(
click here for the "story" version)
I've made these notes available for other GM's (especially newer GM's)
so they can get an idea of what a more experienced (and hopefully
halfway decent) GM is thinking and working with when running an
adventure. I decided to include this bit after
another GM on a Buffy the Vampire Slayer list postively commented on
Young Children and Elder Gods (which is written up mostly like
this). Even though this is D&D - Dungeons and Dragons D20,
the concept and framework is purposefully left so that game mechanics
are a minimal portion of the idea. You should be able to adapt
this to GURPS, MERP, or whatever you care to run.
=== 1 - Hide and Go Seek! ===
Concept
Coming or going/ready or not/keep your place/or you'll be caught!
[I came up with this idea about three weeks before I
used it, thanks to a blog entry on Neil Gaiman's blog that mentions the
UK version of "hide and go seek". Most of the framework here was
mocked up about two weeks out, and the last second-touches were added
about three hours prior to the game (!) as I wasn't fully expecting
having to run.]
Rhyme (used in hide&seek) uttered by half-mad child survivor of
attack. Mayor/Lord [Turns out to be merchant guild by the time I
ran this] gets PCs together as that particular caravan was
guarded by his best men. Too odd for them, so collected various
"odd types" to look into it. Prestige, power, glory, money.
:)
Important things
- make sure one PC is knowledgeable.
- make sure PCs feel obligated to help, largely because they're the only ones who know this sort of thing.
- make sure the answers aren't too damn obscure.
- make sure PCs feel empowered - but not cocky.
- make sure the PCs understand the importance of *story* (gee, the "big bad" might get away the FIRST GAME).
Prelude
[I tend to write these out fully ahead of time... but often they're the last thing I write.]
You have not seen the eye in years, but it appears now, in your
dream. You stare, helpless, as the scene inside its eye plays out
before you.
The campfire's burning low. The wagons of the caravan are
encircled, the meal is done. He is the only child there,
and obviously bored and tired. His mother is hugging him, saying
"Go to bed. I'll tuck you in in a minute." He scampers up
into a wagon, into his pallet, the rough wool blanket pulled over his
head as he play-hides from his mother, ready to jump out and scare her.
He hides, smiling for a minute as the sounds of his parents and friends
talking around the fire, in anticipation as his mother starts to climb
into the wagon... until the laughter turns to screams, his smile to a
mask of fear, and the blanket becomes spattered with his mother's
blood.
The eye blinks.
Act I
Hobbiton-ish - a smallish idyllic town [I forgot to name the town! Holy crap!]
- Children playing in main square under the watchful eye of the red-clad city guard
They're playing a variant of hide-and-go-seek
"Coming or going/ready or not/keep your place/or you'll be caught!"
Decorations are going up for Inari's Night, which is in a week.
small hints of problems :
"What do you mean, there's no spices? I expected them here a week ago!"
THe person who calls them in front of the merchant's guildmasters is an
underling (Uvares). He's portrayed as a serious lackey, very
subserviant and treated as if he's lesser than everyone else.
Enough so that those who think that might be acceptable still get thier
hackles up.
Meet the merchant's guild masters - have the situation explained to them
(city guard won't do - they're for the city - can't reach outside the town)
[The personality of the guildmembers - or at least one of them -
started coming out here already. That implies, in turn, certain
things about the rest of them...]
Act II
Gather info
PCs can interrogate child - Coming or going/ready or not/keep your place/or you'll be caught!
child reacts STRONGLY to snake-type things
[Ihad to make this stuff up on the fly - I never thought about using
"remove fear". That's what I get for forgetting that I left
cleric spells alone... as usual, a two-bit minor encounter
involving a minor has developed into a major plotpoint. Still,
Pes is turning out useful...]
Remove fear - Pes is name
PCs are shown what evidence remains (tooth marks)
attacks happened at dusk or dawn
attacks happened south of town - PCs can scope out area
attacks happened to camping and traveling caravans
Find old legend of Bardric the Swift who was slain, but his bumbling
companion, Puh survives in his red shirt - they were attacking
Danmunos, who were slaughtering the animals at night
FInd in the lucky whistle (see town)
[The whole description of the Lucky Whistle (bardic library) was
likewise on the fly. I'm rather happy with it - and it gives the
equivalent of Giles' library without either being free or one PC's sole
possession.]
Perhaps a religious folklore - "the curse that passed over those who lay in thier beds"
PCs (hopefully) formulate some kind of plan
"You scared him!" "Wasn't trying to" - Brig & Adam
"Mommy doesn't go nyeah." - Brig
"Great. We're listening to the babbling of the 5 year old." "Got a better idea?" - G & A
"That's a clergy thing." "And you wouldn't understand." - G & B
"If I must, I must." "You must." - G & B
"Are you afraid?" "No, but there's a warm bed upstairs." - A & G
"What more information do you need? We're here, they're there, let's go get them." - A
Act III
Like all good monsters, the baddies attack when PCs do thier plan
If PCs do NOT make plan, fourth nightfall after they're tasked, the
monsters wander into town. [If you knew some of the people I play
with, you'd understand why that provision had to be anticipated]
A strange figure is seen at the edge of bowshot. If *shot*, will
leave some physical evidence - a bit of red shirt - , otherwise escapes
leaving only a tantalizing impression of a pale face and long, black
hair.
- are there any sounds - G
"Donate half on the behalf of the church. The broken half." - A
"You thought the five year old was making it up?" - B
"What else is a five year old gonna come up with?" "I killed my family!" - G & A
"Why couldn't it be follow the butterflies? It had to be snakes." - B
"Anything that's big enough to be thier prey has gotten out of here. Except for US!"- B
"That's why the tent has a sign that says `Faith'." -B
"What's your name?" "It's not faith!" - A & B
"Momma's got a new pair of boots!" - G
"I don't think eel baloney tastes very good..." - B
"Breathing horses. With whole necks. That haven't been torn out." - B
"Why don't we go to the tavern first before we see the Mayor. That way we have plausible deniability." - A
Postlogue
A private celebration with the merchants, an ongoing
deal is struck (whether the PCs want it or not). No trace is
found of the mysterious man... but who left that window open?
Closing Credits.