Who Doesn’t Love A Library?

This one is more of a one-page component of an adventure than the adventure itself. This is an answer to the issue of PCs finding information. Sometimes, it’s just as easy to hand it over—have one of the PCs with the proper build know the information. Sometimes, it can be fun to breakdown how and where they get that information. For me, when it comes to ancient or otherwise forgotten knowledge, I force them to do what I did for so much of my time in university: do a little research!

Story

In search of forgotten or obscure knowledge, the PCs seek out an archive that they know to have ancient sources—tomes and scrolls and maybe cuneiform tablets. The knowledge of which archive to visit and where that archive can be found might be it’s own little adventure following a similar path.

Places

The Town: This was once the main city of the state, but with changes in dynasties and power centres, its importance has dwindled and so too has its population. It is now peripheral to politics, but still has the memories of that all-but-forgotten time—especially in its archives.

The Archives: This might be a state institution still as it was when it was first created, or maybe it fell into private hands after power moved away. It fills a tower near the centre of the city, with its collection reaching through three underground levels.

People

The Curator: The archive—whether it is in private or public hands—will have a managing and/or controlling figure. They will be the one whom the PCs will need to convince to provide them access if not assistance in their quest. As this is a kind of librarian, I would argue they will be enthusiastic, generous, and helpful. In my version, they are thrilled someone wants to use the archive to expand their knowledge, and will be a useful ally in the search.

The Troll: Not a literal one, but someone seeking power and trying to protect theirs. That’s this person. They see the PCs efforts to uncover knowledge as reducing their own power—forgetting that knowledge is not a zero-sum game. They will do their utmost to create obstacles for the PCs, though they will not do so overtly. The Troll can be an outside figure who hasn’t cared about the archives until somebody wants to use it.

Events

The Approach: The PCs will need to introduce themselves to the Curator and gain permission to access the archives. They may not be able to explain fully what they want if their purpose is to remain secret, but they’ll need to gain the Curator’s trust and acceptance if not their cooperation.

The Search: There can be many layers to the Search. The Curator will understand the structure of the archive and will have some form of indexing, but even then, the PCs will need to go through different works seeking for clues. Those clues will lead to other documents with more clues. If the players are reacting negatively to this scenario, let the PCs quickly hit upon the information they need. If the players are engaged in the pursuit, there are multiple nuggets of information in different sources that all lead to the final accumulation of the knowledge the PCs seek.

Things of Power

The Rings of Power introduced something that had been part of a Middle-Earth campaign I ran back in high school based on information from The Lord of the Rings’ appendices and The Silmarillion—there were five Istari, and the two Blue Istari disappeared into Rhun. I can’t remember much more than that, but in that campaign, the two Blue Istari returned, one taking Dol Guldor in Mirkwood and the other re-claiming Minas Morgul in Mordor at a time when the Reunited Kingdom was eating itself alive due to dynastic politics. So, this adventure is going to mimic that first adventure way back before even the first Lord of the Rings movies, when all we had was Bakshi’s Lord of the Rings and Rankin Bass’ Return of the King.

I’m thinking that the dying empire and the necromancer who is at the heart of this one-pager have a long history. In my thinking, the empire is the second rising of an ancient polity, and it had gained dominance after battling with an upstart kingdom led by a powerful enemy known as The Necromancer. Well, the emperors called them a necromancer, but they were more of a sorcerer. The emperor brought together a coalition of powerful nations under its leadership, defeated the sorcerer’s kingdom, and then forced itself on the coalition as a kind of overlord. That was two hundred years ago. The empire is falling apart as this story begins.

This is kind of a mystery, and much of it is finding more clues to the identity of The Necromancer at the centre of it. As the one-pager is intended for inspiration and outline rather than details, anyone running this scenario would probably add more clues than are mentioned.

Story

It’s a dark time of uncertainty. As the old king withers on the throne, his children squabble over the kingdom. Here, on the edges of kingdom, a collection of wanderers, warriors, and rogues come together in a trading town engulfed in terror. People are disappearing. The mornings after moonless nights, more are missing—sometimes entire families. The mayor and council are too busy playing politics to do anything, and as long as it doesn’t touch the families of the rich and powerful, the authorities don’t seem inclined to do anything. The PCs are drawn in for their own reasons, seeking answers to this deadly riddle.

Places

The Site: The rumours are that every moonless night, people vanish brings murders. The PCs will actually have a chance to examine the scene, as a family close tot hem disappears. Rumours spoke of markings in blood, which the PCs find. Any spellcaster (or perhaps academic) will recognize them and their import—these are dark runes of magic, last used by the Cult of the Undead King, who worshipped the ancient enemy known as the Necromancer. And the markings are made in blood—a person’s blood

The Citadel: Now a ruin in an all-but-abandoned quarter of the city, this was the fort that fostered the town. The imperial officers now live in expensive townhouses and work in the Urbis Curia. The Citadel is now the centre of the Cult of the Undead King, seeking to resurrect the Necromancer.

People

The Contacts: There are those in the town who can help the PCs—a sage who has encountered these runes before, some unhoused who have noted strange goings-on at the Citadel, and even witnesses from among the underclass who have seen strange, dark carriages staffed with people swathed in darkness on moonless nights. The contacts will help illuminate the PCs and given them clues—or interpret them. But their chatter will also alert the Cult of the Undead King to the PCs’ investigation.

The Count: The Lord-Mayor of the town is also an imperial count, distantly related to the ruling family. They are unimpressed with the PCs and disinclined to pursue murders that have only occurred among the underclass and have not yet disturbed the ‘good people.’

The Acolyte: This is an individual who has studied magic their entire life. They believe they are resurrecting The Necromancer of legend. They are not. That being has been discorporated and can never again appear in the material plane. Instead, this is the last of an ancient line of wizards drawn to the use of magics they thought extinct.

Events

The Encounter: As the PCs close in on the Cult, the Acolyte sends some of the Cult’s more brutal adherents to intimidate the PCs. When that doesn’t work, the next group will seek to persuade the PCs of the correctness of their efforts. Finally, the Acolyte and their most powerful adherents will seek out the PCs to kill them.

The Appearance: Before the Acolyte and the PCs have their climactic encounter, the ancient wizard arrives, seeking the Acolyte. The wizard’s failure to participate in the defeat of the Necromancer—even though the Necromancer was defeated—has left them resentful and angry, with too many years (centuries?) to nurse their bitterness. Will they seek to defeat the Acolyte as the last vestige of the Necromancer’s cult, or will they ally themselves with the cult, their bitterness having broken them?

Losing Sanctuary

In most adventures that I’ve written, the PCs are able to gain a direct victory—overpowering the opposition through physical, mental, or social means—but it’s always interesting to change it up and present them with a problem that the direct approach can’t solve. That’s what it’s like when you are the smartest or the strongest in the room. That led me to think about a situation ’s what it’s like for a real underdog. In our world—and, to be honest, historically—that’s been the fate of displaced persons. This isn’t the first time the subject informed my RPG writing.  I had plans to write on the fate of a particularly famous group of likely displaced people during the Late Bronze Age collapse—Sagas of the Sea Peoples got recycled as the Sword’s Edge adventure Poles of Power. This one-pager is still a kind of a power fantasy—it’s a lot cleaner and removed from real suffering than most refugee situations—but it presents a situation the PCs can’t punch their way out of.

Story

The PCs control Sanctuary—this could be a tavern and inn, it could be a quarter of a city, or it might even be a city or town itself—that sits between two opposing powers. It is the only safety for the refugees from the war. The PCs can’t openly use violence as the opposing armies have escalation dominance—they can bring far more force to bear on Sanctuary than the PCs can even hope to oppose. As the war is coming to a close, both armies seek battlefield victories to improve their positions and the polity’s negotiation position. The PCs need to protect Sanctuary and the refugees finding shelter until peace or at least stability arrives.

Places

Sanctuary: What is it? How do the PCs control it—are they the oligarchy controlling a city state or the owners of an establishment inside a city that is the site of battles between the opposing powers?

Paradise: There is another place of refuge, and a more permanent one. For the lucky few, Sanctuary is but a stop on their journey. Many others must try to find a means to reach Paradise and be accepted there.

Challenges

The Soldiers: The war has been long and it has been cruel. Those fighting have been brutalized by it. The enemy has been dehumanized and atrocities committed. The soldiers likely feel there will be no repercussions for the crimes they commit, and some welcome that as they share their pain with the world or try to blot it out through brutality.

The Leaders: For some of the leaders of the opposing powers, Sanctuary is an insult. It flaunts their authority, and for some people, that is a personal slight. They will not accept anything except total submission. They do not care that submission to them lays one open to retribution from the enemy. That is not their concern.

The Professionals: There are those on both sides who abhor the crimes and atrocities. Yes, it is a constant is war, but that does not mean one should accept it. As Shakespeare had Henry V say: “. . . when lenity and cruelty play for a kingdom, the gentler gamester is the soonest winner.”

Events

Balance of Power: One of the two warring powers has achieved a modicum of dominance, and now has control—for the moment—of the territory in which Sanctuary exists. The commander of the force seeks submission from Sanctuary, and they are hesitant and indecisive, easily swayed by their lieutenants—some of whom want Sanctuary destroyed.

The Negotiations: One of the two warring powers approaches the PCs, requesting that Sanctuary host the negotiations. It is a loaded request, as the proposing side implies rejection of the request will reveal Sanctuary is not neutral. And if Sanctuary hosts the negotiations, both sides will constantly demand submission as a show of neutrality, while claiming any show of submission to the other side show Sanctuary is not neutral.

In Between Days

This one-pager is inspired by Mr. Inbetween, and that series has so many different jobs and scenarios that it’s tough to pick just one to act as inspiration for an adventure. However, there were many more interpersonal scenarios—especial in the personal parts of the main character’s life—than there were action scenes. If one is going to take inspiration from Mr. Inbetween, it is low-level criminality interlaced with understandable personal problems. This is difficult to replicate in most RPGs unless the adventure is part of a longer campaign in which the PC or PCs have invested in their character’s personal lives—likely including a partner and children. Lacking that, the scenarios from Mr. Inbetween are similar to many other criminal intellectual properties. I’ll take a stab at one leaving it to you—the person using it for inspiration—to figure out how to stick the landing.

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Falling From the 76

This has been a difficult one-pager to formulate as Fallout 76 lacks the very robust narratives that existed in the previous entries in the Fallout series. In the end, a key theme of all the Fallout games is building on top of the collapse—not just surviving but thriving. So, in this game, the PCs are going to do the same—reclaim the wasteland.

I am not blind to the use of this kind of narrative in the history of colonialism, but since this a game, we can set the parameters, and in our story, the wasteland is not a fiction but truly a place abandoned. But that pretty much necessarily means its dangerous, and that’s where the PCs come in.

Props to The Starlost for some key inspiration on this one.

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House of the Eternal Road

I explained one-pagers briefly in my last one-pager post, and there is a kind of rough explanation in an older post at Sword’s Edge. A one-pager is a very basic adventure outline that is a useful reference for improvisational game management.

This one-pager is based on the movie Road House, which I reviewed at Sword’s Edge—although it’s also very Seven Samurai/The Magnificent Seven. It lacks any mechanics and so is system agnostic. Although I envision it as post-apocalyptic, it’d totally work for fantasy as well. Other genres might take some shoe-horning.

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Uprise: Bandits At War

One-pagers are a kind of adventure prep that I use which I outlined in an older post over at Sword’s Edge. Basically, because I am very comfortable with improv gaming, I usually work from a very basic adventure outline and do everything else on the fly.

Below is a one-pager based on the movie Uprising, which I reviewed at Sword’s Edge. There are no NPCs/challenges/obstacles statted out—no mechanical opponents presented—so you might need to cook some of those up if you use this. The ideas are there. Run with them.

Story

The PCs are bandits that have formed into an irregular force protecting the local communities from the depredations of the armies fighting the wars—whether those are the nominal “lords” of the land or the armies invading that territory. They haven’t been especially cruel to the villagers, but they are criminals, and their raids have likely created hardship for the local population. They will face both violent encounters with the contending armies, but also interpersonal challenges in finding peace and mutual support with the villages they are now protecting.

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Sword Noir One-Pager: Kiss MacGuffin Deadly

This one-pager probably works best if your PCs are Urban Cohorts in Everthorn–or otherwise representatives of some level of law enforcement or other organization that imposes order in some fashion, like the Knights Templar and Hospitaller in the Holy Lands during the crusades. If not actual “police,” the PCs could be something akin to private detectives–if the setting has them–or some other freelance troubleshooters (or gunslinger/dirty-knight errant like Caspan Trey in my story “For Simple Coin”). Given that the PCs are expected to assist an innocent, criminals might not be the best choice.

This one-pager is also short on locations as it is long on everything else. You can always re-cycle a cool location from one of the earlier one-pagers if necessary.

 

Kiss MacGuffin Deadly

Situation
An innocent—to whom the PCs are likely to react positively but whom they don’t know—secretly connected somehow to a powerful mage of ill repute from afar requests the PCs’ help. This innocent needs to deliver a package to an individual in Everthorn. This is a matter of life or death. In an ambush, the innocent is killed or abducted. Various factions vie for the package, which is actually an uncontrollable item of power that destroys all around it when released from its confines.

Plot Points
1. The innocent does not have the package, but is receiving it from a trusted ship’s captain who travelled from afar. The innocent has a note to the captain to release the package to the bearer of the note. The innocent provides the note to the PCs once she secures their assistance. The innocent has a sense of impending doom.

2. The Evil Mastermind sends four mercenaries (possibly named Sucre, Xavier, Tang and Celeris) to get the innocent and the package. If the capture is unsuccessful, the crew are tasked with killing the innocent. The recovery of the package is a top priority.

3. When the PCs secure the package, there is a note included with it that it must be delivered to Al-Ansar or the Invisible Judge for safekeeping.

4. Just before the PCs make the delivery, the Evil Mastermind along with any surviving mercenaries and a total of eight toughs attack in an attempt to grab the package. The powerful mage of ill-repute, Skeleros, appears and joins in the struggle, attacking the strongest party first.

Location
1. Star’s Reach: The galleon of the Ship’s Captain. This is a large, fast vessel, able to cross oceans and perhaps introduce the PCs to entirely new settings.

Narrative Characters
1. The Innocent, plot initiator
Concept: Naïf (+2) Faculty: Engender trust (Cha, +2)
Phy 7; Agl 7; Wit 9; Cha 12; Wil 9

2. Mercenaries
Concept: Tough Guy (+4) Background: Street Hunter (+2)
Faculty: Rough housing (Phy, +4) Flaw: Unimaginative (-2)
Phy 15; Agl 9; Wit 7; Cha 9; Wil 7
Cracking Heads (Phy, +4); Powerhouse (Phy, +2)

3. The Ship’s Captain
Concept: Merchant Adventurer (+2) Faculty: Cold Read (Cha, +2)
Phy 7; Agl 9; Wit 9; Cha 12; Wil 7

4. Evil Mastermind
Concept: Underworld Spider (+2) Background: Arcanist (+2)
Faculty: Intimidation (Cha, +2) Flaw: Impatient (-2)
Phy 12; Agl 9; Wit 12; Cha 12; Wil 9
Fight Dirty (Phy, +4), Aggressive Negotiations (Cha, +2)

4. Skeleros, powerful mage of ill-repute from afar
Concept: Necromancer (+2) Background: Spurned Scholar (Wit, +2)
Faculty: the Arcane (Cha, +2) Flaw: Imperious (-2)
Phy 7; Agl 9; Wit 12; Cha 15; Wil 9
Arcane Quality – Water, Charm of the Grave (+4), Rain of Fear (+4)

Sword Noir One-Pager: The Lost

This one-pager only fits on a page with 10 pt font, but that’s fair, isn’t it? One thing I like about this one is that if the PCs are playing criminals, this is where they distinguish themselves from the scum. I talk about that a bit over at Sword’s Edge.

The Lost

Situation
Regher Gaunt, once an Urban Cohort, achieved something of note when he was drilled out of that corrupt organization for being too corrupt. He’s now a resident of the Gagerum, maybe the biggest slum in Everthorn, and an old enemy has taken the only thing that matters to him, his daughter. He almost got killed trying to get her back, and now he’s turned to the PCs as his only hope. Cut-Lip Caladis—who used to run with the gang known as the Fallen Ones—took the girl and has someone backing him up, a bunch of someones who almost killed Regher. Now Regher’s got nothing, no one to help him, and might not even live to see another morning. All he wants is his daughter safe.

Plot Points
1. Regher actually did his job when he put Cut-Lip to the oars for robbing and killing a family, but Cut-Lip holds a major grudge because this was one time when Regher couldn’t be bought. Regher knows Caladis is willing to kill children, so he’s desperate.

2. This is just sweet revenge for Caladis, who intends to sell the girl into slavery. He tried to interest the Fallen Ones, but only his previous association with them stopped them from gutting him. He’s gone too far. They didn’t stop him but they have no love for him. They know he’s on the way to the Pit.

3. Caladis indeed has Regher’s daughter, Lydia, at the Pit. He also has 8 hired goons led by Druxis, a mercenary.

Locations
1. The Aerie: The Fallen Ones congregate at an old watchtower that is now on the edge of the North Road, just on the outskirts of East Corners. It’s been modified and heightened so that it now climbs six stories up, and has a diameter of 20 metres at its base and 10 metres at its apex. Each floor serves a different purpose—tavern, gambling hall, brothel, and opium den—with the top two stories the headquarters of the Fallen Ones.

2. The Pit: Three kilometres north-east, off the North road, is an old quarry or mine or something. This is an illegal slave market that opens for one night during the full moon. The Pit is only the most recent location, as whenever the Urban Prefect learns of its location, he sends the Captain and his Whites to shut the place down.

Narrative Characters
1. Regher Gaunt, disgraced Urban Cohort
Concept: Loser (+2) Faculty: Tough Guy (Phy, +2)
Phy 12; Agl 9; Wit 7; Cha 7; Wil 9

2. Cut-Lip Caladis, holds a major grudge
Concept: SOB (+2) Faculty: Back Stabbing (Phy, +2)
Phy 12; Agl 9; Wit 9; Cha 7; Wil 7

3. Adreanna, leader of the Fallen Ones
Concept: Honourable Criminal (+2) Background: Kill My Way to the Top (+2)
Faculty: Drawing Blood (Agl, +2) Flaw: Tied to Oaths (-2)
Phy 9; Agl 15; Wit 12; Cha 12; Wil 9
Voice of Authority (Cha, +2), Sharpest of Blades (Agl, +2)

4. Druxis the merc
Concept: Mercenary (+2) Faculty: Swordsmanship (Phy, +2)
Phy 12; Agl 9; Wit 9; Cha 7; Wil 7

5. Hasault, runs the Pit
Concept: Flesh Merchant (+2) Faculty: Smell Weakness (Wit, +2)
Phy 9; Agl 9; Wit 12; Cha 7; Wil 7

Sword Noir One Pager: Layers

I talked a little bit about one-pagers over at Sword’s Edge. Here’s the first one-pager for Sword Noir, Layers. You can read the Sword’s Edge article here.

Situation
The criminal boss, Dugald the Lame, has brought the PCs into a major operation that he is planning, one that offers a massive pay-out. He won’t take no for an answer because he says the PCs are the best in the business—and if the PCs insist on saying no, that’s a whole other adventure. Just as the job/deal/whatever is going down, the Urban Cohorts swoop in to arrest everyone. As the PCs may (or may not) learn, Dugald sold them out. Under the guise of the Ghost Crow, he’s been selling anyone he doesn’t like to the Cohorts, getting their money and a free pass for his own operations.

Plot Points
1. Just before starting the job, the PCs recognize a crooked Urban Cohort named Vindiacos skulking around, trying to look non-descript with a big cloak covering his breastplate and weapons. This will hopefully clue them in that things are wonky. If they don’t figure it out, they are faced with double their numbers in Urban Cohorts who are—thankfully—out to arrest them rather than kill them.

2. Either information from the crooked Cohort or other resources lead the PCs to the Maze and Alisanos. He sells the information to the Cohorts, but it comes from the Ghost Crow, who seems to know almost everything about the Everthorn underworld. The Ghost Crow can only be found at his Sea Palace.

3. The Ghost Crow is well-protected by both Urban Cohorts and his own gang of cut-throats both at the launch to the Sea Palace, and on the Sea Palace as well. No one seems to know what the Ghost Crow looks like, or where on the Sea Palace he can be found.

Locations
1. The Maze: Likely in Gagerum or a similar slum, the Maze is a collection of tenements covering over three blocks that have been attached by walkways, additions, and extensions so that they form one giant building, but a building that is its own neighbourhood, inhabiting vertical as well as horizontal space. The Maze has merchants, taverns, inns, a cooper and even a blacksmith. It is run by the Cursed Crew.

2. The Sea Palace: This is a collection of barges, anchored outside the sea walls near the Tides. Buildings have been built on these barges and there are chain and board bridges between barges. There is a brothel, a casino, an opium den, and an inn and tavern. It is not open to anyone, and the Ghost Crow keeps invites to a minimum.

Narrative Characters
1. Duglad the Lame master of Right Banks/Ghost Crow, master of the Sea Palace
Concept: Ringleader (+2) Faculty: Deception (Wit, +2)
Phy 9; Agl 7; Wit 9; Cha 12; Wil 7

2. Vindiacos, Urban Cohort contact
Concept: Corrupt Cohort (+2) Faculty: Bringing the Pain (Phy, +2)
Phy 12; Agl 9; Wit7; Cha 7; Wil 9

3. Alisanos, purveyor of information
Concept: Underworld Merchant (+2) Background: Orphan of the Streets (+2)
Faculty: Connections (Cha, +2) Flaw: All that glitters (-2)
Phy 9; Agl 9; Wit 12; Cha 15; Wil 12
Sell you Anything (Cha, +2), Know It All (Wit, +2)

4. Requin, master of the Cursed Crew and Mayor of the Maze
Concept: Enforcer (+2) Faculty: the Blade (Phy, +2)
Phy 12; Agl 9; Wit 7; Cha 7; Wil 9