wedding flotilla are underway and the whole island is rejoicing. However, there is a small problem: just one day shy of the wedding, the girl went to sleep and didn’t wake up. The king’s physicians found nothing wrong with her body and so the best shamans of the land were summoned to save her spirit.

Enter the PCs.

Preliminary Investigation
The following information can be learned from the physical world:

  • Examination of the Princess will reveal that she is in perfect health.
  • Journeying into her dreams will reveal a terrified little child cowering in the corner from a shadowy figure with a sword. The figure is mostly concealed in darkness, but when lightning strikes, an observant shaman will notice that it has a yellow beard and is dressed in a blue coat.
  • Speaking with the elders will reveal that the only person with yellow beard they have ever seen was an outlander who was killed forty years ago when his party landed on the shore.
  • Going to the monument for the slain foreigners will reveal a considerable thinning of the veil in that location, as if a spirit forced its way between the worlds time and again.
  • Questioning anyone of the princess’ relative will reveal that she’s gone to bed quite morose and angry. They assume that the cause for her bad mood is the fact that she is engaged to a man older than her father and with a dozen children her age or older. This may cause the PCs to think that she’s done something to herself. However, this isn’t the case: The Princess a dutiful islander and wouldn’t dare to put her own dreams and ambitions ahead of those of her people. Furthermore, she told her friends that she was very excited about marrying a great king from another island. The man may not be young, but his courage and wisdom are the stuff of legends.
  • Speaking to her friends will be more helpful. They will reveal she’d been seeing a terrible man with a yellow beard lately both in dreams and in reality. However, since no one else has seen the man, her fears were dismissed as a childish fancy.

The Antagonist
The princess is possessed by the ghost of a sailor from a doomed expedition. He was killed on the beach almost forty years ago after a member of his crew foolishly attacked the islanders who came to greet the newcomers. His restless spirit wondered the land for decades, causing children to cry at night and adults to wake up covered in cold sweat. Finally, the king consulted a wise shaman who told him that a proper burial would appease the spirit. During the ceremony, the princess had placed a wreath on the monument erected to appease the restless dead. This act of genuine kindness created a one sided connection between the living girl and the dead sailor. For years, the spirit has protected the child from minor mishaps. However, when it learned that she was to be wed to another man and leave the island, he flew into a rage and trapped her in a tower of smoke and doubt.

The Protagonists
The power of a shaman stems from his mana. Mana can be gained in three ways: violence, love and contact with lava.
Violence: killing a foe restores 1-3 mana, based on how hard the fight was.
Love: gestures of love restore 1-3 mana, based on how passionate they are.
Volcano: touch the lava. It hurts. Each wound restores 1 mana.

All shamans can cast the following spells. The number that follows each spell is its mana cost:
True Sight (3): understand the true form and function of a single object or person.
Attack Spirit (2): use a physical attack with one extra die to hurt a spirit.
Spirit Journey (3): enter a person’s dream or journey to the spirit world.
Control Weather (7): cause any natural phenomenon to occur within 1d6 rounds. This can be anything ranging from a light breeze to a moderate tsunami.
Conjure Animal (3): summon a single power animal to help you. In addition to providing physical help, the animal can also bestow one of its aspects on the shaman. For example: the eagle can grant great eyesight, the boar can grant superb sense of smell, the turtle can grant patience and wisdom and so forth. You may only have one power animal at a time.
Speak with Dead (3): Ask three yes-or-no questions of a corpse that still has a mouth and a larynx.
Speak with Spirits (2): Ask three yes-or-no questions of any animal, nature or elemental spirit. It is compelled to answer truthfully.
Cure Wounds (5): restore 1d6+1 wounds to a single injured creature.

The System
Each shaman starts with ten mana and ten traits to be shared between body, mind, spirit, and one skill of their choice (1 min, 6 max). All tests are 1d6+trait+special skill-wound traits vs. DC of GM’s choice (usually 3-12). Each time a character is injured, he replaces one trait of their choice with a wound trait. A character with ten or more wound traits dies.
Attacks are opposed tests. A successful attack inflicts a number of wounds equal to the sum of the attacker’s roll after the defenders roll was distracted from it. To this number, the attack may add a weapon rating and the defender may subtract his armor rating. Shamans are usually armed with clubs (+2 dmg) or spears (-1 atk/ +3 dmg) and protected with wicker shields (+2 def).

Spirit Quest
In order to reach the spirit world where the princess is held by the sailor, the players must go on a journey through four intermediary worlds. Each world contains a gate to the next world that can only be unlocked by completing a quest. Since it can be very frustrating to get stuck facing the same riddle for ages, each world has a built in clue system GMs can use to help stuck players.

The World of Man
This is the physical plane. To leave it, a soul must leave its flesh behind and transcend into the spiritual. Any shaman can easily do this by casting Spirit Journey.



The World of Self Deception
This world looks exactly like ours, expect that all the works of Man are absent from it. People behave like mindless beasts. Animals can talk and think. Trees are the wisest of all beings. They are so wise, in fact, that the only words in their language a mortal can comprehend are “yes” and “no”. There are doors everywhere that lead to random spots on the island or nowhere at all. Water hurts like fire while flames are cool and refreshing. The Princess can be glimpsed often, but she is but an illusion. To solve this world, a shaman must jump into the crater of an active volcano.
Flavor: A boar and a gazelle are taking their morning constitutional on the beach. There is a door leading into a random spot in the jungle on the side of the boar. The boar is melodramatic and posh, feigning extreme outrage at the very mention of going through the door. The gazelle is a cynic who makes light of the situation. Both are urbane and sophisticated to the point of parody. If they are attacked, they call the whale who walks to the beach. The whale arrives in 1d6 rounds, brandishing a massive club and fully intent on murdering the PCs. There is nothing funny about that.
Reward: The first person to jump into the crater finds a key-shaped knife in their pocket as they emerge into the next world.
Clues: A tree can suggest the PCs to do something dangerous as surely it would be healthy for them in this world. A PC can notice that the illusionary princess smells of fire and brimstone.



The World of Fiery Wrath
This world appears like ours except that everything is on fire. The unbearable heat inflicts one wound on each PC who isn’t protected from the heat in some way. Dressed in fire and hate, a spirit that looks like the princess instantly attacks the party, intent to burn them to a crisp. She is insane with fury and pyromania and cannot be reasoned with. The only way to leave this world is to kill her and tear open her belly to reveal the gate to the next world. She can be defeated in a fight or instantly destroyed by cold or water effects (for example, calling a large wave or torrential rain to drench her).

Reward: A beautiful white pearl.
Clues: The PCs won’t have time to get bored since they don’t solve this world quickly, they will all die terribly in fire and hate.
Note: cutting open dead people might be a bit too dark for younger players. I suggest that instead of killing the Princess, the attacks of the players will cause her to become younger and younger until she disappears and a gate to the next world appears in her location instead.

Fire Princess
Body 3 Mind 1 Spirit 3 Fighting 3
Special: breath fire for 1d6+1 damage once per 1d6+1 rounds


The World of Endless Haggling
This is an underground market where translucent spirits buy and sell everything one can imagine. There are water people who sell gorgeous seashells and pearls, men of fire who sell fierce weapons, women of colorful feathers who sell gorgeous dresses and delightful perfumes and so forth. Toward the end of the cavern, there is a heart-shaped door. A massive key hangs from a rope high above the market. It’s owner is a giant who’d gladly sell it for just three pearls. The PCs can either trade and run small errands until the can afford the key, or try to steal it. The giant is way too powerful for them to defeat with violence. However, he can be easily distracted by funny or exciting stories.
Flavor: Sea spirits are selling the souls of the drowned as slaves. They’d gladly exchange the soul of any player for one or more pearls (depending on how well the players haggle). Alternatively, they will agree to trade drowned slaves for items from the World of Man. These in turn can be traded for pearls vis-a-vis other spirits. A mother cat has an important appointment, but can’t go because there is no one to watch her kittens. If the PCs agree to watch after the mischievous bunch, they will be reward three balls of yarn that can be traded for at least one pearl.
Reward: A sheet of paper with strange signs on it. This is the death certificate of the sailor, a fact that can only be deduced by using True Sight. If the optional sorrow world is used, the PCs are given a small hammer instead.
Clues: Mention that the giant appears to constantly be distracted by every little thing that happens in the market. Have minor spirits and talking animals offer the PCs to perform small errands in return for paltry compensation.



The World of Perpetual Sorrow (Optional)
This world is nothing but a long and narrow tunnel without start or end. Sounds of bitter complains and self pity come from the walls. If the PCs try to speak with them, the walls respond by belittling and insulting the PCs. The spirits of this world can teach the PCs nothing. Speaking with them is purely a negative experience. To leave the room, the players must break one of the walls and just step into the next world.
Flavor: None. This place is as boring as it is depressing.
Reward: A sheet of paper with strange signs on it. This is the death certificate of the sailor, a fact that can only be deduced by using True Sight.
Note: If you’re running this adventure as a 90 minute challenge, only use this world if the PCs have solved all other world in less than an hour. While simple, it has the potential to consume a lot of time.



The Spirit Sanctum
A world of swirling mists, odd echoes and feeble light that serves to befuddle rather than illuminate. One thing is clear, however: a scruffy looking sailor with a cracked skull is holding the princess hostage. He can be reasoned or he can be killed. The result will be the same.
The sailor is miserable and belligerent, but not malicious. If the PCs patiently explain to him that he’s died decades ago and that now he’s tormenting the only person who showed him an iota of kindness, he will let the girl be and dissolve into the mists.
Flavor: This world is a massive ship sailing the sea. It’s crew consists of only one man: the spirit. The Princess is trying to let him know that she wants to go home, but he cannot understand her. No matter what she says or does, the spirit only hears what he wants to hear: words of admiration and encouragement. If any of the PCs cast True Sight on the spirit, it will realize how deeply mistaken it was and let the girl go, albeit with a deep sense of sorrow, loss and shame.
Reward: A rope that can be used to climb back to the World of Man without wasting mana. Also riches bestowed by the king, the adoration of the islanders, a place in the legends of the future and so forth and so forth…

Adaptation
I ran the adventure in an ancient hawaii setting, using the following names:
King: Ali’i Mainulani Naloiaehuokalani (Mani)
Princess: Luli’u Loloku Kamaka’eha (Lili)
Shaman: Kahuna
Sailor: Guy Neville, killed along with Captain Cook

Saturday, November 5, 2016

Mini Adventure -- DNDkids vs. Frankenstein

With all the excitement of our new webcomic, I've neglected to post a 90-minute-adventure for far too long. We will remedy this presently.

Frankenstain. We all know the story. We all know it ended very poorly for all parties involved. Tonight, we find out what happens if we let a bunch of murderhobos into thsi classic story of hubris and damnation. Perhaps the tragedy will be averted. More likely, it will be increased by an order of magnitude. 

Wanna know what happened when I actually ran it for a dozen fifth graders? Stay put. Oh, and one last thing. Don't use the word "Frankenstein" at any point. Let the players figure out what novel they're inside themselves. It' much more fun that way. For you.

Source: Dave Rapoza

Background
William, the young son of Alphonse was found in the woods with a broken neck. His nanny Justine is arrested after his locket is found in her pocket. She claims she is innocent, but things don't look good for her.  The PCs are hired by Alphonese to investigate the murder and find the true killer before she is hung for a crime she did not commit.
Alphonse has another son named Victor and an adopted daughter named Elizabeth, to whom Victor is engaged. A friend named Henry is staying in the house as well.
A short time after the murder, Victor disappears, taking with him a rifle and hunting equipment. He didn’t confess to the murder, but he did say it was his fault.

Clues
  • Near the site of the murder there are footprints too large for a human being. They lead to a small burned hut. Asking around will reveal it was the home of a blind man (Gaston) who lived with his son (Felix), daughter (Agatha) and Arab daughter-in-law (Safie). They have moved to Geneva after their hut was burned to the ground. If located, Felix can tell that the night before his hut burned, he chased away a giant who attacked his father. The old man, however, says the creature was articulate and pleading rather than aggressive.
  • If the PCs choose to follow Victor's tracks in the woods. They find him half mad in the wilderness. He claims to be guilty for his brother's murder but refuses to give any information. If the PCs pressure him or secretly follow him, they discover he is building a giant woman in a cave. Victor started working on her to appease the monster, but now has second thoughts. What if the two reproduce and create a race of giants that will challenge humanity?
  • If a PC goes alone in the dark, he will see a giant shade that will tell him he didn't mean to kill the child, but he will kill more of Victor's family if not given what he wanted. The shade will then disappear, leaving no tracks. This only happens if a lone PC moves at least 100 meters from any other PC.
  • Victor has a room in his house with some notes related to chemical science, the notes imply the possibility of creating life, but provide no further information. If the players visit his home in Geneva, however, they find detailed documentation related to the creation of artificial life and a final note about the creation being hideous and escaping into the mountains.
  • The giant lives in a desolate cave in the mountains. He is strong and fast, but not invincible. He generally avoids combat, but he will fight to the death if the half-made female is destroyed.
Source: Garry Brown
Timeline
Day    Event
-3       Hut burned
-2       William killed
-1       Justine arrested
2       Justine executed
5       Henry killed
11     Elizabeth killed
17     Alphonse killed

How the Kids Solved This?
I thought this was actually quite brilliant. It's a wonder no one thought about it before. The kids told Victor to finish the female but to plant an explosive device inside her. Boom. Problem solved.

Friday, January 29, 2016

Mini Adventure -- Young Blood

This is probably the most successful 90-minute adventure for kids I ever ran. It is also the only one written not only for young players, but also for young characters. I have written about it twice in the past, both times describing instances in which I was practically forced by the kids to turn what is essentially a single encounter into a full campaign. However, I have never presented the adventure in playable form – until now.

The Setup
The adventure starts with the kids waking up in a dusty basement with no recollection of how they got there or any information about their past or identity. They are wearing tattered school uniform, but have no backpacks and their pockets are empty of anything that could serve as clues to their identity. They are all terribly hungry, but otherwise unhurt. From upstairs they hear fierce pounding on the doors. I like to actually pound at the door and scream like a madman to emphasize the urgency of the situation. This almost never gets security guards running to the classroom. Almost.

The Premise
The kids have no way of knowing this, but they have all been turned into vampires by a now deceased vampire playboy named Jax, an appalling person whose vile practices and shameless violence have finally caught up with him. Unfortunately for the kids, unless they are very careful, they will be caught up in the aftershock of his death as well.

Look at these eyes. Now look at these teeth...
The House
With a few exceptions, the entire adventure took place inside Jax's house, a fancy bachelor pad in a calm neighborhood that serves as thin veneer for horror. Since it's day outside, leaving the house will prove very difficult for the vampire kids.

1. Basement
The basement is bare except for a hammer, a mattock, a hoe and some hemp rope, all stacked under the stairs leading to the living room above. Fierce pounding and muffled screams can be heard from outside the house. It's impossible to make out the words, but the tone is clearly angry.
Challenges: The basement door is not locked, but requires the combined strength of at least two kids to open on account of its weight and the tightness of the hinges.
Rewards: Searching the room will reveal a secret compartment under the stairs. It contains an old Nokia phone with a single number on its memory card and a scepter of gold and silver depicting two entwined feathered snakes. The number belongs to a vampire interested in buying the scepter. He doesn't answer calls during the day for obvious reasons. If called after dark, he will identify as Mr. Calzoni and offer $200,000 dollars for the scepter.

2. Living Room
The living room is small, but extremely well-furnished. There is a 110'' TV with an Xbox, a playstation, a pile of games taller than a man, a library with both fiction and occult literature, stylish leather furniture and an immaculately clean kitchenette with an assortment of expensive Japanese and Spanish knives.
Challenges: Heavy black curtains cover the windows, leaving the room in darkness. Should anyone open a curtain, they will immediately loses half their hit points. Another round of exposure will leave them in a catatonic state. The third round spells doom as the kid's undead body turns to ash and scatters on the floor.
Someone is pounding at the door and shouting "Betty! Are you alright? I'm coming in." If the kids don't do anything in this regard and don't make too much noise the door breaks down in three rounds and a black man with a black Kevlar, a katana in one hand and an automatic pistol in the other hand storms in. He will attack the kids, calling them "monsters" and fight to the death. He cannot be reasoned with.
Rewards: The refrigerator contains nothing but wine bottles. Examination will reveal the bottles are filled with blood. Should any of the kids drink some of the blood, they should get an immediate boost to their strength, agility and senses. If they are hurt, they will fully heal. A thorough search of the room will reveal a Glock pistol taped to the bottom of the sofa. The bullets are made of silver.
There is a buzzing smartphone on the coffee table. The caller is a bronze-skinned woman with tattoos of feathered snakes on her arms. Her called I.D is "Taloc." If the kids don't answer her, they see there are 47 unanswered calls and 15 messages. Within minutes, they get another call, this time from a tough-looking man with a giant beard and cruel eyes named "Sash".
Taloc: Taloctitlani is a Mexican friend of Jax. She is calling to warn him to stop turning kids before he attracts the attention of hunters or elder vampires, neither of which approves of this practice. If the kids answer the phone, she sighs heavily, realizing her friend is already dead and tells them to stay put. She will come to collect them as soon as the sun sets and take them to Mexico. She warns them that both local vampire hunters and vampires will try to kill them. She calls many more times before the end of the adventure because she is very worried about her friend. The scepter is hers. Jax stole it from her and planned to sell it to finance his relocation.
Sash: Alexi is the elder vampire of the city. He is very angry at Jax for creating vampires without his permission and is calling to tell him that he has one last chance to start following the rules or Alexi will personally blood eagle Jax before leaving him to bake in the sun. If Alexi speaks with the kids, he informs them that their existence is unauthorized. As soon as the sun sets, he intends to come to the house and kill them all. Like the majority of NPCs in this adventure, he cannot be reasoned with. However, he will allow the kids to live if Taloctitlani takes personal responsibility for them.
The password of the phone is 1885. Unless the kids somehow deduce it, they can only use the phone to answer calls.

Do mind your steps...

3. Bathroom
The bathroom shows signs of extreme neglect. There are cobwebs in the toilet bowl, mold on the walls and ceiling and a dead bird in the sink.

4. Bedroom
The bedroom is large and affluent. There is a circular bed in the center that displays signs of recent lively activity. The sheets are torn and crumpled, the duvet lies on the floor and feathers from the pillows are scattered all around the bed. In one corner of the room there is a pile of ash, clothing, an ankh medallion and a wooden stake.
Challenges: In the other corner there is a blonde teenage girl with five bleeding holes in her stomach. She is alive, but just barely. She is armed with a crossbow and will shoot the first person who touches her. Otherwise, she is in no shape to fight. If questioned, she will tell the kids that her name is Betty and she is a vampire slayer. She came to the house to kill a vampire that has committed many outrages in the neighborhood. The man outside is Knife, a fellow vampire hunter. She suspects the kids have been turned into vampires as part of some twisted provocation against the elder vampire of the city. If ignored, she will bleed to death in three rounds.

Conclusion
This adventure often ends in TPK, either at the hands of Knife the vampire hunter or Alexi the vampire elder. While there's a small chance they will beat Knife, they have no chance at all to defeat Alexi and his monsters, making staying in the house for too long a certain death.
To survive this ordeal, the kids must either secure Taloctitlani's help or flee the house before the sun sets, possibly by improvising some kind of a mobile tent to protect them from the sun. What happens next? It can be this, or this or even this, or whatever else you fancy. The world is great and full of horrors.

Thursday, January 21, 2016

Mini Adventure -- Fully Clothed Lunch

I’ve recently re-read Naked Lunch and was inspired to design another 90-minute adventure. I have ran it six times in different schools this year and it was a whole lot of crazy fun each time. To avoid the Gor kerfuffle from two years ago, let me start by stating that Naked Lunch is absolutely, totally and utterly unsuitable for children (or adults for that matter). However, between the plethora of degrading drug abuse, underage sodomy and murder for sexual gratification, there are several nifty game ideas. I have used one paragraph from the entire novel for this adventure and even this one was heavily altered. Please don't taze me, bros.

So, with that hot plate out of the way, let’s get to the juicy part:

Background
The PCs are agents of an unnamed and unknowable organization. They are sent to stop a conspiracy about which they are given absolutely no information. Their mission starts in a city on the border triangle of Mexico, Morocco and a colony of insects from another galaxy, in an Aztec-themed café called “The Café Tangier.” The Café Tangier is owned by a giant centipede and is serviced by two young women who never speak and two rude cockroaches. The crowd consists of half a dozen rowdy American marines on vacation and two British snobs who make snide remarks on everything they see.

Across the street, the muezzin is summoning the faithful for prayer. Near the mosque, a demonstration of six-foot ants is restrained by the Mexican police. No one knows what they want since no one speaks Insect. However, everyone is assuming the worst and urges the police to shoot the ants.

Character Generation
Choose one one of the following agent types. Then write down one primary skill, two secondary skills and something you're afraid of or are very bad at.
Senders: telepaths who can put secret chips into people in order to telepathically control them. Chips must either enter the blood stream via an injection or be ingested.
Liquifcationists: cannibalistic maniacs who can liquefy objects and people by spewing powerful acid. They can then assumed the shape and personality of their victims for a short period of time.
Dividers: freaks who can divide into new persons as much as they like. However, each division has a 1-in-6 chance of dying on the spot. New persons are not always identical to the original or friendly towards the party. In fact, they are not always human.
Writers: normal people who are able to tell weird things from normal things and can subsequently understand all creatures and languages on an intuitive level. Only an insane person would play a writer.

System
When facing various challenges, roll three dice for your primary skill, two dice for your secondary skills and one die for everything else. If you have an advantage, add an additional blue die and substitute your lowest roll with it. If you have a disadvantage, add a red die and substitute your highest roll with it.

Combat tests are opposed checks. The party that rolls the highest wins. Weapon and armor grant additional dice according to GM discretion. Yeah, it’s super deadly, but it’s not really an action game, so deal with it.

Source: QunteroART

What’s Going On?
The insects conspired with the General to poison the water supply with a poison that causes humans to have insect children. The general and his allies believe that humans are belligerent, fragile and bigoted. Therefore it’s in both human and insect interest for everyone to eventually become an insect.
If the PCs don't uncover the conspiracy within 90 minutes, the General and his centipede allies will win. This may, or may not, be a bad thing, depending on PC morality. Surprisingly, I've had some vehement argument on this subject.

Who's Who?
  • The ants are supportive of this endeavor in theory, but don't know any details and are not part of the conspiracy. Their demonstration is in fact against police brutality, not against humanity in general. The ants are pacifists and will not fight anyone under any circumstances. 
  • The police are violently bigoted against insects and will not stand in the way of anyone who wishes to harm an insect. On the other hand, anyone who shows sympathy to the insects is pushed into the ant demonstration and is instantly accepted by the ants as one of their own, which in turn causes to the police and the citizens to treat this person as if they were an ant as well.
  • The general commands the army, which includes one sniper dodging from rooftop to rooftop and tens of fairly harmless office workers. His safe contains two jugs provided by the centipedes – one contains deadly poison that kills instantly and the other contains poison that alters DNA in order to turn human babies into insects.
  • The centipedes are the true power behind the conspiracy. They operate out of a flying saucer parked in the jungle east of the city since they are not allowed into the city. The bar owner is a high-ranking member of the conspiracy and the only centipede tolerated within city limits. If he suspects the PCs are getting near the truth, he will take his cockroaches and attack the party when it least expects it. 
  • The waitresses are also aware of this conspiracy but, being mute and illiterate, they have a problem communicating this information. However, investigation will reveal that the two are mute due to being part of the cult of the Holy Blood that forbids its members to speak with anyone except for the leader of the cult, señor Alejandro. 
  • Señor Alejandro is an old narcissist whose cult consists solely of women who are not allowed to speak with anyone except for him. However, if the PCs bribe or scare him, he will agree to allow them to speak with the women through him.
  • The Americans can be easily persuaded to go to war against any of the above parties provided the PCs speak with enough zeal and conviction. However, there is a 50% chance they will call a massive bombing of the area, just to be sure.
  • The British will not help anyone with anything. They will only fight in self defense, which is quite likely since they make it their business to belittle anyone who approaches them.

Saturday, December 19, 2015

Mini Adventure -- A Knight to Remember

I ran this melancholic adventure many times this year and each time found it to be a poignant and memorable experience. "A Knight to Remember" can be set in almost any isolated setting, be it the vast plains of Nova Vaasa, the merciless deserts of Athas, or the untamed wilderness of the American Frontier. Presently, I'd like to set it in a generic gothic fantasy setting for ease of adaptation.

A Place of Desolation
The PCs are sent by their patron to take care of "some problem" in one of his poorest, most distant holdings. He provides no further information on account of caring very little for the area, its people, or the PCs.
When the PCs come to the village, they find a parched and desolate town that reeks of apathy and ignorance. The locals are rude and unpleasant, but most are not overtly violent due to an overwhelming air of lethargy. The landscape is one of barren plains dotted with sickly grass as far as the eyes can see under a sky that promises rain, but delivers nothing but oppressive humidity.
The only landmarks are a church that hasn't seen a priest for so long that even the most pious elders no longer care that kids use it to play hide and seek, and a tavern where brooding local thugs drink in silence. The latter are always looking to pick up a fight, but will not dare to attack a group of well-armed or magical strangers. A lone stranger, however, can easily find himself in a fistfight that will soon turn into a knife fight. The meanest men present are two aging scumniks named Ed and Fred (Rogue 4 & Fighter 2), and their pack of younger bullies.
The owner of the tavern is a friendly woman named Arshavarat (Ranger 3), the only half-elf in town. A widow in her fifties (although appearing much younger), she is unusually erudite and elegant for this no horse town. Children love her because she is full of fascinating stories from across the plains and adults love her because she doesn't mind looking after the kids while the parents are working their stony fields. She is obviously not local. If questioned, she will say she was adopted by a pair of local rangers who found her in a cave. Both her adoptive parents have since died.
Outside, a young woman named Sarah (Commoner 1) tries to hint to the PCs that she'd like to speak with them. She is eager and anxious, but will not speak unless she is sure no one is eavesdropping or if the PCs take her under their wing. If the PCs manage to dub Sarah, she tells them that Jake (Commoner 1), her child, has been taken three days ago by an insane rider wearing the armor of a knight of the realm. Since taking her child, the rider has just been circling the village. Every night, Sarah hears her child crying and this is driving her insane. The men of her family tried fighting the rider, but were no match to his superior arms and skill. She knows exactly the course taken by the rider and can show the PCs the way.
Everyone else in town treats the PCs as a nuisance and denies the village has any problems. It's a dump and that's just the way they like it. If they bring up the mysterious rider, locals emphatically suggest the PCs mind their own damn business.


Misplaced Faith
The rider's name is Sir William (see below). He is not harming the child, but the poor boy will die of thirst or hunger unless released within two days. Men have tried to reason with the rider or to stop him by force, but to no avail. He is convinced he's rescuing a girl named Arshavarat from local bandits and will stick to this version of the story, treating any facts indicating otherwise as good-natured practical jokes. The crying and protestations of the child (a boy name Jake) are simply ignored and the tracks indicating he's been riding around the town in circles for days are ignored as well.
Sir William is no coward, but will only fight to defend himself or "Arshavarat." He is, after all, a just and noble paladin. If attacked or believing the child is threatened (such as by PCs offering him food or drink), William attempts to chase away rather than kill the PCs. However, during the fight, half a dozen skeletal children (see below) will rise from the ground and spend one round crying about how hungry and thirsty they are, before trying to eat the PCs. The knight seems oblivious to the children as well.
While powerful, Sir William is not invincible and can be defeated. However, he reforms after an hour and tries to kidnap a new child. The skeletons, however, remain destroyed forever.
During the fight, even cursory examination of the knight will reveal that he is quite dead.

A Senseless Murder
The knight was killed by Ed and Fred in a tavern brawl, defending the chastity of a patron's daughter. At the time of his death, William was a young paladin on his first quest – rescue a half-elf girl named Arshavarat from local bandits. She was a young child back then. She is a mature woman now – the owner of the tavern.
William is buried in the village cemetery. His tombstone doesn't have a name, only an epitaph:

"We didn't know his name, but we knew his honor."

Under the epitaph there is an image identical to the one adoring William's shield.

Each sabbatical year, William manifests on the edge of the town and "rescues" a child, riding around the town in circles until the child dies. Ed and Fred believe he is a plains god and that these children are sacrifices that ensure prosperity. Through a combination of intimidation and dumb conviction, they managed to convince most of the village to go along with their belief. In practice, it is Ed and Fred's wickedness and the ongoing injustice of dying children that keeps the land barren and the beasts weak.

Anagnorisis and Catharsis
Jake can be rescued by force, but this only proves a temporary solution as the knight will soon snatch another kid, as ignorant of his condition as ever. To lay the knight to rest, it is not enough to enlighten or destroy him, a true catharsis must be offered. There are several ways to do it:

1) Arshavarat confronts the knight and tells him that she is happy, her kidnappers are dead and that he is free of his quest to save her.
2) William sees his own dead body in the shadow of his tombstone. He will not willingly follow the PCs to the graveyard, but a clever group can lure him there by a series of attacks and retreats.
3) Fred and Ed are killed in fair combat against William. This will likely require an elaborate ruse or magical coercion, since the two are more likely to fall on their knees and cry for mercy than fight a knight in the field. Stabbing naïve young men in the back is more their style.

Regardless of the method used, once made aware of his condition, William starts sobbing, finally realizing of the enormity of his delusional actions. As he sinks to his knees, a woman in white shrouds steps from the mists and says that he is forgiven and that she is ready to receive him. William thanks the PCs, asks them to take his equipment and rides with her into the mists. If they still exist, the undead children rise in their normal form, part with their crying parents and follow the knight into the mists as well.

The very next day, the weather improves and vitality seems to flow back to the village.

Stats and Numbers
When running the adventure, I usually use D&D 5e third level characters. William's reward includes the following items, all of masterwork quality when applicable: a lance, a +1 shield, a full plate, and a holy symbol

William is knight (pp. 347, but with undead traits), his horse is a skeletal horse (pp. 273) and the children are skeletons (pp. 272).

Friday, October 30, 2015

Mini Adventure -- Lover of the Dead

"Lover of the Dead" is a D&D 3e horror adventure suitable for a group of four 3rd level characters. It can be set in any urban setting and can be easily adapted for any system because it is combat-light.
In this macabre story, the PCs are hired by an evil and not terribly bright serial killer Cleric to protect him from what he thinks is the angry ghost of one of his victims. Will the PCs unmask the madman and bring calm to the streets, or will they unknowingly aid a maniac in his twisted game?

Despite its light tone, this adventure has some very dark elements and is absolutely not suitable for children.

Background
Since early age, the Nerull-worshipping Lorel Kooter found the company of dead women far more pleasant then that of the living. You don’t have to take them to the theater or to fancy restaurants, you don’t have to be sensitive to their needs or even speak with them – all you have to do is to strangle them and then cast animate dead on their cold, lovely bodies.
Of course, Lorel’s lifestyle did have a few major drawbacks; first and foremost him being a Nerull-worshipper, a necrophile and a murderer made him a sure candidate for a paladin's blade or a hangman’s noose. Secondly, contrary to popular belief, dead women sometimes do fight back.
But Lorel was careful, he murdered only homeless girls who would not be missed and made sure to dispose of the bodies at the local cemetery once they began to rot. To his few friends, Lorel was nothing more than a short, stocky and unassuming bureaucrat who spent his days laboring over an endless volume of financial documents at the local tax collector’s office.
One day, however, everything went terribly wrong.
Lorel returned home late in the evening and was surprised to find a dead woman waiting for him, not a mute and passive zombie, but an intelligent and attractive undead of a type that our hero did not recognize.
At first Lorel was happy about the strange visitor and he decided it was a gift from Nerull for Lorel’s devotion. After a few nights, however, the cleric angrily realized that the undead, who claimed her name was lady Beten Homed, had needs and desires, just like a living woman. Furious, he destroyed the undead and went to bed mumbling blasphemies into his pillow. However, when he woke up in the morning, he found Beten sleeping by his side, with absolutely no recollection of her destruction, but with a thousand new complaints. No matter how many times he would destroy the strange undead, it would always return, making his life unbearable.
Whether due to countless sleepless nights or simply for lack of intelligence, Lorel went out and did something incredibly stupid – he decided to hire a group of adventurers to solve his problems…

Synopsis
The adventure starts as the PCs are approached by Lorel, who claims his house is haunted by an unknown type of undead monster. Even superficial examination of the house, however, reveals that Lorel is not the innocent victim he claims to be. Interaction with Betern will reveal her to be a unique undead whose purpose is to punish Lorel for his atrocious crimes in the ironic way favored by the Dark Powers. The adventure ends when the PCs finely confront Lorel in the local cemetery and either slay him or hand him over to the authorities.

Adventure Hooks
Below are two ways to start the adventure, one mundane and one more dramatic:

1. "You see, I have this problem…"
The PCs are sitting in the tavern or are strolling about the town when they are approached by Lorel:
A fat little man approaches you and gazes at you through thick, hopelessly unfashionable glasses. His attire is clean and orderly but lacks taste or style. His tired face is completely generic, the kind that you forget after a few seconds. You are quite sure that unless he had alerted you to his presence, you would not have noticed him. He licks his lips nervously and says: “Excuse, but do you happen to be adventurers?”

Lorel tells the PCs that his home became haunted with a strange female undead that would not go away. He claims that the local priest tried to turn it but it just laughed in his face and chased him out of the house. This is a lie, Lorel never approached the priest with his problem. Lorel offers the PCs 400 gp if they clean his house. If they agree he happily hands them over the keys and asks them not to touch anything. If offered to accompany the PCs Lorel will politely refuse, claiming that he is no combatant. A successful Sense Motive check, or an interview of the local priest (a rather difficult task since he is out-of-town at the moment) will expose that Lorel has not been entirely honest with the PCs.
Lorel will schedule a meeting with the PCs at sundown near the temple of Pelor. His plan is to lure them into the cemetery, find out if they know too much and murder them with the aid of the walking dead, in case they do.

2. What the hell is going on there?
As the PCs are walking the streets late at night, they suddenly witness the following scene:
The moon shines high in the night sky, painting the grey streets in a sickly yellow color. All windows are shut. Except for the low murmur of cicadas and the rare bark or fit of drunken laughter, the streets are quite. You hear a loud fight between a man and a woman, you don’t understand what they are saying but the tones are extremely harsh.
Looking for the source of the fight you notice a lone lit faraway window where two dark silhouettes seem to be in the middle of a fierce argument, suddenly the masculine silhouette makes hits the feminine silhouette with what appears to be an axe and she disappears.
The streets are quite once again.

If the PCs come to investigate they will encounter Lorel dragging out the mutilated corpse of a young woman. If questioned by the PCs, Lorel will claim that his house is haunted and ask for the PCs’ assistance (see previous hook for details) in cleansing his home.

The House of Corpses
If the PCs accept Lorel’s offer to investigate his home either because they honestly want to help him or because they want to check what’s really going on, read the following:

Just like its owner, the house can be best describes as “unassuming”. It is a modest two story brick building with a flat roof and a blank oak door. There is a feint odor of rot coming from the house.

All doors and locks in the house are of good quality.


1. Living room
Lorel’s living room is spacious and well-furnished but suffers from negligence. The big fluffy sofas and dining table are covered in dust and the large carpet on the floor is soiled by some dark brown substance. There is a large oven in the room but it seems to be rarely used.
In the corner of the room there are spiral stairs leading both up into the bedroom and down into the basement.

This room is in a rather sorry state as Lorel spends all his afterwork hours having fun with his latest victim in the basement, reading in his bedroom, or praying to Nerull in his makeshift shrine.

Clues: A careful examination of the musty carpet will reveal that objects where dragged not only from the house but also to the house (specifically to the bedroom) and that the substance that soils the carpet is blood and viscera. Magical examination will reveal the blood to be human and elven.

2. Bedroom (EL 4)
The bedroom is small and mostly bare. It is governed by a large and tidy bed. On a nearby stool there is a glass of brandy, an open book and a gore-smeared cleaver. An open closet reveals a dozen identical suits and tens of old and timeworn books.
A young woman with slightly pointed ears sits on the table by the bed and weeps. She wears a white burial gown with some blood stains. Her pale skin is covered in a web of bruises and bluish veins.

The book on the stool is a religious treatise on Nerull written by Nolar Sokler, high priest of Pelor. The cleaver is smeared in Beten’s brain matter, its blade is notched by many unspeakable acts. There are many tomes in the closet, most of them are pornographic novels or popular history, but three of them are rare and expensive tomes that deal with the occult and the necromantic arts.
Lorel is not a complete idiot and cleaned his bedroom before inviting the PCs, so the PCs are not going to find corpses in the closet or blood stains on the bed. However, he did not remove the greatest piece of evidence of his monstrous deeds – Beten.

Creatures: The moment the PCs enter the room Beten storms at them screaming: “Where is Lorel? What did you do to him, you thugs!” She will not fight unless physically attacked. If the PCs act friendly towards her, she will calm down tell them that Lorel is her husband and will complain that he loves his stupid job more than he loves her. She will answer honestly and to the best of her ability to the PCs’ questions if treated with the respect due to a member of the junior aristocracy. Under no circumstances however, she will accept the fact that she is dead. She will shrug of any evidence, no matter how convincing by saying, "there's magic in the world. Crazier things have happened."
Beten is described in detail in the end of the adventure.

Treasure: Under the bed there is a small locked chest where Lorel keeps his money and souvenirs from the girls he's killed. Those include cheap rings, necklaces and bracelets and some small articles of clothing like gloves or scarves. The chest is protected by a glyph of warding (inflict serious wounds for 3d8+5 damage) which is activated if the opener doesn’t say “Zalanalaika” while opening the box with both hands. The trophies in the box are worth 144 gp. The occult books in the closet could be sold for 120 gp apiece to a serious book collector. While not strictly illegal, openly dealing in such books is likely to attract the attention of overzealous clerics and paladins.

3. Basement (EL 4)
Except for a box with a few bottles of brandy, two large cheese rolls, and a large collection of gardening tools, this dunk and filthy basement is empty.

Clues: There is a small opening filled with loose bricks behind the brandy box. It leads to the shrine. If the box is moved then the opening can be uncovered with a DC 17 Search checks.

Traps: If anyone tries to pass through the opening without saying “Zalanalaika,” they triggers a glyph of warding that summons 1d3 large fiendish monstrous centipedes that fight the PCs for 5 rounds and then disappear.

Treasure: The gardening tools include a masterwork scythe, because of the many dark deeds in which the scythe was involved, it radiates feint evil.

4. Shrine (EL 4)
The small opening reveals an evil-looking shrine, decorated with blasphemous signs of death and decay. It is the sort of location you'd expect to find in an evil dungeon, not in a posh neighborhood of a sleepy town.
A dead woman stands on each side of the shrine. One is relatively fresh, with greenish skin and bloated features. The other is almost completely decayed, revealing more bones than flesh. The smell of death in the room is nauseating.

Loral worships his vile god and animates the women he murders in this room.

Creatures: As long as the shrine is whole, the zombies (Lorel’s latest victims) receive the following bonuses: -6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls and saving throws and +4 hp [incorporated into the stats]. Additionally, all Good and Life spells are cast with a -1 level penalty.

Zombies (2): hp 21, 18; Monster Manual 265.

Traps: The stench of death in the room is so overpowering that anyone entering must make a Fortitude save (DC 15) or be nauseated for 1d3 minutes.

Treasure: The shrine is worth 100 gp to the right buyer; however it is extremely unlikely that the PCs will ever have peaceful dealings with that sort of people. Furthermore, owning such an item, is in and of itself, a very serious crime that can land them in a world of trouble with both secular and religious authorities.
Source: Xiwik

The Madman’s Demise
After exploring Lorel’s home there are two paths that the PCs are likely to follow; they may go directly to the authorities with the evidence they have collected in Lorel’s home or they may confront the killer themselves. That former will trigger an immediate manhunt that will result in the death of three city guards and Lorel’s escape from the city. The second, more heroic, path will lead to a life-and-death encounter in the cemetery. 

Battle at the Cemetery (EL 8)
At their meeting, Lorel tries to lure the PCs into the cemetery claiming he found the reason his home became haunted. If the PCs show no signs of knowing his true identity and bring him some sort of a proof that Beten is truly dead, Lorel will thank them, pay them the promised 400 gp and go back to his home. If the PCs accuse him of any crimes or start asking uncomfortable questions, Lorel summons 4 zombies he buried in advance and attacks.
Stats for Lorel can be found in the end of the adventure. 
Zombies (4): hp 19, 16, 15, 13; Monster Manual 265.

Development: If the PCs shout for help, four temple guards (warrior 1) will arrive within 3d6 rounds and aid the PCs.

Ad Hoc XP Adjustment: If the PCs discovered Lorel’s true identity award them XP as if for CR 4. If the group is mainly lawful, award them XP as if for CR 2 if they hand Lorel over to the authorities instead of simply slaying him.

Concluding the Adventure
If everything went well for the PCs and they managed to see through Lorel’s deception and defeat him in combat, then they are hailed as heroes, rewarded with the Medal of the Vigilant Citizen by the mayor. For the next week or so, their names never leave the local newspaper and job offers come flowing
On the other hand, if the PCs allowed Lorel to escape, either because they failed to slay him or let the local watch handle the case, they have gained a terrible enemy. Lorel will never confront the PCs personally, but he will hurt their loved ones, burn their homes and soil their reputation. Finding him will be extremely difficult. Only the gods knows how many friends, relatives or loved ones will the PCs encounter as shambling zombies before their nightmare will be finely over.
If the PCs failed to uncover Lorel’s true identity, simply “killed” Beten and accepted the payment, then they will soon learn that the man who hired them suddenly left town, claiming that his house was haunted and that he couldn’t live like this.
Whether Beten is tied to Lorel’s house or will follow him wherever he goes, constantly complaining about the poor travel conditions and that she doesn’t receive enough attention is up to the DM.
If you feel particularly sadistic you may have Beten “attached” to one of the PCs instead of just disappearing upon Lorel’s death or arrest. In that case the PCs will have to somehow divine the cause of her manifestation and set it right. Possible options include:
  • bringing to justice her murderous husband, now a powerful robber baron enjoying the full defense of the law
  • saving her young sister from being spoiled by her parents just like Beten was 
  • finding someone who would actually enjoy her company.
Appendix
New Feat: Necrophile (general)
You are attracted to corpses and lesser undead. Not only you don’t find the dead repulsive you actually enjoy their presence. 
Prerequisite: Any non-good alignment. 
Benefit: Continuous association with the dead has its benefits – firstly you gain a +4 circumstance bonus on saving throws against poison and disease as your body becomes more and more accustomed to poor sanitary conditions and constant contact with diseased tissues. Secondly, you gain a +2 circumstance bonus on Diplomacy and Turn checks made against lesser undead, as they find your company more pleasant than that of normal mortals.

Beten Homed, Female Unique Undead Aristocrat 2: CR 3; Medium undead (augmented human); HD 2d12; hp 13; Init +6; Spd 30 ft; AC 12; touch 12, flat-footed 10, Base Atk +1; Grp +0; Atk or Full Atk +0 melee (1d4-1/19-20, dagger) or +3 ranged (1d4/19-20, dagger) SQ turn immunity, undead traits, rejuvenation; AL CN; SV Fort +0, Ref +2, Will +7; Str 9, Dex 14, Con –, Int 11, Wis 15, Cha 13. 
Rejuvenation: As a ghost, except that Beten automatically reappears in Lorel's bedroom in 2d4 hours as long as Lorel is alive, having no recollection of any of her deaths. 
Turn Immunity: Beten may not be turned by any means. 
Skills: Bluff +6, Knowladge (history) +5, Knowledge (Nobility) +5, Perform +6, Sense Motive +7 
Feats: Acrobatic, Iron Will 

Notes: Beten is not a mean person, but she is unbelievably annoying. She could start a sobbing and screaming over literally any issue. She demands constant attention and her thankfulness is almost as cloying as her anger. As a child, she was a spoiled brat who made her noble parents’ life miserable by her constant barrage of unrealistic demands and terrible tantrums. Their response was to marry her, as soon as law permitted, to a young rural knight who made a fortune out of raiding orc raiders on their way back to the camp. The said knight, a man only slightly more civilized than an orc, strangled Beten in a fit of rage only a few months after the wedding.
Now, some unknown force has animated the annoying girl without her previous memories but with all her charming personality. She woke up in Lorel’s bedroom and quickly reached to the conclusion that she is his wife and that she must have suffered some kind of a head injury or illness that resulted in amnesia. The fact that she never feels neither hunger nor cold or that no matter how hard she tries, she can’t leave Lorel’s bedroom, do little to dissuade her. 

Lorel Kooter, Male human Rogue 2/ Cleric 5: CR 7; Medium humanoid (human): HD 2d6+2 plus 5d8+5; hp 42; Init +7; Spd 30 ft; AC 18; touch 13, flat-footed 15, Base Atk +4; Grp +7; Atk or Full Atk +8 melee (2d4+4/X4, +1 scythe) or +8 ranged (1d8/19-20, quiver) SA sneak attack +1d6, spells; SQ evasion, trapfinding; AL CE; SV Fort +5, Ref +6, Will +6; Str 16, Dex 16, Con 13, Int 7, Wis 15, Cha 10. 
Skills: Bluff +10, Concentration +11, Heal +12, Hide +13, Move Silently +13, 
Feats: Improved Initiative, Necrophile, Martial Weapon proficiency (scythe), Combat Casting 
Cleric Spells Known (CL 5):0 – cure minor wounds (2), detect magic, detect poison, light; 1st – cause fear D (DC 13), cure light wounds, divine favor, magic weapon, shield of faith; 2nd – aid, desecrate, hold person (DC 14), invisibility D; 3rd – animate dead D, cure serious wounds 
D: Domain spell; Domains: Death, Trickery 
Possessions: +1 chain shirt, masterwork scythe, masterwork light crossbow with 40 quivers, gauntlets of ogre power*, 2 potions of cure moderate wounds, bone holy symbol, black cloak, 3 vials of carrion crawler brain juice poison** 
*The bonus from the gauntlets of ogre power is already incorporated into Lorel’s stats.
**Contact DC 13, initial damage: paralysis, secondary damage: none. 

Notes: If Lorel has a chance to prepare for combat he cast the following spells on himself: shield of faith, aid and divine favor (in that order), he also casts magic weapon on his scythe and desecrate on the battlefield.
These spells adjust his statistics as follows: hp 51; AC 20; touch 15, flat-footed 17, Base Atk +7; Grp +10; Atk or Full Atk +11 melee (2d4+7/X4, scythe) or +11 ranged (1d8+2/19-20, quiver). In the desecrated area, the PCs suffer a -3 profane penalty on turning checks and Lorel’s zombies gain a +1 profane bonus on attack rolls, damage rolls and saving throws and +2 hp each.

Monday, August 31, 2015

Mini Adventure -- Mad Max

I ran this 90 minute game inspired by Mad Max a few times this year with folks of various ages and every time it was a whole lot of fun, so I thought I'd share it with my two or three readers. The mechanics are a simplified version of my RATS! game and the setting is a generic post-apocalyptic desert with a tip of the hat to Mad Max. Due to its simplicity, this game requires no prior knowledge or any experience in gaming.

Source: Blitz Cadet

Character Generation

1) Player distributes 10 points between four abilities.
Ferocity: use this ability whenever you're trying to damage someone or something.
Examples: Kick someone off your truck, intimidate a foe, force open a door.
Survival: use this ability whenever you're trying to avoid being damaged.
Examples: Keep on walking despite thirst and exhaustion, stay on your feet after being pushed.
Cunning: use this ability whenever you're trying to fix, understand or interact with something.
Examples: Repair a faulty engine, understand the meaning of tracks in the desert, treat wounds.
Serendipity: use this ability whenever you have no idea what you're doing.
Examples: open a random box and hope to find something good there, avoid random bandit ambush.

2) Player distributes 10 points between any number of skills they want. Skills include, but are not limited to.
Jumpin': move between moving vehicles. Difficulty is function of distance and relative speed.
Drivin': Ramming, dodging and controlling the vehicle. Difficulty is function of terrain and absolute speed.
Bossin': Allow allies to ignore pain, allow them to act on your turn, boost friendly actions.
Tinkerin': Repair and improve vehicle in motion. Difficulty is function of task and speed.
Healin': Restore ability and skill points lost during the game. Each two wins restore on ability or two skills.
Shootin': All ranged attacks. Difficulty is function of distance and relative speed.
Beatin': All melee attacks. Difficulty is function of target's Survival.
Knowin': All theoretical brainy stuff. Difficulty is function of GM's whims.

Tests

Any test is a combination of an ability and a skill as determined by the GM. Roll one die per point. Rolls of 5-6 count as wins. If you've scored as many, or more, wins than the target difficulty or the wins rolled by the opposition, the test is successful. Rolls of 1 count as fails. If you have no wins and some fails than the test backfires in a manner determined by the GM based on how many fails you have.
A boosted test scores wins on rolls of 4-6. A hindered test scores wins on rolls of 6.
Regardless of success or failure, any test reduces the skill used by 1 point until rested or restored through bossin'.

Basic difficulties ranged from 1 to 5 and are modified by the relative speed of actor and target and the roughness of the terrain. As a rule of thumb, increase Difficulty by 1 for every 20 kmph of relative speed, by 1 for uneven terrain and by 2-3 for very rough terrain.

Damage

Whenever a creature or vehicle are damaged they remove a number of ability points spread among as many abilities as they like. Vehicles are considered to have only two abilities -- hull and gear. Each time a point of gear is reduced, the vehicle loses one speed category.
For example, a car has six gears (R/20/40/60/80/100). If it loses one gear point, roll a 1d6 to determine which speed category it loses. On a roll of 4, for instance, it will lose the ability to go at 41-60 kmph.

Movement

Any character can move six squares and act, or run twelve squares and take no further actions. Vehicle velocity is divided into gears. The higher the gear, the quicker the vehicles moves, but also the more difficult all actions on it become. See "Starting Vehicles" below for the difficultly of controlling different vehicles at different speeds.
Source: Sandara

Starting Equipment

  • The players divide the following items between their characters however they see fit. Asterisks show how many shots/ charges the items has.
  • Shotgun *** (Short distance, damage 4+leftover wins)
  • Sniper Rifle * (Long distance, damage 6+leftover wins, armor piercing)
  • Grenades x 3 (Short distance, damage 6+leftover wins to everyone in short distance)
  • Stim shots ** (restore 4 ability points)
  • Pistol ****** (Short distance, damage 2+leftover wins)
  • Kevlar x 2 (negate 2 hits)
  • Smartphone (3 calls/ data searches)

Also, everyone has a sword, a knife and a rope.

Starting Vehicles

The group starts the game with the following vehicles:

  • Truck (10 hp 20(+0)/40(+1)/60(+2)/80(+3)/100(+4))
  • 2 Bikes (3 hp 20(-1)/60(+0)/80(+1)/100(+2)/140(+3))

Mission

Your community is under attack by mutant fanatics who want to take your gasoline. Your allies across the desert have powerful war machines, but no fuel to power them. You are to drive a truck with gasoline to the camp of your allies. You must reach them within 90 minutes or your community will be overrun.

Encounters

  • 4 mutant fanatics (2 in all skills and abilities) and 1 ogre mutant (same as fanatic only Ferocity and Survival are 5) climb the truck as you break through the blockade and try to get to the steering wheel.
  • 4 spiked cars (5 hp 30(+0)/50(+1)/70(+2)/90(+3)/110(+4)) driven by evil communists. They try to ram your truck and destroy your wheels. Roll 1d6 on the start of each car's turn. On a roll of 1, it loses one gear and is forced to reduce its speed.
  • A wide creek. You can either drive around it, wasting time and risking a bandit ambush, or jump over it, risking falling down to your death. Some kids also tried quickly building a bridge from the cannibalized remains of enemy vehicles and various elements of the surrounding nature.