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Oloros Contents The Flame is Lit..................................................... 1 Farm Town...........................................................1 Orchards A..........................................................3 Mountains...........................................................5 Path OA.............................................................7 Travelers OA......................................................7 Shattered City OA................................................10 Path B.............................................................13 Shattered City OB................................................13 Travelers OB.....................................................15 Path MA............................................................19 Travelers MA.....................................................19 Shattered City MA................................................22 Battle.............................................................25 Oil Is Spilled...................................................... 25 Foothills I........................................................25 Tech Lab A.........................................................26 Seafarers I........................................................27 Tech Lab B.........................................................28 Sutrium............................................................29 The World Burns..................................................... 31 Foothills II.......................................................31 Seafarers II.......................................................32 Oloros.............................................................. 32 Improvisational Nodes............................................... 32 Fields.............................................................32 Appendix............................................................ 32

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Oloros

ContentsThe Flame is Lit.........................................................................................................1

Farm Town..............................................................................................................1Orchards A..............................................................................................................3Mountains...............................................................................................................5Path OA................................................................................................................... 7

Travelers OA........................................................................................................7Shattered City OA..............................................................................................10

Path B...................................................................................................................13Shattered City OB..............................................................................................13Travelers OB......................................................................................................15

Path MA................................................................................................................19Travelers MA.....................................................................................................19Shattered City MA.............................................................................................22

Battle.................................................................................................................... 25Oil Is Spilled.............................................................................................................25

Foothills I..............................................................................................................25Tech Lab A............................................................................................................26Seafarers I............................................................................................................27Tech Lab B............................................................................................................28Sutrium.................................................................................................................29

The World Burns......................................................................................................31Foothills II.............................................................................................................31Seafarers II...........................................................................................................32

Oloros....................................................................................................................... 32Improvisational Nodes.............................................................................................32

Fields....................................................................................................................32Appendix.................................................................................................................. 32

The Flame is LitFarm TownPrecedent: None

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Decedent: Orchards/MountainsCharacters: Prophet, Beastspeaker/Empath, Meliorn, Marissa RazaOptional: Beastspeaker/EmpathMap:DM Information: There are several origins availible to the players. Players live in a farming comm. Have them construct backstories for their roles as farmers, artisans, etc.

Open the story.

Prophet

The Prophet has always had strikingly vivid dreams, even as a child. He is working one day when his sight blurs and a vision appears before him - like a waking dream. Have the player read the following

I am hiding. In the middle of the pack, my pelt blends in my comrades’ as a bright light sweeps across us. I writhe to escape the searchlight, but it narrows on me regardless. Hands thrust out from the darkness and shackle a metal helmet around my jaw. I snap my fangs at the hand and snarl, but blood has begun streaming down my face as the helmet carves deep grooves in my face. I howl.

The Prophet awakes, lying on the floor of his workplace. If he looks around, he sees he’s been noted by at least three people.

Beastspeaker

At some point, the Beastspeaker is approached by a cat who refuses to give his name. The cat says that the Beastspeaker is in danger from the Reapers. They are hunting him. The cat tells the Beastspeaker to meet at the Empath’s home after the midday Reaping.

At some point, a woman brushes past the Beastspeaker and he overhears her whisper to herself that she is reporting the Prophet to the Reapers. She thinks he is possessed and was engaging in sedition -probably a Teep. If the player does not warn the Prophet himself, the cat either tells the Prophet or instructs the Beastspeaker to do so.

Empath

The Empath finds himself watching a mandatory speech by a visiting Reaper.

A woman, blond and dressed in traditional Reaper robes stands on a podium and preaches to the gathered laborers. If players ask what’s going on, they are told that the woman is preaching the history of the Land.

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“The City-folk poisoned the Land, and he bellowed with anger, and the sky grew white with his rage. Father Earth’s judgement tore the cities asunder - shattered. The City-folk fled from the cities like ants under a heat glass, seeking shelter and safety, but the Farmers, our predecessors, fought them back. We drove them into the Sentinel Mountains and into the Bone Orchards. We herded the City-folk into fields of poison and fell upon them with sickles and butcher knives. The Reaping. The Reaping ensued an age of peace, our age, free from urban perversion. Father Earth gave us our new name: Reapers. With the cities cleansed from his back, Father Earth ended The Shattering and grew fertile again. But he does not forgive. Father Earth remembers, and hates.

The woman concludes her speech with the murder of a man she claims to be a telepath. The woman leaves and is escorted by a group of fully armored Reapers.

During the speech, the Empath sees the Reaper woman look directly at him and feels things. He can tell she bears black hate towards him and has murderous intent. Upon the Empath’s return home he feels a powerful foreboding. He finds his family/friends/home killed, and the house covered in white ash.

The meet up

At this point all three players arrive in the house of the Empath. The cat tells the Beastspeaker the Reapers are hunting them. A woman has reported the prophet for sedition, the Empath has been found out by the blond woman (the cat calls her Vicious One), and the Beastspeaker was sold out by the Honor Guard. He doesn’t have time to explain anything. The Reapers are coming for them. They need to run.

Remind players of the map. Give them a map of the comm as well.

The Empath feels a powerful sense of danger coming toward them. The Reapers approach from outside and begin breaking into the house. If players escape, they can head either South or West; to the Sentinel Mountains [Mountains] or the Bone Orchards [Orchards E]. Players can steal horses, a wagon, whatever they want really. If they do not escape, they are captured by Raza, and transported out of the town to the Bone Orchards [Orchards C].

Orchards EPrecedent: FarmtownCharacters: Players, /Meliorn, (Marissa Raza)Plot-wise: This node occurs if the players successfully escape Reapers in Farmtown..

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Alterations: Meliorn accompanies players if they excel at escaping Marissa Raza. If not, he escapes Marissa during the fight. Marissa Raza may die during this encounter if players choose to be very aggressive, or will live if players focus on escape.Geography: Any Bone Orchard area. Gameplay: A battle with Putrid Things and Marissa Raza Decedent: Path OA or Path OBPlayers see the Bone Orchards

Descriptiono The Orchards are made of skeletal trees with bone-white

brancheso The trees are empty of leaves, and are frosted with white ash

Eventso From within the darkness of the forest, a dull keening sound can

be heard; like the shriek of some monstrous bird.o The rough paths through the forest are clear, and a skill check

reveals wagon tracks

If the players enter the forest:

Descriptiono You travel for several miles through the Orchardso The trees loom over you, casting the area into twilight

Eventso You come upon trees spattered with red liquido A single oil lantern lies on its side, casting deep shadows over

the clearingo Bodies are strewn all over the clearingo The bodies have had their armor ripped off and have missing

limbs and spilled entrails, blood soaks the ground.o One person is still alive, gasping weaklyo Upon closer examination, Most of his jaw has been ripped away,

and large gashes cover his face and neck in pools of blood, black by the dim light.

o “Putrid things; Raza’s orders… hunt the Seeker”o He dies

Loot o 2d10 gold, o 3d10 silver, o Short sword (1)o Broken longsword (1)o Wooden shield (1)

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o Protectorate note

Three Putrid Things attack the players. [Encounter Orchards E]

Gain a level

After the battle the players can continue down the path. They may be wounded and scared. They come to a fork in the road

Descriptiono The trees continue to loom above the players. o The glow of the lanterns casts black sinewy shadows on the

twisted trees. Events

o You come to a fork in the road. Both paths stretch further into the Orchard.

o South-East (Nomads OA) The path to the West bears deep, straight ruts in the

ground (Wagons) A search check reveals a wooden token on the ground

carved with the shape of a cato South-West Path (Old City OB)

The other bears faint walking tracks of both people and horses

A nature check reveals the trees are much older along this path

Orchards CPrecedent: FarmtownCharacters: Players, /Meliorn, (Marissa Raza)Plot-wise: This node occurs if the players fail to escape Reapers in FarmtownAlterations: Marissa Raza may die during this encounter if players choose to be aggressive or will live if players focus on escape.Geography: The Bone OrchardsGameplay: A battle with Putrid Things and an encounter with Marissa Raza Decedent: [Path OA] OR [Path OB]

Eventso The soldiers grab the players and shove them into a carriage,

tying their hands with thin, yet strong, twine. The cat is in a cage next to them. The inside of the carriage, however, is surprisingly nice, with paneled walls and cushioned seats. The whip cracks and the carriage begins moving.

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o The carriage travels quickly for several hours, until nightfall. It gets dark

o As the carriage makes a sharp turn, the darkness sharpens until your hands disappear from in front of your face. The only light is that of the cat’s glowing yellow eyes. Lady Vega speaks then:

o A dull keening can be heard. The players hear a sharp cracking sound as something bony collides with the side of the carriage. The horses whinny and stop moving. A strangled scream comes from the front, where the driver is.

o Raza draws her swords and waits. [Encounter Orchards C]

Gain a level

After the battle the players can continue down the path. They may be wounded and scared. They come to a fork in the road

Descriptiono The trees continue to loom above the players. o The glow of the lanterns casts black sinewy shadows on the

twisted trees. Events

o You come to a fork in the road. Both paths stretch further into the Orchard.

o South-East [Nomads OA] The path to the West bears deep, straight ruts in the

ground (Wagons) A search check reveals a wooden token on the ground

carved with the shape of a cato South-West Path [Shattered City OB]

The other bears faint walking tracks of both people and horses

A nature check reveals the trees are much older along this path

MountainsPrecedent: FarmtownCharacters: Players, /Meliorn, (Marissa Raza)Plot-wise: This node occurs if the players successfully escape Reapers in Farmtown and travel West Alterations: Meliorn accompanies players if they excel at escaping Marissa Raza. If not, he escapes Marissa during the fight. Marissa Raza may die during this encounter if players choose to be aggressive or will live if players focus on escape.Geography: The Sentinel Mountains

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Gameplay: A battle with Edge Wraiths and an encounter with Marissa Raza Decedent: Nomads MA or Old City MB

Entering the mountains…

Descriptiono The Mountains have high peaks, tips frosted with white asho Shadows loom over the players, putting the area in semi-

darknesso Percept: Wagon tracks go forwards, into a valley between the

mountains Events

o You travel for several kilometers through the Mountain Crags Description

o Percept: There are red stains on the ground as you continue down the path

o Faint screaming can be heard from up ahead. o A clearing forms between the mountainso Bodies are strewn all overo The moon casts a faint light, but the mountains and clouds cast

large swathes of darkness across the clearing Events

o An enormous, translucent, bat-like creature flutters above, crouching on top of the bodies and tearing with its jaws.

o The bodies have had their clothes ripped and are covered in blood.

o One person is still alive, gasping weaklyo His eye has been ripped out and large gashes cover his face and

neck in pools of blood, black by the dim light. o The creature can be beaten off of himo He says they were going to a meeting with another group of

Travellers Events

o It is very dark and players must rely largely on hearing and communication to perceive their surroundings

o High-pitched screams echoes around the valley as creatures land on the ground

o The creatures attacko Three of the creatures attack the players from the East sideo Marissa Raza eventually joins the fight

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A yellow glow can be seen from behind the creatures, as a “shinggg” sound comes from the East side of the valley

A shadowy figure emerges, lantern clipped to her belt The figure lights the area with a lantern that the players

can take from her The figure attacks the Putrid things, trying to get to the

players The figure may wound one of the players badly (poisoned

blade) The figure may be dragged up and away by a large Edge

Wraith She may die (but try not to let her)

Looto 2d10 gold, o 3d10 silver, o Short sword (1)o Longsword (1)o Wooden shield (1)o Lyre (1)o Bloodsoaked map of the area with a note scrawled on the back

(Saying to transport Tanith)o From Marissa: Masterwork Broadsword, oil lantern (1 hour of

light), pen, paper,

Gain a level

After the battle the players can continue down the mountain path.

Descriptiono The mountains continue to loom above the players. o The glow of the lantern casts scattered shadows on the rocks.

Eventso You continue down the dark path. o You come to a fork in the road o One path goes South West, while the other goes due West. Both

paths stretch into the mountains. o Description Due-West (Travelers MA)

The path to the left bears deep, straight ruts in the ground (Wagons)

Percept: A search check reveals a wooden token on the ground carved with the shape of a cat

o Description South-West (Old City MB)

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Percept: The other bears faint walking tracks of mostly animals, but some people.

Path OAOrchards – Travelers – City

Travelers OAPrecedent: Orchards A/CCharacters: Players, Meliorn, Travelers, TanithPlot-wise: This node occurs if the players select the South-East path from the OrchardsAlterations: Tanith may be captured, travelers may be killed, Protectorate may reveal Marissa is badly wounded, but aliveGeography: The Bone OrchardsGameplay: A diplomatic encounter with a group of travelers and Decedent: Shattered City OA Description

o Players see a faint light about a half mile away through the trees o Faint voices spill from the clearing talking about “ The

Shattered City”o Players see a campfire with strange purple flames and wagons

arranged in a circle is in a clearing. Description

o Trevor: A large, but thin, dark-skinned man with grey hair and a rough beard stoops over the fire. He’s grilling something over the fire, it smells like fish.

o Tanith: A woman; no; a teenager, tall with light brown skin sits be the fire, sharpening a blade. Her wavy brown hair is studded with metal clasps that reflect the light of the fire.

o Rushton: A young man, 20-25, years old. He is medium height and is very strong in the chest. He wields a large knife strapped to his back. Bald

o Gregor: A much older man, at least 60 or 70. He sits cross legged, with the ease of a much younger man. His longer red hair goes past his ears.

Eventso Percept: Gregor stuffed several papers into a bag; o Trevor can be convinced to offer them food, water, and a place

to stay the night. o The Beastspeaker can attempt to use his coercive abilities to

make Trevor agreeo The empath can make Trevor more amicable.

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o The wooden token of the cat will make Tanith side with the players

o Meliorn jumps and sits in Tanith’s lapo Tanith offers the following information:

The herb lore that turns the fire purple keeps the Putridthings away

A group of Protectorate came up this way about two hours ago

The Roma are going north, to sell goods to the colonieso The Empath can tell Tanith is anxious about somethingo Percept: Gregor and Tanith keep glancing at the papers in the

bago The group is celebrating Gregor’s birthday, 8-10-??? (unknown

year could trigger Gregor’s story)o Gregor can tell a story about his life

Gregor was born in Obernewtyn (the Island City) - not born - found

The Protectorate found him in a Fade Science machine, as a young boy, held by a woman with red hair

The woman was dead, but Gregor was alive He escaped Obernewtyn and fled to shore, where he met

Trevor and his late wife He has no memory of my time before he was found,

though he has vivid dreams of tall building and tremendous machines

o The Travelers go to bed, and offer the players a wagon to sleep in

Eventso The Beastspeaker and Empath can use their abilities to read the

dreams of Gregor, discovering the following memory. If they don’t, they find it out during the battle

Walls are made of smooth white stone. Polished furniture covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to

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protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

o In the middle of the night, Elspeth reaches out with her mind and speaks with the Beastspeaker and the Prophet.

She tells she is a Teep Misfits have psychic powers that can speak from mind to

mind (seeking) Can feel and influence emotions (empathy) Can read minds and control thoughts (coercion) Can sense things about to come or see things that

happened in the past. Trevor would protect her if he knew, but she keeps it a

secret anyway to protect him - no one can withstand Reaper interrogation/torture forever

They are actually here in investigate Gregor’s dreams – some of which involve an “Old City”

Eventso The Prophet has a dream that night:

I am lying in the forest, tail curled around my legs, drifting to sleep. The rest of the group/pack surrounds me. Suddenly, I hear a distant ringing and smell/sense black smoke. I hear a cry of pain/fear as an arrow/stick sprouts from the shoulder of a wolf next to me. I try and howl to alert the pack as humans rush the group. They hold large metal sticks and begin killing. The trees around me are burning and my howls are lost in the slaughter.

o The Prophet wakes up heart racing, and with an unmistakable feeling of danger.

o Percept: The Prophet and Empath feels eminent danger coming from the East

o The Prophet and Empath can wake the players (and the Travelers) such that they are prepared for the fight. [Encounter Travelers OA]

After the battle, if not captured, Tanith speaks.o They were going to The Shattered City to try and find out the

truth behind one of Gregor’s memories.

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o She never told her father about her misfit abilities (very sad) Events

o Players set out from the Nomads camp, following the map to the Shattered City

o They may be accompanied by Tanitho They may have Foren and Ged with them

Shattered City OAPrecedent: Orchards OACharacters: Players, Meliorn, Tanith, /Travelers, /Foren&GedPlot-wise: This node occurs after the players are attacked by Protectorate in the Travelers’ campsite Alterations: Travelers may be present, Foren and Ged may present alreadyGeography: The Shattered City is at the edge of the Bone Orchards – near the ShoresGameplay: An exploration encounter in the Shattered CityDecedent: [The Shores] Events

o Players arrive in the Old City by midday. Description

o Percept: The trees around this place are older and more brittleo Percept: The layer of ash over the area is thicker and more toxico The trees suddenly clearo Tall building pile ahead buildings are in varying stages of

destruction. o Some have crushed tops, as though struck by a massive hammer,

while others have caved in bases and seem about to fall. o Each is pocked with many holes and is covered in blackened glass,

sooted from burning. o Thick white ash coats the ground like snow – up to a foot thick in

placeso Percept (knowledge: history, architecture): This is a city of the

Functional Ageo If Foren and Ged were not calmed during Nomads OA and ran

away, they are found just inside the city perimeter Events

o Two horses stand just inside the city walls, Ged and Foran, frightened. [Ged & Foran]

o Players can explore the city.

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o If players fail to find the correct building, Meliorn jumps from the player’s arms and runs into Building D.

o Building A Broken glass Bow (compound, old) Arrow (1d4)

o Building B Locked safe

Money Passport Pistol (no bullets)

Jugs of water (3)o Building C

Rope Butane can

o Building Do Ground Floor

The room before you is covered with filth and rubble. One of the walls has collapsed inwards and has scattered

rubble. Burnt papers are strewn throughout, and they are all

severely decayed. Meliorn races up a flight of stairs. Loot

2 pieces of paper 3 working pencils

o Second Floor Up the stairs, a large room opens before you. Once, massive windows faced the far wall, but they have

all been shattered and glass is strewn around the room. A large oval table fills the room’s center, blackened and

cracked in half. Two white boxes with glass fronts (one shattered) are on

the floor. Loot

A small black metal box, underneath the papers on the floor (The Parietum)

Case of bullets (2 remaining) Moira’s letter

Events The box has a small, rectangular slot on the top

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One of the box’s face’s edges begin to glow with a blue light

The lights sweeps over the room, and objects materialize that weren’t there before. You are in a large room filled with unfamiliar people in strange clothing. The men are wearing tight black clothes, with strange bits of cloth at their throats. The women wear the dresses that are common among the non-laborers. A large glossy table sits in the room’s center. A man is speaking very quickly

o We must support the Sentinel protocol. Impartial geo-nuclear control by an AI system is the only way to ensure humanity’s survival without war. Sentinel will be an AI system that answers to no single world power. In terms of contingency plans, Obernewtyn is performing remarkably well. The citizens have an average income in the third quadrant and strict laws against newly termed “sedition” have proved effective at keeping the population both stable and happy

A young woman then stands, and everyone gets quiet.

She reads off of a paper and says o My name is Moira, and I am one of

Obernewtyn’s architects. I am against the Sentinel Protocol in principal, but the contingency plan is not sufficient. If the Sentinel Protocol is activated, and fails, Obernewtyn will not save humanity. Twelve years ago we gave control of Obernewtyn to the Protectorate Corporation, and they turned the city totalitarian. The population control is not due to laws against “sedition”, but to spiking suicide rates. We cannot support the Sentinel Protocol and leave humanity in the hands of that Orwellian Protectorate militia.

The first man asks for a vote for implementing the Sentinel Protocol

The vote passes, 8:4 The vision fades and the destroyed room comes back

into vision

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Events Players leave the Shattered City: Players can continue South to the Shores

Descriptiono The landscape on the far side of the Bone Orchards is much

more pleasanto Rolling hills expand to the South and Easto A Boat can be seen in the water to the West

Eventso Players can choose a direction, either South to the hills

[Foothills] or West to the boat [Seafarers]

Shattered City OA/CPrecedent: Orchards OACharacters: Players, Meliorn, /Travelers, /Foren&GedPlot-wise: This node occurs after the players are attacked by Protectorate in the Travelers’ campsite and Tanith was capturedAlterations: Travelers may be present, Foren and Ged may present alreadyGeography: The Shattered City is at the edge of the Bone Orchards – near the ShoresGameplay: An exploration encounter in the Shattered CityDecedent: [Battle] Events

o Players arrive in the Old City by midday. Description

o Percept: The trees around this place are older and more brittleo Percept: The layer of ash over the area is thicker and more toxico The trees suddenly clearo Tall building pile ahead buildings are in varying stages of

destruction. o Some have crushed tops, as though struck by a massive hammer,

while others have caved in bases and seem about to fall. o Each is pocked with many holes and is covered in blackened glass,

sooted from burning. o Thick white ash coats the ground like snow – up to a foot thick in

placeso Percept (knowledge: history, architecture): This is a city of the

Functional Ageo If Foren and Ged were not calmed during Nomads OA and ran

away, they are found just inside the city perimeter

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Eventso Two horses stand just inside the city walls, Ged and Foran,

frightened. [Ged & Foran]o Players can explore the city. o If players fail to find the correct building, Meliorn jumps from the

player’s arms and runs into Building D.o Building A

Broken glass Bow (compound, old) Arrow (1d4)

o Building B Locked safe

Money Passport Pistol (no bullets)

Jugs of water (3)o Building C

Rope Butane can

o Building Do Ground Floor

The room before you is covered with filth and rubble. One of the walls has collapsed inwards and has scattered

rubble. Burnt papers are strewn throughout, and they are all

severely decayed. Meliorn races up a flight of stairs. Loot

2 pieces of paper 3 working pencils

o Second Floor Up the stairs, a large room opens before you. Once, massive windows faced the far wall, but they have

all been shattered and glass is strewn around the room. A large oval table fills the room’s center, blackened and

cracked in half. Two white boxes with glass fronts (one shattered) are on

the floor. Loot

A small black metal box, underneath the papers on the floor (The Parietum)

Case of bullets (2 remaining)

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Moira’s letter Events

The box has a small, rectangular slot on the top One of the box’s face’s edges begin to glow with a

blue light The lights sweeps over the room, and objects

materialize that weren’t there before. You are in a large room filled with unfamiliar people in strange clothing. The men are wearing tight black clothes, with strange bits of cloth at their throats. The women wear the dresses that are common among the non-laborers. A large glossy table sits in the room’s center. A man is speaking very quickly

o We must support the Sentinel protocol. Impartial geo-nuclear control by an AI system is the only way to ensure humanity’s survival without war. Sentinel will be an AI system that answers to no single world power. In terms of contingency plans, Obernewtyn is performing remarkably well. The citizens have an average income in the third quadrant and strict laws against newly termed “sedition” have proved effective at keeping the population both stable and happy

A young woman then stands, and everyone gets quiet.

She reads off of a paper and says o My name is Moira, and I am one of

Obernewtyn’s architects. I am against the Sentinel Protocol in principal, but the contingency plan is not sufficient. If the Sentinel Protocol is activated, and fails, Obernewtyn will not save humanity. Twelve years ago we gave control of Obernewtyn to the Protectorate Corporation, and they turned the city totalitarian. The population control is not due to laws against “sedition”, but to spiking suicide rates. We cannot support the Sentinel Protocol and leave humanity in the hands of that Orwellian Protectorate militia.

The first man asks for a vote for implementing the Sentinel Protocol

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The vote passes, 8:4 The vision fades and the destroyed room comes back

into vision Events

Players leave the Shattered City: Players can continue South to the Shores

Descriptiono The landscape on the far side of the Bone Orchards is much

more pleasanto Rolling hills expand to the South and Easto A Boat can be seen in the water to the Westo A group of Reapers are clustered downhill, about one kilometer

awayo Percept: Tanith is with them

Eventso Players can choose to rescue Tanith [Battle], sneak South

around the Reapers [Foothills], or continue West to the boat [Seafarers]

Path OBOrchards – City – Travelers

Shattered City OBPrecedent: Orchards A/CCharacters: Players, MeliornPlot-wise: This node occurs if the players select the South-West path from the OrchardsAlterations: Geography: The edge of the Bone OrchardsGameplay: An exploration encounter in the Shattered CityDecedent: Travelers OB Events

o It’s just past dawno Players see tall shapes – like buildings – blocking out the sky, far in

the distanceo Players arrive around midday

Descriptiono Percept: The trees around this place are older and more brittleo Percept: The layer of ash over the area is thicker and more toxico The trees suddenly clearo Tall buildings ahead are in varying stages of destruction.

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o Some have crushed tops, as though struck by a massive hammer, while others have caved in bases and seem about to fall.

o Each is pocked with many holes and is covered in blackened glass, sooted from burning.

o Thick white ash coats the ground like snow – up to a foot thick in places

o Percept (knowledge; history, architecture): This is a city of the Functional Age

o Players can explore the city. o If players fail to find the correct building, Meliorn jumps from the

player’s arms and runs into a building. When the players enter the building, they see a destroyed room.

o Building A Broken glass Bow (compound, old) Arrow (1d4)

o Building B Locked safe

Money Passport Pistol (no bullets)

Jugs of water (3)o Building C

Rope Butane can

o Building Do Ground Floor

The room before you is covered in filth and rubble. One of the walls has collapsed inwards and has scattered

rubble. Burnt papers are strewn throughout, and they are all

severely decayed. Meliorn races up a flight of stairs. Loot

2 pieces of paper 3 working pencils

o Second Floor Up the stairs, a large room opens before you. Once, massive windows faced the far wall, but they have

all been shattered and glass is strewn around the room. A large oval table fills the room’s center, blackened and

cracked in half.

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Two white boxes with glass fronts (one shattered) are on the floor.

Loot A small black metal box, underneath the papers on

the floor (The Parietum) Case of bullets (2 remaining) Moira’s letter

Events The box has a small, rectangular slot on the top One of the box’s face’s edges begin to glow with a

blue light The lights sweeps over the room, and objects

materialize that weren’t there before. You are in a large room filled with unfamiliar people in strange clothing. The men are wearing tight black clothes, with strange bits of cloth at their throats. The women wear the dresses, common among the non-laborers. A large glossy table sits in the room’s center. A man is speaking very quickly

o We must support the Sentinel protocol. Impartial geo-nuclear control by an AI system is the only way to ensure humanity’s survival without war. Sentinel will be a mobile AI system that answers to no single world power. In terms of contingency plans, Obernewtyn is performing remarkably well. The citizens have an average income in the third quadrant and strict laws against newly termed “sedition” have proved effective at keeping the population stable and happy

A young woman then stands, and everyone gets quiet.

She reads off of a paper and says o My name is Moira, and I am one of

Obernewtyn’s architects. I am against the Sentinel Protocol in principal, but the contingency plan is not sufficient. If the Sentinel Protocol is activated, and fails, Obernewtyn will not save humanity. Twelve years ago we gave control of Obernewtyn to the Protectorate Corporation, and they turned the city totalitarian. The population control is

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not due to laws against “sedition”, but to high rates of suicide and murder. We cannot support the Sentinel Protocol and leave humanity in the hands of that Orwellian militia.

The first man asks for a vote for implementing the Sentinel Protocol

The vote passes, 8:4 Twilight has struck, and the sky is dark From the shattered window, players can see a

campfire less than a kilometer to the South of the city

Travelers OBPrecedent: Shattered City OBCharacters: Players, Meliorn, TravelersPlot-wise: This node occurs after the players explore the Shattered City in Shattered City OBAlterations: Tanith may be captured, travelers may be killed, Protectorate may reveal Marissa is badly wounded, but aliveGeography: The edge of the Bone OrchardsGameplay: A diplomatic encounter with a group of travelers and an attack by ProtectorateDecedent: The Shores Description

o Night has fallen by the end of the players’ explorationo Players see a faint light half mile away from the Shattered Cityo Faint voices spill from the clearing talking about “Dreams”o Players see a campfire with strange purple flames and wagons

arranged in a circle is in a clearing. Description

o Trevor: A large, but thin, dark-skinned man with grey hair and a rough beard stoops over the fire. He’s grilling something over the fire, it smells like fish.

o Tanith: A woman; no; a teenager, tall with light brown skin sits be the fire, sharpening a blade. Her wavy brown hair is studded with metal clasps that reflect the light of the fire.

o Rushton: A young man, 20-25, years old. He is medium height and is very strong in the chest. He wields a large knife strapped to his back. Bald

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o Gregor: A much older man, at least 60 or 70. He sits cross legged, with the ease of a much younger man. His longer red hair goes past his ears.

Eventso Percept: Gregor stuffed several papers into a bag; o Trevor can be convinced to offer them food, water, and a place

to stay the night. o The Beastspeaker can attempt to use his coercive abilities to

make Trevor agreeo The empath can make Trevor more amicable. o The wooden token of the cat will make Tanith side with the

playerso Meliorn jumps and sits in Tanith’s lapo Tanith offers the following information:

The herb lore that turns the fire purple keeps the Putridthings away

A group of Protectorate came up this way about two hours ago

The Roma are going north, to sell goods to the colonieso The Empath can tell Tanith is anxious about somethingo Percept: Gregor and Tanith keep glancing at the papers in the

bago The group is celebrating Gregor’s birthday, 8-10-??? (unknown

year could trigger Gregor’s story)o Gregor can tell a story about his life

Gregor was born in Obernewtyn (the Island City) - not born - found

The Protectorate found him in a Fade Science machine, as a young boy, held by a woman with red hair

The woman was dead, but Gregor was alive He escaped Obernewtyn and fled to shore, where he met

Trevor and his late wife He has no memory of my time before he was found,

though he has vivid dreams of tall building and tremendous machines

o The Travelers go to bed, and offer the players a wagon to sleep in

Eventso The Beastspeaker and Empath can use their abilities to read the

dreams of Gregor, discovering the following memory. If they don’t, they find it out during the battle

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Walls are made of smooth white stone. Polished furniture covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

o In the middle of the night, Elspeth reaches out with her mind and speaks with the Beastspeaker and the Prophet.

She tells she is a Teep Misfits have psychic powers that can speak from mind to

mind (seeking) Can feel and influence emotions (empathy) Can read minds and control thoughts (coercion) Can sense things about to come or see things that

happened in the past. Trevor would protect her if he knew, but she keeps it a

secret anyway to protect him - no one can withstand Reaper interrogation/torture forever

They are actually here to investigate Gregor’s dreams – some of which involve an “Old City”

Eventso The Prophet has a dream that night:

I am lying in the forest, tail curled around my legs, drifting to sleep. The rest of the group/pack surrounds me. Suddenly, I hear a distant ringing and smell/sense black smoke. I hear a cry of pain/fear as an arrow/stick sprouts from the shoulder of a wolf next to me. I try and howl to alert the pack as humans rush the group. They hold large

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metal sticks and begin killing. The trees around me are burning and my howls are lost in the slaughter.

o The Prophet wakes up heart racing, and with an unmistakable feeling of danger.

o Percept: The Prophet and Empath feels eminent danger coming from the South

o The Prophet and Empath can wake the players (and the Travelers) such that they are prepared for the fight.

o Roll initiative. o Cloaked figures creep forward just outside the cover of the

shadows at the edge of the campo Sharp twangs and dull thuds pierce the air as heavy crossbow

bolts fly into the camp o Seven Protectorate soldiers attack the campo Gregor collapses with a bolt in his lego Travor and Rushton ready weaponso Elspeth dashes into the wagon

Events o A soldier steps on Gregor’s leg, twisting the crossbow bolt, and

Gregor screams with pain. The Soldierguard rips the book out of his hand, says “Comless Seditioners” and throws it into the fire.

o Tanith lunges for the leather-bound book and falls into the fire, her cloth bound frame acting as barrier between the book and the heat.

o Percept: Gregory whispers into Elspeth’s ear “Find the compass in the Old City”

o If not already seen, the Empath has a vision of Gregor’s memory Walls are made of smooth white stone. Polished furniture

covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get

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me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

o Soldiers try to kidnap Tanith – one of them sees her run into the wagon

o Players must fight off soldiers, or they will kidnap Tanith and flee

o If Marissa was killed in the Orchards, a soldier reveals she is alive, but terribly wounded

o Gregor is killedo Trevor and Rushton may be killed

Loot:o 1d4 heavy crossbowso 1d3 spearso 1d3 shortswordso 1d4 kniveso 1d4 day of rationso 2 backpackso Travelling clotheso 2d6*10 coinso Gregor’s Journalo Lyre (1)o Flute (1)o Map of Old City

If not captured, Tanith speaks.o They were going to The Shattered City to try and find out the

truth behind one of Gregor’s memories.o She never told her father about her misfit abilities (very sad)

If Tanith is captured and players calmed the horses, they can chase the Protectorate down. [Orchard Chase]

If Ged and Foran were calmed by players during the battle, they can negotiate to enlist them [Ged & Foran]

o Players leave the Shattered City, heading South-West to the Shores

o They may be accompanied by Tanith Description

o The landscape on the far side of the Orchards is much more pleasant

o Rolling hills expand to the South and Easto A ship can be seen in the water to the West

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Eventso Players can choose a direction, either South to the hills

[Foothills I] or West to the boat [Seafarers I]

Path MAMountains – Travelers – City

Travelers MAPrecedent: MountainsCharacters: Players, Meliorn, TravelersPlot-wise: This node occurs if the players select the due-West path from the MountainsAlterations: Tanith may be captured, travelers may be killed, Protectorate may reveal Marissa is badly wounded, but aliveGeography: The Sentinel MountainsGameplay: A diplomatic encounter with a group of travelers and an attack by ProtectorateDecedent: Shattered City MA Description

o Players see a faint light about a half mile away around a bend in the path

o Faint voices spill from the clearing talking about “ The Shattered City”

o Players see a campfire with strange purple flames and wagons arranged in a circle is in a clearing.

Descriptiono Trevor: A large, but thin, dark-skinned man with grey hair and a

rough beard stoops over the fire. He’s grilling something over the fire, it smells like fish.

o Tanith: A woman; no; a teenager, tall with light brown skin sits be the fire, sharpening a blade. Her wavy brown hair is studded with metal clasps that reflect the light of the fire.

o Rushton: A young man, 20-25, years old. He is medium height and is very strong in the chest. He wields a large knife strapped to his back. Bald

o Gregor: A much older man, at least 60 or 70. He sits cross legged, with the ease of a much younger man. His longer red hair goes past his ears.

Eventso Percept: Gregor stuffed several papers into a bag; o Trevor can be convinced to offer them food, water, and a place

to stay the night.

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o The Beastspeaker can attempt to use his coercive abilities to make Trevor agree

o The empath can make Trevor more amicable. o The wooden token of the cat will make Tanith side with the

playerso Meliorn jumps and sits in Tanith’s lapo Tanith offers the following information:

The herb lore that turns the fire purple keeps the Edge Wraiths away

A group of Protectorate came up this way about two hours ago

The Roma are going East, to sell goods to the colonieso The Empath can tell Tanith is anxious about somethingo Percept: Gregor and Tanith keep glancing at the papers in the

bago The group is celebrating Gregor’s birthday, 8-10-??? (unknown

year could trigger Gregor’s story)o Gregor can tell a story about his life

Gregor was born in Obernewtyn (the Island City) - not born - found

The Protectorate found him in a Fade Science machine, as a young boy, held by a woman with red hair

The woman was dead, but Gregor was alive He escaped Obernewtyn and fled to shore, where he met

Trevor and his late wife He has no memory of my time before he was found,

though he has vivid dreams of tall building and tremendous machines

o The Travelers go to bed, and offer the players a wagon to sleep in

Eventso The Beastspeaker and Empath can use their abilities to read the

dreams of Gregor, discovering the following memory. If they don’t, they find it out during the battle

Walls are made of smooth white stone. Polished furniture covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of

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stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

o In the middle of the night, Elspeth reaches out with her mind and speaks with the Beastspeaker and the Prophet.

She tells she is a Teep Misfits have psychic powers that can speak from mind to

mind (seeking) Can feel and influence emotions (empathy) Can read minds and control thoughts (coercion) Can sense things about to come or see things that

happened in the past. Trevor would protect her if he knew, but she keeps it a

secret anyway to protect him - no one can withstand Reaper interrogation/torture forever

They are actually here in investigate Gregor’s dreams – some of which involve an “Old City”

Eventso The Prophet has a dream that night:

I am lying in the forest, tail curled around my legs, drifting to sleep. The rest of the group/pack surrounds me. Suddenly, I hear a distant ringing and smell/sense black smoke. I hear a cry of pain/fear as an arrow/stick sprouts from the shoulder of a wolf next to me. I try and howl to alert the pack as humans rush the group. They hold large metal sticks and begin killing. The trees around me are burning and my howls are lost in the slaughter.

o The Prophet wakes up heart racing, and with an unmistakable feeling of danger.

o Percept: The Prophet and Empath feels eminent danger coming from the East

o The Prophet and Empath can wake the players (and the Travelers) such that they are prepared for the fight.

o Roll initiative.

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o Cloaked figures creep forward just outside the cover of the shadows at the edge of the camp

o Sharp twangs and dull thuds pierce the air as heavy crossbow bolts fly into the camp

o Seven Protectorate soldiers attack the campo Gregor collapses with a bolt in his lego Travor and Rushton ready weaponso Elspeth dashes into the wagon

Events o A soldier steps on Gregor’s leg, twisting the crossbow bolt, and

Gregor screams with pain. The Soldierguard rips the book out of his hand, says “Comless Seditioners” and throws it into the fire.

o Tanith lunges for the leather-bound book and falls into the fire, her cloth bound frame acting as barrier between the book and the heat.

o Percept: Gregory whispers into Elspeth’s ear “Find the compass in the Old City”

o If not already seen, the Empath has a vision of Gregor’s memory Walls are made of smooth white stone. Polished furniture

covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

o Soldiers try to kidnap Tanith – one of them sees her run into the wagon

o Players must fight off soldiers, or they will kidnap Tanith and flee

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o If Marissa was killed in the Mountains, a soldier reveals she is alive, but terribly wounded

o Gregor is killedo Trevor and Rushton may be killedo Foran and Ged (horses) may run from the battle unless players –

probably the Beastspeaker or Empath- intervenes Loot:

o 1d4 heavy crossbowso 1d3 spearso 1d3 shortswordso 1d4 kniveso 1d4 day of rationso 2 backpackso Travelling clotheso 2d6*10 coinso Gregor’s Journalo Lyre (1)o Flute (1)o Map of Old City

After the battle, if not captured, Tanith speaks.o They were going to The Shattered City to try and find out the

truth behind one of Gregor’s memories.o Then they were going to meet up with another group of

Travelers to pass her off too She never told her father about her misfit abilities (very sad)

Eventso Players set out from the Nomads camp, following the map to the

Shattered Cityo They may be accompanied by Tanitho They may have Foren and Ged with them

Shattered City MAPrecedent: Travelers MACharacters: Players, Meliorn, Tanith, /Travelers, /Foren&GedPlot-wise: This node occurs after the players are attacked by Protectorate in the Travelers’ campsite in the MountainsAlterations: Travelers may be present, Foren and Ged may present alreadyGeography: The Shattered City is at the edge of the Sentinel Mountains – near the ShoresGameplay: An exploration encounter in the Shattered City

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Decedent: The Shores Events

o Players arrive in the Old City by midday. Description

o The rocky earth smooths out, as though ground smooth by some enormous whetstone

o Percept: The layer of ash over the area is thicker and more toxico Tall building pile ahead buildings are in varying stages of

destruction. o Some have crushed tops, as though struck by a massive hammer,

while others have caved in bases and seem about to fall. o Each is pocked with many holes and is covered in blackened glass,

sooted from burning. o Thick white ash coats the ground like snow – up to a foot thick in

placeso Percept (knowledge; history, architecture): This is a city of the

Functional Ageo If Foren and Ged were not calmed during Nomads OA and ran

away, they are found just inside the city perimeter Events

o Two horses stand just inside the city walls, Ged and Foran, frightened. [Ged & Foran]

o Players can explore the city. o If players fail to find the correct building, Meliorn jumps from the

player’s arms and runs into Building D. When the players enter the building, they see a destroyed room.

o Building A Broken glass Bow (compound, old) Arrow (1d4)

o Building B Locked safe

Money Passport Pistol (no bullets)

Jugs of water (3)o Building C

Rope Butane can

o Building Do Ground Floor

The room before you is covered in filth and rubble.

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One of the walls has collapsed inwards and has scattered rubble.

Burnt papers are strewn throughout, and they are all severely decayed.

Meliorn races up a flight of stairs. Loot

2 pieces of paper 3 working pencils

o Second Floor Up the stairs, a large room opens before you. Once, massive windows faced the far wall, but they have

all been shattered and glass is strewn around the room. A large oval table fills the room’s center, blackened and

cracked in half. Two white boxes with glass fronts (one shattered) are on

the floor. Loot

A small black metal box, underneath the papers on the floor (The Parietum)

Case of bullets (2 remaining) Moira’s letter

Events The box has a small, rectangular slot on the top One of the box’s face’s edges begin to glow with a

blue light The lights sweeps over the room, and objects

materialize that weren’t there before. You are in a large room filled with unfamiliar people in strange clothing. The men are wearing tight black clothes, with strange bits of cloth at their throats. The women wear the dresses, common among the non-laborers. A large glossy table sits in the room’s center. A man is speaking very quickly

o We must support the Sentinel protocol. Impartial geo-nuclear control by an AI system is the only way to ensure humanity’s survival without war. Sentinel will be a mobile AI system that answers to no single world power. In terms of contingency plans, Obernewtyn is performing remarkably well. The citizens have an average income in the third quadrant and strict laws against newly termed “sedition”

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have proved effective at keeping the population stable and happy

A young woman then stands, and everyone gets quiet.

She reads off of a paper and says o My name is Moira, and I am one of

Obernewtyn’s architects. I am against the Sentinel Protocol in principal, but the contingency plan is not sufficient. If the Sentinel Protocol is activated, and fails, Obernewtyn will not save humanity. Twelve years ago we gave control of Obernewtyn to the Protectorate Corporation, and they turned the city totalitarian. The population control is not due to laws against “sedition”, but to high rates of suicide and murder. We cannot support the Sentinel Protocol and leave humanity in the hands of that Orwellian militia.

The first man asks for a vote for implementing the Sentinel Protocol

The vote passes, 8:4 The vision fades and the destroyed room comes back

into vision Events

Players leave the Shattered City: Players can continue South-West to the Shores

Descriptiono The landscape on the far side of the Mountains is much more

pleasanto Rolling hills expand to the South and Easto A Boat can be seen in the water to the West

Eventso Players can choose a direction, either South to the hills

[Foothills] or West to the boat [Seafarers]

Shattered City MA/CPrecedent: Travelers MACharacters: Players, Meliorn, /Travelers, /Foren&GedPlot-wise: This node occurs after the players are attacked by Protectorate in the Travelers’ campsite in the Mountains and Tanith was captured

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Alterations: Travelers may be present, Foren and Ged may present alreadyGeography: The Shattered City is at the edge of the Sentinel Mountains – near the ShoresGameplay: An exploration encounter in the Shattered CityDecedent: The Shores Events

o Players arrive in the Old City by midday. Description

o The rocky earth smooths out, as though ground smooth by some enormous whetstone

o Percept: The layer of ash over the area is thicker and more toxico Tall building pile ahead buildings are in varying stages of

destruction. o Some have crushed tops, as though struck by a massive hammer,

while others have caved in bases and seem about to fall. o Each is pocked with many holes and is covered in blackened glass,

sooted from burning. o Thick white ash coats the ground like snow – up to a foot thick in

placeso Percept (knowledge; history, architecture): This is a city of the

Functional Ageo If Foren and Ged were not calmed during Nomads OA and ran

away, they are found just inside the city perimeter Events

o Two horses stand just inside the city walls, Ged and Foran, frightened. [Ged & Foran]

o Players can explore the city. o If players fail to find the correct building, Meliorn jumps from the

player’s arms and runs into Building D. When the players enter the building, they see a destroyed room.

o Building A Broken glass Bow (compound, old) Arrow (1d4)

o Building B Locked safe

Money Passport Pistol (no bullets)

Jugs of water (3)o Building C

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Rope Butane can

o Building Do Ground Floor

The room before you is covered in filth and rubble. One of the walls has collapsed inwards and has scattered

rubble. Burnt papers are strewn throughout, and they are all

severely decayed. Meliorn races up a flight of stairs. Loot

2 pieces of paper 3 working pencils

o Second Floor Up the stairs, a large room opens before you. Once, massive windows faced the far wall, but they have

all been shattered and glass is strewn around the room. A large oval table fills the room’s center, blackened and

cracked in half. Two white boxes with glass fronts (one shattered) are on

the floor. Loot

A small black metal box, underneath the papers on the floor (The Parietum)

Case of bullets (2 remaining) Moira’s letter

Events The box has a small, rectangular slot on the top One of the box’s face’s edges begin to glow with a

blue light The lights sweeps over the room, and objects

materialize that weren’t there before. You are in a large room filled with unfamiliar people in strange clothing. The men are wearing tight black clothes, with strange bits of cloth at their throats. The women wear the dresses, common among the non-laborers. A large glossy table sits in the room’s center. A man is speaking very quickly

o We must support the Sentinel protocol. Impartial geo-nuclear control by an AI system is the only way to ensure humanity’s survival without war. Sentinel will be a mobile AI

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system that answers to no single world power. In terms of contingency plans, Obernewtyn is performing remarkably well. The citizens have an average income in the third quadrant and strict laws against newly termed “sedition” have proved effective at keeping the population stable and happy

A young woman then stands, and everyone gets quiet.

She reads off of a paper and says o My name is Moira, and I am one of

Obernewtyn’s architects. I am against the Sentinel Protocol in principal, but the contingency plan is not sufficient. If the Sentinel Protocol is activated, and fails, Obernewtyn will not save humanity. Twelve years ago we gave control of Obernewtyn to the Protectorate Corporation, and they turned the city totalitarian. The population control is not due to laws against “sedition”, but to high rates of suicide and murder. We cannot support the Sentinel Protocol and leave humanity in the hands of that Orwellian militia.

The first man asks for a vote for implementing the Sentinel Protocol

The vote passes, 8:4 The vision fades and the destroyed room comes back

into vision Events

Players leave the Shattered City: Players can continue South-West to the Shores

Descriptiono The landscape on the far side of the Mountains is much more

pleasanto Rolling hills expand to the South and Easto A Boat can be seen in the water to the Westo A group of Reapers are clustered downhill, about one kilometer

awayo Percept: Tanith is with them, on the back of a horse

Events

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o Players can choose to rescue Tanith [Battle], sneak South around the Reapers [Foothills], or continue West to the boat [Seafarers]

Path MB

Shattered City MBPrecedent: Mountains A/CCharacters: Players, MeliornPlot-wise: This node occurs if the players select the South-West path from the MountainsAlterations: Geography: The edge of the MountainsGameplay: An exploration encounter in the Shattered CityDecedent: Travelers MB Events

o It’s just past dawno The mountains clear up aheado Players see tall shapes – like buildings – blocking out the sky, far in

the distanceo Players arrive around midday

Descriptiono Percept: The layer of ash over the area is thicker and more toxico The rocky crags suddenly clearo Tall buildings ahead are in varying stages of destruction. o Some have crushed tops, as though struck by a massive hammer,

while others have caved in bases and seem about to fall. o Each is pocked with many holes and is covered in blackened glass,

sooted from burning. o Thick white ash coats the ground like snow – up to a foot thick in

placeso Percept (knowledge; history, architecture): This is a city of the

Functional Ageo Players can explore the city. o If players fail to find the correct building, Meliorn jumps from the

player’s arms and runs into a building. When the players enter the building, they see a destroyed room.

o Building A Broken glass Bow (compound, old) Arrow (1d4)

o Building B

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Locked safe Money Passport Pistol (no bullets)

Jugs of water (3)o Building C

Rope Butane can

o Building Do Ground Floor

The room before you is covered in filth and rubble. One of the walls has collapsed inwards and has scattered

rubble. Burnt papers are strewn throughout, and they are all

severely decayed. Meliorn races up a flight of stairs. Loot

2 pieces of paper 3 working pencils

o Second Floor Up the stairs, a large room opens before you. Once, massive windows faced the far wall, but they have

all been shattered and glass is strewn around the room. A large oval table fills the room’s center, blackened and

cracked in half. Two white boxes with glass fronts (one shattered) are on

the floor. Loot

A small black metal box, underneath the papers on the floor (The Parietum)

Case of bullets (2 remaining) Moira’s letter

Events The box has a small, rectangular slot on the top One of the box’s face’s edges begin to glow with a

blue light The lights sweeps over the room, and objects

materialize that weren’t there before. You are in a large room filled with unfamiliar people in strange clothing. The men are wearing tight black clothes, with strange bits of cloth at their throats. The women wear the dresses, common among the non-

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laborers. A large glossy table sits in the room’s center. A man is speaking very quickly

o We must support the Sentinel protocol. Impartial geo-nuclear control by an AI system is the only way to ensure humanity’s survival without war. Sentinel will be a mobile AI system that answers to no single world power. In terms of contingency plans, Obernewtyn is performing remarkably well. The citizens have an average income in the third quadrant and strict laws against newly termed “sedition” have proved effective at keeping the population stable and happy

A young woman then stands, and everyone gets quiet.

She reads off of a paper and says o My name is Moira, and I am one of

Obernewtyn’s architects. I am against the Sentinel Protocol in principal, but the contingency plan is not sufficient. If the Sentinel Protocol is activated, and fails, Obernewtyn will not save humanity. Twelve years ago we gave control of Obernewtyn to the Protectorate Corporation, and they turned the city totalitarian. The population control is not due to laws against “sedition”, but to high rates of suicide and murder. We cannot support the Sentinel Protocol and leave humanity in the hands of that Orwellian militia.

The first man asks for a vote for implementing the Sentinel Protocol

The vote passes, 8:4 Twilight has struck, and the sky is dark From the shattered window, players can see a

campfire less than a kilometer to the South of the city

Travelers MBPrecedent: Shattered City MBCharacters: Players, Meliorn, Travelers

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Plot-wise: This node occurs after the players explore the Shattered City in Shattered City MBAlterations: Tanith may be captured, travelers may be killed, Protectorate may reveal Marissa is badly wounded, but aliveGeography: The edge of the Sentinel MountainsGameplay: A diplomatic encounter with a group of travelers and an attack by ProtectorateDecedent: The Shores Description

o Night has fallen by the end of the players’ explorationo Players see a faint light half mile away from the Shattered Cityo Faint voices spill from the clearing talking about “Dreams”o Players see a campfire with strange purple flames and wagons

arranged in a circle is in a clearing. Description

o Trevor: A large, but thin, dark-skinned man with grey hair and a rough beard stoops over the fire. He’s grilling something over the fire, it smells like fish.

o Tanith: A woman; no; a teenager, tall with light brown skin sits be the fire, sharpening a blade. Her wavy brown hair is studded with metal clasps that reflect the light of the fire.

o Rushton: A young man, 20-25, years old. He is medium height and is very strong in the chest. He wields a large knife strapped to his back. Bald

o Gregor: A much older man, at least 60 or 70. He sits cross legged, with the ease of a much younger man. His longer red hair goes past his ears.

Eventso Percept: Gregor stuffed several papers into a bag; o Trevor can be convinced to offer them food, water, and a place

to stay the night. o The Beastspeaker can attempt to use his coercive abilities to

make Trevor agreeo The empath can make Trevor more amicable. o The wooden token of the cat will make Tanith side with the

playerso Meliorn jumps and sits in Tanith’s lapo Tanith offers the following information:

The herb lore that turns the fire purple keeps the Edge Wraiths away

A group of Protectorate came up this way about two hours ago

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The Roma are going West, to sell goods to the colonieso The Empath can tell Tanith is anxious about somethingo Percept: Gregor and Tanith keep glancing at the papers in the

bago The group is celebrating Gregor’s birthday, 8-10-??? (unknown

year could trigger Gregor’s story)o Gregor can tell a story about his life

Gregor was born in Obernewtyn (the Island City) - not born - found

The Protectorate found him in a Fade Science machine, as a young boy, held by a woman with red hair

The woman was dead, but Gregor was alive He escaped Obernewtyn and fled to shore, where he met

Trevor and his late wife He has no memory of my time before he was found,

though he has vivid dreams of tall building and tremendous machines

o The Travelers go to bed, and offer the players a wagon to sleep in

Eventso The Beastspeaker and Empath can use their abilities to read the

dreams of Gregor, discovering the following memory. If they don’t, they find it out during the battle

Walls are made of smooth white stone. Polished furniture covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

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o In the middle of the night, Elspeth reaches out with her mind and speaks with the Beastspeaker and the Prophet.

She tells she is a Teep Misfits have psychic powers that can speak from mind to

mind (seeking) Can feel and influence emotions (empathy) Can read minds and control thoughts (coercion) Can sense things about to come or see things that

happened in the past. Trevor would protect her if he knew, but she keeps it a

secret anyway to protect him - no one can withstand Reaper interrogation/torture forever

They are actually here to investigate Gregor’s dreams – some of which involve an “Old City”

Eventso The Prophet has a dream that night:

I am lying in the forest, tail curled around my legs, drifting to sleep. The rest of the group/pack surrounds me. Suddenly, I hear a distant ringing and smell/sense black smoke. I hear a cry of pain/fear as an arrow/stick sprouts from the shoulder of a wolf next to me. I try and howl to alert the pack as humans rush the group. They hold large metal sticks and begin killing. The trees around me are burning and my howls are lost in the slaughter.

o The Prophet wakes up heart racing, and with an unmistakable feeling of danger.

o Percept: The Prophet and Empath feels eminent danger coming from the South

o The Prophet and Empath can wake the players (and the Travelers) such that they are prepared for the fight.

o Roll initiative. o Cloaked figures creep forward just outside the cover of the

shadows at the edge of the campo Sharp twangs and dull thuds pierce the air as heavy crossbow

bolts fly into the camp o Seven Protectorate soldiers attack the campo Gregor collapses with a bolt in his lego Travor and Rushton ready weaponso Elspeth dashes into the wagon

Events o A soldier steps on Gregor’s leg, twisting the crossbow bolt, and

Gregor screams with pain. The Soldierguard rips the book out of

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his hand, says “Commless Seditioners” and throws it into the fire.

o Tanith lunges for the leather-bound book and falls into the fire, her cloth bound frame acting as barrier between the book and the heat.

o Percept: Gregory whispers into Elspeth’s ear “Find the compass in the Old City”

o If not already seen, the Empath has a vision of Gregor’s memory Walls are made of smooth white stone. Polished furniture

covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

o Soldiers try to kidnap Tanith – one of them sees her run into the wagon

o Players must fight off soldiers, or they will kidnap Tanith and flee

o If Marissa was killed in the Orchards, a soldier reveals she is alive, but terribly wounded

o Gregor is killedo Trevor and Rushton may be killed

Loot:o 1d4 heavy crossbowso 1d3 spearso 1d3 short swordso 1d4 kniveso 1d4 day of rationso 2 backpacks

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o Travelling clotheso 2d6*10 coinso Gregor’s Journalo Lyre (1)o Flute (1)o Map of Old City

If not captured, Tanith speaks.o They were going to The Shattered City to try and find out the

truth behind one of Gregor’s memories.o She never told her father about her misfit abilities (very sad)

If calmed during the fight, Foran and Ged can be approached [Foran & Ged]

o Players leave the Shattered City, heading South to the Shoreso They may be accompanied by Tanith, or she may have been

captured Description

o The landscape on the far side of the Mountains is much more pleasant

o Rolling hills expand to the South and Easto A ship can be seen in the water to the West

Eventso Players can choose a direction, either South to the hills

[Foothills] or West to the boat [Seafarers]

BattleEntrance: Nomads B, Old City BExit: Foothills I, Seafarers ICharacters: Players, Meliorn, Foran & Ged, /Tanith

As the players exit the perils of the Mountains or the Orchards, they emerge into the open plains that border the sea. This is a very improvisational node.

Descriptiono The landscape on the far side of the Bone Orchards/Sentinel

Mountains is much more pleasant. o You can make out the blue sparkle of the sea to the Westo The grasslands spread South over rolling hills. o Far from the cusp of the mountains, taint cannot reach you

here. Event

o The players see a group of 6 Reapers on horseback riding near the coast, heading inland, across the players’ plane of view

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Players can handle this situation in several ways.

Eventso They can hide from the soldiers, o Bluff past them o Fight themo The soldiers will recognize Tanith and attempt to capture hero Players may also use their developing psychic powers.

Possible Looto 3 Longswordso 3 Shortswordso 3 Spearso 20 goldo Rations (3)o Horses

After the encounter

Descriptiono A large ship is moored to the West, on the coast, less than a mile

awayo Grassland spreads before you to the south.

Oil Is SpilledPath F

FoothillsEntrance: BattleExit: Tech Lab ACharacters: Players, Meliorn, Foran, Ged, (Tanith)

This is an improvisational node.

Players can follow the coast of the sea on horses to arrive at Sutrium. This may be a good time to encounter the Plains node. If not, continue uneventfully to Tech Lab A.

Tech Lab FEntrance: Foothills IExit: SutriumCharacters: Players, Meliorn, Foran, Ged, Moira, (Tanith)

From a distance, you spot a strange stone outcropping from the fields.

Description

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o Large stones are arranged in an odd circleo Large rock formations jut out, reaching above your heado The ground is oddly hard here, packed dirt; almost stone-hardo The Animals can tell the Beastspeaker of a hidden secret under

this spoto The players can search to find a strange shiny, black panel

carved into the side of one of the outcroppings.o If the players place their palms on the panel, a message reads:

“Incorrect print... Please enter passcode, Rachel Fairchild”

A rectangular set of numeric buttons appears from behind a sliding panel

o Upon the correct passcode (Gregor’s birthday) a door-shaped piece of stone moves to the side, revealing stairs descending beneath the earth

Upon entering the passageway, the players descend a dozen steps before entering a laboratory

Descriptiono The room before you is cut from the stone of the island. o Chrome metal tables stretch in front of youo Broken glass, metal shards, and the remains of Fade Science

tools cover the tables and the flooro A large white capsule occupies one wall. Over 6 feet in length,

the top half of the capsule is lifted up, and an icy chill spreads from the opening.

o Leaning against the capsule is a slumped shape Moira’s corpse It is an old woman, dead (less than a week) She is clutching a black cube to her chest (A Parietum)

Looto Moira’s Letter 2Ao Medical supplieso Bottle of lightningo A Parietum

A faint blue light emits from the box Two people stand in front of you: A very old woman and a

younger woman (Raza). The old woman is bleeding from her head, and shattered glass lies around her.

The younger woman speaks: “How long have you been trapped here, Moira? Once the power failed, the doors were stuck shut. You must have trapped yourself in that

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capsule hoping to be rescued. Anyway, you failed. The Sentinel Machines were activated. The Chaos Engine failed to stop the Protectorate in Obernewtyn. They found a way off that damned island city to escape that damned machine?

The old woman croaks “How?” The woman continues “Oh, if I told you it’d break your

heart, Moira. Now tell me where the Compass is!” The woman replies “I will die before I let you reactivate

the Sentinel Protocol, Raza” The woman “Then you shall die, and I will burn this world”

Path S

SeafarersEntrance: BattleExit: Tech Lab SCharacters: Players, Meliorn, Seafarers (Tanith)

Eventso If the players move towards the ship, they encounter a group of

Seafarers.o Upon closer inspection, the ship bears heavy signs of wearo Knowledge (Architecture) It’s rough exterior masks a fast and

efficient vessel.o You see several people loading crates into the shipo Harsh grunts come from the laborious activity

Descriptionso Captain Issac: A large man with piercing eyes. He has several

charts laid out in front of him, and is writing on a sheet of parchment

o First mate Ashi: A middle-aged woman with grey hair is carrying barrels onto the ship. She wears several sharktooth necklaces.

o Chef Howard: A young man, 20-25, years old. He is medium height and is very strong in the chest. He wields a large knife strapped to his back. Bald

o Seafarers: Three men and three woman. Each is grizzled and tough

Eventso They can barter for passage with the Seafarers to Sutrium. food,

water, and a place to stay the night. The Beastspeaker can attempt to use his coercive abilities

to make Issac agree

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The empath can make Captain Issac more amicable. Players can offer: Paper, pens, gold, and weapons.

In the middle of the night, the Prophet wakes up to the sound of the sailors talking.

Eventso They mention a dark-skinned girl with silver in her hairo They suggest kidnapping her for the ransom being offered in

Sutriumo They mention that the Captain and Ashi won’t like ito They plan on killing the players and kidnapping Tanith

The prophet can wake the others, or act in some other way to solve this problem. The players can even escape to steal a lifeboat, leading them to Foothills I. The seafarers each feel differently towards the players

Descriptionso Captain Issac: Wants to help them get to Sutriumo Mate Ashi: Wants to throw the players off the shipo Chef Howard: Sides with the captaino Seafarers: Want to capture Tanith and turn her in for ransom

Each Seafarer can be persuaded, coerced, or killed by the players. If they remain on the ship, it docks at Tech Lab B, allowing the players to enter the laboratory. If they do not, they go ashore and enter Foothills I.

Tech Lab SEntrance: Seafarers IExit: SutriumCharacters: Players, Meliorn, Moira, (Tanith)

The Seafarers dock at a small island, in the middle of the sea

The journeying players arrive at the island as night falls. Description

o A small black outcropping juts above the waveso Issac throws an anchor down and orders the men to moor to the

island o Issac tells the players it is where they will dock for the night,

and that the players are welcome to explore the islando Most of the Seafarers exit the ship and begin setting a fire on

the island

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The players can explore the island. They are expected to find the entrance to the tech lab.

Descriptiono The island is made of black stone, with sparse vegetationo Large rock formations jut out, reaching above your heado Seabirds land frequently on the island, including some larger

Ospreys. o The Ospreys can tell the Beastspeaker of a hidden secret on the

islando The players can search to find a strange shiny, black panel

carved into the side of one of the outcroppings.o If the players place their palms on the panel, a message reads:

“Incorrect print... Please enter passcode, Rachel Fairchild”

o Upon the correct passcode (Gregor’s birthday) a door-shaped piece of stone moves to the side, revealing stairs descending into the island

Upon entering the passageway, the players descend a dozen steps before entering a laboratory

Descriptiono The room before you is cut from the stone of the island. o Chrome metal tables stretch in front of youo Broken glass, metal shards, and the remains of Fade Science

tools cover the tables and the flooro A large white capsule occupies one wall. Over 6 feet in length,

the top half of the capsule is lifted up, and an icy chill spreads from the opening.

o Leaning against the capsule is a slumped shape Moira’s corpse It is an old woman, dead (less than a week) She is clutching a black cube to her chest (A Parietum)

Looto Moira’s Letter 2Bo Medical supplieso Bottle of lightningo A Parietum

A faint blue light emits from the box Two people stand in front of you: A very old woman and a

younger woman (Raza). The old woman is bleeding from her head, and shattered glass lies around her.

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The younger woman speaks: “How long have you been here, Moira, waiting for escape to shore? You must have trapped yourself in that capsule hoping to be rescued. Anyway, you failed. The Sentinel machines were activated and ended the Functional Age. The Chaos Engine failed to stop the Protectorate in Obernewtyn. They found a way off that damned island city to escape that damned machine.”

The old woman croaks “How?” The woman continues “Oh, if I told you it’d break your

heart, Moira. Now tell me where the Compass is!” The woman replies “I will die before I let you reactivate

the Sentinel Protocol, Raza” The woman “Then you shall die, and I will burn this world”

SutriumEntrance: Tech Lab A, Tech Lab BExit: Foothills II, Seafarers IICharacters: Players, Meliorn, Tanith, Marissa Raza, Bane

In the distance a widespread collection of brown buildings spreads.

The players can enter Sutrium. Large numbers of Herders roam the town, buying, selling, teaching/schooling, and preaching.

The city is filled with Herders. Tradesmen walk quickly among the green robed priests, and Protectorate soldiers stand at every corner.

If the players gather information or shop or they learn:

The Reapers do not like the Protectorate The Reaper leader (Raza) is giving a speech in the center of town A faction of Reapers are calling for an all-out war against the

Protectorate

If the players go to the center of town, they see Marissa Raza.

You see a large wooden podium just behind the fountain. Green robed Herders gather around it Protectorate Soldierguards stand at the perimeter, eying the crowd.

The woman speaks “The Great White came once, and it ended the exploitation of nature by the Beforetimers. They destroyed the Land. They built their stone cities and glass towers upon the Land’s back, and the land obliterated them as punishment.

*Shouts* Who builds cities now!? What faction emerged from the island city and built cities and roads and machines!? The Protectorate. The Protectorate.”

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The Empath feels anger from the crowd and a sense of intense anticipation.

He feels fear from the Soldierguards. A fight breaks out between two Soldierguards and a Herder. The

Soldierguards hit the Herder with the pommel of their sword, and the crowd’s emotion hits its threshold

You hear the voice of Mistress Raza cry, “Reapers, Raze the city. Kill the Protectorate; The borders are sealed. No one leaves.” The green-robed priests draw long butcher knives and attack the soldier. The scent of blood quickly fills the air, choking your senses.

The riot breaks out in full force, and there are several forces at work.

Raza has recognized the players and will try to capture them. She has five loyal Reapers.

The Protectorate will try to capture Tanith. There are eight of them. (five are Reapers in disguise)

If the players try to use their powers, they will find blocks around the Reapers’ minds (Whitebands)

Raza has the Compass If Tanith is captured, players can rescue her

Eventually the players arrive in Raza’s torture room.

Descriptiono The room smells sickly sweet, like honey. o The floor beneath your feet is of polished wood. o The players’ blindfolds are removed. o Windows cover the south side of this roomo Long shadows stretch across the floor. o Pillars of black smoke and flame are seen through the windows. o Six wooden frames stand about the room, with strips of cloth

hanging off of them. o In an alcove on the west side is a large metal shape, with

complex-looking parts and functions. Events

o The guards strap the players to the wooden frameso Mistress Raza hits a player in the stomacho Raza tells them she wants to reactivate the Sentinel Protocol. o Raza shows them the Compass o Raza cuts off one of their hands o Raza turns on the Zebraizer. o Vega is holding a black stone sphere.

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o “This device points towards the greatest of the Fade Science marvels. One side is hot and one is cold, and it always faces the same place; The location of the Sentinel Protocol.”

o The suffering from the first Great White gave us freedom from technology. The next will give us freedom from society. In the Beforetime we had freedom to, now we have freedom from. Do not undervalue it.

The Prophet has a vision of the world being burned as the players are tortured.

The whine of the machine fades into the background, but still buzzes in your head. The sea stretches out before you, and you swoop over the coast. A woman stands on the rocks, holding out a black sphere. From far in the ocean, an enormous shape, larger than an island erupts from the waves. Its silver hull is mottled with seaweed and dirt, and a dull machine-like roar echoes from it. Silently, a large metal plate slides on the machine, and from the chink in its metal shell, a beam of white light shoots up, piercing the clouds. The earth begins to shake around you as the terrible light forces you to look away. The roar grows louder as the vision is shaken to pieces.

Description

The players can escape the room by using their powers. o The coercer can crack under the torture and unleash new

telekinetic abilities. o The Empath can draw strength from his companions and free

his bonds. o Or Tanith can burst in and save them (during the Soldierguard

attack if the players escapes first)o A loud bang from the door to the room, followed by several

more. o Raza grabs her swords from the bench. And drops the Compass.o The door cracks open and shards of light flood in. o Raza has grabbed swords from the bench and a jar from a shelf

on the wall (Honeyfire). o Players can take the Compasso Nine Protectorate Soldiers enter the room and the fight begins. o Soldiers grab Tanith and drag her out of the roomo Soldiers drag Raza out of the roomo Soldiers try to kill players

Looto Compasso Raza’s swords

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o Jar of Honeyfire

The World BurnsFoothills IIEntrance: SutriumExit: ObernewtynCharacters: Players, Meliorn,

If the players have yet to encounter the Fields node, they can do so now. Else, this node leads directly to Obernewtyn.

Seafarers IIEntrance: SutriumExit: ObernewtynCharacters: Players, Meliorn, (Foran, Ged, Tanith)

If players have yet to encounter the

OlorosEntrance: Old City II, The Red LandExit: NoneCharacters: Players, Meliorn, Tanith, Marissa Raza, Bane, Moira,

EncountersEncounter Orchards EThree Putrid Things attack. During the battle, Marissa Raza enters the battle and attacks the Putrid Things, before being dragged away.

Descriptiono It is dark and shadowy. Players must rely largely on hearing and

communication to perceive their surroundingso Keening echoes from far away, along with the pitter-patter of

falling asho Players suddenly hear a rattling staccato of clicking bone from

the North side of the clearing, from the way they entered the clearing.

o Roll initiative Events

o Three of the creatures attack the players from the North side [Putridthing]

o Marissa Raza joins the fight at top initiative after two full rounds [Raza 1]

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A yellow glow can be seen from behind the creatures, as a “shinggg” sound comes from the North side of the clearing

A lantern in clipped to the figure’s belto Raza’s lantern illuminates the area, it is no longer pitch-blacko Players can take the lantern from hero Raza attacks the Putrid things, trying to get to the players.o She may be dragged away by a Putridthing, dropping her

lantern and one scimitaro She may be killed by playerso Players may escape instead of fighting. Grant them full

experience. Loot

o Putridthings: nothingo Raza (if killed)

Two scimitars (poisoned) Spyglass One masterwork (+1) dagger Two days rations 2d10 silver

o Raza (if not killed) Lantern One scimitar (poisoned)

Encounter Orchards C Description

o It is dark and shadowy. Players must rely largely on hearing and communication to perceive their surroundings

o The carriage rocks as something collides with ito Rolle initiative

Eventso Maruman may escape his cage and attack Razao The carriage may tip over from being hit by a Putridthingo Players may steal a knife/sword from Raza to cut their bonds o A Putrid thing may enter the carriageo Players may escape the carriage and trap Raza inside with the

Putridthingo Players may take a lantern from the (dead) driver discover the

body of the driver Upon closer examination, the thing is, or was, actually a

person. Most of his jaw has been ripped away, and large

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gashes cover his face and neck in pools of blood, black by the light, but you recognize it as the carriage driver.

o Raza attacks the Putrid things, trying to get to the players.o She may be dragged away by a Putridthing, dropping one

scimitaro She may be killed by playerso Players may escape instead of fighting. Grant them full

experience. Loot

o Putridthings: nothingo Driver:

Lantern Dagger

o Raza (if killed) Two scimitars (poisoned) Spyglass One masterwork (+1) dagger Two days rations 2d10 silver

o Raza (if not killed) One scimitar (poisoned)

Encounter Travelers OA Description

o Cloaked figures creep forward just outside the cover of the shadows at the edge of the camp

o Sharp twangs and dull thuds pierce the air as heavy crossbow bolts fly into the camp

o Roll initiative.o Seven Protectorate soldiers attack the campo Gregor collapses with a bolt in his lego Trevor and Rushton ready weaponso Tanith dashes into the wagon

Events o A soldier steps on Gregor’s leg, twisting the crossbow bolt, and

Gregor screams with pain. The Soldierguard rips the book out of his hand, says “Comless Seditioners” and throws it into the fire.

o Tanith lunges for the leather-bound book and falls into the fire, her cloth bound frame acting as barrier between the book and the heat.

o Percept: Gregory whispers into Elspeth’s ear “Find the compass in the Shattered City”

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o If not already seen, the Empath has a vision of Gregor’s memory Walls are made of smooth white stone. Polished furniture

covers the enormous room. One wall is covered by a large silver rectangle, with a red light blinking in the corner. A young boy with wispy red hair is playing with a toy in the middle of the room. A woman with red hair crouches under a desk, holds a metal rectangle to her face and speaks quietly: “Moira, I know you feel strongly, but I won’t activate the Engine if there’s still a chance of stopping the Sentinel Protocol. I’ll only activate it as a last resort”… “I’ve told the Protectorate the Engine is a weapon to protect us from the migrants, but I’m not sure they believe me. They installed a Telecamera in the workshop and my office”…“Moira, I need to escape this place, before I’m killed. Get me confirmation that the Sentinel Protocol is moving forward, and I’ll turn on the Engine. But hurry, I’ve found a smuggler who’ll get me to shore at the end of the week.” The dream fades into blackness

o Soldiers try to kidnap Tanith – one of them sees her run into the wagon

o Players must fight off soldiers, or they will kidnap Tanith and flee

o If Marissa was killed in the Orchards, a soldier reveals she is alive, but terribly wounded

o Gregor is killedo Trevor and Rushton may be killedo Foran and Ged (horses) may run from the battle unless players –

probably the Beastspeaker or Empath- intervenes Loot:

o 1d4 heavy crossbowso 1d3 spearso 1d3 shortswordso 1d4 kniveso 1d4 day of rationso 2 backpackso Travelling clotheso 2d6*10 coinso Gregor’s Journalo Lyre (1)o Flute (1)

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o Map of Old City

Improvisational NodesFieldsEntrance: Farm Town, Mountains, OrchardsExit: Almost anyCharacters: Players, Meliorn, Animal abusive merchantThis arc can take place at any time that the players are travelling across the land. It involves the players making it through a Reaper or Protectorate checkpoint on the road. This is an improvisational node.

Descriptiono The road ahead is blocked o Several large wagons form a narrow passageway through the

blockadeo A large line stretches in front of them; Nomads, merchants, and

even Reaperso Soldiers with crossbows stand near the wagons, checking

people’s papers Events

o Players can attempt to free the animalo A group of young Reapers pass through with no difficultyo A group of Nomads are met with suspiciono A large merchant tries to pass, but has overburdened a horse,

who collapses The empath feels the animal’s pain

Ged & Foran Players can approach the two horses Ged and Foran want to know where the players are going The Beastspeaker can talk to them and convince them to help The animals want food and refuse saddles They demand recognition as equal party members If Tanith is with the players, they are more agreeable Ged and Foran tell the players about the Honor Guard and the

prophecy A Child of Earth will emerge from the Breeder cult and trigger a

second Shattering. An Animal will rise, cloaked in human form, and he/she must stop the Child and negotiate with Father Earth. Animal/not animal will barter for Father Earth’s forgiveness

If the horses are convinced to help the players, they join the party. Two characters may ride on each horse

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“As the City-folk poisoned the Land, He bellowed with anger, and the sky grew white with his rage. The Land’s judgement tore the Cities asunder, casting them into gloom and destruction. The Urbaners fled from the cities like ants under a heat glass, but the Reapers fought them back. We drove them into the Sentinel Mountains and into the Bone Orchards. We herded the City-folk into fields of poison and fell upon them with pitchforks and butcher knives. The Great White ended and the Land grew calm and fertile again. Now we await his return… on Harvest Day.”

You awake from your bed of stiff, matted plants stuffed inside a rough cloth. Once, straw resided where you do now, though it is far too valuable to be used as bed stuffing. The harsh light streams in through the dirty brown-glass windows. Muffled thumps surround you as orphans get out of their beds and exit the Barnhouse. The voices from the Plantationtown wake you and call for the Orphans to go on a Gathering.

If the players speak with one another, they should give descriptions of themselves, though two of them already know each-others names.

You cast a look at the faces around you. Some are familiar, though most are not. The Herders changed the homes of Orphans every several weeks. They say it is to accelerate the process of foster placement, though every orphan knew the real reason: Most orphans were children of Urbaners or Seditioners and the Herders didn’t want them to grow familiar enough to instigate any sort of rebellion.

If the players leave, they see the town; more an amalgam of farmhouses with long stretching fields in between. They leave on the outskirts of one such farm.

You see long stretching fields of plants, grey and green. Corn, tomatoes, radishes, tomatoes, and beets. The plants are grey, green, and have tough leaves like leather. Many of them are dusted with white ash, blown south from the mountains. Orphan walk in rough lines towards the Plantationtown center

If the players walk north to the Plantationtown center, with all the other orphans, they see the Farmfolk tilling the fields. They also have a brief encounter with an orphan being beaten by Soldierguards for stealing produce.

You avert your eyes from the harsh white sun as you trudge north you hear an orphan girl say:

“I once heard that before the Great White, sun came from the east. It changed when the Urbaners pushed the Land from it’s right axis”

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A broad shouldered boy hisses:

“The Land didn’t change. The sun moved during the Great White as punishment for Landsinning.”

It was well known that the sun’s potent gaze would burn people as it stole liquid from flesh, causing skin to turn blue/black and eventually transparent, as taint lingered in the body. With this in mind, you gratefully step into the shadow of a Barnhouse and continue walking.

The players arrive in the Plantationtown center.

After the encounter with the boy, the Herders call their names to form a gathering group.

With your party of six or so orphans and the Herder, a young teenager with scars crisscrossing his arms and hands, you walk several miles north into the shadow of the mountains. The grassland stretches out before you, stalks grey with age, tips white from sun bleaching, and patches dark with ash from the mountains. Incandescent rocks of many colors are scattered as far as can be seen, giving the field a rainbow hue. Beyond lies a distant forest, skeletal trees white as bone and densely packed. From deep within the forest emerges a river, blue water with oily streaks of mountainous residue floating on the surface. One of the older orphans passes out sackcloth bags and orphans begin collecting the rocks.

Whilst collecting Whiterock, two of the players engage in a conversation with a cat in which they learn that a Keeping is happening the next day.

An eerie shriek splits the air, immediately followed by a squawk of many birds. Spot check: 15 The distant trees suddenly darken as the masses of white birds perched on them take flight. A ripple extends from the Bone Orchard throughout the grass toward you. The orphans look up and Spot check 17: The Herder looks terrified.

The ripple is caused by animals running from the Bone Orchard. A lone cat. Maruman, speaks with two of the players and tells them of the eminent keeping.

As the ripple reaches you, a rush of small furry masses stream past your legs. A distinctive grey shape struts through the grass, against the tide of rodents, a cat. You feel an… odd shape move through your mind. You hear:

“All Funaga are stupid/blind. Funaga should be running/fleeing. Maruman is stupid too, for going this way/path.”

“Young Funaga not know Keeping is tomorrow.”

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Spot check 12: The Herder is staring at you, face ashen and frightened. You realize your face has been frozen in deep concentration for over a minute. He quickly looks away.

The players arrive in the center of the Plantationtown

Soldierguards and Herders stand at the perimeter of the circular area calling names from a list. In the middle you see a boy being held by two Soldierguards. You here high-pitched cries as a Soldierguard backhands the boy across the face. As the orphans around you watch, a Herder in a green robe, a Sower, walks briskly forward to the center, taking a flask from under his robes. At the sight of the flask the boy’s cries grow hysterical and a collective shudder runs through the orphans. Someone says:

“Now way he’ll be able to finish it”

The Soldierguards hold the boy down as the Sower forces the flask into his mouth. At the dark liquid vanishes from the flask the boy’s body buckles and he collapse. The Sower turns swiftly and looks at the crowd. Orphans flinch at the harshness of his face. He holds the half full flask up and says:

“Will any claim this boy’s sins for his own? To steal food is to give in to urban desire. The Land gives us food and we give the land our honor and our worship, for Lud is the land.” Lud does not wish to kill this boy any more than any of you, for it is you who will one day till Lud and accept his bounty as he gives it”

The Empath feels an overwhelming compulsion to volunteer and drink the tainted water. If one of the players volunteers to drink the tainted water, they must make a fortitude and will save, DC 15 to avoid becoming sick.

That night, the Prophet has a strange dream. His dreams have always been vivid, but this one was particularly eerie.

You’re standing in a meadow and you see a large hole next to you. A three pronged spear is in your hand, and animals are running from you. Dogs, cats, horses; they all make a dash for the forest at the edge of the field. As you look down, black cracks stretch from your feet over the ground, and become filled with jagged silver and black metal. The cracks spread quickly and the dark steel spikes up, gruesomely impaling the animals. Their blood sinks into the earth, staining it dark red. The metal shoots up around you, blocking your sight, and the near-solid spikes of silver-black begin to close in on you.

The player wakes up in a cold sweat. If he looks around, he sees another boy awake, staring at him.

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The next morning, you awaken to the rare sound of bells. The orphans around you move silently, and several are quaking with fear. They walk in steady lines towards the Plantationtown center. You see a large, horse-drawn carriage in the town center. A woman stands in the center, conversing with several Herders. The Herders ignore you, but the woman looks up and smiles warmly. The orphans gather into two lines.

If the players look behind the woman, they see a Soldierguard loading a cage containing Maruman into the carriage. Maruman is injured and missing clumps of fur.

The woman speaks:

“My name is Mistress Vega. (pause) Children, are the fruit of the people. And people, are the fruit of the land. Lud is the land and we harvest his fruit gratefully. Yet some fruit is bruised, or rotten. Most rotten fruit is thrown away when picked, yet some lingers on. Some corruptions bear within the fruit until market, and it is only by Keeping a watchful eye that that fruit is never eaten. We, the Keepers, keep the fruit pure.

The players are found to be misfits by the Keeper and are taken away in a carriage. The Prophet is ratted out by the boy who saw him sleeping. The Beastspeaker was found out when Vega captured Maruman (the cat). The Empath was discovered when he reacted strongly to the boy being forced to drink the tainted water. Mistress Vega call the names of the players, and they are taken away by Soldierguards.