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The Folio Digital Quarterly 1 (1e, OSRIC, 5e)

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100% found this document useful (1 vote)
268 views28 pages

The Folio Digital Quarterly 1 (1e, OSRIC, 5e)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

1
The Gun Kingdoms as a Setting Hazards, and only those with strong backs,
quick wits, and icy nerves travel there. In the
In the Nameless Realms I’ve managed to
Hazards, the saying goes ‘Fortune rides shotgun
develop many different settings that I call
with Death’, and those with magic are known to
‘Ages of Man’. They begin in primordial
dwell far out of the reach of dictators’ bounties.
fantasy with the Age of Mists, move through
high fantasy in the setting you’d find in Roslof History and the making of the Gun Kingdoms
Keep and Taux, and then move to apocalyptic
The most critical precursor to The Gun
fantasy, cyberpunk, and space opera, but amid
Kingdoms timeline actually comes from the
all these lies my magepunk setting of The Gun
6th Age, the Age of Splendors. It was in this
Kingdoms nestled deep in the 11th Age of Man.
time that immortals, spurred on by the use of
What are the Gun Kingdoms? high magic, tore a hole in the Elemental Plane
of Shadow and allowed the Streambenders
A half-dozen adjectives to describe them come
to ravage the world. In a last ditch effort to
to mind including brutal, deadly, superstitious,
save as many people as they could, the various
paranoid, lawless, and cruel to name a few.
races of the world locked themselves into seven
In essence, the Gun Kingdoms are pockets of
‘Shining Cities’ that even the mightiest of the
military dictatorships run by former generals
Streambenders couldn’t breach. This had
and admirals of the Final War who now control
two irrevocable effects, the first being that
large swaths of land. Each now works to create
those inside the cities were basically pressure
a true nation-state from the ashes of the war by
cooked with elemental magic for a thousand
controlling population centers and trade routes.
years, forever changing their DNA structure,
At the heart of these small empires you can find
and second, those who were left outside the
civilizations at the crossroads between failing
cities discovered that stripping themselves of
magic and rising technology: a high society of
elemental essence made them less attractive as
merchants, tech tycoons, xenophobic clergy,
prey for the Streambenders. After a millennia,
and mercenary lords. Outside these stabilized
the hole in the Elemental Plane of Shadow
zones are the Outbanks, smaller outposts linked
healed, and the Streambenders were forced to
to the cities by rail and airships, where a second
retreat to their own plane. When the Shining
class of up-and-coming privateers seeks to make
Cities opened, they found a ravaged world filled
fortunes as each empire expands. Beyond the
with pockets of hollow-eyed and magically
Outbanks are the Hazards, a series of expansive
devoid people that they called Samaya. Over
wastelands tortured by years of cataclysmic
the next age, the Enlightened—those who
war. If there is a true frontier, it lies within the
2
emerged from the Shining Cities—became an pull that off as a Gamemaster, then you’ve
almost divine ruling class, but their numbers done your job. Also, two things that I’ve driven
were small, and the Samayan populations home in my fiction are fantastic transports and
skyrocketed after the Benders were no more. places—airships, overland boats, tunneling
Eventually, the Samaya would rebel against trains, and lost cities deep in the Hazard. I
the rulership of the Enlightened, destroying highly recommend starting your players with
their Shining Cities and hunting them after a ship of some kind, even if it is mundane, as
a conflict called the Final War. However, to they can likely add to it as any campaign moves
achieve this victory, the Samaya still had to forward, and that act of upgrading should
utilize magic that had been taught to them by endear them to the setting all the more.
the Enlightened, and they mixed technology For the purposes of this adventure, the
with magic in the process. When the Final Gamemaster will only be dealing with a single
War was over, the now xenophobic Samaya Gun Kingdom controlled by the Garin Clans.
turned on their own magically skilled soldiers, The kingdom comprises what was once the
killing them in a final attempt to cleanse the countries of Dragmarsh and the Hinterlands
world of magic once and for all. Still, some and currently holds the remnants of the
Samayan tome-mages and technomancers Enlightened Shining City of Findalynn.
escaped the purge, fleeing into the wastelands
where rumors of Enlightened still persisted. Fantasy Class Conversions
Magical relics and magepunk artifacts still In The Gun Kingdoms setting, all non-magical
exist away from the Samayan cities, and high classes are available to players including fighter
bounties have been placed on the recovery (called soldier), barbarian (called wastelander),
of either. This is where The Gun Kingdoms cavalier (who becomes cavalryman), thief,
timeline falls, and the challenge for players is assassin, and monk (called pugilist). Rangers
walking between the worlds without getting (called scouts) still exist but are denied any
killed by either side in the process. magical casting abilities. Clerics no longer
exist, although priests of the Garin Orthodox
Running in the Gun Kingdoms Church hold sway in the Samayan faith, but
I’ve created this timeline as a place of high they now use the paladin class and have no
adventure, and it should reflect overblown magical abilities. Magic-users [5E wizards]
anime, dime store pulp classics, cutting-edge are called tome-mages and although they are
horror, and some Jules Verne, all set to a rare, do exist, but certainly have bounties on
backdrop of a Spaghetti Western. If you can their heads. Druids have withdrawn from the

3
Note Also, simply put, I designed the world so that
If a ranger is somehow taught magic by an Enlightened people should really fear Wizard Enlightened,
or a tome-mage, it is possible for him to gain magical so keep that in mind.
casting abilities, but this would put him on the bounty Another special note, the Enlightened never
list. The same is true for clerics or paladins who worship use ‘weapons of technology’, instead they rely
the Nameless Realms Saints (outlawed as heresy and on the old ways: magic and blades. It is for
witchcraft by the Garin Orthodox Church) as that old this reason that magical weapons (especially
world faith still provides magic to the faithful. bullets) are so rare, because after the Samaya
purged their own tome-mages, stocks of
world, although rumors sometimes rise that
magical weapons were used up. There are
they do still exist and are trying to heal the
two caveats to this rule, the first being the
world. Any other magical classes would have to
be brought in at the Gamemaster’s discretion,
but are not seen by me as being readily viable
in this setting.

Fast Rules on the Enlightened


Okay, so the Enlightened are the ‘problem’
within this system, meaning, they are epically
unbalanced in gameplay. For that reason,
I’d suggest not allowing players to play them.
However, if you’ve read The Gun Kingdoms or
The Airship of Fools, you’ll note that Skylla is a
half-Wizard. Having a half-blood of any of the
Nameless Realms races can add an interesting
wrinkle, but you’ll have to be sure that the
players embrace someone with this power (and
curse as they are constantly hunted). It is also
fun for the players to have Enlightened allies,
as they can be incredibly powerful and fun to
utilize during climactic encounters. Still, it is
up to you, but know that the Enlightened in the
Gun Kingdoms are extremely rare, and won’t
normally show themselves for what they are.
4
Eldaryn (Enlightened) enjoy using pistols (as First Rule
they developed gunpowder in the first place), Enlightened Affinity is tied to die type, Low
and the second being half-bloods have no equals 1d4, Medium equals 1d6, High equals 1d8.
issues using tech weapons that they are able to This rule is uniform across the board on Enlightened
empower. Keep that in mind. races except when dealing with the race of Wizards
Whatever the case, I’m going to lay the who always get 1d20.
groundwork for quick-play of Enlightened below, Second Rule
and remember, they have changed since the Enlightened level is tied to the number of dice they can
days of the Nameless Realms Races supplement, use per round. Thus, a 5th level Enlightened character
their overt power much more pronounced. would have 5 dice to use as she chooses (offense or
There are two quick rules to adhere to when defense) each round.
dealing with Enlightened characters or NPCs. Note:
Both deal directly with dice, either number A Wizard in or around water will add his character
or type, that Enlightened can use each round level to EACH d20 he rolls.
while drawing directly from their element.
opposition would be a jai-ruk (Medium Earth)
Constitution and Elemental Magic on an airship, a human (Low Fire) on a boat,
or an aspara (High Air) in a dungeon. If such
The ability to wield the elemental power is
a situation arises, then take the Enlightened
tied to the Enlightened’s Constitution attribute.
character’s die type down one category [1d6
An Enlightened may use her elemental dice a
becoming 1d4]. This can mean that a Low
number of times a day equal to ½ (rounded
Affinity Enlightened may completely lose
up) her Constitution score. If an Enlightened
connection to her power. Also, if the connection
wants to use her elemental dice more than
is heavily compromised, like an Eldaryn in a
this, she must make a saving throw vs. spell
submarine, the Gamemaster should not allow
[DC 18 Constitution] each time she ‘direct
any elemental connection and consider the
channels’ her element. If the saving throw is
Enlightened to be stunned while in this situation.
failed, she internalizes the energy and takes
Now, there are also times where the connection
her elemental dice in damage.
can be stronger, like an Eldaryn in a forge or
Elemental Connection an aspara in an airship. In these cases, the die
type will increase by one type.
Typically, Enlightened don’t suffer negatives
to their abilities as long as they aren’t somehow
opposed to their element. Examples of direct
5
Half-Enlightened Characters with a heat shield. If an Enlightened chooses
Characters with mixed Enlightened blood get defense, at the beginning of the round roll her
a die type that is 1 lower than their Enlightened elemental dice, get a total, and then use that as
parent would get. Thus, if a half-aspara (High temporary hit points for that round. Example:
Air) character were being played, he would get A 6th level kin rolls 6d8 and gets a total of 34,
1d6 instead of 1d8. Skylla, for example, as a half- so for the next round he is considered to have
Wizard still gets 1d12, the next die type down 34 more hit points (subtract damage from these
from a d20. Also, if the half-Enlightened is from first), but these will dissipate at the start of the
a Low Affinity [1d4], then she receives 1 point of next round.
elemental power per level (i.,e., a 3rd level half-
human would get 3 elemental power points— Creating a Crew
offense or defense—per Constitution point). In standard fantasy role-playing there
are adventuring companies, and The Gun
Offense Elemental Attacks Kingdoms setting should be played no
For game purposes here, I’m going to keep differently, save to say that in all likelihood the
this simple and allow for direct single-target players will be part of a ship’s crew. It might
damage from the elemental dice. Thus, if a 7th be that you want the players to have found a
level Enlightened Eldaryn (High Fire) decides ship and started their own crew, or they might
to throw a flame blast at an enemy, he will get be new recruits to an already established crew
7d8 in flame damage. Also, this damage can that is utilized on ‘away missions’. In the latter
be added to a weapon, so the same Eldaryn can scenario, you can have a chain of command
add the flame damage to a short sword and do that the players can slowly work their way up
1d6+7d8 damage. Note: Elemental Dice cannot through, one day perhaps commanding the
be split between offense and defense at this stage, ship on their own, but only time and your
so you must choose one or the other each round. players will decide that. Whatever the case, it
is my hope that you will take the crew option
Defense Elemental Actions seriously, because most missions that happen
Instead of using elemental dice for attack in the Gun Kingdoms are work-for-hire shots,
purposes, an Enlightened may surround although certainly local legends might entice
herself with her element to ward off damaging random exploration as well. One thing to keep
attacks. Thus, a kin might erect earthen shield in mind, nothing in the Hazard is easy, and just
walls, an aspara might turn bullets aside with like in Firefly it is the job of the captain to keep
a wind blast, or a lowl might turn blows away his ship sailing and his crew together, so if you

6
want to put a bit of Mal in there, be my guest isn’t the case when talking about weapons, so I’m
as there was obviously a nasty war recently that going to give you a sample of a few so that you
had a whole lot of losers in it. can see how the mechanics work and then go to
town either using them exclusively or making up
Sample Ship, the Sand-Tyger your own similar versions.
When David and I first started the project of
creating our novels, I came up with the idea of
an experimental vessel that could go on both
water and land. David enjoyed the notion and
he soon started work on the designs of the Sand-
Tyger. The ship, included in this adventure for
purposes of possible ship ideas, was one of the
latter designs of the Final War, and although
it didn’t make it into full production, certain
prototypes were made. Finds like this one can
make for a great campaign starting point, and
the smaller size of the ship will also keep the
crew in close quarters while keeping your NPC
inventory as a Gamemaster down as well.
Certainly another great option is an airship,
but this might make missions a bit too easy to
start with and make for less of an experience of
navigating the Hazard. A ride in one is always a
fun aside, but you might want to keep them out of
your players’ reach until higher level so that they
can experience the dangers on the ground first.

Equipment
I’m not going to make a huge equipment list
here, save to say that there are still standard
‘adventure packs’ that won’t have changed too
much from what you already find in the character
resource materials for 1E & 5E. However, that
7
Pistols
Sage-Mourn Fynn Revolver: Reminiscent of the
Earth’s Colt Peacemaker, this is the weapon of choice by the
bulk of desperados who travel the Hazard.
Cost: 250 SP Dam: 1d8 3 lb. Rate of Fire: 3/1
[Cost: 250 SP Dam: 1d8 3 lb. Piercing,
Ammunition [6] (range 20/60), loading, special]
Saint Erik’s Break: With a single high caliber slug,
this weapon can be utilized as either a scatter-gun or a heavy
pistol. Loading is problematic, but most people agree that one
shot is often all you need with it, especially if you are loading
Arcana Rounds.
Cost: 500 SP Dam: 2d8 12 lb. Rate of Fire: 1/1
[Cost: 500 SP Dam: 2d8 12 lb. Piercing,
Ammunition [1] (range 40/80), loading, special]
Fynn-Mark Naval Carbine: Utilized by several world
navies during the Final War, this tough carbine holds a good-
sized clip of ammo and also can be utilized as a blade weapon
in hand-to-hand combat [for blade damage use hand axe].
Cost: 500 SP Dam: 1d10 8 lb. Rate of Fire: 2/1
[Cost: 500 SP Dam: 1d10 8 lb. Piercing,
Ammunition [5] (range 30/70), loading, special]
Tress-Panther MII: This five-shot bolt action rifle was
the bread and butter of the Samayan forces worldwide. It is
probably the most common weapon in the world at this point
in time.
Cost: 500 SP Dam: 1d12 11 lb. Rate of Fire: 1/1
[Cost: 500 SP Dam: 1d12 11 lb. Piercing,
Ammunition [5] (range 40/120), loading, special]
Tress-Panther MV Lever: An increased ammo
capacity and quicker cocking mechanism sets the MV
apart from its older cousin the MII. Some folks say that
a man in the Hazard won’t live long unless he has one of
these on his saddle.
Cost: 750 SP Dam: 1d12 12 lb. Rate of Fire: 2/1
[Cost: 750 SP Dam: 1d12 12 lb. Piercing,
Ammunition [7] (range 40/120), loading, special]
Shining Seven Nail Caster: One of the few new-age
weapons employed by Enlightened, this is more a magically
driven crossbow than a gun. Still, it can be deadly, silent, and
if enchanted, reusable, which is unlike bullets fired from guns.
Cost: 750 SP Dam: 2d8 12 lb. Rate of Fire: 1/1
[Cost: 750 SP Dam: 2d8 12 lb. Piercing,
Ammunition [1] (range 20/60), loading, special]

Arcana-Lathe Sky Cavalry Sabre: Air marines


were known to carry enchanted sabres on many of the larger
vessels during the Final War. Although few and far between,
these weapons are still highly prized due to durability and
hitting power, especially on fragile airships where bullets can
be problematic.
Cost: 1,750 SP Dam: 1d8+1 3 lb. Enchantment: +1
(or higher)
[Cost: 1,750 SP Dam: 1d8+1 3 lb. Finesse,
Enchantment +1 (or higher)]

8
Also in terms of converting cost from fantasy
A. The One: Simple Fire Burst magic, adds
settings, all Gun Kingdoms costs are at a 1/1 rate
2d6 fire damage to any shell
from gold pieces to silver pieces, thus a 25 GP
B. The Two: Low magic Ice Burst that adds
longsword in a fantasy setting would convert to
2d6 frost damage to any shell
a 25 SP longsword in the Gun Kingdoms. Gold
C. The Three: A nasty little damage over
has been stored away in the vaults of the new
time round that will cause 2d6 acid damage
empires after the war, but there is a standardized
for 1d4 rounds
bank that the armies used during the conflict
D. The Four: An upgraded ‘One’, this adds
called the War Bank, and War Bank Notes (bill
5d6 fire damage to any shell
currency) are utilized in most civilized areas
E. The Five: An upgraded ‘Two’ this adds 5d6
including cities and even the Outbanks, but in
frost damage to any shell
the Hazard hard currency is typically needed.
F. The Six ‘Sandman Round’: Will knock out
Final War Arcana Rounds a target of 8 HD or less [4 HD are denied a
saving throw] [DC 15 Constitution]
During the great war that decided the fate
G. The Seven: Enchanted with damage over
of the Enlightened, the Samaya enchanters
time, once hit, a target will bleed for 1d12 rounds
developed a number of enchanted rounds
at an additional 1d8 damage per round
that could be used by their forces against the
H. The Eight: Enchanted with impacting
powerful magic of the enemy. Some of these
magic, this round will knock a target prone unless
rounds still exist today and can be found at
a save versus spell is made [DC 17 Dexterity]
a high price if they ever come on the open
I. The Nine: Enchanted with disintegration
market. Arguably the most powerful of these
magic, a target must make a saving throw versus
are called ‘The Eleven’, which is the number
spell or be vaporized [DC 17 Constitution]
for which they were designed, and they are
J. The Ten ‘Screamer’: A sonic damage round
known to destroy magic. Another special note,
that causes 5d6 damage to a 20x20 foot area
Arcana Rounds conform to ANY weapon,
around where it hits.
meaning they change caliber depending on
K. The Eleven or ‘The Null’: This is an Anti-
how they are loaded. Costs for these rounds
Magic Shell round. If carried, the possessor is
are not listed because it is a seller’s market on a
immune to incoming magical spells, and if the
finite inventory.
bullet hits an enemy, he becomes incapable to
use magic until the round is removed.

9
New Monster curved blades, these guard robots can be easily modified
Final War Automaton (Sentry MIV) for specific tasks and with more refined weapon systems.
Neutral
Armor Class: 2 (Elemental Hardening + Chain Armor) The lifespan of each automaton is wrapped up in
HD: 8+8
its elemental core, but if placed in ‘reserve mode’ the
Move: 9”
energy reservoir of a MIV can seemingly last up to a
No. of Attacks: 4
Damage/Attack: 1–8/1–8 (Guns) plus 1d8/1d6 (Blades) century or more.
Special Attacks: None
Special Defenses: Immunity to Charm & Sleep
Magic Resistance: Standard
Intelligence: Very
Size: M
Psionic Ability: NIL
% in lair: 20%
Treasure Type: L, M

[Final War Automaton

(Sentry MIV): [AC 18, Speed

30 ft, HD 8d12+16, HP 64,

#Attack: 4, Hit +6, Damage

Guns 8 (1D8+4) and Blade

10 (1d8+6), Multiattack,

Immunity (Charm & Sleep)]

During the Final War, a vast


amount of enchanted automatons
were created to battle the
Enlightened to help weaken the
elemental power they possessed.
The most effective and mass
produced of these were the Mark
IV Sentry units. Coming in at
just under seven feet in height, and
armed with two guns and two

10
1
Adventure Breakdown
I’ve broken this adventure down into four
distinct parts, and each will provide action for
Players’ Intro the players while getting them immersed in the
One thing I’ve always found more difficult to setting, attached to the main narrative, and
conceptualize than pure fantasy combat is what used to the combat. Like the Taux Trilogy, The
I call bullet combat. It has always seemed more Gun Kingdoms will rely heavily on ‘the story’
abstract when a player gets hit with a sword, as and how the characters fit inside it. It should
though perhaps the blow is deflected a bit rather also be noted that this will be the first part of
than delivering a dismembering slice, which an ongoing storyline, and it will run much like a
only wears down on the total hit points. This quick tournament module, so keep that in mind.
never seemed the case to me when a player
Ship
gets shot, because essentially a bullet hits the
Remember, Gun Kingdoms adventures are
target! Now, having aged inside the hobby, I
always based around a ship and a crew, so be
more readily see bullet combat as a Hollywood
sure to have all the details of the players’ ship and
action film. You know what I’m talking about,
crew in place before you begin. One suggestion
when someone like John McClane is in the
would be to utilize the map included in this
Nakatomi Plaza getting bullets fired at him in
module and have another advanced prototype
mass numbers, but he always ducks out of the
of the Sand-Tyger for use by the players.
way just in time. Well, that is how I now see
bullet combat—bullets aren’t always actually Suggested Adventure Arc
hitting the target—sometimes you just take a
The primary conflict within the Gun Kingdoms
flesh wound or dive around as the ‘action’ wears
setting rests in the relationships between the
down your total hit points. This theatrical
Samaya and the remaining Enlightened, so I’d
vision should be applied to combat in the Gun
suggest running an adventure with an ‘Ahab’ type
Kingdoms, where a critical might mean you’ve
captain looking to destroy Enlightened whenever
actually got a bullet in your ass, but otherwise,
possible. His xenophobic insanity (he blames
until you go down to negatives, you probably just
Enlightened for all evils in the world) should be
have bits of prop blood and some dirt on you.
played out readily so that when the final encounter
All ‘grey blocks’ are for 5E conversions
happens, the players must make a decision
in this section.
about who they will side with—either becoming
Enlightened hunters or friends to a dying race.
2
Part One: gun-metal bravery. At the back, behind a half-
closed red velvet curtain sat a man in a top hat, a
The Port
monocle hanging from a chain around his vested
What better place to start an adventure than in a
and jacketed neck.’
port, the place where many great journeys begin.
This man is Parm Relva, a trader of contraband
In Part One, the party will be hired to transport
within the Port of Findalynn and neighborhood
a relic to Taux, but must first thwart an attempt
of Shay’s Circle. He has a relic that he’s already
to waylay their ship before they can even leave.
sold to a powerful steel tycoon in Taux, but he
This scenario should be played as a dark meeting
needs a ship to deliver it across the Halo. During
followed by an ambush, and finally a flight to a
this meeting, the party should negotiate their fee
waiting ship.
(between 3,000 & 5,000 SP) and acquire the relic.
‘Smoke coiled like writhing serpents around the
If a character is currently in charge of
heads of those moving through the dusky interior
negotiations, they must make an opposed
of the bar. As you moved farther back into the
Charisma check with Relva [CHA 15]. If they
dive, rummy eyes, gap-toothed and gold-capped
succeed, they can get the full 5,000 for the
snarls, and froth-soaked beards decorated the
mission, if they fail, they get 3,000. If an NPC
tables and stools; a reflexive brush of your hand
captain does the talking, the ship will get 4,000
on the pistol against your hip inspired a bit of
for the mission.

3
Once the negotiations are done, Relva will However, a successful search [1 in 6] [Passive
hand over the relic, a black-metal revolver Wisdom 14] will note that they pick up a tail
marked with orichalcum runes. It’s known as halfway back to the ship. Within another
‘The Reaper’s Six’, and is said to have a dozen block’s travel, figures will appear and request
enchantments upon it and was once carried by the package. Assuming the captain and first
Cronyn Knox, the first rogue general of the mate are with the party, you can have them
Samayan uprising. Its value is an enigma. It ‘deal’ with perceived stronger enemies while
should be worthless—magical artifacts such the lower level party members tangle with the
as this are to be destroyed as is required by standard pirates, who will be hard enough.
all governments. But as contraband, its value Use your judgement to determine the number
is… well, a lot! Also, a negative concerning of pirates that engage the party.
the weapon, it only fires Arcana Rounds, so (Variable #) Pirates [AC 7, HD 5, HP 30,
that certainly makes using it problematic for #AT 3/2, D 1–6 (Short Sword) or 1–8 (Pistol)]
the owner. This tidbit of information will be
explained to the party in case anyone has any Treasure
ideas about it being prudent to just take the 25 SP per pirate
weapon (that and it has another powerful owner
now, one who would gladly place stout bounties (Variable #) Pirates [AC 12, HD 5d8+5,
on the heads of the crew and the captain who HP 25, Initiative +3, #AT 2, Hit +4, Dam
didn’t deliver it). Short Sword 5 (1d6+2) or Pistol 6 (1d8+2) ,
Pack Tactics (Pirates are at advantage if
Reaper’s Six attacking with allies within 5 feet.)]
This weapon is considered to be enchanted to
a +4 level and is known to double the applicable Part Two:
damage of any Arcana Round placed into it.
The Crossing of the Halo
Rumors persist of other powers as well, but
none have been confirmed as of yet.
and the Traitor
The second part of the adventure is all
Dam: 1d8+4 3lb. Rate of Fire: 3/1
narrative driven, and the Gamemaster should
[Dam: 1d8+4 3 lb. Piercing,
keep that in mind, allowing the players to
Ammunition [6] (range 20/60),
explore the ship, interact with crew, and settle
loading, special]
into the setting.
The party will be able to leave the bar
unmolested with the package in hand.

4
will be netted and brought aboard, who the
1.
The Players’ Places captain will place a boot on before sending a
round from his pistol into the creature’s head.
The largest role-playing opportunity for this
Once dead, the captain will hang the body off
adventure falls in the time spent on the ship
the port pontoon as a trophy.
as it makes its way on a long voyage over the
Halo from Findalynn to Taux. This trip will 3.
take upwards of a week, and it is here that you The Traitor Takes Shape
as a Gamemaster will have the opportunity The day after the merfolk incident, a member
to provide personality to the crew, especially of the crew, a sickly young woman by the
the captain. If you are running this module name of Sabrina, takes one of the ship’s steam
as ‘Enlightened Friendly’, then you should launches in the night. Once an alarm is
showcase the captain’s cruelty, his anger, his raised, it will be discovered that not only has
obsession, perhaps even having him get drunk, she taken the merman’s body (or at the very
finger the relic revolver, and talk about killing least cut it loose to fall beneath the waves), but
Enlightened with it and his hope that it still has also managed to steal the Reaper’s Six. To this
some ‘death left in it’. His command crew should point, the players should have interacted with
be no better, with the first mate an extreme her and found her to be both introspective and
loyalist to the captain and the quartermaster kind, although obviously suffering from some
sporting a necklace of finger bones that he withering sickness or consumption. Utilizing
claims are from Enlightened victims. the magical effects of the ship’s weather eye,
the captain locates the launch (by its smoke
2.
Merfolk Sighting cloud on the horizon) and gives chase. Hours
later, amid a shoal of heavy clouds and mist, an
During the third day of the journey a spotter
island rises up from the choppy waves, one not
(perhaps a character) will spot a pod of dolphins
on any map the captain has at his disposal.
to the ship’s port side. As they watch, several
merfolk will appear to be playing in the waves
with the pod. If this is brought to the captain’s
attention, he will order the ship’s guns to be
used on the pod, killing both dolphins and
merfolk in the process. It should be seen as a
murderous act of carnage and will likely ‘shake’
much of the crew. A wounded young merman
5
1.
Part Three: The Fallen Dock
The Out Islands A frothy spray of white-capped waves
During the early Ages of Man, a conclave of laps against a stone pier stretching far
Wizards took shelter among a small collection of out into the depths of the bay. Along
islands deep in the Halo. Here, they practiced its length, docking births, rusted metal
their magic, slowly mastering aspects of it crates, and a weathered sign of a fallen
before age finally began to wear them down. Samayan nation-state stands against
Seeing that there was still so much to learn, the cold wind.
they turned to necromancy to preserve their A ship, be it air or water, can tie-off here and
life forces, thus becoming the Lich Lords who debark an away team. The launch stolen by the
terrorized the coastal reaches of the Nameless traitor rests down by the dock near the shore.
Realms for millennia. With the coming of the Anyone approaching the shore will find a layer
Benders, the Lich Lords were destroyed, but of frozen liquid, as if blue horefrost blankets
their mysterious islands remained, and in the everything including the launch.
Final War the Samayan nation-state of Opal
2.
used the islands as a waystation until some Wayward Temple
latent magic froze their garrison. Now, the
Your boots crunch against the icy
islands lay abandoned, but the Enlightened,
ground, frosted mountains looming
Sabrina, has chosen them as a place to hide the
overhead as the small settlement lies
Reaper’s Six so that it will not again fall into
quiet and entombed. Ahead, a stone
the hands of a Samaya willing to use it against
temple set with two dark entry pillars
her people.
and no door gives hollow greeting to
The captain looks to scout the island in a
anyone stepping off the pier.
small dirigible, but to do so he has to construct
The temple was once used as a company
and inflate it on the deck of the ship. Not
command HQ, debris from a naval staff
wanting to waste time, he intends to send an
placement littering the inside under a layer of
away team after Sabrina on foot, and this
ice. Two ice mephits now inhabit the temple,
should be the player characters, their mission
choosing to attack those entering with frost
being to track Sabrina and send up a flare
magic from the stone rafters.
once they’ve found her.

6
2 Ice Mephits [AC 4, HD 6, in crimson coats are seated as though trying to warm their
HP 24, #AT 1, D 1–4 (Claw) or hands by an absent fire. These are remnants of the marine
1–6+2 (Ice Ball)] force killed almost instantly by the horefrost that swept the
town decades ago. Their bodies have been turned into ice-
Treasure zombies, and once warm-blooded creatures come close, they
None will rise, the ice falling away from them as they draw blades
from sheathes at their sides.
2 Ice Mephits [AC 16 (3/4
Cover), HD 6d6, HP 21, 6 Ice Zombies [AC 7, HD 3, HP 12, #AT 1, D 1–6 (Slam)]
Initiative +1, #AT 1, Hit +3, Treasure
Dam Claw 3 (1d4+1), Frost 4 SP each
Breath 5 (2d4) (Recharge
3–6), Death Burst (DC 10
Dex or take 4 (1d8) frost
from death explosion)]

3.
The Merman’s Screams
A large wooden building,
leaning heavily to the right,
is covered with ice before
you. Its second level has
long ago collapsed, and
an iced-over sign hangs
frozen in mid dangle
from a single chain. Upon
further investigation,
the words ‘Merman’s
Scream’ and the image of
a tortured merman can be
found on the sign.
Within the open common
room, still seated around a
dark hearth, a half-dozen men
7
This was a warehouse for stolen goods meant
6 Ice Zombies [AC 12 (Ice), HD 3d8+9,
for the Lich Lords, but it is empty now save for
HP 22, Initiative -2, #AT 1, Hit +3, Dam
a small remorhaz that has taken up residence.
Slam 4 (1d6+1)]
If the party investigates the ruin, the remorhaz
4. will rise up and attack, however, it will not
Shipwright’s House leave its lair, so fleeing is possible.
A great rusted anchor lies frozen 1 Young Remorhaz [AC 0, HD 7, HP 36,
outside the door to this lonely structure. #AT 1, D 6–36 (Bite)]
Shattered storm shutters and broken
windows are covered in long icicles, and a Treasure
ruined door lies broken at the threshold. None
This is the former home of the settlement’s
shipwright and later the office of the garrison 1 Young Remorhaz [AC 14, HD 7d10+21,
commander, but now is a hollow and frozen HP 56, Initiative +3, #AT 1, Hit +6, Dam
building. However, a small and extremely Bite 20 (3d10+4) + Heat 7 (2d6), Heated
heavy safe still rests in the back of the building Body (7 (2d6) within 5 feet) ]
behind a frozen desk. It is covered with ice that
6.
must be cleared before any type of opening can Slave Pens
be attempted. As it is a combination lock, a
A long run of twelve iron cages, likely
Pick Locks roll will be at -40% [DC 22]. It
meant for prisoners, lies frozen to the
is steel, and has appropriate hardness with a
north of the warehouse.
HP total of 500 to break it [1/2 of all damage
The cages are now empty, but the traitor has
will be deflected back on to any weapon used
left a surprise for anyone searching them, having
against it, destroying the weapon very quickly].
summoned a small fire elemental that will attack
Inside, however, are 7 Arcana Rounds and a
upon sight. However, as it is so cold and icy, the
bag with 320 gold coins (worth 3,200 silver on
creature’s natural defenses have been weakened
the open market). Rounds include: 3 ‘Ones’, 2
and mundane attacks will hurt it.
‘Fives’, 1 ‘Six’, and 1 ‘Nine’.

5. 1 Fire Elemental [AC 2, HD 8, HP 48, #AT


Warehouse 1, D 3–24 (Slam)]
The roof of this massive building has
long ago collapsed making the inside a Treasure
huge mound of wood, slate, and ice. None
8
7. At the top of the route, an entrance to what appears to be a
Sporting Pits man-made cave appears, but as yet there has been no physical
A large forty by forty pit sighting of Sabrina.
has been dug fifteen feet
into the rock, the bottom
now covered in a layer of
ice. Walls breaking it into
four separate pits that
have weakened and bent
over time. A small set of
stone bleachers overlook
three sides, and two stairs
lead down into the pit from
the south.
Out Island raiders used
to entertain themselves by
casting slaves into this pit, but
now it simply stands as a dark
testament to what that island
once was.

Part Four:
The Mountain Ruin
Once the players have cleared
the town, they will find only one
route out leading away through
the encircling cliffs. Tracks in
the snow indicate that Sabrina
must have come this way, and
they should be inclined to follow
her as no sign from the ship has
yet been made to recall them.
9
1. 3.
Lord’s Entry Book Binding Area
Beyond the frosted rock of the cliff, Several old tables and some kind of
a single entry lies within a slight press apparatus decorate this room
recess. There, a set of double doors along with three large shelving units. No
emblazoned with twin skulls lie open, books remain here, but several crisp and
the sign of footfalls in the disturbed dry sheets of leather rest on one table.
snow leading within. The Lich Lord bound his own books in ages
This is the entry to the domain of one of the past, and this was his bindery. Beneath one
long forgotten Lich Lords. Although gone now, table a snow serpent resides and will attack
the lord’s domain still holds vestiges of magic. anyone investigating the room. Also, and
Once inside, you can read the following: probably vitally important at this point, the
Two dark basalt pillars rest on either serpent is coiled around 4 bottles of healing
side of the entry, a single metal door potions which still hold power.
beyond. Light snow whips around the
room casting little wisps, like elementals, 1 Snow Serpent [AC 6, HD 10, HP 40, #AT
into the air. 1, D 1–10 (Bite) + 3–30 (Constriction)]
The door is closed but not locked, as the
magic that once sealed it was sucked away long Treasure
ago in the Bender invasions. 4 potions of Extra Healing [Greater Healing]

2.
Skinning Stands 1 Snow Serpent [AC 14, HD 10d8+10,
HP 50, Initiative +2, #AT 1, Hit +6, Dam
A large twenty-by-twenty chamber
Bite 7 (1d10+2), Constriction (STR DC 15
opens up around you, half a dozen brass
or take 17 (3d10+2)]
stands around it that look like they
would be used for stretching hides. 4.
This was the skinning room of the Lich Lord Viewing Pool
where he would prepare fresh skin for his aging A thin layer of ice rings a deep blue
body. Eventually it was abandoned when he pool at the center of this large chamber.
achieved Demi-Lich status, but the horrors of Above, a polished disc of silvered glass
his earlier trials still rest here. reflects the surface while also casting
an odd light around the room.

10
This was the divination and remote viewing precious metals will enact the chamber’s final
room of the Lich Lord. It still holds traces of spell—the summoning of a corrupted horror.
magic, although not enough for long distance
viewing. If a person with magical abilities 1 Undead Corrupted Horror [AC 7, HD 10,
enters the chamber, they will note that the HP 60, #AT 2, D 1–10 (Slam)]
water’s surface does reflect the outside world,
but little more than the town, pier, and ship. Treasure
None
5.
Spell Component Storage
1 Undead Corrupted Horror [AC 13,
The smell of old spices and strange
HD 10d8+10, HP 50, Initiative +1, #AT 2,
oils still fills this chamber as shelves
Hit +6, Dam Slam 9 (1d10+4)]
remain stacked with thousands of vials,
jars, and boxes. 7.
The spell component chamber has a spell still Hanging Room
laid into it that keeps components fresh, and a A series of long frost-coated chains
magic-user can find various items here to help and hooks hang from the ceiling of this
with spell creation. Taking random vials and otherwise non-descript chamber.
such from the chamber and later selling them Although the Lich Lord didn’t have to sleep,
can glean a person upwards of 1,000 silver on he did meditate often, and in so doing enjoyed
the open market of a large city. hanging his body from chains, slowly swaying
as he drifted into semi-consciousness.
6.
Enchanting & Summoning Chamber 8.
A crackling of energy sets the hairs on Throne Chamber
the back of your neck on end as a thousand A high-backed throne dominates the
odd runes, glyphs, and engravings in this north end of this chamber. It is made of
massive room shimmer with energy. stone and seems highly uncomfortable,
This is the most magical of all rooms within yet high enough to certainly look down
the Lich Lord’s domain, but even this magic on anyone entering the room.
has been siphoned away during the reign of Although the Lich Lord had few visitors, he
the Benders. Now, only residue remains along did hold court here with his reavers.
with strips of precious metals left in some of
the arcana. However, anyone trying to steal
11
Now empty, the chamber has nothing the water’s edge near a warmly glowing
of value save two secret doors, one on the lantern is a small woman with coppery
east and one on the west walls respectively. hair and red eyes. The Reaper’s Six is in
Standard chances for finding the doors her hand, and the runes on it catch the light
applies [DC 15 Perception]. of the lantern as she turns toward you.
This is Sabrina in her natural form as she
9.
Skull Chamber is an Eldaryn (who are known to shape shift).
Although still at odds with the presence of so
Beyond the stone door a twenty-foot-
much water, she has recovered slightly since she
square chamber is covered with alcoves
is no longer at sea. It is her hope that she can
housing hundreds of skulls. Each stare
convince the players to see reason in what she’s
out at you with lifeless sockets.
doing, leaning on the captain’s cruelty and any
A successful search [1 in 6] [DC 17] will
good relationships built with the players during
note that one skull has a ‘twinkle’ inside. This
the crossing. Once the players have seen her,
is the giant diamond (25,000 SP worth) that
you can read the following:
once housed the Demi-Lich but was destroyed
‘I’m sorry to have dragged you to this
during the Bender invasions.
place my friends, it was never my wish
10. but the captain seems to be harder to
Exit Stair evade than I previously thought. Yes, I
A long stair leading upward moves am Sabrina, although you now see me in
deeper into the mountain. my natural form. I’m Enlightened, what
This is the rear exit to the Lich Lord’s lair and your people would call an Eldaryn, a fire
leads to a special water pool from which much spirit, and I’ve come here to cast this
of his power was restored on a daily basis. The dread weapon into this ancient Wizard’s
stair moves nearly half a mile into the mountain wellspring so that it might be taken from
before opening up into chamber 11. the world beyond the reach of those who
would use its power against my people.’
11.
Waterfall Chamber Before more than a cursory question by the
players can be fielded, the light from the opening
A massive cave grotto opens before
above the falls is blotted out. The captain and
you, light shimmering from a hole in the
his command crew have come, along with
vault above where water cascades down
two other relics from the Final War, MKIV
into a huge pool below. A single winding
Automatons. The two machines will drop
stone stair descends to the pool, and at
12
down onto the shore between Sabrina and the 1 Captain [AC 15, HD 10d8+20, HP 65,
players, and the captain and his crew will begin Initiative +5, #AT 3, Hit +7, Dam Scimitar
the slow descent downward (taking three rounds 8 (1d8+4), Pistol 7 (1d8+5), Multiattack (2
to reach the pool but being able to fire guns in scimitars/1 pistol), Parry (+2 AC against
round two). one attack)]
It is now the time when the players must make
a decision, protect Sabrina and turn mutineers 3 Final War Automatons (Sentry MIV)
against the captain, or make short work of her [AC 2, HD 8+8, HP 48, #AT 4 (+2 to hit), D
with the assistance of the MKIVs. If they decide 1–8/1–8 (Guns) plus 1d8/1d6 (Blades)]
to help Sabrina, and if they have recovered the
Arcana Rounds in the town safe, she can be Treasure
convinced to throw the players the Reaper’s Six None
so that it can be utilized in the battle. Otherwise,
combat will be standard and the players will be 3 Final War Automatons (Sentry MIV):
very hard-pressed to defeat the captain. [AC 18, Speed 30 ft, HD 8d12+16, HP
64, #Attack: 4, Hit +6, Damage Guns 8
(2) 1st Mate & Quartermaster [AC 5, HD (1d8+4) and Blade 10 (1d8+6), Multiattack,
7+7, HP 42, #AT 2, D 1–8 (Heavy Sabre) or Immunity (Charm & Sleep)]
1–8 (Pistol)] Sabrina [AC 5, HD 8+16, HP 64, #AT 2 (+5
to hit), D 1–8+3, Constitution 16, Elemental
Treasure Dice 8d8]
40 SP each
Treasure
(2) 1st Mate & Quartermaster [AC 15, Gravis-Sex Eldaryn R epeater [2d8 Damage]
HD 7d10+7, HP 42, Initiative +3, #AT 2,
Hit +5, Dam Heavy Sabre 6 (1d8+2) or Sabrina [AC 15, HD 8d10+24, HP 64,
Pistol 6 (1d8+2)] Initiative +5, #AT 2, Hit +7, Dam Pistol 13
(2d8+5), Multiattack, Elemental Dice 8d8]
1 Captain [AC 5, HD 10+10, HP 70, #AT 3 If the players are victorious, and Sabrina lives,
(+4 to hit), D 1–8+5/1–8+2 (2 sabre/1 pistol)] she will ask that the Reaper’s Six be returned
to her so that she can cast it into the Wizard’s
Treasure
Arcane-Lathe Sky Cavalry Sabre +2, 14 SP

13
wellspring. If she died during the assault, you her people, but she will not return to the ship,
can have her give the players a last plea to do the instead providing the players with a rune-
deed for her before she expires [bleeding out]. covered lighter that she says will be recognized
among her people should they ever meet more
Final Resolution of them. She will then take the dirigible
(assuming it is intact) and bid farewell.
If the battle did go in the players’ favor, they
Without their cargo, the players must now
now have a decision to make. The captain,
make a choice of destination, but in all likelihood
first mate, and quartermaster are dead, so the
it would be wise to avoid both Findalynn and
ship might technically be ‘taken’ by the players
Taux for some time, thus prompting a new
upon their return, claiming it as their prize and
course for the South and old Aflyr and Mahe,
providing the remaining crew with whatever
the City of Jade.
story they wish to tell. Should Sabrina live, she
will thank the players for their honor toward

14
16

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