Kult Rpg - - Twinspirits - A Necromantic Love Story - Adventure.pdf

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Torben Rygg
Side 1
2002-10-22
Twin Spirit
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Torben Rygg
Side 2
2002-10-22
Twin Spirit
A Campaign for Kult: Death is only the Beginning...
Twin Spirits
Created by T ORBEN R YGG
of the
K ULT K LAN
K ULT K LAN S WEDISH HQ - S UMMER 2001
Comments? Questions? Please e-mail me at torb1@tiscali.se
Visit Kult Klan home for more adventures!
"T WIN S PIRITS N EVER P ART ."
-Fox Moulder, X-Files
NOTE: This campaign uses some ideas by Ari Julku, but none of these ideas are instrumental to the adventure.
You can download his ideas from the Resources-section of the Kult Klan if you visit
http://www.KultKlan.Has.It.
NOTE: For mature players! This campaign involves descriptions of necrophilia, pedophilia and necromancy.
Quite frankly, I was disgusted when writing the campaign...
NOTE: This Campaign reveals some of the Gnostic theories reflected in the Kult game. Although having
practically the same meaning as in Kult the aim is not to reveal much. Consider this a teaser in terms of gnosis.
NOTE: You wanna put this on your web page or something? Mail me.
NOTE: This is not freeware. The document is classed mail-ware, implying that if you use this document I’ll be
expecting some kind of e-mail from you where you state what you think could have been improved with the
campaign and whether or not you liked it. Send your comments and suggestions to torb1@tiscali.se or
torb_@hotmail.com
Torben Rygg
Side 3
2002-10-22
Twin Spirit
I n d e x /
Forewords by the Author
PC Requirements
Background & Synopsis
Part 1 - The Mansion
Introduction
When the Deal is Sealed
The Dinner Party
Hung Over Badly
Part 2 - Bloodspills
Introduction: The Hunt is On...
Incident: The Ashcroft Goons
The ex-wife
Magic People, Voodoo People
Villa Ashcroft
Part 3 – Time+Space
Introduction: Towards New York City
Madmen, Nodes & Newforms
Gallery Nova
Visit From The Minions
Incident: Distracted from Below
The Return of Clergy
When Bobby Returns
The Final Battle
Epilogue
Appendix: Handouts
Criminal record for Robert Whiteman LAPD.
University library: More info on Robert Whiteman
Spell: The Binding of Evil Sorcerers
Spell: The Excorcism Against Azag-thoth…
Appendix: NPC’s
Jonathan Burroughs
Robert Whiteman
Audrey
Thomas Ashcroft
Ashcroft Mercenaries
Murphy Headland
Louise Wilman
Juanita DeCasto
Oaxici
Razide
Nepharite
 
Torben Rygg
Side 4
2002-10-22
Twin Spirit
Forewords by the Author
I'm really sorry about the messy way things are written down in this document. Some times
the vital bits of story are in the maps-sections or in the NPC-sheets. That's why I urge you to
read through the whole thing before passing too much judgement on this document. I have,
however, tried to tie up all the lines of story in the shortest form possible in the Synopsis...
If you want to be well prepared, you have to be sure to bring a bible to the place
where you have the game-sessions, or that one of the players has one with them. Also, you
might need to know some stuff on gnosticism, see the box in Part I.
Please e-mail comments, as I want to hear what you think of this.
Note also that the Kult Klan has modified the rules a bit as we use much more
points on skills and instead have more difficult bastards in the campaigns, but I have tried to
compensate this here.
PC Requirements
It helps gameplay if one of the players is a criminal so that the group will not contact the
police after the murder at the Mansion. One way to make a non-criminal seem not want to add
the disadvantage Mistaken Identity and say that the identity is mistaken with a bank-robber.
This should be added during the introduction of the adventure.
One of the characters (or spread out over several PC's) should have skills in
Information Retrieval, Computing and Crime Scene Investigation.
Magical Intuition helps, so if none of the PC’s have this then tell the poorest or
the one with the highest EGO that he has received an invitation for free classes at Astral
Harmony, where there will be served good food, and the probability of meeting some nice
women is high. Here the PC will learn the basics of Magic, mainly how to focus correctly –
the PC will gradually see more and more auras (although not always, the PC has to focus first)
and might be able to read a few spells. If the character continues the classes for a longer
period of time he/she will receive some skill points for it at a cost of $200 per skill point.
These skills could be meditation, occultism, and maybe even lore of dreams or lore of
passion.
A PC with a solid Net of Contacts will have an easy time collecting odd bits of
information in this campaign.
Also take note that the adventure was written for quite experienced players, so
there really are quite a lot of false leads that may lead to frustrating wild goose-chases.
Playtesting We in the Kult Klan have playtested this adventure up to a certain point -
see we did not get to finish it because of lack of time this summer. We got to the second part
and the players were about to begin exploring the Mansion. Any playtest comments are
welcome, so send me an e-mail...
Background & Synopsis
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Torben Rygg
Side 5
2002-10-22
Twin Spirit
Please note that there are several lines of story in the campaign, some of them serve as
diversions, and others serve as incidents to spice up the game…
Jonathan Burroughs fell madly in love with a girl named Audrey Archer in high school, 1983.
The trouble is he was born in 1891 and made vampire in 1927. He fell deeply in love with
Marie Combs who was slaughtered in the episode that led to Burroughs becoming a vampire;
and he is certain that Audrey is a re-incarnation of Marie. And she is.
Burroughs wanted to remain modern (and wise), so he stole identifications from obituaries to
go back to school. Four years after high school he got married to Louise Wilman, who was
nothing but droll. The marriage ended sourly in 1994 when Louise became tired of his
obsession towards Audrey. Immediately after the divorce Jonathan Burroughs hired a private
investigator to track Audrey down so he could find his true love. The tracking was a success;
they found her grave in a cemetery in Detroit. Audrey had lead an unhealthy lifestyle with too
much crack after high school and died of an overdose.
In despair of having lost both his wife and his true love, Burroughs became
severely depressed. Inspired by some late night movie, he started dabbling with magick after a
while, looking for a way to raise the dead. In doing so, he had to contact a certain vampire
magician of the Lore of Death, Thomas Ashcroft who he knew from a distant conclave, to
help him and he started reading up in libraries around the world about the Lore of Passion.
The magician hired men to dig up Audrey's grave, and Ashcroft tried to invoke
her back to life from the other realm. He failed, however and Burroughs has been over at his
apartment drinking the necromancer under the table. He "accidentally" managed take photos
of quite a few pages of the Necronomicon with the notes of Ashcroft. Somehow, Ashcroft
knows this and is about to interrupt a very nice candle-lit dinner with the PC's...
However, when he arrives he finds Burrough's bed empty: and suddenly he
hears movement from the next room: It is the housemaid who was not supposed to be there.
He slaughters her as a display. Frustrated, he parts the body on the place and starts a fire in
the gas-driven fireplace. Throwing the bodyparts of the maid on the fire, he finds a note on a
notepad in the hall.
I'm sorry guys, I have to leave for an appointment
in NYC.
You'll find some decent breakfast in the kitchen.
Call me at 555-87651-31132 if there's anything.
Thanks for a great evening, I hope we'll do it
again...
-Johnny.
Ashcroft takes the note and the sheet under it and leaves for home, charging up for a long-
distance trip.
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