Thursday, May 21, 2015

(D.N.D.) I'm dynamite.

This is the first quest, giving the players a brief introduction to the world of BlackStar, and also introducing them to the first NPC, Sepret.

PART 1: THE REQUEST/THE COMMAND
The adventure begins in the Triple Point Tavern, a low-key human district establishment.
Using the Human District Map (Southwest), place enemies in spaces indicated. The party will begin in the tavern (8).


With the adventurers in the bar, read:
It’s evening as the party enters the Triple Point tavern, where an odd aura hangs heavily around several drinking figures. The one at the far end of the bar is an older reptilian hybrid (Sepret), as evidenced by a bits of visible tail and greying scales. Behind the bar, the bartender is mechanically washing clean steins, only pausing briefly to fulfill the the duties of his office in punctuated clockwork motions.
At a table not far away, the two ales are accompanied by two Eldarian Guards, loudly and mirthily drinking with incongruous stone-faced expressions and tone. Their conversation suddenly becomes pointed upon the sudden discovery of the reptilian figure at the bar. The flat mockery is ignored but not unheard, and the lizard’s hands shake with fear, age, and now anger. Even as the Eldarians stand at his sides, upset his drink and spit flat Eldarin profanities at his cheek, Sepret shows stoic restraint. It’s only as the Eldarians turn to leave, the reptile let’s loose a single word just loud enough to be heard: children.
The Eldarians freeze, their senses returning, beginning with fury, as they reach for their swords. Sepret’s eyes race to anyone who will meet his glance as he pleads for a bystander’s aide.


Have each party member roll a Intelligence check, DC 17 for Psionics and DC 20 for non-Psionics.


If players are successful, read:
The ground is starting to shake. You reach out for the bar but it’s still and you realize the rumbling is a voice. It’s growing louder and it feels as though the ground could tear open. Neither Eldarian seem to notice it, and it’s impossible to discern whether Sepret hears it: it’s either the two indignant Eldarians or the sound of the world shattering which has shook him to his core. Nothing of this world, of this universe, or of this reality could be making it, and it certainly could not belong to Sepret, yet more than anyone else there, Sepret lies at its epicenter.


The voice’s language is bizarre and unintelligible, yet the meaning unmistakable: open.

So the players now see the lingering racial tensions. Additionally, they have met Sepret, and see he's an old man who can barely fend for himself.


DEVELOPMENTS
The guards are drunk and disoriented, and thus have a disadvantage in initiative. Their first priority is the adventurers, and will only target Sepret should there be no-one left to protect him.


Sepret isn't giving out too much information. Most of it doesn't matter, Sepret doesn't have to be the one who tells them everything about the artefact.

ROLEPLAYING SEPRET
Sepret is an elderly reptilian hybrid; his hands shake in anxiety, and only minorly in age.
Hello. “My name is Sepret. I’m sorry to have dragged you into this. It’s never good for one’s health interacting with the Eldarians, be it as friend or foe.”
Where are you going? “I must make it outside the walls of the city. It’s a task of grave importance, but I’m afraid this body won’t carry me to much further. Please help me escape DarkStar, for the good of all peoples.”
How do we get out of the city? “We’re nearer the east bridge, and the west one is always more heavily guarded anyway.”
What is that you’re carrying. “It’s nothing. Stay away from it- I must get it to the right people.”
Why should I help? “Please. I don’t have much to offer, but you may have it. Once we make it out, my...caravan would be most grateful and able to compensate you in any form you see fit. But first we must make it out here.”


AWARDING EXPERIENCE POINTS

Each player engaged in combat earns 450XP, or enough to bring players to level 2.

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