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Ghost of a Chance
An Adventure for Legendary Lives
By Joe Williams & Kathleen Williams
Copyright © 1992, 2007 by Joe Williams
Email me at: freeRPGs@comcast.net
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Background
journey to the sacred glade to be wed. Tomorrow,
when he reaches the sacred glade, the generation
old feud between us and the Longbow tribe will be
over!”
As the crowd cheers, Delrien toasts Quill, a
Longbow diplomat who sits at his side. Many toasts
follow, and it is quite late by the time you return to
your inn and collapse in your bed. The festival
takes its toll, and its late the next afternoon when
you are awoken by a commotion in the street
below your window.
(The referee should provide this information
to the players.)
For two weeks, the elven village of Alderlan
has been celebrating the betrothal of the baron’s
son. Word of the lavish festival has spread across
the land, and like many others, you have traveled
to Alderlan to partake in the revelry. The
graciousness of your hosts has impressed you, and
you’ve made quite a few friends among the Alder
tribe.
The night before the wedding, you attended a
spectacular banquet. After hours of incredible
entertainment and savory food, Delrien Alder rose
from his place at the head of the table and spoke
these words:
“This is a time of joy for the Alder tribe, and
we gladly share our happiness with our visitors.
But we were not always as merry as this.
“Sixteen years ago, we were engaged in such
terrible disputes with the Longbow clan that war
seemed inevitable. As we prepared for battle, a
sidhe seer stepped between us, saying, “Peace and
prosperity will be yours, Delrien Alder, and yours
too, Alexi Longbow if you hark my words. A child
will be born in both your houses. If the babes are
both boys or both girls, then the goddess Dana will
sanction your warring, and count it just. But if the
children are a boy and a girl, then let them be wed.
It is a sign from Dana that the clans should join as
one, and be strong.”
“Heeding the wisdom of the ancient one, we
laid down our arms and waited. First, my mate was
delivered of a son, whom we named Conrad. A few
months later, the Longbow tribe saw the birth of a
lovely girl, Marli. The goddess Dana had shown her
will. A truce was called between our clans, and the
wedding set for the day of Conrad’s sixteenth
birthday.
“Conrad has grown into a handsome,
strapping young elf. This morning, he left us to
Beginning the Game
The player characters start in their rooms at
the local inn. Looking out their windows, they will
see a group of elves surrounding a dust-encrusted
priest slumped astride a weary mount. The priest
is helped off his horse and into the inn.
Downstairs, the players find the priest sitting
at a table, gulping from a flagon of water, as a maid
wipes the grime from his face. A crowd stands
around him, the fear and dismay clear in their
voices. “It’s Javel Alder,” one of the onlookers
murmurs, “the priest who left yesterday with
Conrad’s wedding party.”
Delrien Alder bursts through the front door.
“What has happened!” he demands. At his heels,
Quill the Longbow diplomat follows.
Javel explains what happened. “The wedding
party left yesterday as planned. Conrad, in his
eagerness to reach the sacred glade, rode until
dusk. We were riding over Highfall Crest, when
dozens of shadowy men darted forward. They were
quick, deadly and silent. Although I can’t be sure, I
think they wielded daggers. The horses went wild
during the fight, making defense almost
impossible. My bolting horse threw me into the
undergrowth, and I was knocked unconscious.”
(Referee’s Note: A Good Empathy roll will
indicate to a player who checks that Javel is lying.
He’s too proud to confess that he was actually
frozen by an all encompassing terror.)
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“When I recovered, the fighting was over. The
attackers were digging shallow graves for the
bodies. I was so frightened by the silent marauders
that I fled into the night. I found my horse and
spurred it into a froth until I reached home.”
If asked, Javel will admit that he did not see
the bodies clearly, and he does not know if Conrad
was among them.
Longbow families. With this ring, he would wed
Marli.
Darris Alder, Conrad’s friend and best man,
who was known to be almost as handsome as
Conrad himself.
Nedri Alder, Conrad’s uncle, who favored fine
tobacco.
Javel Alder, the priest who escaped the
carnage.
Three men at arms. Like the others in the
wedding party, they wore the green and gold
raiment of the Alder family.
The Brink of War
The Alder clan is incensed. Who but the
Longbows would wish to harm their ruler’s heir?
Quill pleads that they had nothing to do with the
affair. He argues that if Conrad could be found and
wed to Marli, the two clans could still live in peace.
If the players suggest that someone go look for
Conrad, Delrien will gruffly dismiss the idea. “My
warriors must stay in Alderlan to prepare for war
with the Longbow tribe. If Conrad is dead, he
cannot be brought back to life. And if the Longbows
have taken him hostage, the only way to restore his
freedom is by force. Clearly, the Longbows do not
want peace. So we shall have war instead.” He
gestures at Quill. “Soldiers, take this Longbow spy
prisoner!”
Highfall Crest
The most obvious place to start the search for
Conrad Alder is Highfall Crest. The cliff is nearly a
day’s journey away. It is a dark and gloomy place. A
Great Legends roll will bring to mind the story of a
forgotten cemetery in the vicinity, where an
ancient civilization of men once buried their dead.
But of course, that’s just a rumor.
A character who examines the trail along the
cliff and rolls Passable or better on Track can
locate the scene of a battle. One set of hoof prints
leads over the edge of the cliff, and at the foot of
the cliff 100 feet below is the carcass of a white
steed with the green and gold livery of the Alder
family. This is Conrad’s horse, but his body is
nowhere to be found. A vast quantity of blood on
the saddle bodes ill for Conrad’s safety. It only
takes a Poor Nature roll to realize that horses don’t
normally charge off cliffs unless terribly frightened.
Also on Conrad’s horse is his saddlebags, which
contain items perfect for use with a firbolg’s Far
Sight power. Using Far Sight to see Conrad’s
surroundings will give the firbolg the impression of
floating serenely in warm, bubbling water,
shrouded in a silent darkness.
Involving the Players
Here is a situation ripe with heroic
opportunities! Optimally, the players will volunteer
to find Conrad to prevent the war. If they are
reluctant, Quill can ask them to find out what really
happened to save his own skin. Or, Delrien might
send the players to seek revenge for Conrad’s
murder. If the players refuse to get involved, tell
them they’re a sorry bunch of heroes and maybe
they should play something less daring, like
checkers. Legendary Lives is only for the bold.
The Wedding Party
Five Graves
If the players ask, they will be provided with a
description of the wedding party, which consisted
of:
Searching the area, the players find a clearing
which contains five shallow, recently opened
graves. In one grave is a small tobacco pouch
embroidered with elven runes. A Passable Literacy
roll enables a character to read the initials N.A.
(The pouch belonged to Nedri Alder, a member of
Conrad Alder, a strapping, handsome elf. He
carried a splendid ring of betrothal, a circlet of
silver bearing the entwined crests of the Alder and
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Ghost of a Chance
the wedding party.) Otherwise, the graves are
empty.
As the players search the area, the person with
the highest Listen roll hears someone coming
through the brush. A moment later, an elf wearing
green and gold stumbles from the woods. He
appears badly wounded. It isn’t until he comes
closer that the players are hit by an aura of fear.
Each player must make a Sanity check.
The elf is a true zombie who will attack the
nearest player. He does Poor damage and has a
Defense of Passable, Good, Great, Superior.
Altogether, there are five zombies in the area, all
members of the wedding party. One zombie
appears every other turn. The zombies are drawn
to the scent of blood, and will always attack the
most wounded character.
After the battle, the players are left with five
dead elves. With guesswork, the players can
account for everyone in the wedding party except
Conrad and his best man, Darris.
northwest side of the clearing, where the tracks of
several creatures can be found leading away.
Following the tracks is easy, especially since the
leaves are punctuated by drops of dried blood. The
trail takes the characters three miles to the
northwest where they come upon an ancient,
hidden graveyard.
If the players enter the cemetery at night, they
will be beset by a horde of forty rogue zombies that
will force them to flee. During the daylight hours,
the zombies remain in their tombs, so entering the
cemetery then is relatively safe.
In the center of the boneyard is a large rock
that has been carved into the shape of a clenched
fist. A plaque on the pedestal reads, “In memory of
Ean, beloved son of Rogoro. May you live again.”
Footsteps lead onto the podium, and a careful
examination (along with a Passable Search roll)
reveals a smear of dried blood trailing from the
fingers of the fist. Pressing on the thumbnail
releases a trigger that causes the fist to open,
exposing a spiral stairway leading down. The
trigger can be located by a Passable Unlock roll.
Five Graves & a Fist
ve Graves & a Fist
A Passable Search roll turns up a bit of green
and gold cloth caught on a broken branch on the
RogoroÔs Lair
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Vampire Bats
Agility roll is needed or else the character will fall
into the cold stream. If this happens, the character
must roll Passable on Swim or else be swept back
to the pool. Cave leeches lurk in the dark waters,
and (Fate vs Great) leeches will attach themselves
to any character who enters the water. The leeches
wiggle under clothing and armor where they
cannot be seen. It takes 10 minutes for the leeches
to drink their fill and drop off. After having his
blood drained, a leech’s victim will suffer a skill
penalty equal to the number of leeches attached to
him. For instance, a character with three leeches
would be at -3 on all skills for one day. The bloated
leeches can be easily removed once discovered.
Upon entering the fist, the party finds
themselves standing on a spiral staircase in total
darkness. Around them echoes the sound of
flapping wings. As the party climbs down the forty
foot staircase, they are attacked by four giant
vampire bats. These awful creatures have Poor
Damage and a Defense of Good, Great, Superior.
Anyone hit by a bat must roll Passable on Agility or
else fall from the staircase.
After finishing with the bats, the party
descends into a dismal cavern with two exits.
Firelight dances on the walls of the passage to the
south.
Chamber of the Dead
Barghests
A low humming sound comes from this
chamber, which is piled high with strangely
twisted crystals. There is a dark pit in the middle of
the floor, and on the opposite wall hangs a
beautiful silver-tipped staff. The marble rack that
holds the staff is engraved with the words “Speak
to Me.”
It is very cold here, and a spiritualist will be
bombarded with a variety of thoughts and
sensations, as the dead try to channel through him.
Each crystal is actually the life essence of a person,
magically converted into crystalline form. They are
fragile, and characters must make Good Dexterity
rolls to handle them correctly. If not, they will
break, releasing a ghost. The ghosts, while not
malignant, are so frightening that a character
seeing one must roll Good on Sanity or else flee
mindlessly. A frightened character must also make
a Passable Agility roll or else plunge into the
central pit.
The silver staff is magical. If the possessor
points it at a dead body and commands “Speak to
Me,” the staff allows the spirit of the corpse to
speak aloud for (Passable vs user’s Knowledge) x 2
minutes. The ghost can be clearly heard by
everyone in the local area. It is usable three times
per day, and is worth about 10 gold pieces. If the
staff is used on the crystals, the spirits will babble
forlornly about freedom, suffering, and how cold it
is.
A small fire burns in the center of this
chamber, and the sweet smell of incense hangs in
the air. Spiritualists feel uneasy and afraid in this
room, and they will soon see why as three
barghests advance threateningly from the
shadows. They will attack anybody who tries to
enter the Chamber of the Dead. They attack with
their bite (Passable damage) and horns (passable
damage). They each have a Defense of Good, Good,
Great, Superior, Awesome.
The heavy, double doors to the Chamber of the
Dead are surrounded by a carved arch. The stone is
sculptured into the form of a hundred twisted,
suffering figures. The small figures are posed in
attitudes of anguish, their limbs stretched as
though climbing towards the top of the arch, where
a larger statue of a lean faced man sits upon a
throne, a staff across his legs.
Underground Pool
A narrow path leads to a pool that is fed by an
underground stream. There is enough space
between the river and the cave walls to walk one
abreast, but this passage is slippery and a Great
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