A tale of vengeance and woe
Tips on how to utilise resources on and functions of the Citadel to Develop and Maintain World settings
Goodmen, Gentles, my Lords, in the best exemplification of the heroic stories you have found the Villain, battled him and his minions, plundered them of their treasure then returned victorious. But Now you discover a greater horror.. Lawyers.. Lawyers...
An ominous emblem begins appearing in tapestries, paintings, engravings, streets, etc. across the town or city in which the players are staying.
- Stop ogling!
- I wasn't
- You can't take your eyes off her even now!
A goddess with a holy object of veneration in every pocket, wallet and bank; as well as down the sides of the big comfy chair in the inn.
Enclosed in this document is the account of Mr. Johnathan Crewes, who was recently incarcerated in the Psychiatric Ward, of how he was driven insane. He shall be soon shipped to the St. Josephine Asylum for the Mentally Disturbed.
It was said that the King fell from grace so abruptly that the earth opened up beneath his citadel so he could fall for eternity. This is exactly what happened...
Down it falls, a great concentric castle of dark stone. Cracked and broken, though upright, pieces large and small fall together in concert, frequently dashing against each other, or drawing apart to create wide gulfs to expose the hungry blackness below.
And in this tumbling castle, there sits a king, his head heavy with his crown, his hands clutching his throne in unending terror.
And thirdly, the code is more what you'd call "guidelines" than actual rules. - Barbossa to Elizabeth, Pirates of the Caribbean.
An axe of extraordinary power. There couldn't possibly be anything harmful about it- right?
While enjoying a meal in the local tavern, the party strikes up a conversation with another customer, who is witty and urbane.
Late is the hour, dark the night. Clouds blanket out the moon and stars. A lone figure is seen slipping out of the forest and onto the main road leading into the village, in search of it's doctor.
The wastelands of the Cosmic era are a harsh environment, littered with wreckage, contaminated with chemical weapon residue, and radiation, and inhabited by mutants, monsters, and the strange creatures hemorrhaged from dimensional fatigue events. The denizens who are hardy enough to live in this terrain make due with their own sort of gear.
A sorcerer with evil intentions or just a murderer waiting for another fool?
At a crossroads, the characters come across a trio of thick poles set into the ground, just outside the overlapping roads.
An obviously wealthy and beautiful woman contracts the PC’s to solve a missing persons case. The missing person is her younger sibling, a teenage boy.
Remember those cliché taverns the storyteller took you in a hurry? With the fat bartender who's just cleaning a mug as you enter? Yeah, none of those here...
Fifteen men on a dead man's chest
Yo ho ho and a bottle of rum
Drink and the devil had done for the rest
Yo ho ho and a bottle of rum.
The mate was fixed by the bosun's pike
The bosun brained with a marlinspike
And cookey's throat was marked belike
It had been gripped by fingers ten;
And there they lay, all good dead men
Like break o'day in a boozing ken
Yo ho ho and a bottle of rum.
drawn from/inspired by Hellfire: the Summoning mobile game
- The sculptures seem alive
- Your right, I think I know what to do with the horse, but I'm not touching the snake!
Machine, AI, being, God? The best guarded secret of the country of Egypt, Former Earth. One which secured them their galactic future and survival, at the same time, damning them in the eyes of every nation of the Republic for an eternity.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).