d20 RPG Objects Against the Wastelords.pdf

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AGAINST THE WASTELORDS
A Darwin’s World Adventure v1.0
Writer: Dominic and Chris Covey
Editor: Chris Davis
Additional Editing : John Shaw, Don Kiesling
Cover Art: John Longenbaugh
Interior Art : John Longenbaugh, V. Shane
Layout : Chris Davis
The ‘d20 System’ and the ‘d20 System’ logo are Trademarks
owned by Wizards of the Coast and are used according to the
terms of the d20 System License version 1.0a. A copy of this
License can be found at www.wizards.com. Portions of this
work are derived from the d20 System Reference Document.
Dungeons & Dragons(R) and Wizards of the Coast(R) are
Registered Trademarks of Wizards of the Coast, and are used
with Permission.
DarwinRPG.com
Darwin’s World is heavily supported by its oficial web site,
www.DarwinRPG.com. At DarwinRPG.com you will ind
many resources such as maps, gazetteers, character sheets, as
well as products only sold via the web.
TABLE OF CONTENTS
AGAINST THE WASTELORDS
2
THE SCRAP MINE
33
GETTING INVOLVED
2
ON THE WAY BACK
34
ADVENTURE BACKGROUND
3
RETURN TO DRY FORT
34
BEGINNING THE ADVENTURE
4
THE HORSE HUNT
35
BAZAAR
6
MESSENGERS ARRIVE
36
JOURNEY THROUGH THE WASTELAND
10
CRUISE MISSILE SITE
36
BLACK STUMP
12
MONASTERY
40
EBB
13
THE WARHEAD SECURED
46
SEEKING AN AUDIENCE
14
WAR WITH THE WASTELORDS
46
GLADIATORIAL GAMES
14
THE BATTLE OF DRY BED
47
TWO TREES
18
THE BATTLE OF BIG ROCK
49
RETURN TO EBB
19
SHOOTOUT AT SHINY HOUSE
51
SPILUNK
19
FINAL BATTLE AT DRY FORT
53
MEETING WITH THE ELDERS
21
ENDING A
55
HAUNTED CANYON
23
ENDING B
56
DRY FORT
27
FINAL REWARDS
57
MEETING WITH CAPTAIN ULZ
29
SANDYVILLE
59
THE DRY FOREST
30
PLAYER AIDS
61
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to clear the trade routes of the valley, and even
communities outside of the area (the Trade Lands)
might contribute a warrior or two to the common goal
of making the valley safe for trade and travel.
AGAINST THE WASTELORDS
Against The Wastelords is a complete adventure
for the role-playing game, DARWIN’S WORLD.
The adventure is set in an indistinct corner of the
desolate Forbidden Lands, a valley known as the
“Tradelands” due to the trafic of important goods
that moves through the area. The scenario involves
the characters being hired by a merchant consortium
to rid the area of a powerful raider threat – the
“Wastelords”.
Against the Wastelords is intended as a handy
introduction to the dangerous and gritty atmosphere
of DARWIN’S WORLD. Consisting of an easy
means to gather disparate individuals together (as
players often have quite diverse concepts behind
their characters), the scenario features a few scattered
encounters which soon build up to a conlict of
wide-ranging impact; battles in fact, in which the
characters will be given the authority to lead the
soldiers of the region against the raiders in all-out,
large-scale war.
This scenario features a few early encounters
to encourage players to learn to coordinate their
activities because the later battles of the adventure
can get very deadly, very fast. Although the
characters will have access to healing at various
points from their sponsors (the alliance of the “Three
Towns”), the individual running this adventure
should pull no punches. Remember that DARWIN’S
WORLD is a cruel and unforgiving setting, and in it
only the strong deserve to survive.
Raider . Perhaps a survivor from a shattered, rival
gang seeking vengeance against the Wastelords, a
raider character would make an excellent contribution
to any group taking on this epic mission. His
understanding of the raider ways and their tactics
would make him a deinite asset. A confrontation
with fellow killers might also make a dramatic scene
for role-playing a change of heart – or a last minute
switching of sides! The drawback to such a character
is that the communities of the area would be at the
very least distrustful of his presence in the group…
and this could cause problems when the PCs need
charity, healing, and trade.
Scav . A scav character might ind the opportunity
of brief employment by an established settlement
enticing, enabling him to earn some raw corium and
possible trade goods (from treasure found along
the way), while allowing the character to retain his
beloved freedom out in the wilds. Any good scav
also knows that future conlict often creates the
opportunity to earn artifacts and other treasures as
spoils of war.
Thinker. A thinker would most likely be hired by
the merchants of Bazaar or Spilunk to lend aid to the
group as an advisor, coordinator, or leader. Knowing
full well the perils of sending a small group against
the Wastelords, the merchants would want to ensure
success by hiring the canniest individuals around.
Or, alternatively, a thinker character could simply
be a native of the valley, seeking to gain prestige in
order to further a political “career” among one of
the various communities. There is no better way to
earn your people’s admiration than by being part of a
heroic struggle…even if you spend most of the time
“behind the lines”.
LANGUAGE
The dialogue of Against The Wastelords often
features confusing and “bad” language. This is
deliberate, to stress the decay of civilization and to
allow the players to tell much about an individual
from his speech (such as tech level, education,
etc.). It is important that the GM thoroughly read
this adventure before beginning; to better play the
denizens of the wasteland and to understand the
low and plot of the adventure.
Trader. A trader character could accompany
any group as an employee of one of the Bazaar
merchants, interested as they are in thwarting the
Wastelords once and for all. This person would
be responsible for keeping the group on track and
making sure any goods found are brought to Bazaar
to trade! In this case the trader character might well
be the most trusted of the ensemble, and his presence
would mean better relations – and rewards – from
the coalition. As an alternative, a PC trader might
represent one of the major factions of the Twisted
Earth (for example, the Cartel or the Clean), who
have heard of the plight of the Three Towns and have
sent an emissary to help deal with the threat.
GETTING INVOLVED
There are a number of means that the GM can use to
introduce the characters to this adventure. While you
are free to come up with your own lead-ins, a few are
listed herein by character class:
Guardian . The most obvious choice for
mercenaries, a guardian character could be hired by
the merchants of Bazaar to clear the area of its raider
infestation, or he might actually be from one of the
communities in this adventure (Bazaar, Dry Fort, or
Spilunk). The mercantile interests of each settlement
would be very apt to order some of their retainers
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many powerful sandstorms that ravage the region.
So far from the well-traveled trade routes it would
probably have been buried again with the next storm,
if not for a nameless, wandering scav who stumbled
upon it in the foothills of the valley’s central
mountain spur.
Although he had no idea what the weapon truly was
(an air-launched nuclear cruise missile that crashed
minutes after being ired, more than two hundred
years ago), he knew that it had to be valuable to
someone, somewhere. Unable to cart the whole
weapon away, the scav combed through the relatively
intact debris until he could ind a piece small
enough to take. The piece he took, the weapon’s
computerized guidance system , was just sizeable
enough for him to carry off – and he did, taking it to
the small seasonal village of “Ebb” (not one of the
Alliance towns) where he hoped to sell it.
Unfortunately for the scav, the traders in Ebb did
not see the same value in the object as he did, and
they latly refused to buy it. Incensed the scav left,
hoping to travel to another desert town (Sandyville)
where he might make at least a few corium pieces on
its sale.
The Scav’s discovery of the missile at the foot
of the mountains did not go unnoticed, however.
Unknown to anyone, a group of strange religious
preservationists had long been living in an old
monastery constructed before the Fall, high in the
mountains. Watching the valley loor regularly to
monitor the slow progress of civilization, they spotted
the scav as he came within
miles of their long-forgotten
mountaintop citadel. Curious
as to what he was up to, they
sent a scouting party by night to
the missile crash site. They too
found the missile, but unlike
the scav they immediately
realized what it was - and the
threat its uncovered existence
might pose to the world.
These monks, paciist by
nature, extracted the
warhead from the
missile wreckage
under the cover
of darkness, and
hurried it back to their
monastery-fortress.
Here they planned on keeping
the warhead out of everyone’s
hands, forever.
Fortune, however, was
not to be so kind. The
Wastelords, returning
from over the mountains,
also discovered the ruins
of the missile by chance.
Although not immediately
ADVENTURE BACKGROUND
For years the people of the “Trade Lands”, one of
many valleys crisscrossing the Forbidden Lands,
have been prey to raiders and wasteland beasts.
Though situated on the main trade routes connecting
these lands with other, wealthier regions, the towns
of the Trade Lands are far enough away to lack
the protection and civilization of the major trading
houses.
Years ago a major raider band began to see in
the Trade Lands a convenient means of lining their
coffers with purloined goods – and to satisfy their
bloodthirsty lust for raiding, raping, and extortion.
These raiders, who call themselves the “Wastelords”,
proved themselves early on to be too much for the
people of the valley towns to handle; with literally
hundreds of raider scum in their army, and leets of
oily vehicles, they have crushed all resistance and
hope under their heel.
Since that time the Wastelords have made annual
“visits” to the Trade Lands, sweeping up from
southern lands beyond the mountains of the valley
to take what they want, demand tribute, and wrench
the hard-earned wealth from the hands of the bitter
natives.
This reign of terror and humiliation has
not gone without raising the ire of the local
people, however. Burned by the constant
depravations and atrocities against their
people, the natives of the Trade Lands dared
to dream of a way to ight back. But alone,
each village was helpless to stop the yearly
attacks.
But together they had a chance.
Meeting in secret, emissaries of the valley’s
three largest towns – the strange albino
mutants of Spilunk, the primitive
but honorable warriors of Dry Fort,
and the cunning traders of Bazaar
(largest of the three) – were able to
forge a fragile alliance to hopefully
defeat the Wastelords, and cast off
their yoke of oppression
once and for all.
The “Alliance of
Three Towns” (as
it is known) is ready
for war.
Recently
While the Three Towns prepare
for their epic rebellion against
their cruel overlords, other
events have occurred out in
the wasteland in recent days.
A short time ago, out in the
desert, a great and ancient weapon of
unbelievable power was uncovered by one of
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THE FORBIDDEN LANDS
A vast expanse of dry desert skirting the eastern edges of the Big Rocks, the “Forbidden Lands” are known
throughout the Twisted Earth as a chaotic region. This is a land of canyons, gorges, dry rivers, and at times
even seas of seemingly endless dunes. The region has long been a haven to the dozens of raider gangs that
make the Forbidden Lands so treacherous, keeping away the encroach of even the most well-organized and
fortiied merchant groups (the only exception being the Cartel, and even they have been cautious in their
forays into these wide open lands beneath the shadow of the distant Rockies) – and thus the foothold of any
possible civilization.
Despite the threat of horizon-spanning raider armies, smaller gangs of outcasts from the settler tribes
and clans, and many natural dangers/predatory mutants (in particular, the sandmen that dwell in unusual
abundance beneath the surface of the region), life goes on in the Forbidden Lands. People, usually traveling
in small, violently xenophobic groups, cling to life through a nomadic existence that keeps them on the move,
always a step ahead of the more powerful raider gangs. Life is harsh, pitiless, and cruel in the Forbidden
Lands. Everyone and everything serves a practical purpose; those that do not are cast out as junk (whether
person or object), for the predators to do with as they will, and buy time for the rest to get away.
In this bleak and brutal land, communities are seldom permanent; transient tent cities, temporary
encampments, and open “oasis” where no one stays long are more likely features of the region. Though few
groups welcome the sight of others here in these wastes, every now and again the various tribes, clans, or
gangs do get together at temporary “towns” (again, just tent cities or camps) to do trade for the vital things
needed to keep this fragile way of life going: food, water, ammunition, weapons, gasoline, vehicle parts, and
women change hands frequently at these much-anticipated gatherings.
Still, though the nomads of the Forbidden Lands do sometimes ind a time to celebrate and join with their
fellow man in brutal entertainments (e.g. gladiatorial games) at such gatherings, their guard is never down.
The raider gangs are ever-present, ever watchful. Inevitably the gangs hear of these camps, or stumble upon
them in the desert, and their brief but important contribution to nomad society and interaction comes to an
end.
But such is life in the Forbidden Lands. Few things are permanent. And nothing lasts forever.
aware of the potential of this ancient device, a mech
thrall (named “Sprocket”) in the Wastelord’s employ
realized what the wreckage was and, furthermore,
recognized that he could repair it.
The Wastelords understood they had a great weapon
– but were discouraged to ind out from their mech
that vital components were missing. The Wastelords
realized, by the still-fresh tracks in the sand, that
others had been there and taken the pieces only
recently. They have decided it is time to pay a visit
to the villages of the region and take for their own the
pieces to this great, ancient weapon of destruction!
The New World Order
Against The Wastelords is only the irst in a planned
two-part series in the Forbidden Lands. Though
the PCs won’t learn of it until the ending, the true
motivations behind the Wastelords wanting the
nuclear missile are not to terrorize the people of the
Trade Lands, but to resurrect the weapon so that they
can turn it against their own enemy, a much more
malevolent threat to the entire Twisted Earth.
The details of this new threat, the “New World
Order”, are to be covered in part two of this
adventure series…
If you wish to play this scenario by itself, however,
Against The Wastelords presents an alternate ending
for just this purpose.
Starting Out
Against The Wastelords begins with the PCs being
gathered to a secret meeting of the Alliance of
Three Towns in Bazaar, where they will for the irst
time learn of the Wastelords, the Alliance, and the
desperate plan to destroy the raiders once and for
all. At irst the PCs are merely charged with uniting
the remaining villages of the valley for the coming
conlict – but this effort quickly leads to the trail of
the enigmatic scav who irst found the Great Weapon,
and along a dificult quest to wrest control of the
weapon from the hands of the Wastelords, with a
climactic ending of epic proportions!
BEGINNING THE ADVENTURE
The story begins in the village of “Bazaar”, one
of several insigniicant towns in the Trade Lands
where life is cheap and the need for brave men is
constant. Times are changing in the Trade Lands;
great raider armies, known throughout the region
as the “Wastelords”, have terrorized the innocent
people of the valley for too many years. Their annual
raids, which come like clockwork, will no longer be
suffered without resistance.
The PCs are about to become embroiled in an epic
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