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Like Moths to a Flame
Adventure resource
Lie oths
To A Flame
here was fear and suspicion before the Scourge, during the
Scourge, and ater the Scourge. Is it not time we stopped
blaming the Horrors for all our problems?
• Kern Redbeard, Village Innkeeper •
tains, roughly ten days from Jerris. W hile the light cannot
be seen from Jerris, it has been spoted by several passing
airships and it can be clearly seen from a small group of villages situ-
ated in the foothills of the mountains. he light shines throughout
the night and vanishes at dawn, just like all those who have tried to
discover its source. Investigating the strange light, the characters
discover a recently abandoned kaer—as well as a cabal of deranged
magicians who have been holding the former kaer’s residents hos-
tage since the beginning of the Scourge.
area off limits and believe that a Horror is using the light to
lure its victims.
The mystery light is emitted from the giant light quartz that
once hung in the center of Kaer Skyhorn. Over the centuries,
those that escaped to the tunnels waged a war of resistance
against the cabal of magicians. They spent many years digging
further tunnels to hide in. Over the centuries, the people of the
enslaved kaer became brutalized and used in all manner of ter-
rible experiments. The resistance, realizing they could not defeat
the cabal directly, dug a series of tunnels to weaken the outside
wall of the kaer. Over the course of generations they eventually
succeeded, and the thick rock on the face of the mountain pro-
tecting the kaer collapsed, taking part of the kaer with it. Many
of the resistance died in their efforts, preferring death rather
than facing the Horrors. Of course, the resistance had no way
of knowing the Scourge was long over. With the kaer no longer
protecting them, and many of the kaer’s residents dead, the
cabal simply relocated to a small nearby village where they had
an ample supply of fresh slaves to continue their experiments.
The player characters are hired by a distraught villager whose
sons have traveled to the nearby mountains, disobeying the
elders’ decree, to find the source of the mysterious light and
have not returned.
grip, fear and suspicion resulted in refugees being turned
away from kaers that oten had spare capacity to accom-
modate them. hose unable to ind shelter oten took their own
lives rather than face the Horrors. For those who chose to make a
stand, the Horrors took considerable delight in showing them the
error of their ways. However, not all kaers turned away refugees,
some showing kindness and compassion to their fellow Namegiv-
ers. Many that did accept strangers into their sanctuary regreted
their decision, for it was often the cause of their downfall, and
blame did not always lie with the Horrors.
One such kaer that fell to the depravations of their fellow
Namegivers was Kaer Skyhorn. Its residents granted last-min-
ute entry to a small group of Theran refugees claiming they got
waylaid on their journey back to Thera. W hile the refugees were
indeed from Thera, their tale was false and they had instead
been exiled from Thera for terrible crimes they committed.
Soon after the kaer closed its doors, the refugees revealed them-
selves as a cabal of magicians. They took control and enslaved
the population, bar a few that escaped into the mining tunnels
used to construct the kaer. Those that escaped formed a resis-
tance and swore to take back what was theirs.
Recently, a bright light has appeared in the mountains, and
every night it can clearly be seen from the towns and villages
in the surrounding foothills. Several curious villagers have
made the journey to investigate and have never returned. The
council of elders representing all the villages have decreed the
er’s sons, he takes them to his village so they can see the
light for themselves. W hen they arrive, they are warned
of from going any further by a village elder unhappy about outsid-
ers having been brought to the village. Angry, he tells the player
characters they are not welcome in the village and must leave imme-
diately. From here the player characters go home or travel toward
the source of the light that is two days as the crow lies, but takes
longer on foot as much of the journey is uphill. he characters are
ambushed by a group of hunters from the village sent by the elder
as they continue their journey. he elder is terriied that the player
characters may be captured and reveal the location of his village to a
ADveNTuRe ReSOuRce |
Like Moths to a Flame
1
A
mysterious bright light has appeared in the Delaris Moun-
Setup
B
efore the Scourge had fully seized Barsaive in its corrupt
Event One: In
Search of the Light
A
ter the player characters have agreed to ind the villag-
Horror. he hunters engage in missile combat from long range and
scater if they take a single wound or if the player characters atempt
to engage them in melee combat. hey use their expert knowledge
of the terrain and the mystical silence of the Delaris Mountains
to their best advantage. Later that night, the player characters see
the bright light just as the villager described.
defeating the tentacles directly; killing defenseless Namegiv-
ers, however, may be a step too far for some. As a guideline for
the tentacle stats, the gamemaster can use the stats for creeping
vines (see
Gamemaster’s Guide
, p. 164). If the player characters
are subdued, they are taken prisoner by the cabal.
the base of the mountains and ind the abandoned kaer
just ater dawn. From what the player characters can
tell, part of the mountain face has collapsed revealing the kaer’s
entrance. The characters must climb the rubble pile to get in,
carefully avoiding further rockslides. As they climb, they can see
that a good part of the kaer has collapsed. entering the kaer, they
realize that they are actually in its very center and they begin to
explore the ruins. However, the group cannot initially ind the
source of the light. hey discover many strange contraptions that
have dead Namegivers embedded in them, a result of the cabal’s
experiments in blood magic as a source of power. he player char-
acters notice that most of the kaer appears like a prison, with iron
shackles hanging from all the available wall space. As the player
characters continue, the daylight begins to fade to dusk. As it
does, a bright light begins to shine from halfway down the rubble
pile illuminating the area. he player characters cannot miss it
and recognize it as the kaer’s main light quartz. he light, how-
ever, atracts all manner of creatures including will o’ the wisps,
death moths, and the cadaver men let behind by the cabal. he
characters suddenly ind themselves facing an unprecedented
assault, ighting running batles for their lives through the hours
of darkness until the break of dawn. he only way the assault can
prematurely be stopped, is if the light crystal can be smashed or
its enchantment broken, but the player characters have to make
the connection.
ficed one by one in a powerful blood magic ritual. The
cabal consists of magicians of various Disciplines and
circles. The battle involves lots of magic, summoned spirits,
cadaver men, and a few downright odd contraptions (allowing
the gamemaster to have some extra fun). The magicians have
little or no hand-to-hand combat ability, but have an arsenal
of minions and spell magic. If the battle looks to turn against
the cabal, they offer the heroes eternal life in return for their
own. If the player characters accept this deal, they become part
of the cabal, using the life force of others to sustain their own,
and are unable to travel without the cabal and their slaves as
constant companions. If the player characters decline the deal,
the cabal plays their final card telling them that if they die, so
will the villagers. This is a partial truth—only those slaves that
are currently feeding the cabal with their life energy would die,
and most of the recently captured villagers and the two sons will
survive. One member of the cabal proves his point by stepping
forward, wounding himself. As he does, an old lady cowering
by the village well slumps to the ground, dead.
sons and several dozen other rescued Namegivers in
tow. However, after they left, rumor of the strange light
spread beyond the immediate area and a chapter of the Grim
Legion arrived to investigate in the meanwhile. The Legion-
naires wish to prove that the player characters and the rescued
villagers are not Horror-marked—which undoubtedly takes
various forms of unpleasantness...
Another sequel may be that not all of the cabal were pres-
ent in the village when the player characters arrived. And as
soon as they gather their strength, they become a constant
thorn in their side. Not all the resistance died when Kaer
Skyhorn collapsed, however, and they f led into the hills
and will make likely allies for the player characters against
the cabal. If the player characters take on the Grim Legion,
they may also find themselves with more than one nemesis
before the day is done.
a previously obscured trail. The trail leads them to a
small village protected by a simple wooden palisade of
sharpened stakes and a deep moat fed by a mountain stream.
A drawbridge leads to a small causeway that in turn leads to
the village gate. As the group approaches the village, they are
hailed by a guard on the palisade asking who they are and what
they want. The guard truthfully tells the characters the name
of the village and confirms they are the survivors from the col-
lapsed kaer; however, he then lies if asked about the shackles in
the walls of the kaer, stating the kaer was once a penal colony.
After some debate, the guard agrees to let the characters enter
the village.
It’s a trap! As the player characters cross the causeway, the
gates open, seemingly under their own power, as does the draw-
bridge, which rises behind them. Shackled to the back of the
village gates is a Namegiver, his life force powering the cabal’s
magic. The player characters cannot see this until they enter the
village, however. As they get halfway along the causeway, a large
pit almost the full length of the causeway opens underneath
them; full of writhing metallic tentacles that try to grapple the
player characters. ensconced in the walls of the pit are Namegiv-
ers of various races whose life force powers the tentacles. Killing
these Namegivers stops the tentacles and should be easier than
Credits
Writing:
A llen Farr
Editing:
carsten Damm, Steven J. Black, Benjamin Plaga
Artwork:
Kathy Schad
Earthdawn Line Developer:
carsten Damm
Earthdawn® is a Registered Trademark of FASA Corporation. Barsaive™ is a Trade-
mark of FASA Corporation. Copyright © 1993–2011 FASA Corporation. Earthdawn®
and all associated Trademarks used under license rom FASA Corporation. Artwork
used under license rom Kathy Schad. Published by RedBrick LLC.
ADveNTuRe ReSOuRce |
Like Moths to a Flame
2
Climax
T
he group must escape, otherwise they will be sacri-
Event Two: Ruins
A
ter a few days of hard travel, the player characters reach
Sequels
T
he group eventually returns triumphant, the missing
Event Three: The Village
L
eaving the ruins behind, the player characters discover
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