An old man makes his way into the Shady Corner. Not a rickety, weak man, nor a sickly, frail man; in his prime he must have been very formidable - an adventurer perhaps, by the looks of him. Surely he had a name and was renowned by many. As he lowers his hood you can see his muscled arm and face are deeply scarred. He sits with some effort and beckons you over to share a drink and hear his tale.
This mod will need at least 6 monsters, if possible.
There are some special mechanics at work, and multiple monster cards, but the narratives should give the monsters enough time to review cards between scenes.
Because this is a heavy combat mod, have monsters bring a case of water to the craft cabin field (as that's where most scenes will take place). Stay hydrated, stay safe!
A bottle (a water bottle will suffice)
A cup.
Cone.
Rope.
SCENE 2:
ALLx Guards (Human Knight-Commander)
SCENE 3:
3x Epic Wyverns (Totem Spirit Totem Spirit: REPLACE "Call Fire" with "Call Shock")
SCENE 4:
SEVERALx Fiends (Black Shuck Hound of the Ravening)
SEVERALx Mjorlin (Mjorlin Highlander)
SCENE 5:
1x Epic Denostranomus' Head (Totem Spirit Totem Spirit: REPLACE "Critted by Tox" with "Critted by Ice")
2x Epic Denostranomus' Claws (Totem Spirit Totem Spirit: REPLACE "Critted by Tox" with "Critted by Ice")
(REPLACE "Packet Spray 2/3/4 Hits" with "Unarmed Pierce Pin 2/3/4")
2x Epic Denostranomus' Wings (Totem Spirit Totem Spirit: REPLACE "Critted by Tox" with "Critted by Ice")
(REPLACE "Packet Spray 2/3/4 Hits" with "Unarmed Pierce Push 20/30/40")
1x Epic Denostranomus' Heart (Totem Spirit Totem Spirit: REPLACE "Critted by Tox" with "Critted by Ice")
(REPLACE "Packet Spray 2/3/4 Hits" with "Immune Non-Crit Damage")
SCENE 6:
ALLx Immortal Dhuroscht (Incubus/Succubus Barbas)
1: Introduction
He raises his glass in a gnarled hand covered in broad scars and downs the contents in one go. None of his wounds are new, in fact all of his injuries, including his missing arm, appear to be from long ago. After finishing his drink he looks at you with a grin.
Old Man - RP NOTES:
You are, or were, an adventurer; but that was a long time ago.
[NAME?] There was a time when nobody had to ask your name; obviously you've been forgotten. There was a time when standing against the evils of the pit was not a trivial matter.
[PALADIN?] Yes, you are a paladin of the Crystal Fists.
[WHY ARE YOU HERE?] You came here, hoping for some kind of answer.
[ANSWER?] You recently lost your arm; it's not the first time. But this time was different. You were just, minding your own business, and suddenly it was gone.
[ARM?] A fleshforged arm. It replaced your real one; until it just- disappeared one day, nearly eight mestrun ago.
[HERE?] You followed some adventurers you encountered in Tarkalsys.
[SCARS?] Now that's an interesting story, there I was... [continue to next scene]
Once RP slows down, or the players ask about his scars, continue to the next scene.
Consult (Lemesin; Impossible): You receive no response.
Consult (Anyone Else; Automatic): It appears all of the immortals are keenly interested in what this man has to say and are listening to this conversation. There may not be a better time to ask them a question.
Forecast ({interact?}; Automatic): This man is a messenger from another time and place; he should not only be listened to, he should be recorded for posterity.
Inspect Arms (Medium): His armor is a design common in the kingdom of Huel Vor; while certainly old, it is well cared for.
Inspect Aura (Medium): Strength, Justice, Heroism.
Inspect Evil (Automatic): He is not evil.
Inspect Magic (Automatic): This man radiates magic.
Inspect Secret (Drink; Hard): FAIL: Whatever it is, it smells extremely strong. PASS: It's Giant's Milk, an alcoholic drink made from fermented pepper juice; this batch is particularly strong.
Inspect Wound (Automatic): The man sees you looking at his scars and tells you to wait a moment more and he will explain the story behind that one.
Dispel (Impossible): The dispel rebounds upon you and strikes your most valuable item, it will not function for this scene.
Purge (Impossible): This man has no problems with a curse, haunting, or possession.
Speak Tceril (Automatic): [He speaks Tceril, though it does not change the RP].
2: The man...
[AFTER MOVING THE PARTY:]
"I walked through the streets, the body of some peasant before me. The screams alerted the guards soon enough. I always told them I was a soldier from another kingdom, preferably one they were already at odds with; trying to incite a war between them. Once the fighting started, I'd join whoever offered the most opportunity to fight. These guards were no match for me, but let’s see how you do."
The man’s voice trails off into the distance as you find yourself standing in the street of an unfamiliar town; a peasant lies on the ground before you, nearly cut in half. The guards have already drawn their swords and yell at you in an accusatory tone. Before you can try to explain, they attack!
[AFTER COMBAT:]
You hear a glass bang on a table and the town falls away around you, leaving you back in the Shady Corner with the old man sitting before you. He is looking into his glass. "Not the story you were expecting to hear?" the old warrior turns his gaze to you, "We all start somewhere; we don't have to be proud of who we were, but hopefully who we become. Come, let me tell you another tale."
COMBAT: Guards
Allow the players to use any narratives they wish before continuing to the next scene.
Consult (Lemesin; Impossible): You receive no response.
Consult (Anyone Else; Automatic): It appears all of the immortals are keenly interested in what this man has to say and are listening to this conversation. There may not be a better time to ask them a question.
Forecast ({interact?}; Automatic): This man is a messenger from another time and place; he should not only be listened to, he should be recorded for posterity.
Inspect Arms (Medium): His armor is a design common in the kingdom of Huel Vor; while certainly old, it is well cared for.
Inspect Aura (Medium): Discomfort, Dishonor, Remorse.
Inspect Evil (Automatic): He is not evil.
Inspect Magic (Automatic): This man radiates magic.
Inspect Secret (Drink; Hard): FAIL: Whatever it is, it smells extremely strong. PASS: It's Giant's Milk, an alcoholic drink made from fermented pepper juice; this batch is particularly strong.
Inspect Wound (Automatic): The man sees you looking at his scars and tells you to wait a moment more and he will explain the story behind that one.
Dispel (Impossible): The dispel rebounds upon you and strikes your most valuable item, it will not function for this scene.
Purge (Impossible): This man has no problems with a curse, haunting, or possession.
Speak Tceril (Automatic): [He speaks Tceril, though it does not change the RP].
3A: The Tale of the Wyvern's Sting
[AFTER MOVING THE PARTY]
"There I was, three wyvern were guarding their clutch, circling high above me. I would not be deterred; I knew the only way to get them to leave was to destroy their eggs, I had to get to them! The eggs were on a plateau you see and all I had to do was scale it and destroy the eggs, all the time fending off the three full grown wyverns. No problem for me, but let’s see how you do."
The man’s voice trails off into the distance as you find yourself standing at the base of a sheer stone cliff, three winged, dragon shaped beasts circle overhead.
ALTERNATE SETUP:
Use the rope to section off the cone to a distance of 10 paces (or more). Players may not cross the rope without using story actions. Adjust Narrative Effects accordingly.
ANNOUNCE: Players may not climb the stairs/cross the rope unless they have "Conjure", "Fly", "Propel", or "Tumble".
Once any players who are able to scale the cliff have done so, continue to the next scene. Anyone unable to scale the cliffs may not participate in combat in the next scene.
Fly (Automatic): You fly to the top. [Proceed to the top of the stairs and wait for the rest of your party]
Tumble (Hard): PASS: You can walk on the ledge a short ways, climb the stairs a quarter of the way. FAIL: You cannot go any farther without assistance, you can always go back and try another path.
Conjure (Rope; Hard): PASS: You conjure the rope and are able to lasso a root near the top of the cliff face. [Climb the stairs and wait for the narrator inside] The rope fades from existence right after you climb up. FAIL: Conjuring the rope is the easy part, throwing it up to a companion or catching it on a root above has proven too difficult, the rope fades from existence before you can climb up.
3B: The Tale of the Wyvern's Sting
[IF EGG SMASHED:]
You hear hands clapping and the plateau falls away around you, leaving you back in the Shady Corner with the old man sitting before you. He is slowly clapping his hand against his thigh. "Well done!" the old warrior shouts, "Well done indeed, those wyverns were tough, but they were by far not the worst beasts I’ve faced. Come let me tell you another tale."
[IF TPK:]
You hear hands clapping and the plateau falls away around you, leaving you back in the Shady Corner with the old man sitting before you. He is slowly clapping his hand against his thigh. "A valiant effort, those wyverns were even more fierce than I remembered. You didn’t fare so well against them but let me tell you another tale."
To complete this act the egg must be smashed or all of the players in the nest are killed.
ANNOUNCE: The cone is a Spawn Point. It can be cleared with "Breach" or "Carry".
ANNOUNCE: The Wyverns are EPIC MONSTERS!
COMBAT: Wyverns (EPIC; 3)
THREATENED: The wyverns treat ALL ATTACKS as "Taunt" in addition to their normal taglines. The wyverns are are afflicted with the flaw "Cannot Counter Taunt".
Once the spawn point is clear, all the wyverns are defeated in the same refresh, or all the players are slain, read the appropriate Narration (above). Then proceed to the next scene.
4 – ...the Myth...
[AFTER MOVING THE PARTY:]
"Of course, I didn't know it was fiends at first. First I heard was the clans causing problems, not just among themselves, but troubling the more civilized places too. It was while tracking a group back after a raid that I came across their foul ritual. The clans often treat with dark powers; lets see how you contend with the pit."
The man’s voice trails off into the distance as you find yourself in the highlands; the wind cuts through you, blowing smoke from the ritual into your faces. In the ravine below, you see a group of ferals and cambions, gathered around a large stone with another feral upon it. Chanting in an unknown tongue, they stab the feral on the stone, and as their blood trails off the stone the wind suddenly stops; a swirling portal forms out of the flames as fiends emerge.
[AFTER COMBAT:]
You hear clapping and the cavern falls away around you; you are once again standing in the Shady Corner with the old man. Smiling wide as he claps his hand against his breastplate, "Now that was impressive! Truly you are heroes if you can contend with fiends that easily! Perhaps you're ready for a real challenge then? One that almost ended me? Come, let me tell you another tale."
ANNOUNCE: The cone is a Spawn Point. It can be cleared with "Dispel" or "Inspect Magic". Fiends do not have to wait a minute to respawn if within sight of a player.
COMBAT: Fiends (Spawn Point), Mjorlin
HIGHLAND CHARGE: Mjorlin will respawn in waves and "Charge" as one. Once within packet distance, they will throw one Packet, and "Charge" to melee distance!
REINFORCE: Fiends respawn at the Spawn Point. They may do so on an uncontested Spawn Point while within line of sight of players, on a "10-count".
After combat, proceed to the next scene.
5A: Riding the Drake, Thrinik
"I had been asked by a drake by the name of Thrinik to intercede in a conflict that had stretched out across hundreds of years. The drake Denostranomus resided in the wilds of Rastemier and Thrinik needed me to weaken him to destabilize the dragon’s position and hold on the region. I rode the sky on the back of the mighty drake...”
The man’s voice trails off into the distance as you find yourself clutching the back of a massive, white scaled drake flying through the air at a great speed; the trees below look like so many matchsticks as you soar overhead. The drake circles a large mountain slowly and then without warning dives down and breathes a gout of flames so hot it sears your skin, even though you are sitting far back on the enormous animal. You hear the screams of what must have been hundreds of creatures being burned alive below.
The colossal drake lands near the still glowing and smoldering mountain pass and motions with its wing the direction to proceed. Once off its back it beats its massive wings and launches itself into the sky once again; the forceful wind from its wings knocks you down.
As you proceed you see what the great drake's breath had wrought: hundreds of dead, charred goblins litter their ruined defenses and destroyed murder holes. Those that did survive have fled or are walled in under melted earth. The heat from the slaughter still radiates from the ground and the smell of charred goblin corpses is so strong it nearly turns you away.
Commune Earth: (Hard) PASS: You have managed to find a spot of earth that wasn’t too hot to talk to you. It exclaims “What the hell was that!” FAIL: The earth will not speak to someone that perpetrated such destruction.
Commune Spirit: (Easy) PASS: The goblins spirits are still lingering about and some of them want to talk to you, remarkably. FAIL: None of the spirits lingering here will speak with you, they all appear to be goblins.
Consult (Lemesin; Impossible): You receive no response.
Consult (Drathenix; Impossible): You receive no response.
Consult (Anyone Else; Automatic): It appears all of the immortals are keenly interested in what this man has to say and are listening to this conversation. There may not be a better time to ask them a question.
Explore: (Automatic): Ahead is a massive cave entrance with a huge red drake erupting from it! [Begin scene 3B]
Forecast: (Easy) PASS: If asked if it is wise to proceed, there is only one way out of this story so yes.
Locate (Very Hard) [Allow them to attempt to locate anything they wish, it won’t matter once the scene is over. Keep in mind this takes place before the shattering; most things they know in their lifetime don't exist yet!]
Locate (Old Man; Automatic): The old warrior is five steps ahead of you.
Adapt Climate (Automatic): You don’t feel any differently than if you were standing in the forest beside the old warrior.
5B: The Drake's Bite
[IF DENOSTRANOMUS DRIVEN OFF:]
Denostranomus reels from your assault, the massive drake forced to abandon it's lair, rushing past you and taking to the air. You hear clapping and the cavern falls away around you; you are once again standing in the Shady Corner with the old man. He is slowly clapping his hand to his chest. "Well done!" the old warrior shouts, "Well done indeed, Denostranomus was a challenge, but even he was not the worst beast I’ve faced. Come let me tell you of my last quest..."
[IF TPK:]
Denostranomus rears back, inhaling deeply. With nowhere to hide, you take the full force of the ancient drake's breath. As you feel your charred flesh sloughing off and your world is engulfed in flame, you hear clapping. The cavern falls away around you; you are once again standing in the Shady Corner with the old man. He is slowly clapping his hand to his chest. "A valiant effort, Denostranomus was even more fierce than I remembered, but even he was not the worst beast I’ve faced. You didn’t fare so well against him, but let me tell you of my last quest..."
They should all remain within arms reach of the narrator (at the center) who is Denostranomus’ heart; the heart should count the refreshes and move the creature with commands. Each part has a health total and can be incapacitated independently but will heal completely after being out of play for one refresh cycle.
If not defeated within several cycles, Denostranomus will blast the party with breath similar to the goblin charring, earth melting inferno Thrinik used before.
ANNOUNCE: Your OUTFIT was damaged. Your OUTFIT loses all properties for the remainder of the scene!
ANNOUNCE: Your ARMOR was damaged. Your ARMOR PROPS and ITEM TAGS do not grant Armor for the remainder of the scene!
ANNOUNCE: Denostranomus is a multi-part monster!
ANNOUNCE: Denostranomus' Head, Claws, Wings, and Heart are EPIC MONSTERS!
COMBAT: Denostranomus' Head (EPIC), Claws (2; EPIC), Wings (2; EPIC), and Heart (EPIC).
MULTIPART: The narrator will stand in as the HEART. All other monsters MUST REMAIN WITHIN ARMS REACH OF THE HEART.
WOUNDED: When any non-HEART monster would be slain, it is instead only removed from play for ONE REFRESH CYCLE. It then returns with FULL HEALTH.
THE HEART: Denostranomus is only driven off if the HEART sustains enough damage to slay it.
Once the HEART is slain, after several refresh cycles, or all the players are slain, read the appropriate Narration (above). Then proceed to the next scene.
6A: ...the Legend; My Greatest Battle
You are on the outskirts of a city, near a lake; thick, old forest all around you- except to the West... To the West a massive fiend stands amid burning and destroyed trees; a burnt wasteland of desolation surrounds it. Each step it takes corrupts the soil, killing and burning away any vegetation. A two-handed sword hovers before you, almost demanding to be taken up, to smite this vile foe.
Consult (Dhuroscht; Impossible): You receive no response.
Consult (Anyone Else; Automatic): It appears all of the immortals are keenly interested in what this man has to say and are listening to this conversation. There may not be a better time to ask them a question.
Explore: (Automatic): Ahead is a massive fiend!
Forecast: (Easy) PASS: If asked if it is wise to proceed, there is only one way out of this story so yes.
Inspect Aura (Impossible): Hatred- hatred such as no mortal has ever known- ages of corruption and torment- you collapse to your knees and begin crying blood as your eyes are burned from their sockets. [The player is LEFT TO THEIR FATE!]
Locate (Very Hard) [Allow them to attempt to locate anything they wish, it won’t matter once the scene is over. Keep in mind this takes place before the shattering; most things they know in their lifetime don't exist yet!]
NOTE: Players with a knowledge of Tarkalsys may be able to determine taht they are near Lake Goven, near what is now Goven and the Great Marsh- but before it was a destroyed city or a marsh.
6B: Dhurosht, Herald of Twilight
[IF DHUROSCHT SLAIN]
Fighting on, for seven days and nights, the forests reduced to a wasteland around you; you finally strike down the immortal fiend. As his vile blood pours out, the decimated ground is reduced to a stagnant swamp of death and corruption. You hear hands clapping and the marsh falls away around you, you are standing in the Shady Corner once again. "Well done!" the old warrior shouts, "Well done indeed, I am impressed. That battle ruined the very ground we fought upon. The fiend’s vile blood still stains the land and his body was the mountainside for a time. I hear the beast is whole again and has designs to return to this world. With fine champions like yourselves, I feel we will overcome him again, and again if need be."
"Remember what I have told you this day, for it may be the last known chronicle of my tales. You have come to know them, and me; but it is a secret that must be earned, not shared." With that the old man turns and walks out of the Shady Corner, "Good day, heroes!"
[IF TPK:]
Fighting on, for seven days and nights, the forests reduced to a wasteland around you; it's too much for you to handle, one by one the Prince of Fiends lays you low on the desolated plain. You hear hands clapping as life wells up in you again, you are standing in the Shady Corner once again. "Well fought, the Herald of Twilight was a fearsome foe!" the old warrior shouts, "That battle ruined the very ground we fought upon. The fiend’s vile blood still stains the land and his body was the mountainside for a time. I hear the beast is whole again and has designs to return to this world. You didn't fare so well against him this time, but to not despair; we have more time to prepare, and when the call goes out to defend this world from that wretched fiend we will answer it!"
"Remember what I have told you this day, for it may be the last known chronicle of my tales. You have come to know them, and me; but it is a secret that must be earned, not shared." With that the old man turns and walks out of the Shady Corner, "Good day, heroes!"
ANNOUNCE: Dhuroscht is an IMMORTAL MONSTER!
ANNOUNCE: Field Fear!
COMBAT: Dhuroscht (EPIC).
PRINCE OF FIENDS: Dhuroscht is IMMUNE ALL DAMAGE. The only exception to this is damage delivered by Fiendfrayer.
EXTINGUISH THE LIGHT: When damaged by Fiendfrayer, Dhuroscht will focus solely on the wielder!
HERALD OF TWILIGHT: Every refresh, have a new monster step into Dhuroscht's shoes; this way Dhuroscht is operating at full potential the entire fight!
Once Dhuroscht is slain, after several refresh cycles, or all the players are slain, read the appropriate Narration (above).
ANNOUNCE: Players are under a geas; to reveal the true nature of the old man to anyone who did not participate in his stories will result in you being afflicted by the FATE: THE FOOL (You lose all memory of the events OF THIS ADVENTURE. Furthermore, your Spirit is reduced to two thirds its normal value (rounded down) until the end of the event!)
This ends the adventure.