![]()
Shadow Realms Home
Town Square The Black Feathers The Ranger Station |
Time’s A Changing During the conflict of the Goblinoid Horde a large area
of land was freed of greenskins. This area had previously been unexplored
due to the intensity of the Goblinoid presence but when it’s inhabitants
left it to join the Horde a group of adventurers investigated the land
and found some rather intriguing ruins. Encounter 1: The Prospector, 12 hits, Beard. Magic:
All Ranger Spells. (pouch) Beacon & notes. The Prospector explains his predicament to the party and
offers them 3 marks each to venture into the unknown territory and secure
a specific place there with a magical beacon. The point is an old structure
that is believed to hold usual magical energy. The party must then wait
until reinforcements can teleport in on the beacon which is when they
will be paid. Encounter 2: Kagonesti 12 hits. Kag gear, Masks, Bone & Wood weapons. Abs: Obscure x2, PWTx2 The party are travelling through your territory and you aren’t too happy about it. The Kagonesti used to live in this area containing the goblinoids and the evil manitou until the Horde wiped their tribe out. Now they are slowly retaking their land back from the Goblinoids and are trying to guard the unexplored territory. If the party can explain what they are doing you’ll try to warn them off but if they give a good explanation you’ll let them through. However you do not understand common and if they mess you about you will attack them. You persist in harassing the party if they continue to pass through without permission. If they do get permission you warn them that the land is haunted by evil spirits. Encounter 3: Orcs 12 hits, Axes & Spears. Goblins 6 hits (singles), Ogre Club(triple) 20 hits The Drow and their Goblinoid forces have invaded your homeland. You’re a guerrilla force trying to take it back. Unfortunately the war effort isn’t going too well and you’ve been pushed further away from the territory. You are hostile to the party due to Horde issues, although will also want to save your energy for the war effort. If the party want to fight then do, else give ‘em a break. Encounter 4: Leodel, 12 hits, sword (doubles), Ranger gear. Spells: Conceal x2 Entangle x3. Notes. You’re one of the Prospectors head scouts and are waiting for the party to arrive. You give them the collection of notes on the territory and a brief comment on the area. Talk about the tribes of Goblinoids there and some recent screaming you’ve heard (few hours ago). Over the last few weeks you’ve seen a lot less greenskin presence but there has been plenty of activity. You have lost three teams in there already and the place gave you the creeps when you’ve ventured in. Tell them that they should really get the job done before it gets dark, as that’s when the teams have vanished. Encounter 5: 3 Really dead Goblinoids. Orc stuff. You’re all really dead, cut open by something very sharp in a variety of nasty ways. You’ve had organs removed, which are missing and a close inspection will tell someone you were probably alive when it was done. You’re bodies have been laid out forming the Alyrx symbol. Ask Ben. Encounter 6: Hobgoblin Shaman, 15 hits. Magic circle. Elemental spells to Lv4. Skull (cursed) You are contemplating the gradual fulfilling of the Goblinoid
prophecy. Your magic kept whatever happened to those at Encounter 5 from
happening to you. Let the party question you but never look at them, always
be looking at imaginary things around them. If the party ask what happened
at Encounter 5 just tell them that Gakrand’s prophecy is coming true.
If anyone suggests that the prophecy has already happened laugh at them
and tell them that they wish it had. If anyone asks about the prophecy
give them the speel about the destruction of human and elven kind. Grumrush
One-eye sent his champion the night the fire lit the sky etc. The land
born from Chaos will go back to Chaos, Chaos follows no rules it cannot
be stopped. Then say it is time for you to fill your part and begin to
cast something on the skull. The party will then probably try to take
you out and at that point you try to waste them. Encounter 7: Guardian , 20 hits (special see below)
spirit double. Helm, Large sword, Chain, gloves. (Liche Mask), Mystryl
Amulet. Abs: Touch Freeze x4, Phase Shift x2. This building is ancient and was a temple to Mystryl a
dead goddess of Time & Travel. The temple has recently been ransacked
and the Guardian is angry. Inside the temple there is a hourglass surrounded
by a magical field. Every time the hourglass runs through a time freeze
is called, the glass is turned and the Guardian returns to it’s original
position totally regenerated. The only way to stop this process is to
get the hourglass or pull the Mystryl amulet from the Guardian. Encounter 8: 2 Black Orcs 16 hits Axes (triples),
Ogre 25 hits Glaive (Quad). Tabbards. These orcs are working for the Drow and are trying to
beat on the original tribe that lived here. Encounter 9: Undead Gith Ghost 12 hits(magic,
spirit), Hands (spirit). Cloak, hood. Gith mask. A long time ago the Myth Drannor elf sabotaged the Gith’s
plans. This Gith chased him down and was killed in the fight but no before
mortally wounding the elf. The territory was then consumed in the time
fluxes which have now been resolved. The spirit of the Gith could not
escape and is now bound to this location. The Gith will try to masquerade
as the corpse’s ghost and get the party to ‘put it to rest’. What it really
wants is the chance to possess a host. To do this it needs an unconscious
body to perform a ritual on. The best way of achieving this is to Dominate
a character to go and knock out another character bring it to you and
defend you while you perform a short ritual. ‘Could be nasty!’ Encounter 10: Possessed Scout 10 magical hits, sword (triples)+(demon strength) You’re one of the prospector’s scouts who has come a cropper in the new territory. At the moment you’re fighting for control of your body with a demon. Ask the party for help, wibble and mention Drow being here guarding something. Tell the party the only way to get by them without being seen is to go through the route to the next encounter, but monsters lurk there. Once you have imparted these spots of wisdom start going nuts, scream for help, have fits etc and then go real quiet. Call a time freeze, put on a demon mask and go back to Africa on their ass! Encounter 11: Conglomerate: 5 Doomguard 40 hits,
any weapons, masks. 1/3 speed. Regenerate once destroyed at 1 hit per
10 seconds. The Doomguard have been since the fall of Myth Drannor
and are old and screwed up. This was a graveyard until the same type of
demon from the previous encounter possessed all the Doomguards. Encounter 12: Drow 12hits swords(doubles) Abs: Faerie Fire x3, BOD x2, Darkbolt x3. Cloaks, masks etc. Drow Captain: 15hits(triples) Elfblade (0/ +1 vs Elves
& cannot use elven abs for 2 enc). Stuck in the time distortion for centuries you have been
active in the area for only a short time. Having chased down all the creatures
fleeing Myth Drannor you have begun to secure the area yourself slaving
the goblinoids. However you still believe it to be the time of Myth Drannor. Encounter 13: Night Goblins 15 hits Swords, (double) daggers(thru) Abs: haste x1 shadowshift x2 Go hunting! Use the led lights on your masks and scare the poo out of the players. Hunt them down but don’t fight prolonged battles. Keep it mysterious and nasty. Encounter 14: Gateway guarded by Wargs 10 magic
hits claws(doubles) Inside the area of the gateway is a symbol of the dead
goddess Mystryl who enabled the gateway to function.. There are six gems
placed inside the lower half of the hourglass representing Msytryl’s death
and six in the top. If the party place remove any of the gems the portal
becomes unstable and releases the demon trapped here. For each gem removed
it’s opposite becomes immaterial. Encounter 15: Drow as previous, goblinoids as previous. While the party wait for reinforcements, the drow believing
it to be a counter attack try to repulse the party with a full on assault.
When you die put on some Scout like gear and wait to be teleported in
by the beacon. Eventually you should all overwhelm the drow and the Prospector
pays the party. He then uses the beacon to transport them back to the
carpark. Ref’s Guide Hello. This adventure’s a little strange as I haven’t
told the monsters the whole story but I’ll give you a brief run down. Some Encounters Enc. 2. For the really good scout they might get traces of elven prints. Apart from that fairly fresh goblinoid prints (all sorts) and old very light human footprints heading towards the territory. Enc 5. This is really just to freak the party out and it ties into Rob J’s stuff. The party are very lucky that they will not meet the creature who did this. The wounds appear claw or knife like but no can quite tell. There are the prints of the orcs here and it looks as if they never saw it coming. There are no tracks of what did this. Enc. 6. The shaman is in a standard minor magic circle doing a point of damage to the chest of whoever touches the circle. If the Shaman gets blasted or shot the circle goes down. In addition to just having their alignment change the character that gets cursed now also has the mark of chaos which needs to be recorded on their sheet. This will have implications later. Enc 7. The Temple revisited. There are no orc prints around here as they are scared of the guardian. One major point is that although the building appears to be an ancient structure in style it has not seemingly aged by erosion etc. This is a Temple to Mystryl a dead goddess of Time and Travel, to know this a character will need either rec religion or be extremely old and scholarly. Else it will just appear to be an unknown religion. To know that she was worshipped in Myth Drannor and other details will require legend lore. Enc. 8 Here it must be pointed out how different and much larger the other goblinoids are. It needs to be seen as weird that these orcs are some different from the ones they’re used to. Enc. 9 The Sonnair stuff- Picky details:- While the corpse is about a year old the clothing and weapons are ancient. This should be enough to weird people out. The ghost of the Gith can be turned by a cleric with a holy symbol and that cleric will not be effected by anything the Gith can throw at them. Enc. 10 The Scout is possessed, clerics and those will sense magic will get a buzz. The scout also will rec. evil. Enc.11 The Doomguard (and they are definitely Doomguard) will appear old and rusted. It will be strange to see Doomguard without a Gith to command them. Sense magic will definitely come into play here. Enc. 12 Lots of Drow and Goblinoids prints around here. The Drow’s gear will be ancient and area well fortified. Enc.14 This area reeks of magic. The demon was trapped here by the previous party and Nirwanda is stupidly powerful and therefore it is pretty essentially they suss the gem thing out. The gem thing goes like this. Hourglass symbol with 6
gems (pink) in the lower half of the glass. They need to be counteracted
by blue gems with the Hourglass symbol inscribed on them. The blue gems
are placed in the tophalf of the Hourglass. The gems work on a one for
one basis. When gem is taken from the top half, a lower half gem will
become insubstantial and vice versa. Imagine the top half gems as a positive
current charging up the hourglass while the lower half gems represent
a negative current depowering the hourglass. A balance must be created
to get the hourglass to work at peak effectivity. It is pretty obvious
that this construction is a gateway, but how it works is an entirely different
matter. Enc 15. Okay this is simple……..Keep it tense as the beacon powers up, let the party holdout for a bit and when it starts to look bad teleport a mercenary in for support. Wait a little longer then drop some more support in. It’s up to you to gauge the situation and call the time freezes for when you think it’s appropriate. The Prospector will then teleport the party to the courtyard of large building just on the outskirts of Dellgate, where there are a group of mages and guards waiting on the otherside. The Elfblade: Forge purposely for the invasion of Myth Drannor this magical blade is magical +1 only when striking elves. If an elf is struck by this blade they loose the use of their abs or negates them for two encounters/ ten minutes. It is possible for an elf to wield the blade but they will not be able to use their abilities while using it and for 10 minutes afterwards. These elf blades are infamous and do show up as evil to elves. It the item is recognised by an elven character (up to the ref) they would like to see it destroyed. |
© Shadow Realms LRP 2000