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.
==== 5 - Masquerade ===
Prelude
A week has passed since "
In
Distress"
[Oooops - forgot about Jimmy joining the guard]
Jimmy joins the city
guard, gets issued his uniform, and is immediately assigned to guard a
100 yard section of wall with "Stinky". After a night of this, he
asks for a higher position, so he and Stinky get assigned to a
turret... Though fairly quickly, Jimmy discovers that Stinky isn't
quite as bad as he thought, and the two of them also spend a decent
amount of time sketching out a map of the city from the "rooftop"
perspective.
Jallarzi and Emma have been making the cure for Father Mamulius, though
rather unsuccessfully. The first time, while making it in Emma's
home, the chickens (still running around in there since
Nuts!) came down with something
gastro-intestinal. On top of the cauldron. Without a
lid. The second try, at the church, became the victim of Pes and
friends, as it tipped while they were running about "like
hellions". Whose fault, exactly? All five kids pointed at
each other and said "Them!". The third try has just begun the
two-day process of simmering needed.
Banunu has a multiple-day dream. It is progressive, with more
revealed each night. There are spheres of light there - not
planets, they're too uniform, and much too big - and he sees a tendril
of light extend from a blue one, extend towards a green one - but fall
short. As it whips back, it touches briefly upon another sphere
off to the side, like a whipping snake-tail.
Jimmy finds himself questioned (and paid thirty silver) by Ernesto,
with both Uvares and the tall spectacled gentleman there. They
still are asking about Banununu; what has Jimmy seen? The
spectacled gentleman is taking notes, which makes Jimmy start to
suspect that something odd is afoot. Still, he tells them what
he's seen, and takes thier money.
The theme begins.
mp3
- "Oh, I forgot to put the nail in there... and there... and
there." - Banununu
Act I
Serena, youngest daughter of Serrer, a trapper who
lives up in the
mining settlement, comes begging Emma for help. She and her
father come into town frequently - but missed thier last regular
shopping visit with Emma. Serena had been a recipient of Emma's
aid during
Inari's Night, so that's who
she turned to. The mountain village (primarily miners and a few
trappers) have been under attack by monsters for a few days, first some
of
the gear at the mine being damaged at night, then a person or two
disappearing, then out and out raids and attacks on anyone trying to
get to or from town. She managed to
slip out, 'cause her daddy taught her how to sneak through the
woods. She left during YESTERDAY day, so it's been
a night and a day since she left (since she was hiding and
sneaking). Everyone gets together quickly, having Capt Sobiabia
(who actually asks to be a deacon-type person) take care of things at
the church and make sure the potion gets stirred, and leaving a message
for a guard to take to Manuel (the captain of the guard).
"Can I lay down?" - Serena "Absolutely, you're not Pes." - Emma
"Big ones, scaley ones, little fuzzy furry ones?" - Emma "Yes yes
no." - Serena
"And she's at my house, guarding it against Pes." - Emma "Does it
pay
well?" - Jallarzi
"Monsters up the hill, wanna go?" - Banunu "Sure!" - Jimmy
"I don't remember
making this decision." - Jallarzi
"Shouldn't we go get the city guard?" - Emma "He
is the
city guard." - Banunu
"He's a rentacop!" - Jallarzi
"Shouldn't we let them know we're going, so they can send a rescue
team?" - Jallarzi "Recover our bodies?" - Emma
"We're on our own, aren't we guys?" - Jallarzi
Act II
As the heroes go into the mountains, they see a
largish rat, so they shoot it. Jimmy manages to wing it across
the back, and shortly thereafter, Banunu's back begins to ache...
Otherwise, the trip into the settlement is uneventful. The
settlement is silent, abandoned in the tall pine woods. Many of
the buildings
are half-burnt. Many of the windows had the shutters fastened -
either still that way,
or burned in place, or broken.
Arrows litter the roofs. Things have been sifted through - trash
(and rough-worked) items have
been left. Gems have been prized out of cheap settings,
etc. Serrer's house, however, has many of his items gone...
almost as if they were packed.
One of them hears the faint sound of a male yell in the far
distance, and a "ching" or two of swords before silence falls.
There is a trail to the mine, though they do not explore. There
are trapper's trails - hard to find, but partially visible when Jimmy
climbs a tree. He also sees a bit of campfire smoke. With
no other ideas, they head in the direction of the smoke.
"Let's see if you want to skin this one or not!" - Jallarzi
"It's a ghost town." - Banunu "Shall we NOT use that word?" -
Jallarzi
[Shuffling in tracks] "Hey guys, there' s been a mighty battle here..."
- Banunu
"If I act wierd..." - Banunu "I'll just shoot you." - Emma
"Can't you put him to sleep?" - Jimmy "I can hit him really
hard..." - Jallarzi
"Don't know the problem but like the solution - violence always works."
- Banunu
Act III
The heroes quickly find a campsite. There are
four canvas tents arranged in a semi-circle. Seven horses are
tethered nearby. There is a
campfire, by which 5 men, 3 women, and three kids are bound and
gagged. There are also three dead men nearby (miners all), who
upon closer examination have had thier necks bitten. There is
another tied seperately; it is Serrer (who was just recently
captured trying to rescue his friends).
Near them are barrels of supplies stolen from the town.
Grunnhild is hiding in the barrels (DC 25 to notice), when she surprise
attacks,
arrows come from outside of town from the rest of the group.
(DC20) to
note some birds flying off beforehand and be able to react to the
arrows.
The Banunu use "open/close" to open Serrer's bonds, as Emma sneaks up
to help rescue the settlers. Jallarzi starts with an obscuring
fog, and then combat begins. All the raiders are wearing masks
made up as dragon faces. The heroes are victorious, though
there's a few close moments. The large rat from before shows up
again, and attacks some of the raiders using a modified monk martial
arts move, then situates himself with Banunu (who figures out that this
might just be his familiar after all... though quite an odd one.)
There are 6 women missing from the group - last night, the prisoners
say, *something* arrived, killed three of the men, and took the women.
- "How did I know you could talk to a rat?" - Jallarzi "Cause
I talk to
spiders. I should know, those two languages are closely
related....." - Banunu
[We were all getting tired and slap-happy; these are all out of
character quotes]
- Can I use your buns as props? - Steve
- Can I point out that you're hiding behind a glass tree? - Brigit
- I suck in my gut as I hide sideways beside a sapling - Adam
- Pistashio shells float in butter - Lucas
- Rodentia sapiens. Just what the world needs. - Brigit
Postlogue
After they return, it is time to try the
potion. As they're giving it to Fr. Mamulius, who begins to stir,
the spectacled gentleman strides in, followed by Ernesto, and points at
Banunu. "I am Deone Artano, and we know what you are, my lord."
Banunu looks at the rat.
Cue the credits.
mp3
Masquerade
an original adventure by Steven Saus
Played 02/04/05
Experience Awarded - 1537 xp each
Cast
Bannunu Tinari
portrayed by "The Rock"
played by Adam T.
|
Emma
portrayed by Amber Benson
played by Aubrey S.
|
Jimmy "The Hand" Hithon
portrayed by James Charles Leary
played by Lucas K. |
Jallarzi
portrayed by Brigit T.
played by Brigit T.
|
Supporting Cast
Serena - Trapper's Kid
Serrer - Trapper
Capt Sobiabia - Ex- Capt, now Deacon
Ernesto de Trader - Merchant Guild Member
Uvares - Servant of Ernesto
Deone Artano - Guy with Spectacles
Monster Stat Blocks
The raiders are standard humans, with a predominance of rogues.
The actual stats of them follow:
Leader of the Raiders:
Vash, female human Rog2/Ftr2: CR 4; Size M (5
ft., 1 in. tall); HD 2d6+4 + 2d10+4; hp 34; Init +4 (+4 Dex); Spd 30
ft.; AC 18 (+4 Dex +4 leather); Attack +7 melee, or +7 ranged; SV Fort
+5, Ref +7, Will +2; AL NE; Str 19, Dex 18, Con 14, Int 13, Wis 14, Cha
12.
Skills and feats: Decipher script +6, Disguise +6.5, Escape
artist +4.5, Forgery +6.5, Gather information +2, Hide +4, Innuendo +7,
Intuit direction +7, Jump +6, Listen +7, Move silently +4, Pick pocket
+9, Profession +7, Sense motive +6, Speak language +2, Spot +2.5, Swim
+5, Use magic device +3;
Two-Weapon Fighting, Dodge, Expertise, Ambidexterity, Weapon focus
(sickle).
Raiders:
Hlif, female human Rog3: CR 3; Size M (5 ft., 4 in. tall); HD
3d6; hp 11; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex +4 Leather);
Attack +0 melee, or +5 ranged; SV Fort +1, Ref +6, Will +2; AL LE; Str
6, Dex 17, Con 10, Int 10, Wis 13, Cha 12.
Dodge, Skill focus (disable device), Weapon finesse (dagger).
Leather
Daggers (lots)
-----------------------------
Grunnhild, female human Rog3: CR 3; Size M (5 ft., 7
in. tall); HD 3d6-3; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+1
shield +2 Dex +5 Breastplate); Attack +1 melee, or +4 ranged; SV Fort
+0, Ref +5, Will +2; AL LE; Str 9, Dex 14, Con 9, Int 11, Wis 13, Cha
12.
Weapon Finesse (Short Sword), Combat reflexes, Shield proficiency.
Short Sword
Breastplate
Shield
-----------------------------
Vigdis, female human Rog3: CR 3; Size M (5 ft., 1 in. tall); HD
3d6+3; hp 13; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex +4 Leather);
Attack +3 melee, or +5 ranged; SV Fort +2, Ref +6, Will +1; AL LE; Str
12, Dex 17, Con 12, Int 10, Wis 11, Cha 10.
Ambidexterity, Dodge, Point blank shot.
Shortbow
Dagger
-----------------------------
Alia, female human Rog3: CR 3; Size M (4 ft., 9 in. tall); HD
3d6+6; hp 20; Init +8 (+4 Dex, +4 Improved initiative); Spd 30 ft.; AC
18 (+4 Dex+4 Leather); Attack +2 melee, or +6 ranged; SV Fort +3, Ref
+7, Will +2; AL LE; Str 10, Dex 18, Con 14, Int 12, Wis 13, Cha 9.
Alertness, Improved initiative, Weapon finesse (sap).
Sap
Shortbow
Leather armor