d20 Forever Games Wilderness Encounters 5 Inner City.pdf

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Wilderness Encounters 5
INNER CITY
ENCOUNTERS FOR A CITY ENVIRONMENT
Written by David Sharrock, Illustrated by Wyn F Dawkins
Generic encounters and scenarios for use by
Gamesmasters and players of fantasy role-playing games
This document is protected by UK and international copyright laws
All rights reserved © Forever People Digital Press 2007
PDF format Wilderness Encounters 5, Second Edition
Distributable in pdf format only. No alterations, No redistribution.
No unauthorised use of images and/or text. Copyright infringements may lead to prosecution.
Front page illustration, photography and graphical design by David Sharrock.
Maps by Wyn F Dawkins
visit us on the web
www.foreverpeoplerpg.com
enquiry@foreverpeoplerpg.com
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introduction
Contents
It stands upon the horizon, a slate grey line of
hard stone, broken every now and then by turrets
and flying buttresses. The wall of the city. And
beyond, the crooked spires and warped rooftops
rise like a sea of uneven waves, an apparently
endless field of tiles and chimneys. A haze of dark
smoke rises lazily from each stack and commingles
in the sky to form a great black dirge above.
The Amorous Quartet
4
Gribbins
6
Gnome Town
8
Horrorscope
14
Day Of The Dead
17
This is the destination of our hapless heroes,
weary of the wilderness, in need of proper
sustenance, new gear, a comfortable bed and all
the other niceties a tired adventurer can only find
within the boundary wall of a city.
A Dream of Dancing Shadows 21
Socher Day
23
Hollow Man
25
Lost in Transit
28
No doubt their visit to the city will be eventful as
ever, with the promise of jobs to be taken, gold to
be earned and new friends to be made. Adventure
too; the nature of which the heroes can only
dream of as they stumble, tired and ragged from
the great grey wastes and up to the gatehouse
door. "Who cares to enter," the voice of the guard
on the bastion battlement carries down. 'Weary
travellers' is the reply, and little more is required.
The gates rattle open and our heroes bustle inside,
the sights, smells and sounds of the city
enveloping them like old friends.
Priests of the Last Prism
45
The Iron Gauntlet
47
A Fool's Gold
55
The Thin Blue Line
61
A Day At The Circus
63
Champions of the Chancery
67
Instant City
77
Wilderness Encounters, Inner City, not only gives
the GM fifteen assorted adventure seeds,
complete with background information, NPC
details and scenario options (should the players
delve deep), but also a complete and instant city
key, easily adapted to one of the blank maps
included at the end of this file.
City Maps
100
In short: Inner City is everything you need to run a
unique, challenging and entertaining city
adventure in the game setting of your choice. To
start right now, go to the Instant City chapter and
read on.
No stats are provided in this file, and no one
ruleset is favoured. This is a generic module,
designed to save the GM endless pre-session
preparation without specific reference to any pre-
existing game system. For this reason we
recommend you keep your game monster manual
and any other core-rulebooks handy as the
adventure unfolds.
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THE
AMOROUS
QUARTET
Introduction
The group turn a corner into a busy main street packed
with maidens and wenches in various states of undress.
Some are screaming, others are sobbing. One or two
have collapsed and are being attended to by militia.
"What's going on?" one of the PCs may be heard to
ask a passer-by. "The Amorous Quartet are in town," the
passer-by, a weary looking man, shrugs and pulls a face.
Whoever he is, he seems less than entirely happy about
the mass hysteria unfolding around him.
GM Notes
The Amorous Quartet are a group of
musicians famed in these parts for
their bardic talents. The group are
composed of four members, including
the lead singer, a man named Red (on
account of his long, lustrous flame-red
hair), a hunky lyre player called Rainen Realm,
an effeminate harpsichordist named Embryof Lucion,
and a thick-set paddle drummer and one time gladiator
called Cedris Dereeve.
The group have chosen to stage an impromptu
concert in honour of their legions of female fans and
have set up a makeshift stage outside a tavern on this
road. Over the caterwaul of hysterical women, the PCs
may be able to make out the sound of drums, music and
singing. Any bards or euphonious types in the group will
consider the music to be poor and the singer's voice to
be more than a little flat. To the countless female fans,
this hardly seems to matter.
Scenario
The character who happened to be passing when the
group turned into this road is encountered again a little
while later. The PCs find him sitting in a local tavern,
sobbing into a wooden ale mug and lamenting his rotten
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luck. Most of the patrons in the tavern are doing their
the PCs launch their mock-attack, the bodyguards will
level best to ignore him, but the PCs may find him too
react long before Garet, who is highly likely to miss his
intriguing to overlook.
cue and remain hidden out of sight at the crucial
The man is Garet Sonsmith, a half-gnome and failed
moment. Equally dangerous, if not more so, are the
magic user with mostly human features except for a
Quartet’shordeoffemaeadmrerswhowlpounceon
large, decidedly ill-proportioned nose. When the PCs
anyone they suspect of attempting to harm their
originally encountered Garet he had just been fired as
beoved‘fabfour‘.Thereofthe band's fans will
manager of the Amorous Quartet on account of failing
continue long after any fight with bodyguards or run-ins
to get the group a gig at the city's most influential
with militia have run their course.
theatre. Instead, he had arranged a slightly less
illustrious concert to be held in a theatre on the far side
of the city, unaware that this particular site was more
suitable for a certain genre of play in which one half of
the cast traditionally have intimate relations with the
other half while the audience watch on from booths.
Garet is beside himself with self-pity and begs the
PCs to help him out. The Quartet might give him his old
job back if Garet can somehow redeem himself in their
eyes. His idea, which seems to come to him in a
moment of drunken epiphany, may strike the PCs as
stupid. But when he offers to pay the group for their
help and even gives them a down payment in the form
of three pouches filled with gold, they may agree to
help him anyway.
The half-gnome suggests that the player characters
locate the Quartet and pretend to attack them. Garet,
waiting in the wings, will leap forth and cast a magic
spell, freezing the PCs and saving the group.
The musicians will be so grateful they
will probably give Garet his old job
back, at leastthat‘swhathe
hopes. Of course, Garet is as
useless a magic user as he is a
manager. For this reason he will only
pretend to cast the spell and the PCs will
only pretend to be frozen.
The plan is doomed to spectacular
failure, and the PCs may see this if the promise
of gold has not already blinded them to the
danger. The Quartet have their own gang of burly
bodyguards who accompany them at all times. When
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