| The Lesser Evil Author: Fergal O'Brien <mailto:[email protected]> Homepage: <http://www.irishgaming.com> System: d20 Dungeons and Dragons Requirements: No tears, no regrets, no mercy. The malcontented, the bitter and the downright insane are out to prove a point to the world in this 3rd Ed D&D scenario, but they are about to find out that more stands in their way than mere humans. Those who don't study the mistakes of their own history are bound to repeat them. As you have sowed, so shall ye reap. Originally run at Gaelcon 2000, this is a game recommended for a slightly more mature audience, although it can also be played purely for revelling in how damn tough the characters are. Introduction/Writer's ego massage Right then, here's where I justify the scenario, explain what it's about and generically make myself feel important. The idea behind this scenario is fairly simple. It's a scenario using evil characters. When I say evil characters, I don't mean scum. I don't mean individuals with a lax approach to morality. I mean truly, nasty, evil characters. Well most of them anyway. What I'm implying is that this is largely a character based AD&D game (with chances for munchiness if needs be). Why you might ask (or not, you may just want to find out how to run the game, and are currently wishing I'd get on with it). Basically, because I've never seen it before. All games I've seen that use non-good characters use either scum or conniving back-stabbers who are half played for comic relief. These people aren't meant to be funny. If you want to see just how not funny they are, go and take a look at their stats. Yes, they are really all that level. This is not intended to be funny. Right, so now that that is over with, here's a basic run down on what the game is about. The most prominent figure in this game is Tamor. He used to be a paladin. Being brave and noble and all that, he fell prey to a medusa. During that time he found out something rather unfortunate. Those turned into stone by a medusa don't die. In fact, they aren't even allowed the simple grace of unconsciousness. Rather they must endure a seeming eternity locked in their own heads with no connection to the outside world, except the feel of the Medusa's coils as she torments her victims. The experience changed him somewhat. To be blunt, he went a little bit mad. There it might have ended had not Eadan (a sometimes companion from Tamor's past) found him and freed him. Now Tamor is out to impose his somewhat twisted will upon a world which allowed him to suffer, and apparently some God or other approves as Tamor retains his abilities. Tamor and Eadan are joined in their quest by Brant; a gifted and somewhat disturbing child they rescued from a village mob; Melissa; a hate filled fire sorcerer with a hatchet to bury in the backs of their skulls; Kiern; a priest desperately trying to regain his faith; and Ho Xan; a monk determined never to be afraid again, especially not of the other occupant of his head. If any one of them is successful, it will be very bad news for the world. Third Ed Rules Yup, you heard me. This game is being run under 3rd Edition rules. Some of you may not be familiar with them yet, but trust me, it's really easy. Firstly, nearly everything is done on a d20, and you are almost always looking to roll high. Initiative? Everybody rolls a d20 and adds their Dex modifier - highest goes first. Break down a door? DM sets a target number and the player tries to beat it by rolling a d20 and adding their Str modifier. Simple, huh? The thing which has changed most is combat. Armour classes are reversed, so AC 8 is now an Armour Bonus of 2. Since armour classes still starts at 10, this means AC8 becomes AC 12. Players no longer have THAC0s, but instead have hit modifiers which go up as they advance in levels (in case you are wondering, if you take their total modifiers away from 20, you will have their 2nd Ed style THAC0). So, to roll an attack they roll a d20, add all their modifiers and try to beat their opponents armour class plus any modifiers which situation demands. Also nice and simple. Most of the characters have a number of attacks, which a successively lower attack bonus for each one, and there are also critical hits which are listed with each characters weapons. More on specific stuff later. There are now only 3 saving throws - reflex, fortitude and will. It's so much easier that way. One other thing that bears mentioning here is the new character classes which appear in this scenario. One is the monk. If you want to form an image of how they fight in your mind, think Shaolin Monastery. That's pretty much accurate. A monk has all sorts of funky things they can do due to their years of training. The other one is the sorcerer. A sorcerer is a magic user who has never been schooled in magical theory. They effectively cast spells by sheer force of personality. Their most important stat charisma (yes, they actually found an in game use for charisma). Been untrained they don't have as many spells as a wizard, but equally they can choose them as they cast them. Anyway, enough of the rules for now. On to the game itself. Basic Plot The game centres around the quest for an artefact. All of the characters bar two have specific reasons to want to get their hands on this particular artefact. The other two have definite reasons to want to see certain things happening with the artefact. So what does it do? That's a very good question. As with all artefacts, the legends surrounding it are somewhat hazy. Most of the legends talk about how it can be used to 'impress the wielder's will upon the world'. This could mean anything really, but it's enough for most of the characters. The artefact last surfaced about 40 years ago. If the rumours are to believed, every member of the group who attempted to control it were destroyed. The rumours are not to be believed. Kiern (the PC priest of Kylar) happens to know that one of the party emerged, with his mind in tatters. It was decided by the priesthood of Kylar at the time that he yet had purpose to fulfil in this life. Hence he lives still, and Kiern knows where he is. While many people know the general location of the artefact, it will be necessary to get this old man to find the specific resting place. Basic Mood. This is not intended to be a dungeon bash, although if the players will have it no other way it can be. In order to let the characters interact properly, there will be various low challenge encounters/sections where the PCs get to talk. Also for some of the fights (especially the first one) overall impression of how they are acting is more important than dice rolling. They are razing a village after all. This is not a challenge for these people. Let them make plans, and focus more on the cutting down of the innocent[1] than on whatever villagers give resistance (unless of course they want to toy with them). A Bit of Information on the Characters I'll be quite honest and say that the characters are by far the most important bit of the game. The game is to give the characters somewhere to be. So, here are a few things you should know about the characters from a DM point of view. They'll also be useful when the players start asking questions about their characters (this always happens, but is probably more likely in this scenario than most. Sorry, if I printed everything the characters needed to know in their character sheets, they'd be reading forever). Brant In terms of powers and abilities, Brant is a Barbarian with a few wild Psionic talents thrown in for good measure. Because he isn't quite a barbarian, his abilities manifest themselves slightly differently. For example - your standard barbarian can go into a rage which gives him better attacks and hit points. Brant on the other hand gets extremely calm. Same effect, different feeling. Brant's loyalty to Tamor is well nigh unshakeable, but expect the others to try and budge him during the game. Brant is not an evil person per se. He just doesn't have any concept of right and wrong. In one way he is completely innocent - at least in thought but definitely not in deed. He is probably incapable of remorse, as he feels nothing when he commits an atrocity. Kiern Kiern is a priest of a death God. This does not mean that he runs about the place looking for human sacrifice. Rather, he helps people come to their natural conclusion. Death is a release for the ill, and the next stage in the natural cycle. Priests of this God (Kylar) have been known to heal people, but only if it is very definitely not their time (if you wish, you may imply to Kiern that he has a limited divination ability in this regard). Kylar's priests take an ill view of people unnaturally extending their lives, and have real issues with undead. Kiern's faith is currently going through a rough patch. He saved his mother from a sickness which should have claimed her. While his God hasn't withdrawn his powers, Kiern has been left without his God's comforting presence in his mind. This has left him somewhat desperate. Normally, Kiern would avoid people like Tamor (butchers are just as bad as those who seek to cheat death), but he is looking for any way to be reunited with his God. Kiern has gone a little bit off the deep end. Tamor Tamor is a hero who had a major crisis of faith. It came in the form of a medusa leaving him frozen in place for half a decade. It might be fair to say that he is a little unhinged. It is important to note that Tamor is not the 'Fallen Paladin Blackguard' you can find in the DMG. His powers remain largely intact for some reason, and he does not consider himself to be an evil person. The idea of making a pact with dark powers would be anathema to him. Rather, Tamor sees himself as a messenger. The world has grown soft. The so-called righteous allow the na�ve to sacrifice themselves so that they can live their soft hypocritical lives. Tamor seeks to open peoples eyes to the truth through a reign of terror. He has spent the last few decades razing villages and generally been civilisations bogeyman. In a sense, he still maintains some nobility, but it is twisted beyond all recognition. He is a very compelling individual. He sees the artefact as a shortcut to bringing the light of truth to the eyes of the world. Melissa Melissa is mad. Completely and utterly mad. She is not however the gibbering type. Rather, Melissa is driven and focussed. Her magic mostly revolves around fire, and she exults in it. It's very important that the player who gets the Melissa character understands what her goals are. She has spent about 20 years waiting for her revenge, and she is perfectly willing to put it off a little while longer if it means getting her hands on the artefact. That should be her main priority. After she gets it of course, she fully intends to kill Tamor and Eadan by whatever means necessary. Until then, she needs to bear in mind that Tamor is the driving force behind this little foray, and killing him could severely reduce her chances of getting what she wants. In general, Melissa should be played as a very intense individual. Rules-wise, it's important to realise that Melissa is of the new sorcerer class. She doesn't have to learn spells in advance, instead choosing as she casts. She casts by sheer force of will, rather than study. Ho Xan Ho Xan Is driven by fear, and is motivated to see it in others rather than himself. To this end, he tries to play people off against each other. As long as he can demonstrate to himself that he has such control over others lives, then he never need fear himself - fear is for those who cannot control their own fates. In common with some of the others, Ho Xan might be considered a little bit insane (schizophrenic possibly, or maybe DID for those who care). Alternatively, he might actually be in contact with some other entity which is guiding him towards ever darker feats. Who is to say? Ho Xan is a monk, and as such has a number of very impressive hand to hand combat skills. He likes to maintain his fa�ade as a wise man. Eadan Eadan is probably the most powerful of the characters. He is both fighter and mage to a very high level. This is mainly because he has been around for so much longer than the others. He has a suit of elven chain which he can wear without impeding spell-casting. Good thing he isn't a blood-thirsty character so. The primary concept to understand about Eadan is regret. He sees his own sins as being largely responsible for the horrors that are to come, and has no idea how to rectify them. He has too much affection for Tamor to just confront him outright, but knows that something must be done. Are you sitting comfortably? Then we'll begin. The first thing you are probably going to have to do is clear up with the various players who should know bits and bobs about the artefact what exactly it is they know. For most of them that's going to be vagueness about the ability to sculpt reality in their image. Kiern is the only one who knows any concrete details about where it might be (i.e. he knows about the old adventurer who went utterly mad). Tamor obviously has been briefed of this by Kiern (otherwise nothing would happen), and the others will have a vague idea. And so it begins. Scene 1 - The Village The scenario starts off approaching sunset, as the characters approach a small convent based village. They can here the sounds of panic ahead of them. Their approach has been noted. There are few in the surrounding area who have not heard of Tamor, and any who travel with them are bound to be suspect. Ahead of them is the sanctuary of the adventurer (as far as name goes, they think it is something beginning with A (possibly Albert), cared for by the nuns. As they approach the village, they should see people heading for the safety of the convent (it has big, high walls - as if that's going to stop them), as fast as their legs can carry them. The gates to the convent are being closed. People are panicking, trying to get there before it is too late. Out in the centre square, a child cries as he looks around for his lost mother. Further towards the gates, a young woman tries to fight her way back towards the child against the flow of the mob. What happens next is up to the players. Here's a bit of information about the town. It's called Hazelburn, and is home to about 130 people. While most convents are out in the open countryside, the village largely grew around this convent, and a strong co-operative relationship has grown up between the village and the nuns. The convent is home to approximately twenty nuns, all of whom are dedicated to the service of Yahem (the God of Healing). The village is quite rural in aspect. There is no paving on the streets, and there is a bit of livestock running around. If the players are really bothered to look (for whatever reason), they will find that there are some villagers hidden around the village. Most of them will be in root cellars and the like (yes, they do have those external doors down into the basements). Most such people will be family units, complete with small children and the like. If you want to, feel free to have a small child wander out into the village in search of their lost dolly/puppy/imaginary friend. Only if you want to see what happens. There are very few people in the village who are actually armed. Obviously, many of the farmers would have knives of some description, but not ones specifically weighted for fighting with. No-one is trained to take on an armed foe. Pitchforks and cudgels will be the order of the day for anyone who actually bother to try and resist the group. Most will be too busy trying to run away. Scene 2 - The Convent Yeah, yeah, so technically this is still scene 1. So sue me for laying this out in a vaguely followable way. The convent itself is protected by twenty foot high walls. The gates are made of heavy oak and are ornately designed with beneficent imagery. My, how very imposing. There are a number of ways in which the characters can gain access. Considering how very powerful they are, it's really just a formality, but it gives them a chance to get a feel for their characters. Here's a couple of ways in which it might happen. Brant teleports ahead and gets to the gates before they close. Mayhem ensues. Melissa burns the gates down Eadan flies over the walls, or arranges for some suitably impressive way of bringing everyone up over the wall. They find a suitable petrified looking villager and threaten unspeakable acts unless the gates are opened. Ho Xan just jumps the damn things. Anything else that hammers home the point that they are not to be messed with. Whatever happens, there are a couple of things you need to know about the convents. It is dominated by a large and impressive looking central building. It doesn't really matter what it looks like, so let your imagination go wild. There are currently the guts of 90 people in the courtyard, milling around in a panic while the nuns try to calm them down. The current Mother Superior of this convent is Mother Farisia. She will certainly not want to accede to the wishes of a notorious butcher such as Tamor, but will always be looking out for the best interests of as many people as she can. She is stern, and, in the normal run of thing, not a woman to be messed with. She will always try to be the one who negotiates with the group, so as to shelter the sisters under her care. Should the PCs gratuitously kill Mother Farisia, she will be replaced by a stream of increasingly nervous senior nuns. Very few of the nuns have any combat abilities. Their spells are mostly healing oriented. Only under great provocation (up to you what warrants this) will they make any sort of aggressive move. They don't really stand a chance against the group, but they can provide some drama/irritation. There isn't really anything can be predicted here, until such time as they are led to the old adventurer (incidentally, his name is Atren). The sisters will very much not want to lead them to him (he is their ward after all), but they will eventually be made see that they have no choice. The room in which he is kept is in the basement. If they specifically query this, the sisters may inform them that he specifically insisted on having this room, and grows violent if not allowed to stay here. They bring him out into the sun every day. Scene 3 - The Guide Atren was found by the sisters wandering around the village one day. They have no idea how he came to be there. When they found his mind to be beyond their healing, they called on the Priests of Kylar (and what a frosty meeting that was). The Priests of Kylar determined that he still had purpose in this world, and so the sisters still look after him. He is beyond their ability to understand. He can only be kept calm by the ministrations of young Sister Denia, a tender soul who half adores Atren, and half hates him. After all, it's not the kind of thing she envisaged doing when she joined the Sisterhood. Atren Atren does not seem to be all there. He is not however barking mad, and will not run around the place making animal noises. Rather, he will talk excitedly for minutes on end, expounding on some point with wild gestures, only to drop his voice for the last few sentences as if to explain something so wonderfully subtle and delicate that it can only be whispered. His eyes constantly burn with zeal. Unfortunately, the subjects of his rants are often far beyond his audience. He will talk about the stars, the earth, the human condition, an interesting growth on his big-toe; anything. Sometimes his audience will almost get it, but then his arguments will turn 180. He can sometimes be scared into coherency if Denia is threatened, but not very often. He very often has a smile on his face that suggests that he knows more than whoever it is he is talking to (he does, but that's not really important). So what made him this way? Well, not to put too fine a point on it, Atren is the artifact that the group are looking for. The artifact is semi-conscious, and is currently using Atren as a host. While it does have a physical receptacle, which is a good focus for it's abilities, it can function quite well without it. It has already started doing so. The minute the PCs came into contact with him, Atren started warping reality around them. There are limits to his abilities though. Atren's mind is slightly the worse for wear from the whole experience, and so he can't exactly move mountains - or bring people back to life. This is why he is so terrified of Denia being hurt. While the artifact is somewhat impassive, and merely wishes to have an outlet for it's abilities, Atren loves Denia. The artifacts motivation is pretty simple. It wants a new body. In order to jump, it needs to be in the presence of it's receptacle (this can be whatever you want - a cup, a jewel, a glove, whatever). It won't make it easy for the group though. The strongest will claim it, and it will claim them. Denia Denia is usually very quiet, and tends to weep quite easily. She is very sweet (and hence will probably nauseate most of the group). All in all, she's a very good target for Ho Xan. She is also the best way there is of controlling Atren. She seems to genuinely care for him, although sometimes she seems repulsed. She dreamed of ministering to the sick when she joined the order, of being an angel come to deliver the injured from their pain. She hates Atren for taking that dream from her, but her inherent compassion makes her love him dearly for his plight, and for the man she sees trapped inside. In another scenario, she might be a gutsy heroine. For now, she's a plot device. She is also prone to screaming fits. So back to what will actually happen here. Atren will be very evasive about the whereabouts of the artifact, only telling them that it is "close". He will however be more than happy to rant at them in the above fashion. The best way for him to accede to their wishes is by taking Denia as a hostage. They should be able to work this out by his general reaction to her, especially if she is threatened. Also, some of the characters will have various abilities which could help them divine this. He will be strangely resistant to any compulsion based magic. No matter what happens, he will still have the knowing smile on his face and will be very unhelpful - even to the extent of claiming never to having been at various places (which is bound to piss them off if things get tense). Eventually (once they convince him), he will grudgingly start to guide them. There is actually an entrance to a set of catacombs in the corner of his cell (at least, there is now - go artifact). If questioned, the sisters will claim not to have had any knowledge of this whatsoever. Not even the oldest sister (about 90) will know. At this point, choose a character at random who you believe would be sensitive to the use of magic (I'll make it easy on you - practically all of them are). That person gets a sense that there is magic being used somewhere in the convent. Should they rush to the scene (which is anywhere you want it to be) they will find a nun (guess she hid earlier) talking into a mirror and pleading for help. She will mention the basement. What they do to her is up to them. If they take any approach besides breaking the mirror, they will hear a voice replying and asking the nun to respond. Tamor and Eadan would find it vaguely familiar. One thing is certain though - help is on the way. One last thing to consider at this point in the game - what did they do with all those villagers? While they aren't much threat, leaving them all roaming around free while they are in the basement is not really tactically sound. It might be an idea to use this and other things to encourage them to take hostages. Hostages are always fun, and they'll add to the game. Scene 4 - Into the Earth The entrance to the catacombs leads down a pretty narrow spiraling staircase (didn't see that coming, huh?). This makes it quite hard to navigate with a large group, especially for those wearing habits or robes (don't be surprised if the players decide to take some extra nuns with them to use as hostages for when the cavalry arrives). After a while, there will be a definite wind coming up the stairs from below. Eventually, the stairs will open out onto a large chamber, with a yawning chasm spanning it. There will of course be the obligatory narrow ledge going around the side of it. The wind is stronger here. It will threaten to knock people into the chasm (I wouldn't really advocate anyone being killed here though, unless there is a random dot nun handy). At the sight of this chasm, Atren will start enthusiastically ranting about the voice of the earth. The usual dramatics will happen as they try to cross (stones skittering out from under their feet and the like), with a few added extras. When they reach about halfway across, the chasm will start to glow a bright white colour. The wind will take on a more high pitched note and will eventually resolve into screaming voices. What appear to be ghosts will race up out of the depths and fly screaming into the faces of the characters. This is a good time for whatever nuns are present (especially Denia) to go into absolute hysterics (actually, it's a bad time, but you get the idea). The shades won't actually physically attack the players on the ledge. They will however do two significant things. They will violently buffet any character who chose to fly/levitate across the chasm. Not enough to kill, but a few slammings off walls wouldn't go astray. Use whatever system you feel best to handle the player's getting away from this. They will start to act out various atrocities which involved the characters (plenty of them to choose from), and appear in the guise of people the characters know. Mothers, brother, colleagues, anything is fair game. They will scream whatever feels appropriate at the characters. Eventually, they will reach the other side of the chasm, with the wind still rising. As they leave the chamber, they should hear what sounds like the chamber laughing at them. Scene 5 - The First Signs of Pursuit As they stumble into the next chamber, give them a chance to catch their breath and do whatever bickering it is they want to do. Then, inform them that there is a shimmering in the air in front of them. This will resolve into the image of a person with whom some of the characters will be familiar. His name is Brottor. He used to be a member of Tamor's group. At the moment he's persona non grata with a number of party members. It should be interesting to see what Melissa's reaction is, as the rest of the group should have no idea that she bears Brottor a grudge (for the same reason she hates Tamor and Eadan). The image of Brottor is caused by a ring of sending. Brottor doesn't have a magical bone in his body. The ring allows him to send a visual and auditory illusion of himself, but he can't hear or see anything at the other end. It is homing in on Tamor as Brottor is most familiar with him. Brottor will beg Tamor not to go through with his current plans. He will call upon past friendship as a reason (bad plan, but Brottor never was too bright), claiming that he has no wish to have to stop Tamor. Once he has finished his message, he will wink out. The upshot of this is that the players now know who at least one of their opponents are, and they can probably guess at one other. AS they are probably going to ask questions about now, here's a bit of information on Brottor and Cade. Obviously the players won't know all of this. Brottor Brottor is a fighter, with some very definite views about morality and nobility. He is something of a biggot (hence his past reaction to Eadan) and isn't the brightest. When himself and Cade ran out on Tamor, Brottor was convinced that he was dead. In his mind there was nothing they could do. Their escape carried them miles away down a river course, and so they had no choice but to not go back. That's the end of it in his head. He was initially delighted to hear that Tamor was back. He sees no reason why Tamor shouldn't like him. Cade. Cade is a bard. While he also has very definite opinions on morality, he is a good deal more intelligent than Brottor. He agreed with Brottor about Eadan's influence, and it was mostly his subtlety which led to the initial split. Cade feels ashamed about leaving Tamor behind. That was not how one of the heroes in the bards would have behaved - the kind of hero he wanted Tamor to be. It's one of his constant failings that he has been unable to explain this to Brottor. Cade's feelings towards Tamor and Eadan are mixed. He doesn't really like to be reminded of his failings. Scene 6 - The Maze The next section that the characters encounter is a vast maze. Well, it doesn't announce itself as such, but that is what it is. While there aren't many alternative routes they could be taking (there are no chamber with 12 different passages leading off of them), there is very definitely a sense that they are doubling up on their own tracks. Confirmation of this will come after a while. They will start seeing signs of their own passage (especially if they start marking the walls). Worse, eventually they will see signs of someone elses passage. All the time while they are in the maze, Atren will remain smugly gleeful. He'll even rant about how remarkably clever it is. The air in the maze is very moist. There are noises just at the threshold of hearing which should start to grate at the characters nerves. As time goes on, the noises should get louder and louder still. As they get louder, shadows will seem to be moving on the walls. At first it will just be on the edge of viewing, but as time goes by it will become more blatant. The noises will resolve into a kind of chittering laughter and whispering. Should anyone lash out at the walls, a small creature will fall out of the walls with a look of shock and terror on it's face. It will gaze pathetically up at the characters, apparently too frightened to move. Killing it is a bad plan. The entire corridor goes insane if they do and the shadows take on a far more fearsome aspect. They may even attack (they only have about 5 HP each and an attack bonus of about 2 , but there are a lot of them). This probably won't kill any characters, but once again the nuns will be hysterical and if you have a spare handy why not have it devoured by the shadow? By the time they stumble out of the maze (the change in feeling in the air is palpable - they'll know), they should be a bit bloodied, and completely exhausted. Bear in mind that they started off at sunset and a number of hours have passed. They will need to set up camp. If they scout ahead a bit, they will find themselves in an indoor garden. Otherwise, they can just camp in the corridor somewhere. Scene 7 - The Camp Wherever it is that they choose to camp, it will not really be all that pleasant. It will be pitch black (even in the garden - it seems to mirror outdoor conditions). Without torches, only Eadan will have appreciable vision. There will also be the feeling of something brushing up against them every so often. You could also have some of the hostages try to escape if there is a sufficient drop in light level. The main purpose of this scene though is to provide a bit of down time. A lot has happened, and the characters will not really have had time to just talk about these occurrences. Now they have that chance. It's a 'be in character' scene. Obviously, if your players don't want to be in character, this can be skipped over reasonably quickly. Wherever they camp, there will be some interesting tracks around the camp come morning (if they are in the garden, morning actually will come). Scene 8 - The Garden The Garden scene is a bit odd. For one thing, it's as long as a piece of string. By this stage, you are almost at the end of the scenario, so you should know if you need to fill time. If so, this is the right place to do it. The garden is vast. It is absolutely immense. It also apparently has a natural light source somewhere. It's idyllic looking - lush and green. You know - the kind of thing that automatically puts all gamers on edge. What encounters you wish to have in the garden are largely up to you. It depends on what kind of feel you are injecting into the game. Has it turned out being largely combat oriented? If that's the case, and that's what the players want, then might I suggest an Ankheg? The stats are as follows. Hit Dice: 3d10+9 (25 hp) Initiative: +0 Speed: 30 ft., burrow 20 ft. AC: 18 (-1 size, +9 natural) Attacks: Bite +6 melee Damage: Bite 2d6+7 Saves: Fort +6, Ref +3, Will +2 Ankhegs attack by burrowing under their foes and coming up underneath them, snapping them between their jaws. If in really dire straits, they can sit acid for 1d4 damage which keeps recurring each round. They look like giant mantis' crossed with worms. Use up to 4, but they don't co-operate (may tug-0-war victims). Alternatively, there is no reason why you can't just use will'o'wisps which will just try and lure the players off the beaten track for no apparent reason. Carnivorous plants are always a good one as-well. Whatever it is you use, I'd advise that they catch sight of it out of the corners of their eyes first, or maybe hear them (except the ankheg of course). Try to freak them out. Nothing that happens in the garden is really all that relevant to the overall plot, it's just a filler. It is however a good place to have hostages make a break for it (there's so much open space) and possibly die horrible at the hands/claws/tendrils of one of the denizens of the Garden. Of course, you may be behind on time, in which case the garden is nothing more than a curiosity. Of note is the fact that Atren will seem significantly ill at ease in the Garden. It's possibly the first time he hasn't been smug. At the centre/edge/corner/wherever the hell you want is an immense block of crystal which catches the 'sunlight'. Scene 9 - The Crystal. The Crystal is actually a massive, apparently natural complex. The characters can walk right into it through various paths and cracks. Atren will get very excited when they reach it. Being made of crystal, every surface is reflective and refractive. As they walk through, they will see myriad images of themselves on every wall, floor and ceiling. If they look closely, they will notice other things as well. The images are distorted more than would be usual for the surface. Everybody looks more gaunt than would be expected; eyes more sunk and lines more pronounced. Possibly, it may reveal other things, such as Melissa's scars. Other images will also form in the crystal. Some of these will be very similar to the shades in the chasm. This time, however, there is more coherent sound associated with each image. The images will berate the characters, screaming accusations at them. The characters can see what each other person is seeing, but they should be too caught up in what's happening to themselves. Keep it up for as long as it provides amusement. Abruptly, it all stops. A loan voice calls Tamor's name out from farther along the path. Looking ahead the characters can see the same person as was depicted in the sending earlier (Brottor). He will plead with Tamor again. His voice will be joined by a second, sadder voice. This is Cade (the bard). Both people can be seen (Brottor is tall with broad shoulders, black hair and is wearing chain mail. Cade is significantly slighter, has red hair and is wearing leather armour), but there are myriad images of them spread out over the crystal. Cade will also beg with Tamor, but in far less glowing and heroic style. The upshot is both of them want him to stop, and they are here to stop him if necessary. While this is going on, any observant characters should notice another figure who appears in very few reflections moving around. Brottor and Cade have brought help (and oh do they need it). Brottor (12th level fighter) - HP 105, Attack bonuses +15/+10/+0. AC 16. Dmg. 2d6+3 (Great Sword, critical on 19-20). Relevant Feats - Alertness, Combat Reflexes, Deflect Arrows, Great Cleave, Expertise. Improved Unarmed Strike. Cade (13th level bard) - HP 60. Attack bonuses +11/+6, AC 15, Dmg 1d8+2 (Warhammer, Critical x3) or 1d8 (longbow). Relevant Feats - Precise Shot, Point Blank Shot, Combat Casting, Dodge, Blind-fight, Shot on the Run. Relevant Spells - Dancing Lights, Cure Light Wounds, Silent Image, Mirror Image, Whispering Wind, Displacement, Hold Monster, Cure Critical Wounds. Trax (10th level Rogue) - HP 40. Attack bonuses +7/+2. AC 14 Dmg. 1d6 (Short Sword) or 1d8 (longbow). Relevant Feats - anything that involves dodging, hiding, sneaking and generally being irritating. So here's the deal. In a straight fight, the group would liquefy these guys in a few seconds. Instead a bit of guile is being employed. While Brottor and Cade are distracting the group, Trax is trying to flank them (and we all know what happens when rogues get behind you). As a purely character note, Brottor probably doesn't know Trax is doing this - he wouldn't approve. Anyway, Cade has being busy preparing all sorts of simple illusion spells which will confuse matters. Basically, this is going to be a guerilla action on both sides rather than a straight fight. It will get very difficult to tell what is a real person and what is a reflected image. If both Brottor and Cade bite the dust Trax may leg it (assuming he isn't the first to be crumpled). Obviously, a number of things are difficult within the crystal. Use whatever method you feel best for determining when people can find real opponents (incidentally, Ho Xan shouldn't find it too much of a problem). Teleporting is a bad plan. Ranged attacks are very difficult. It's just generally awkward. Use the above stats as a guideline. If the fight gets boring, then finish it. Suitable dramatic words are said, and it's on to the chamber in the middle.[2] Scene 10 - The Artifact In the centre of the crystal lies the chamber which houses the artifact. Atren will rush forward if he can when he reaches the chamber and embrace the artifact (remember - you choose what it looks like), and then collapse. His body will glow and the glow will then flee into the artifact. Atren will remain unconscious for the rest of the scenario (possibly with a weeping Denia draped over him). Right. They have arrived. What do they do now? Well, it's quite simple. One person may claim the artifact. If they do so, the essence of the artifact enters them. They are each probably strong willed enough that they can use the power of it fully. Unfortunately, their control over it can be challenged by anyone in the chamber.[3] If two people try to claim the artifact, they end up sharing a psychic space where they can talk, argue, fight or whatever. Anyone involved in investing themselves with the power of the artifact, or locked in a psychic struggle is relatively oblivious to their surroundings, unless attacked. What the artifact actually does is show them the world as it is and allows them to change it as they see fit. This can mean that something happens (fireballs fall from the sky, scorching all in their path) or something just happens to be a certain way. The artifact likes to flex it's muscles though and so will try to interpret any requests in the most dramatic way possible. Note how damn powerful this artifact is. The term GODLIKE springs to mind. The crystal chamber amplifies the power of the artifact. Anything that the person using the artifact is about to do can be seen depicted in the walls. This gives people a chance to interfere. In all probability, the group are about to fall on each other. Now's the time when any previous maneuvering pays off. Have a nice day. Try to finish on some kind of dramatic note, as the world reels under the changes wrought. A few things of note. This game centres around character. As such, a few things are very important from a GM point of view. One of these is description. If the players aren't dragged into the mood of the game by the GM, it's unlikely that they will have a chance to express their characters. Take a look at what motivates and disgusts each character; fear, claustrophobia, pain, flame - these should be fully explored when the opportunity presents itself. Also bear in mind that you can dump scenes as necessary. Some people will just fly through this game. It happens. Others will just about reach the end. At the end of the day, a lot is going to depend on your players. There's nothing that can be done about that (hmm playerless games - there's a concept). Do your best to curb pointless excesses, but ultimately it's in the lap of the Gods. Have fun - very important that. Footnotes: [1] Of course, bear in mind who is at your table. If you have a table of 6 year olds, you may have to go for the dungeon bash option. [2] Depending on preference, you may want to have some people still involved in the fight, while others make it to the middle. [3] If you really want to wreck your head, you might consider them as actually all being in the artifact already. Never mind. Brant I see the fear etched in their faces, the panic in their eyes. They plead, they beg. It avails them not. A swift cut removes their heads from their shoulders. A baby wails in the background. Is what I am doing wrong? Am I evil? Such questions are for others. I am what I am. I follow he who I owe everything. Do not think to judge what you cannot understand. I have pledged my life, and none may shake me from my path. Innocence can be a wondrous thing, and yet sometimes it can be a source of endless terror. In no case is this more so than in Brant. His name strikes terror into the souls of those who have crossed his path and lived. A legend is already building up surrounding this dark warrior. What would those who fear him so much say, if they were to realise that he is still little more than a child? It is unlikely that any will ever find out. History Brant was born in a small rural farming community. It is likely that he would have spent the rest of his life there, as he lacked the wherewithal to make it on his own in the world. It would be wrong to say that Brant was simple, for it is a word which implies lack of intelligence. Brant was simply unconcerned. He ran, he played, he did what all children did. It is likely that no-one would ever have put their finger on what was different about Brant, had not the visions started. What is it that villagers do behind locked doors? Brant knew. What is worse, Brant didn't see anything wrong with letting people know that he knew. Why should he? What was wrong with what these people were doing? This Brant did not know. At first the villagers were amused. Surely the child had just seen something through a window when no-one knew he was watching. A childish prank, nothing more. They were quickly disabused of this notion, as Brant's knowledge became more and more specific. Soon other signs that Brant was somehow different started to emerge. Children who picked fights with him in the fields would flee home screaming about scorpions, spiders or other such terrors which would keep them up crying at night. Worse still, Brant seemed to know when people made gestures behind his back, and being Brant, saw no reason not to ask people what they meant. Eventually, the villagers decided to take action. Storming Brant's parents' home they took the child out to the village square to burn the devil out of him. There Brant might have died had not the warrior and the elf arrived. Brant's parents were only too happy to allow the two to take the child away, and the villagers were too frightened to object. And so Brant's new life began. Under the tutelage of Tamor, Brant showed a remarkable aptitude for combat; but while he developed in talent, he never really developed emotionally. Right, wrong, good, evil - all these were concepts which meant nothing to him. In fact, it might even be said that Brant remained totally innocent in his own mind, even if his actions might horrify the staunchest of souls. Only on one subject may he be stirred to passion, and that is his total devotion to Tamor. Whatever Tamor asks of him, Brant will do; such is the debt of gratitude and love he owes him. Tamor is currently seeking an object which will grant him great power. So be it. Brant will be there at his side and watching his back. Appearance and Personality Brant is an innocent. He is not evil, although he has performed many atrocities which even evil souls might quail at. To him the term evil does not mean anything. There is only what needs to be done. Many find talking to Brant extremely disturbing. He is still a child in a number of ways, and may display all the good nature of a child discussing the pleasures of life, only to suddenly bring up an atrocity with just the same carefree inflection in his voice. When dealing with strangers he often maintains an icy demeanour. He finds the effect it has on people amusing, and Tamor seems to approve. In combat he is completely impassive as well as being lethal. It is a truly terrifying sight to see him tap into his inner core of strength in order to boost his combat efficiency while if anything becoming even more dispassionate. Brant commonly wears dark clothing and sometimes paints his face in an elaborate Kabuki style. He is quite slender and his long hair is dark brown. The Others Kiern - why does he cry out in the night? For what does he seek to be reunited with his God? Strange and foolish. And yet Tamor seems to feel that Kiern grasps some greater truth. Perhaps there is more to him than is at first apparent. You have caught no glimpse of his future. Perhaps he is to be reunited with his God in body as well as spirit. Tamor - you owe him everything. Had he not arrived when he did, you might have been burned by the villagers with your parents looking on. Over the years, he has been a father to you. Though he sometimes becomes distant and melancholy, he means everything to you. Let those who would hurt him beware. Melissa - fire. That is all you see when you look at her. Why? What is her obsession with flame? You see flames in her past, flames in her future. Sometimes she is almost like Tamor she is so intense, and other times not like him at all. Similarly, sometimes you find you like her, but sometimes.... Ho Xan - the little man is afraid. Not just afraid of something, he is generally afraid. Strange how he does not try to talk to you as often as he does the others. He has a penchant for talking, and when he does his fear seems to lessen. Except when he talks to you that is. Why? What is it about you? His combat discipline is very impressive. Eadan - if Tamor has been your father, then the elf has been your uncle. He was always there when Tamor's depressions overtook him. Without him, your little unit would never have survived. Your relationship with him is odd. Sometimes he enjoys your company, and other times is disturbed by it. Regardless, you owe him a debt. As long as he is Tamor's friend and ally, he is yours. Stats 10th Level Barbarian, HP 100 (120) Str 17 (+3) Con 16 (+3) Dex 17(+3) Int 12 (+1) Wis 11 (+0) Cha 10 (+0) AC 18 (chain mail + dexterity) Attack Bonuses + 10/ + 5 (doubled. Brant fights flawlessly with 2 weapons) Damage 1d6 + 3/ 1d4 + 3 (scimitar and punch dagger) Saving Throws - Reflex +6, Fortitude +10, Will +3 Special Skills - Uncanny Dodge (can't be flanked, +1 against traps), Fast movement, 'Rage' 3 times a day (+4 to strength and constitution, +2 to morale and -2 to AC for 8 rounds) Psionics - Phobia amplification, Teleport, All round vision, Clairvoyance, Conceal thoughts, Awe (control over most of these is sporadic. The teleporting ability is draining, and can't be used continuously. Rest is necessary between jumps.) Relevant Feats - Alertness, Great Cleave, Deflect Arrow, Dodge, Mobility. Kiern He doesn't talk to me anymore. Were once his presence filled me, now there is only darkness. I cry out to him, begging him to reply. Nothing. The tears soak my face where once it would have been bathed in his glory. How did it come to this? What have I done to offend him? The darkness holds no answers for me. There are no angels to lift me up on wings of faith. And yet I will regain what has been lost. He will look on me with favour once again. This I swear. Many is the God who has promised to lift their followers up on wings of faith. What happens when the feathers are plucked and the wings fail? Who will be there for the faithful when they come crashing back down to earth? For those who have known the regard of their God, there is no substitute but to make their way back into his graces. The emptiness inside will brook no alternative. History It wasn't exactly what his mother had hoped for when she heard that Kiern had developed a vocation, but there are worse things young man can do than become a priest - no matter what the God. And truth be told there are worse gods a person could worship than Kylar. So he was a god of death. That shouldn't really be too much of a problem. For Kiern knew that the common people's perception of Kylar was overly blackened. Kylar did not hunger for death. He did not reach out greedily for souls to bring on to the next world. In short Kylar was not evil. Nor, however was he good. Much of Kiern's time as a priest was spent explaining this distinction to those to whom he ministered. Could not death be a release to those who suffered? In a world where disease could cripple incurably, was it not sometimes a kindness to allow the soul to flee to the next life? It is hard to say whether Kiern ever believed these words that he preached to those whose loved one's had just been assisted in moving on. For Kiern this was not really an issue. Good, bad, friend, enemy - they were all governed by the one inalienable law; eventually everything dies. It was no good to rail against the senseless death of a youth, or to wish destruction on an enemy. Eventually, all knew the embrace of Kylar. It was no surprise to those few who knew Kiern that he became increasingly withdrawn. Always a solitary youth, he found less and less need for human contact as his God filled his heart. What need to associate those who feared and despised him for what they did not understand, when his God understood him? For Kiern was truly blessed amongst priests. Not only did his God favour him with gifts and powers, but he spoke to him in the long dark night. Kiern was content. As the years went by, Kiern developed in his abilities, and also in reputation. Few were willing to talk to him, and fewer still to seek him out. While none would deny the necessity of his work, none wished to admit to it either. And so Kiern continued to travel the countryside ushering those whose times had come on into the next life. It seemed to those who would watch him work that nothing could break his dispassion, as even the death of a child would not touch him. They were wrong. The day Kiern's mother became ill, was the day his dispassion cracked. Rushing to her side he knew that her time had come. The fever would not abate. It was time for his mother to leave this life. Perhaps had Kiern not withdrawn from human society so much he could have accepted this. Watching as he was though the one human to whom he felt a special bond, he performed a most blasphemous act in the eyes of his God. He used his powers to drag her back from death's door and heal her. Racked with guilt he fled the house and begged for his God's forgiveness. There was no answer. Desperately he sought for any indication of Kylar's presence in his mind. There was none. The emptiness in Kiern's soul grew with each passing second. He felt as though someone had reached into his chest and pulled out his heart. Turning back to seek comfort from his mother, he found the sight of her only increased his anguish. Kiern fled into the mountains. For months Kiern existed without the touch of his God in his mind. Though he retained his gifts, he no longer felt any communion with Kylar as he performed his duty. The absence slowly tore him apart. Eventually, he realised how it was that he must atone. The world was full of those who cheated death. They must all be stopped, once and for all. A learned man, Kiern knew of a mighty artefact, which might help him achieve this. But he lacked the wherewithal to find and claim it by himself. So he turned to another disillusioned soul - dread Tamor, fallen hero. Kiern has found himself with strange companions, but he would endure all that and more to feel the touch of his God again. Appearance and Personality Kiern is a man on the edge of a breakdown. The most important thing in his life has been denied to him, and he will rest at nothing to reclaim it. Where once he was quietly and self-assuredly pious, know he is a fanatic. He comes across as both unnerved and unnerving. He can often be found weeping in the night, begging for his God to forgive him. He receives no answers. Kiern is very uncertain about his current course of action. The group Tamor gathered for this task is far from ideal. He knows that they have other motives, and it terrifies him to think what they might do if they seize the artefact themselves. His doubts are quickly quenched by necessity though, and he attempts to hide them with a thing shell of the dispassion he once knew. Kiern is a slender man, with long blond hair and dressed in dark grey robes. The Others Brant - It chills you to the bone to look at him. Many times you have seen him staring impassively at you and wondered about the course you have decided on. And yet, is not impassivity what you once prided yourself on? No matter how much you try to justify it, you just can't seem to make yourself comfortable around Brant. Tamor - Such a contradiction you have never met as that embodied by Tamor. At times he seems almost fatherly. There are times when you are sure that you see hope in his eyes, but only very briefly. What could make a man so bleak? Is he too separated from his God? You must work hard on trusting him; after all, you sought him out. Melissa - There's something wrong here, but you can't put your finger on it. Perhaps it is her magic that is putting you off. You have never met one of these sorcerers before. The magic seems somehow entwined with her soul. Yet you can't shake the feeling that there is more to her than even this would suggest. Ho Xan - what a relief it is to find one amongst this motley crew who understands what it is to dedicate ones life to something; to adhere to rigid discipline above all. He shall be a source of strength for you. In his words of wisdom, perhaps you will find the path back to your God. Eadan - He's an elf. You really aren't sure how you feel about this. True, the elves don't use any magical means that you know of to prolong their lives, and yet they avoid going to Kylar's embrace for centuries. Can you truly acknowledge one who is practically immortal? Stats 13th level Cleric, 82 HP Str 12 (+1) Con 15 (+2) Dex 13 (+1) Wis 17 (+3) Int 14 (+2) Cha 11 (+0) AC 16 (Chain Mail + Dex) Attack Bonuses - +10/+5 Damage - 1d8 + 1 (Heavy Mace) Saving Throws - Fortitude +10, Reflex +5, Will +11 Special Skills - Turn/Rebuke undead. Any spell may be dropped for a heal/harm spell of equal or lower level. Relevant Feats - Combat Casting, Iron Will, Run, Still Spell. Spells O Level - Light, Mending, Cure Minor Wounds x 3, Read Magic, Guidance. 1 Level - Cause Fear x 2, Magic Stone, Command, Sanctuary X 2, Shield of Faith. 2 Level - Darkness, Death Knell, Endurance, Gentle Repose, Remove Paralysis, Shatter, Spiritual Weapon. 3 Level - Fly, Magical Vestment, Meld into Stone, Dispel Magic, Speak With Dead x 2 4 Level - Death Ward, Discern Lies, Cure Critical Wounds, Greater Magic Weapon. 5 Level - Slay Living, Circle of Doom, Healing Circle, Flame Strike 6 Level - Blade Barrier, Heal, Word of Recall Notes on what Kiern Knows The last that was heard of the artefact was when a group of adventurers sought it. Only one returned (his name begins with A, but the actual name avoids you.), and his mind was utterly shattered. The priests of Kylar saw to him and determined that he still had purpose in this life. So he has been left in the care of the Sisters of Yahem (a God of Healing), where he was found. No-one has been allowed question him with regard to the artefact, but Kiern knows where the convent is. Tamor I have betrayed them? I am a monster? Of course they would think that, cuddled up in their delusional world, peasants and miscreants voicing their woes of how a hero they took into their hearts has turned on the world. And where was the world when I needed it? Where were they when I was locked in a prison of unmoving stone? Who was there to salve my wounds? Who was there to stop the darkness coming to take me away? Let them talk. They know nothing of what I have sacrificed and less of the necessity of what I must now do. And yet they are right about one thing; the world will suffer before I am through. Once there was a hero. Once the world looked up to him. Once he led his comrades on quest after quest, epitomising all the virtues of the heroes of lore. Once, he thought himself invincible. No more, no more. Once look from the eyes of a medusa put an end to all of that, and yet it didn't put an end to everything. He came to wish it had. Locked in a prison of stone he learned a horrifying truth. Those petrified by the medusa do not die. Rather they spend an eternity locked in place fully conscious, praying for an end. The human mind was not made to suffer such torments, and so gradually it broke. Few would recognise Tamor now as the man he once was. History Becoming a Paladin is a calling that few feel. There was never a doubt in Tamor's heart though. He knew that there was no finer way for a man to lead his life than to pit himself against evil. It was every mans duty to do so. Enrolling himself with the order of Hospur, he began his training as a soldier of God. Excelling both in martial skill and in understanding the tenets of his religion, Tamor was soon awarded his armour and he set out into the world. For those in search of adventure, it is rarely a problem to find companions, and Tamor found some who he considered to share his desire to work good deeds. Accompanied by Brottor and Cade he set out to spread the teachings of his God in word and deed. It was Eadan who made the most impact on him as a companion though. This 300 year old elf, with his tricksterish attitude and roguish charm found a place in Tamor's heart immediately. It amused Tamor that Eadan found Tamor's virtue to be a source of humour. Their long debates which stretched well into the night, did little to shake Tamor's faith but rather affirmed it - what is a religion if it can't face up to intelligent discussion? Tamor and Eadan became fast friends. Unfortunately, Brottor and Cade did not appreciate Eadan's attitude or his company. They found him to be irreverent and a threat to the party's purpose. So it was that despite the group having adventured together, and despite Eadan having been of invaluable aid on those quests, that Brottor and Cade set about turning Tamor against Eadan. It took time, but eventually Tamor's discussions with Eadan became arguments, and at one stage they almost came to blows. Eadan left and Tamor did not see him again for years. Continuing on with Brottor and Cade, Tamor eventually fell to ruin. While attempting clear a mountain cave complex of godless monsters, Tamor fell prey to a medusa. Brottor and Cade fled. That should have been it for Tamor, but far worse was to come. He discovered to his horror, that he remained fully aware while trapped in his prison of stone. Hearing, sight and movement were denied to him, but he could feel the movement of the medusa's coils as she slid over him, tormenting him. Worse, he was left in the dark with his thoughts for what seemed like an eternity. The strain was too much for Tamor's mind, as he went slowly and quietly insane. The first sight Tamor saw lifetimes (in his mind) later was the face of Eadan looking enquiring at him. His one true friend had returned for him. His friend who had tried to direct him from his self-destructive course years before. His friend who had tried to make him see the truth. Years trapped with his thoughts had taught Tamor quite a lot, not least that honour and virtue are a lie - a facade built by the weak and avaricious to trap the unwary. He owed this insight to Eadan, and it is a debt he feels keenly. Leaving the mountainside the two came across a young child being tormented and tried for being a get of the devil. The hypocrisy of the supposedly upstanding villagers was too much for Tamor. He beat the headman to within an inch of his life and took the child. Since then Tamor has been a very different person. He sees the world as being full of weak men who seek to deny reality, by hiding behind the lies of virtue and honour. He is that reality. Obviously some God agrees with him, for he retains his abilities. For years he has sought for a way of bringing that reality home to the world at large, contenting himself with small scale until then by razing villages and attacking supposed arbiters of justice. Finally, a priest of Kylar has handed him just such a means and he means to take it. Assembling a group of supposed moral deviants, Tamor moves to claim his destiny. Appearance and personality Tamor is mad. Driven insane by years trapped with only his own thoughts for company, he has become a twisted parody of all he once was. His insanity burns in his eyes for all to see, and he believes in his current course of action with all the zeal he once reserved for the righteous path of Hospur. This is not to say that Tamor has no regard for human life. He merely believes that humanity has become soft and must learn how to survive once more. The institutions mankind has built up only serve to disguise their lies and they must be torn down. Hypocrisy enrages him as does the thought of anyone harming a child who is too young to take on the responsibility of their own defence. He has being known to become quite violent in the face of those denying the truth of his message. As a legacy of his torment, Tamor retains something of a fear of the dark, and is also somewhat claustrophobic. At 45, he sometimes seems almost fatherly, but only briefly. He still wears his paladin's armour stripped of all holy symbols. The Others Brant - he is the future of the human race. Never once has he complained about the lot life has given him. He does not delude himself with the myths of right and wrong. You draw strength from his mere existence and his great loyalty. The villagers were truly deluded in trying to destroy him, for he shall be the saviour of mankind. Kiern - you sympathise with the plight of one cut off from his God, but know that inevitably he will be reunited with him. It is good that he realises that death is the only absolute in this life. He made a brave step in coming to you, and you will see that his resolve does not waver. Melissa - there is something about the way she looks at you that makes you feel uncomfortable, but you can't quite place it. She is intense and committed. Let that be enough for now. Ho Xan - This monk is a strange individual, and yet you will need his wisdom, discipline and resourcefulness in the times to come. His ability in a fight is truly astounding, and yet again there is something odd about his approach to it. His words are truly wise though; he seems to cut to the heart of any matter with ease. Eadan - your saviour. Without him, you might still be trapped in the lies of your previous life just as surely as you would be caught in the stony prison wrought by that monster's gaze. Not only is he the inspiration which led you to the truth, but he is the strength that keeps you going. It is he who holds you when the darkness tries to claim you, who whispers reassurances in your ears. He will never leave you, and so you will always have courage. Stats 15th Level (ex) Paladin, 120 HP Str 17 (+3) Con 15 (+2) Dex 13 (+1) Int 14 (+2) Wis 16 (+3) Cha 18 (+4) AC - 19 (Full Plate Armour + Dex) Attack Bonuses - +15/ +10/ +5 Damage - 2d6+3 (Great Sword) or 1d6 + 3 (Throwing Axe) Saving Throws - Fortitude +15, Reflex +10, Will +12 Special Skills - Lay on Hands, Detect Evil/Good, Remove Disease 5/week, Aura of Courage, Smite, Divine Grace, Turn Undead. Relevant Feats - Great Cleave, Lightning Reflexes, Blind Fight, Mounted Combat, Power Attack, Sunder. Spells 1 Level - Endure Elements, Divine Favour 2 Level - Remove Paralysis 3 Level - Greater Magic Weapon 4 Level - Holy Sword Melissa The world will pay. All of them will know the pain that I have suffered. From the youngest to the oldest, the weakest to the strong, they shall all feel the flames lick against their skin. There will be no remorse, and the taste of vengeance shall be sweet, sweet. But not as sweet as when I express my wrath on they who started it all. They will know true suffering. Soon, soon. Revenge is a two edged blade, but what care they who have already been cut? Sometimes they loose all passion. Sometimes they gain more. Such a one is Melissa. Burnt by the actions of others, she seeks to engulf the world in that selfsame flame - starting with those whose fault it was. History Melissa was born to simple folk. This she believes with all her heart. In her memory, they were the paragon of all that is right in the world. This is not quite accurate. Her parents were part of a bandit community. They were not necessarily evil people, but necessity had led them to living with people of questionable moral values. Unfortunately the actions of those individuals brought down a terrible fate on the community. Seeking to end the reign of terror that had been inflicted on the surrounding countryside, a party of young adventurers descended on the village and burnt it to the ground. Melissa's parents were killed in the conflagration and Melissa herself was badly burnt. She bears the scars to this day. Also burnt into her memory are some of the names of those she heard hailed as heroes for what she considered an atrocity - Tamor, Eadan, Brottor, Cade. Being raised in a convent, Melissa brooded more and more over the fate of her family and the ruinous damage to her face. As the years went by she developed a growing fascination with flame, and eventually realised that she had some measure of control over it. Her abilities as a sorcerer grew as she experimented with her abilities in private. When the convent burnt to the ground, everyone was full of pity for the young girl who had suffered the flames twice in her life. If anyone suspected her involvement, none voiced their suspicions. Over the years, Melissa's obsession has deepened, as has her madness. But just like the flames which so fascinate her, she is a compelling creature. Her eyes burn with intensity and few may match her strength of purpose. Fuelled by a burning desire for revenge, she set out to find those who destroyed her life, using and discarding comrades along the way. Eventually, years after her ordeal, Melissa found two of those responsible. Ironically, they were looking for comrades to aid them in their nefarious schemes. The opportunity was too good to pass up. Melissa joined their group and now acts as one of them. She will exact her revenge when she feels the time is right. That time may be very soon. The group is currently seeking a source of vast power, and that is just what Melissa wants, for she has realised recently that it is not just Tamor and Eadan who must pay. No, the whole world stood by as her family was butchered and even applauded the deed. The whole world will pay. Tamor will succeed in his current quest, but it is Melissa who will reap the benefits of the artefact, and the entire world will tremble before her. Appearance and personality Melissa is completely and utterly insane. Not that she gibbers or engages in strange activities. No, Melissa is insane in a far more subtle and insidious manner. She is driven with a passion that few can match. Her hatred fills every part of her soul. Unfortunately, she is very good at hiding her hatred and all that shows is her passion, her strength and her determination. These have served to make her extremely compelling to members of both sexes over the years, as lesser souls flock towards her personality like moths to a flame. She is quick to play on this. She dresses in such a way as to always attract flattering attention from males - even when wearing clothes suitable for hiking. The lower part of her face in always covered by a veil; covering the mass of scar tissue that is the legacy of her childhood ordeal. The visible part of her face is often painted with arcane sigils in red and orange, which glow in the reflected light of her fire magic. Perhaps the most unnerving part of her is her eyes which burn constantly, even in the absence of other sources of illumination. Despite her madness, Melissa is quite disciplined, and willing to postpone immediate gratification, if it will lead to her ultimate aim of vengeance...on everything. The Others Brant - ah, Tamor's little lap dog. And unfortunately it would seem that this puppy has teeth. Perhaps fangs would be a more appropriate term. Regardless, it will be necessary to deal with him in some way if you wish to get to Tamor. He gives his loyalty so unquestioningly, perhaps it is time to see if you can redirect it. Kiern - what a weak little man this fanatic is. And what a despicable deity he worships. To suggest that death is a neutral force is an affront. Well, eventually he will know that state, but not yet. He seems distraught right now, and that means he will be easily led. He may have come to Tamor for help, but he'd better have had second thoughts when the time comes to choose sides. Tamor - he is the cause of all of your pain. Thanks to him, you lost your parents, your home, your life. And he had the gall to accept the label of hero for it! He will pay. His suffering will be exquisite and you shall relish every moment of it. And it will be all the more sweet because you won't let him expect a thing until it is too late; until he has handed you the means of avenging yourself on the world. Ho Xan - interesting. Very, very interesting. Does no-one else see the contradiction here? Would a man supposedly so wise hook up with a group such as this? What are his aims? Might they be compatible with your own. You've never talked to a monk before. It should be a challenge. Eadan - thrice accursed elf. He bears just as much responsibility for your pain as Tamor does. Perhaps you shall make him watch Tamor suffer just before you start to work on him? He is more dangerous than Tamor though; more aware. Carefully does it. Stats 12th Level Sorcerer, 52 HP Str 10 (0) Con 15 (+2) Dex 12 (+1) Int 12 (+1) Wis 10 (0) Cha 17 (+3) AC - 15 (Dex + Magical ring) Attack Bonuses - +6/+1 Damage - 1d4 (dagger) Saving throw - Fortitude +6, Reflex +5, Will +8 Relevant Feats - Combat Casting, Still Spell, Silent Spell, Empower Spell, Spell Focus (flame) Spells (choose at time of casting) 0 Level - (Any 6) Daze, Flare, Ghost Sound, Light, Ray of Frost, Resistance, Prestidigitation 1 Level - (Any 7) Burning Hands, Magic Missile, Sleep, Hold Portal, Cause Fear, Jump, Shocking Grasp 2 Level - (Any 7) Melf's Acid Arrow, Flaming Sphere, Pyrotechnics, Endurance, Shatter. Daylight 3 Level - (Any 7) Explosive Runes, Fireball, Lightning Bolt, Hold Person, Fly, Flame Arrow 4 Level - (Any 6) Fire Shield, Wall of Fire, Fire Trap 5 Level - (Any 5) Cone of Cold, Dominate Person, Nightmare 6 Level - (Any 3) Acid Fog Ho Xan Opportunity crops up in the unlikeliest of places. Who would have thought that amongst this bunch of mad souls I might find the means to recognise my greatest ambitions. No more for fear. No more for lack of control. From this day forth, I shall be the one who is in control. No longer need I curse the capriciousness of fate. I shall grasp my destiny, wresting it from the hands of those who brought me here. He has promised and as such shall it be. When fear manages to take a grip in a man's heart, it can tear him apart inside. In extreme cases this can happen literally as well as figuratively. There are truths that no man wishes to admit about himself, and the depths to which we may go to deny them may be extreme indeed. History Ho Xan never knew his real name. A child of the monastery, he was given a name, a place in the structure of the order and a family. What need did he have to wonder what name his mother uttered when he was brought forth into the world? Or even who that mother was and where she was now? Such concerns were unimportant. He was Ho Xan, and all that he needed was contained within the four walls of the monastery. This is what he told himself, and this is what he almost believed. His training was his life. Then came the accident. A simple fall from the palisades left near paralysed and bedridden for months. Cut off from the majority of his training, Xan found that there were disadvantages to not having a family. There was no-one there to comfort him when the night terrors came, no-one whom he could truly trust with his secret fears of never walking again. Worse, the randomness of the accident terrified Xan, and with no-one to confide in, his terror at the sheer chance which pervaded life magnified. So Xan found someone, but not what he had hoped for. The man understood everything, knew everything. The man knew what it was to be afraid. The man knew how Xan could never be afraid any more. It was a while after Xan's recovery before anyone noticed the change in him. First his teacher's noticed that he lacked the drive he once had. Xan didn't seem as centred as he had previously been. He seemed to be constantly arguing with himself. Then the 'accidents' started. A simple lack of control was all, nothing more. Xan's opponents would often emerge from training with him a little more bruised and battered than usual. Nothing to worry about surely. But it didn't end there. Acolytes staying in the same dormitory as Xan started to fight over little things. Tempers would flare over the slightest of problems and discipline slipped. And all the time Xan smiled. The man had been right. Xan needn't be afraid as long as he was stronger and more in control than everyone else. The feeling of a bone snapping beneath his hands, or the satisfaction of seeing another acolyte dancing to his tune - these were balms to his fears. But there were other things to fear now. There was the fear that his masters might find out and punish him. And there was the fear which welled in his mind when he felt the man's satisfaction at what he was doing; the fear that the man might want to see Xan hurt too. And somewhere at the back of his mind, Xan feared that he was no longer in control. That the Xan who once was had been buried forever. And hence the cycle started anew as Xan sought more balms for his fears and his actions became more overt and cruel. It was really only a matter of time before Xan's masters realised what was happening. That happenstance eventually occurred when Xan nearly killed a younger acolyte while sparring. Overcome with grief at what the had allowed to happen, they compounded their errors with a worse one yet; they banished Xan from the monastery and left him to fend for himself in the world. Since then, Xan has made his own way, all the time leaving disquiet and hurt in his wake as he attempts to overcome his fears and affirm his control over his own destiny. Few suspected that the wandering monk who spoke such wisdom during his stopovers in their village could be the source of the strife which erupted soon after his visits. And every time Xan heard a tale from a village where he had visited, he smiled; just as the man inside him did. Now Xan has been handed a means of vast control. The fool Tamor sought him out to help him retrieve an artefact of great power. There is no doubt in Xan's mind that he shall be the one to wield it - the others will have too much else on their mind when the time comes...like each other. Appearance and Personality Xan has spent the majority of his life denying the fear he feels deep inside his soul. He denies it to the world at large by exuding an aura of peacefulness and ease. He denies it to himself by concentrating on the frailties of others. How could Xan possibly be a victim of circumstances when it is he who pulls the strings that everybody else dances on? He also denies his cruelty to himself. Surely it is the man who is the cause of all those actions and not he? Sometimes he even believes it. While Xan will always attempt to appear wise and knowledgeable, his 'advice' will always have a practical bent (no fortune cookie wisdom!). He has developed great skill as a 'listener' and with subtle prods can often lead those who come to him for advice to realise exactly where the source of all their woes is - or at least where he would have them believe it is. It would be wrong to say that he is sadistic or that he enjoys fighting, it's just something that every so often he needs to do. He is short and stocky, his head is shaved and he wears simple robes which allow him maximum mobility. Xan is faced with the difficult task of making sure the group stays together enough to get to the artefact, but are fractured enough so that he can be the one to walk away with it. The Others Brant - he is at once extraordinarily simple and also a challenge. His loyalty to Tamor seems unquestionable, so another approach will have to be tried. Where can you get a fingerhold on this one? What are his hopes, his dreams, his beliefs? Your success may depend on finding out. Kiern - some people just make it so easy to get a grip on them. Fanatics are always the easiest to get a grip on. Already it seems that he has started to turn to you for comfort and 'wisdom'. Despite being the one who started this whole affair, he already has doubts. Excellent. And his guilt over being separated from his deity will make him all the easier to manipulate. Tamor - always one to be watched out for is the one who leads a group, and a very interesting one is Tamor. He claimed he needed you for your wisdom - what exactly does he mean? It's almost tempting to believe that he's naive in some ways, but that doesn't quite ring true. He can be truly terrifying when he gets that look in his eyes. Melissa - she knows something that she isn't letting on. She thinks she knows something about you and thinks that you don't know that she knows. Very well, you can play the game with her. She definitely harbours some other motivation that she isn't letting anyone know about. And she hates. Oh dear Gods, does this woman hate. Useful. Eadan - the long-lived are always that little bit more complicated than humans. This one is certainly no exception. You sense a lot of indecision in Eadan, which is odd for a race so famed for their grace. He also seems to be full of regret. Just what is his relationship to Tamor? Sometimes you can't tell whether he likes him or not. Very odd. Stats 12th Level Monk, 95 HP Str 15 (+2) Con 16 (+3) Dex 17 (+3) Int 13 (+1) Wis 15 (+2) Cha 14 (+2) AC - 15 (Dex + Monk Skill) Attack Bonuses - +9/ +4 (armed) or +9/ +6/ +3 Damage - 1d6+2 (staff) or 1d12+2 Saving Throws - Fortitude +11, Reflex +11, Will +10 (+12 against enchantment/charm) Special Skills - Stunning Attack, Evasion, Deflect Arrows, Still Mind, Slow Fall (50ft), Purity of Body, Improved Trip, Leap of the Clouds, Improved Evasion, Ki Strike, Diamond Body, Abundant Step (teleport once per day). Relevant Feats - Blind Fight, Combat Reflexes Eadan It seems time makes fools of us all, even those of us supposedly immune to its ravages. And oh, what a fool I have been. It should never have come to this. Things should never have degenerated so far. I long for the days when I thought him a fool. I long for the days when I jeered him, that I might go back and change it all. I look in my friend's eyes and what I see there terrifies me. I am going to die this time. Is it any less dreadful that it is partly my own doing. I sowed these seeds many a year past. Never did I expect them to grow such a monstrous yield. For a human remorse is a fleeting thing. At least, this is how it must seem to the long-lived elves, who must see the fruits of their labours played out over centuries. A stray word here, an unthinking comment there; it can all build up to terrifying effect. Many among the lesser races have been heard to say that life is too short for regret. The long-lived know that this is not the case. History The elves have often been known to embrace a more carefree type of existence than the other races. Indeed, many among them find it hard to fathom the strict and orderly lives of the mortal races. One such elf was Eadan. A mage, he exulted in his magic. A fighter, he revelled in the fast paced cut and thrust of battle. A philosopher, he laughed and the hubris of mankind. Raised far closer to nature than those of the human race, he found the concepts of good and evil that they clung so tenaciously too humorous. What knew the tree of your intentions? Was a leopard who hunted his prey evil? These were questions he would pose to the stiff backed humans, and they would turn away in disgust; another elf trying to lord it over them with clever words. Faced with such poor sport, Eadan often grew bored. Few would even attempt to discuss such concepts with him. Then he met Tamor. How comical this young paladin seemed to the 300 year old Eadan, espousing his code of strict adherence to ethics and morally correct behaviour. How much fun he thought it might be to try and shake his certainty. And it was. To his surprise, Eadan found that Tamor was willing to discuss these concepts with him. While their conversations often ended in blistering arguments, Eadan found himself growing fond of this young fool. He even allowed himself to be brought along on a few of Tamor's quests - why not? If Tamor and his group believed they were working towards some beatific sense of universal justice then let them delude themselves. Eadan was just along for the ride. Eventually it came to an end though. The other members of the group; Brottor and Cade; did not care for Eadan's outlook. They did everything in their ability to turn Tamor against him. As time went on Tamor and Eadan's arguments became more vociferous, more vocal, more hurtful. Eadan decided to cut his losses and leave the group. Travelling east, he cut himself off from them completely and as such it was a long time before he heard - heard of a battle with a medusa, heard of Tamor being turned to stone, heard of his comrades escaping to another place and never going back for him. The news stuck in Eadan's chest like a rock and so he went back. The medusa was no challenge for one as prepared as he. Working Tamor's transformation was more difficult. Two years of research eventually paid off though and he was able to bring Tamor back. The Tamor who emerged from his prison of stone was not the Tamor he remembered though. Five years of being locked immobile in darkness and silence had wrought their work on Tamor, and he was a changed man. Just how changed would soon become apparent. At first Eadan thought Tamor would pull himself together after a while. Trying to rekindle his spirit he attempted to engage Tamor in one of their old arguments, only to find that Tamor's opinions had changed drastically. Perhaps more worrying was that Tamor credited Eadan with helping him see the light. More worrying changes were to come. Eadan had thought that rescuing the child Brant from a mob of angry villagers might rekindle Tamor's sense of justice, but while he obviously cared deeply for the child, Tamor grew still more withdrawn, talking of how he knew now what must be done, how the world must change. He had a new intensity which terrified Eadan and many times he considered leaving. But then he would hear Tamor cry out in the night, needing someone to soothe his fears, to comfort him and be his companion. Eadan couldn't leave Tamor when he needed him. Now Tamor has assembled a group of ne'er do wells and cut-throats on a quest for some object of great power and Eadan has no idea what to do next. He knows that to allow Tamor this object would be lunacy. In his current state of mind he would do the world great harm and for once in his life Eadan has found himself believing in evil and the reality of it terrifies him. Personality and Appearance Eadan is a self styled trickster. Not in the sense of a jester or a clown, but in the sense of one who will trick others to show them the futility of their ways of thinking. Charming, graceful and smooth, he has a devilishly fast tongue and cutting wit. He's not above sneering at people whom he believes to be acting foolishly. Right now though, all of that is hiding a goodly amount of fear. Eadan is terrified of what is happening with Tamor, and even more terrified of what it is that Tamor might do if he is successful in his current endeavour. At times he appreciates the irony of his own foolishness and may be found smiling in a sad way to himself. Eadan is tall slender and majestic in his movements. He always appears immaculate no matter what his actual condition at any time. In essence, he is something of a tragic figure. As far as he is concerned, he has sewn the roots of a great destruction, and has no idea if he can undo it. The Others Brant - it's a hard thing to both love someone and to regard them with horror. As much as Tamor, you raised this child from the age of 7 to now, and he occupies a special place in your heart. There are times when he smiles and it fills you with warmth, and others when that smile turns the blood in your veins to ice. He is a powerful young man, and yet he has no sense of what it is he does. Terrifying. Kiern - there are times when you wish to rip this fools head off for putting the idea of seeking this artifact into Tamor's head. And yet you recognise the desperation in him. Maybe you are getting soft, but you feel sorry for this priest. Yet, every time you try to talk to him he pulls away. The other night, when he thought everyone else was asleep (doesn't he know elves don't sleep?) you heard him sobbing his God's name. It reminded you so much of Tamor it almost broke your heart. Tamor - how you wish so much you could have the old Tamor back. You'd take back everything you ever said about the foolishness of his ethics if you thought he would turn from this path now. You ought to leave, or to warn someone of what happens, but then you see the weakness in his eyes that he only shows to you know that you cannot. So much for the wisdom of age - you allowed yourself to be trapped by the naivete of the young. Melissa - what is it about her that is so familiar? Why do you feel that she knows you too? Impossible really, as you have spent the last 15 years with Tamor and Brant. There is some certainty inside her and while she won't let you see what it is, you know that you will not find it as amusing as you once found Tamor. She is dangerous, and yet you doubt Tamor will see it. In a way, she's almost like him in her intensity. Ho Xan - maybe you should feel grateful to him for rekindling your sense of humour. The whole idea of dedicating your entire life to 'discipline' and 'self denial' is just too amusing. What do frail humans know of disciplining their minds? Can't have done him much good as he still sleeps. Humans can just be sooo amusing. Stats 13th level Fighter/ 14th Level Wizard, 145 HP Str 16 (+3) Con 15 (+2) Dex 18 (+4) Int 18 (+4) Wis 13 (+1) Cha 12 (+1) AC - 19 (elven chain + Dexterity) Attack Bonuses - +19/ +9/ +2 Damage - 1d8+3 (rapier) or 1d8 (longbow) Saving Throws - Fortitude +14, Reflex +12, Will +14 (+15 against enchantment/charm) Relevant Feats - Combat Casting, Lightning Reflexes, Still Spell, Silent Spell, Heighten Spell, Extend Spell, Quicken Spell, Weapon Finesse, Far Shot, Precise Shot, Rapid Shot. Spells 0 Level - Ray of Frost, Daze, Detect magic, Mage Hand 1 Level - Magic Missile, Charm Person, Sleep, True Strike, Shocking Grasp 2 Level - Melf's Acid Arrow, Blur, Invisibility, Ghoul Touch, Detect Thoughts 3 Level - Fireball, Lightning Bolt, Fly, Hold Person, Suggestion 4 Level - Minor Globe of Invunerabiity, Stone Skin, Improved Invisibility, Otilukes Resilient Sphere, Evard's Black Tentacles. 5 Level - Dominate Person, Telekinesis, Feeblemind 6 Level - Globe of Invunerability, Chain Lightning, Project Image 7 Level - Power Word Stun, Limited Wish |