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Luthor Harkon

[Tattered Fates] Inspiration/encounters needed for the Carnival of Blood on Xicarph

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Dear fellow GMs,

my players are currently wandering more or less aimlessly through the Red Cages (thanks to the splendid encounters Gregorius’ devised) beneath Xicarph, but are about to reach Vault 13 and thus most probably the surface in our next (i.e. third…) session.
Now the question arises for me how to handle the next chapter (i.e. Carnival of Blood). Has anyone ideas, advices, inspirations in regard to the Carnival of Blood and the different locations (as described in the gazetteer)?
At the moment I only have a plan how to make use of Papa Grist’s establishment Fates Wheel and possible arena fights for hard currency (where I plan to disallow any kind of ranged and powered weapon as well as power armour for all arena fights though). This way the groups Guardsman has something to do and a possibility to earn some needed Thrones for the group. Still, I need more encounters and maybe something where the other group members can make use of their respective skills and also to breathe more life into the city and the carnival as such.

Thanks in advance for any help.

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[bump-in]
While on their way from A to B, the pc have to move through the crowded streets. While on a promenade filled with revellers enjoying fine Quaddis wine gifted by a noble house. As the pc try to move on, the inenvitely bump into some-one and they recognize the sound of shattering glass. The minor noble women they just bumped into whales and cries and shouts, attracting not much attention but those of the guards of the entourage she belongs to.

As things turn out, the pc are now blamed for being responsible for the Destruction of a fine wine glass made of very expensive crystal and are harassed by the nobles guard. The rest of the crowd does not seem to pay attention. The pc can either try to smooth things out (Charm;upt to the GM) or try to get out with a threat or a show of force (Intimidation; up to the GM). If the first one fails or they try the later, the pc might notice with a difficult(-10) Awareness check that watchmen with shock lances are approaching (the sponsor of the wine event posted guards with googles or augmetics on balconies, watching the crowd for disturbance and guiding their ground patrols. After all, they do not want their name to be involved into a huge scale brawl!).

As the guards arrive, it is a contested role between the mouthpiece of the retinue and the mouthpiece of the pc. If the retinue wins by three degrees of success, the guards might try to arrest the pc. Otherwise, the guards will only "break them up". This is, as long as no real blood was shed by know. 
 

[City Guides]
A lot of the natives make money during the festival by working as guides. For throne (or more, if the client seems rich) they lead the strangers to the places they want. The pc will be sceptical and wary of ambushes. Allow them tests for Scrutiny. Make the first passages safe (there are a lot of HONEST common men and women living in the city!) but after a while, they will get a crooked one (Deceive+10 & Fel:40 vs. the Scrutiny of the pc). If they fail the check, they will end in some dark side alley, threatend by a group of thugs double their number, blocking their way back and forth and demanding money and valuables.

[street blocked]
As they move on, the nature of the crowd suddenly changes from cheerful to fearful and upset.  The pc will reach a small street blocked on both sides by lines of watchmen with shocklances. The blocked street is covered in blood, entrails and bodyparts. Some men in dark coats move about, properbly enforcers investigating the crime scene. With some checks for Inquiry, the pc will get some valuable information from the crowd and perhaps the guards. First about the inccidents (a sudden outburst of violence, men-at-arms opening fire, a great massacre), the offenders (people dressed in robes of priests and revellers in red suddenly throughing grenades and firing automatic weapons) up to the real info (suggestion: three levels): the appearance of a ghastly monster, appearing from nowhere. Without a successfull test, or just by asking round one question & then leaving, the will only get rumours-sold-as-facts (escaped rippersaurus; escalating feud between to off-world noble parties; a native deathcult intended to make the revellers pay for their debauchery). With five levels of success, they hear that locals know a rumour about something called "the Widower". 

This scene is intended to give information about the Pilgrims and the Widower

[Let´s dance!]
Play this one shortly after they left the Red Cages. Ask for Awareness check. While walking through the revellers, the pc recognize that they are suddenly rushed form differents sides by figures in masks and customes. If they pass the test, they recognize that those figures arent armed, all are female. In fact these are drunken young female revellers (escaping their matrone) looking for "handsome men to dance with". Overcheerfully and drunk, they throw themselves at the pc and insist that they dance with them... if they do not get pushed to the ground or even slaughtered by pc whose minds and reflexes are still in "the Red Cages!-mode".
If the pc happen to be passable dancers, the young women might slip them something (a little gift, a room key, an invitation to a ball, whatever)

[The Giants of Grotesque]
Passing through a street, the pc enter a wide space, not as crowded as the other streets but still visited by many revellers and covered by laughing and music.  As they move on they are adressed by a booming voice from above  "You, you tattred lot locking like men of blood!  When they look up, they see a men walking on augmetic stilts, perhaps two meters above the ground, wearing a grotesque costume and mask and an a vox-augmenter. Similiar figures are walking  through the crowd in this place. "You! The Giants of Grotesque degree that you have to dance nacked around the spring fontain at the center of the place. Obey! OBEY!" The crowds sheer in, shouting "Obey! OBEY! OBEY!" . If the pc do not follow the order, the "Giants of Grotesque" will mark them by "peeing" on them ... from a squirting device comes a liquied shooting at them, making them stinking horribly till they bathed vigorusly. As long as the stink remains, they are -20 to all social roles. 
If the pc obey, they are the laughing stock of those around. This has no immediate negative consquences, but if you place the scene before "Wheel of Fortune" an attempt for Intimidation might receive a -10 oder -20 penalty if one figure present was wittness to this scene and speaks up to it. If not used in the "Wheel", use it later at Gabriel Chase. But use it only once.

[Future revealed]
The pc will come along a tenment of purple picturing a lot of stars and nebulas on its canvas. In front, a womenly figure covered from ankles to nose in veils and clothing and some golden andorments sits, in front of here a chair and a blow of black marble. Only her eyes are seen which are purple as well and surrounded by blueish skin. As the pc see ´the figure, the figure shes them to and the eyes wide in shock. She gestures them from her place to come near. 

She calls herself "Madame Mabajo" and says that she sees the strands of a terrible fate around them. For a price, she is willing to fortelling the futur "for every act of such true power shortens my life. If she is a charlatan or real is up to the GM and cann be determined by the pc with two levels of success on a contestes role for Scrutiny vs. her professional skill (Fortune Telling; +10) and her Charisma (35; -5 for being void-born). 
If she is real and the pc take her help, use the rules from the Psy-Power in the DH core rules. But since she is a void-witch, the pc will gain one point of corruption. He visions are none the less true and she is not malevolent to the pc. 

[Reunion]
Not a scene but an inspiration: how about the pc meeting one of the groups from "Dust & Ash" again? Where and under which circumstances is up to the group. Some criminals might show up as Chrono-Gladiator slave in the "Wheel", with a HATRED talent against the pc. Nobles & Rich might be encountered at Gabrial Chase, perhaps as allies or enemies during the "13th hour".  The Malfian Bloodsworn (if surving) might now be after them "for personal reason" (especially if one of them got killed due to the pc´s fault. the other one has sworn to himself to take at least the life of one of the pc in retunr). 

[Games]
A street is occupied by market stand offering games of all different kind. Spend a throne, get 10 chances to win a price. The event is charity set up by the local churchs to help the poor with the earned money: all the prices are gifts from nobles owining residences on Malfi. They are of not much worth... to the filthy rich nobles! Pc might have use for an old pair of duelling sabres from a fringeworld or an old sabre-wolf pelt. And if only for selling them. Of course, all of the games are hard (-20) to win and five extended tests. Examples/Ideas:

A game of regicid(chess) against a guilded servitor (Logic)
Not getting pushed/thrown of a huge round carpet by a female ogryn (Dodge)
Finishing five sentences of religious recitation of the High Abbot (Common Lore: Imperial Creed; High Gothic requiered)
Holding on to a mechanical bull (a REAL mechnical bull!) intended to kick you off (Riding)
Stomaching a glass of the five WORST wines of Quaddis (not real wine but disgusting fluids; Toughness)
Guessing the worth of the price (Evaluation, evertime it is "higher" or "lower". If five rules are successfull, it is cloth enough to get the item.
Items are changed each time, and they have LOTS of them).



 

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Gregorius21778 said:

 

[bump-in]
While on their way from A to B, the pc have to move through the crowded streets. While on a promenade filled with revellers enjoying fine Quaddis wine gifted by a noble house. As the pc try to move on, the inenvitely bump into some-one and they recognize the sound of shattering glass. The minor noble women they just bumped into whales and cries and shouts, attracting not much attention but those of the guards of the entourage she belongs to.

As things turn out, the pc are now blamed for being responsible for the Destruction of a fine wine glass made of very expensive crystal and are harassed by the nobles guard. The rest of the crowd does not seem to pay attention. The pc can either try to smooth things out (Charm;upt to the GM) or try to get out with a threat or a show of force (Intimidation; up to the GM). If the first one fails or they try the later, the pc might notice with a difficult(-10) Awareness check that watchmen with shock lances are approaching (the sponsor of the wine event posted guards with googles or augmetics on balconies, watching the crowd for disturbance and guiding their ground patrols. After all, they do not want their name to be involved into a huge scale brawl!).

As the guards arrive, it is a contested role between the mouthpiece of the retinue and the mouthpiece of the pc. If the retinue wins by three degrees of success, the guards might try to arrest the pc. Otherwise, the guards will only "break them up". This is, as long as no real blood was shed by know. 
 

 

 

Just an odd thought, as I am currently running a variant from Purge the Unclean, instead of the noblewoman as described above, use Julia Strophes, as this is may be a noble they already know, and would now have the additional baggage of trying to help keep her alive with the upcoming problems.

This assumes you've run that story though.

In any event, regardless of which way you're running things, any large carnival type gathering will always have it's share of scam artists and pick pockets. One such pick pocket could gain, say a +30 to sleight of hand while picking the pocket of the character who picked up the dagger, at the start of Red Cages, and as such, as the pc has probably become 'attached' to that item, the pc would want to spend a lot time trying to retrieve it.

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I knew I could count on you and your creativity Gregorius. Great ideas as always. Thanks a lot.

Gregorius21778 said:

 

[Reunion]
Not a scene but an inspiration: how about the pc meeting one of the groups from "Dust & Ash" again? Where and under which circumstances is up to the group. Some criminals might show up as Chrono-Gladiator slave in the "Wheel", with a HATRED talent against the pc. Nobles & Rich might be encountered at Gabrial Chase, perhaps as allies or enemies during the "13th hour". The Malfian Bloodsworn (if surving) might now be after them "for personal reason" (especially if one of them got killed due to the pc´s fault. the other one has sworn to himself to take at least the life of one of the pc in retunr).

 


Actually, I plan to insert Magyar Mashrek, maybe sitting in the Fates Wheel. In my campaign he was sort of responsible that the PCs were abducted after The House of Dust & Ash (i.e. the sky-ship being shot down on its flight from the island) as he worked for the Beast House. Maybe I will include some other people from there, even though it might be a little too much coincidence in such a big sector to always meet the same people. In fact Captain Rubio and the Archaeo-Explorers son (the one you invented originally) were also abducted and have already died in the Red Cages. I will think about the Malfian Bloodsworn (who were after Tobias Belasco in my campaign) though…

 

 

Denmar1701 said:


Just an odd thought, as I am currently running a variant from Purge the Unclean, instead of the noblewoman as described above, use Julia Strophes, as this is may be a noble they already know, and would now have the additional baggage of trying to help keep her alive with the upcoming problems.
This assumes you've run that story though.

 

Brilliant! I will include Julia Strophes as the niece of the described noblewomen. That way she can possibly dissuade both sides from killing each other. Besides, my PCs haven’t seen her since the incident at House Strophes during RfYaT (i.e. the nightly raid) and only knew she was sent away from Scintilla by her uncle for safety reasons afterwards. So, she was sent to her aunt on Quaddis. Furthermore, this way the player have a slightly resourceful person they know in Xicarph that can be of help and may also be present (and in need of help…) in the last chapter of TF.

Thanks again, great input!

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Luthor Harkon said:

 

I knew I could count on you and your creativity Gregorius. Great ideas as always. Thanks a lot.

(...) 


Actually, I plan to Magyar Mashrek, maybe sitting in the Fates Wheel. I will include some other people from there, even though it might be a little too much coincidence in such a big sector to always meet the same people.

  

 

Hi Luthor,

I am always happy to be helpful happy.gif. Regarding the "to many known faces", you are right about "stretching coincidence". Since Magyar isn´t "coincidence" since he is workign for the Beast House, this is finé. As well as the other pc who got abducted on the same spot. But otherwise, only use one more known face. Otherwise, the pc might start to believe they are actually dreaming all of this...

[selling Surplus]
Early in the second act, the pc will certainly try to sell any surplus loot they
where able to take away from the RedCages.

 

Asking around for a prospetive buyer among the revellers will proof rather
difficult(-10) (Inquiry). If they succeed (or one of them does have the Trade(Merchant) skill)
They will be pointed to the Promenade of Arenas "for if somebody will buy such stuff, it will
be in this district. Otherwise, they might be pointed towards the Broken Palaces "since rubish
like that will not sell anywhere else in a city like this".

[selling in the Promenades]
There are indeed some merchant ventures in that district who normally buy used & broken weapons
straight from the Arenas in order to repair them and sell them to off-world-exporters or to
resell them to other arenas.

These buyers will treat any item as "poor quality" (no matter what the quality really is!)
and will only offer 10% of the price for an item of such condition. Haggling with them will
be difficult (-10) because these Merchants are used to buy "en bulk" and see haggling over
small-scale amounts as a waste of time. Mostly, the pc will be told to "take it or leave with
your junk and try your luck in the Broken Palaces.
Of course, the pc can buy poor quality melee weapons and armour there (but there is no chance of
bartering for goods!)

[selling in the Broken Palaces]
Selling an item there is as difficult and time consuming as finding the item in a community with a little more then
a 1000 inhabitants, an for each item a seperate role needs to be made (more success means the person is willing to
buy more then one item).
The pc will be able to sell the items for about 20% of the list price. They will be able to achieve about 30% to 40%
if they accept barter. This means getting paid in service, ammonition, food/alcohol or drugs most of the time.
"Service" includes the oldest profession of the world
(often performed by the wife or daughter of the buyer) or in things tasks like "CityGuide", "Guard", "Human Mule" or
perhaps some simple crafts job. Never the less, the Broken Palaces are not without their dangers. Role a d10 in secret
before they start to try to find prospective buyers. If they attempt more roles then the this number, tell them that
they are eyed up by some thugs from across the street and ask the group for checks on Intimidation (modified by your fiat).
If they do not succeed, the thugs will try take their loot from them.
 

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[The tale of the widower]
Once the pc heard about "the Widower" and ask around, they might be told (by off-worlders) that this is just an old story or legend. Some even might advice that they should "go and seek a storyteller if you are found of dark fables". In fact, those can be found at any tavern or inn serving to those off less superior standing. Preferable, use an old man or women who became to old for other work and now tries to live by (or to add to his sons/daughters incomce by) telling  colourful tales of old times. For throne (or a drink or a warm meal) the storyteller will give the pc an tale lasting one hour about the grisely servant "of yee old Harlock line" and swagger about his powers and deeds and the murders it performed. 

Make sure, so, that the tale does feature the widower as a xenos beast brought in from afar or as a daemon summoned by tainted members of the Haarlock Line. Make sure not to mention the Steel Clock, but that the creatures hates his masters but was unable to act against them.

"And as the last Haarlock left Xicarph, the Widower remained here. Alone with no master and no task but still bound. Every Great Conjunction, he stalks the shadows near Gabriel Chase and waits for Haarlock Blood to be returned...either to be given orders once more or to seek revenge for his imprisonment if the Scion of Haarlock proofes to weak to control him"

With this, the players might be fooled that they might be able to control him..which will proof a mistake which might cost them dearly!

Of course, make the Storyteller commit that their are more tales, but that he only knows this one. Allow the pc to find other tales, and always change them a little. So, the pc can puzzle about which parts remained true in all the variants and thereby find out some truthes about the Widower.. or hints to them.

 In one other tale, mention that the Haarlock stole it´s heart to control it. As they left, that where took with them and now the widower is without control but still bound to Xicarph to wait for the return of his masters. meanwhile, bored by time and filled with bitterness about his fate, he begets cruel acts of murder most monstres to quench the whole that burns in him since his heart was taken away.

[ The tale of the Steel Clock]
Once at Gabrial chase (or otherwise hearing of the Steel Clock) they might get the story of it´s creations. Make sure that EVERY material gets mentioned as strange and outlandish

- The Steel was forged by a xenos race which densed it in a black whole
- the whirling and swirling mechanics where made by a Mechanicus who was founded to Mind rust and exiled to Sinophia later on
- the pendolum contains a warp born beasts heart

The last point might give a clue

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[A Razor in the Crowd]
While moving through the teeming masses of revellers, ask
the pc for a hard(-20) Awareness test.

 

Describe to them a sudden scream of terror from near them. As
the pc turn, they see a reveller grasping his throat while
blood gushes forth from a clean cut from one side of the throat
to the other. The screams come from a nearby reveller.

If the pc passed the test, they immediately notice the figure
who is straightly & purposefully moving away. Otherwise, they
get a second chance after locking around for a moment (Awareness -10).

The culprit is a RedJack which was supposed to shadow the pc for a while
but somehow could not resist to perform this kill. If the pc spotted him & try
to catch him its an extended contested role for Dexterity (or Strenght) to
move through the dense crowd (-20). The RedJack will use agility. If
a pc uses strenght, he has to pass an ordinary Intimidation check every
third test or he will end up facing another reveller upset by his rude manners

The RedJack starts with three success "head start" (five if they only noticed him
at the second test). If he reaches 10 success, he will vanish into the crowd.
The success of the pc are are subtracted (individually). At zero, they catch
up with him.

If they catch him, it will be hard to get any information from him. Besides
ominouse threats that all of them will cut and tear each other appart "at
the thirtenth hour! THE BELOVED WILL TRIUMPH! HAHAHAHAHAHAH".
While this will not proof to helpfull, the nolbe which retinue-member got
killed by the RedJack will be thankful that the pc helped in "putting this
crazed murder to justice".
He (or she) will offer the pc something as a gift of gratiousness. This will
-NOT- be money unless the pc ask unashemd for it. It should be something around
150 Thrones in worth (the live of the reveller..) and could be a ring, an
invitation to an event etc.

The pc will see this noble npc at Gabrial Chase. If they did not ask for money,
they can asure him as an potential ally in the ongoing events with an ordinary(+10)
charm test (use Dissolute Noble; but raise BS;WS by +5).

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Gregorius21778 said:

Luthor Harkon said:

 

I knew I could count on you and your creativity Gregorius. Great ideas as always. Thanks a lot.

(...) 


Actually, I plan to Magyar Mashrek, maybe sitting in the Fates Wheel. I will include some other people from there, even though it might be a little too much coincidence in such a big sector to always meet the same people.

  

 

Hi Luthor,

I am always happy to be helpful happy.gif. Regarding the "to many known faces", you are right about "stretching coincidence". Since Magyar isn´t "coincidence" since he is workign for the Beast House, this is finé. As well as the other pc who got abducted on the same spot. But otherwise, only use one more known face. Otherwise, the pc might start to believe they are actually dreaming all of this...

Actually, especially the groups Assassin is kind of thinking this way and is even acting a little as if in a dreamlike state; simply because most of the Red Cages (and how he got there) seem a little surreal to him. Anyway, I always try to emphasize the fact that it is a very real (and potentially deadly) nightmare he is in…

Magyar Mashrek is kind of set. He already stalked the PC’s a little in the HoD&A for unknown reasons and my players will become really paranoid if they see him (especially if they see him carrying the Spinter Pistol the Guardsman had kept as a trophy before their abduction) in the Fates Wheel. I might stick with one of the Malfian Bloodsworn from HoD&A as ‘one more known face’ (the other one got killed trying to apprehend Tobias Belasco during HoD&A in my campaign) besides Julia Strophes.

Your other ‘encounter ideas’ are great, even though I have to check the scenario again and whether it is such a good idea to give so much about the Widower away (i.e. his weaknesses etc.).

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Hi Luthor,

@the widowers weakness
well, I believe will not have any other chance to find out. Although, it might be to obvious. Simply leave it out, then :)

[in the path of Wrath]
While the pc navigate the crowded streets of Xicarph, they might notice (Awareness+10) that a group of men with deactivated shockmaules makes way for somebody. PC that don´t notice will be rudly pushed to move them asside. If the pc do not resist and move away they are wittness to the pathing of
Umbidio of Malebido, Scion to an old an powerfull lineage.

The grotesquely obese man is carried by a baroque six legged walking plattform directly plugged into the back of his skull. On this plattform he rest against a mass of pillows, accompanied by two voluptous beauties whose bodies are only scantly covered by semi-translucent fine textiles. This walking plattform is surrounded by a cordon of half a dozen "way-makers" (guards with shock mauls) and his personal pet cyberborg gladiator (TF; replace chainweapon with energy blades) and his androgyn voice-augmented mouthpiece (TF; house equerry with the Feeback Screech Talent and an inbuild loud hailer), riding along on a standing of the plattform.

 

If the pc resist or mettle with the waymakers, the House Equerry will shriek an "HOLD ON" on behalf of his master. After
some whispering from Umbidio he will proclaim "Since this (rabble/commoners/noblemen; depending on the pc appearance)
decide the contest the birthright of the magnificent Umbidio of Malebido, he has decided to offer the malecontents a
choice: an apologize for their imposterous behaviour or a duel of honor to the second blow with my grand masters
secundant (at which the cyborg gladiator steps forth)" "Unless,..."
the mouthpiece adds "the Malecontenders want to scurry
away like the vermin they thereby would testify they are".

The pc will not know it now, but they will see Umbidio of Malebido again at Gabrial chase. If they simply went out of his
way to begin with, their is no impact on the final act. If they either "scurried away" or fought and lost the duel, he will recognize them
and spread the tale (-5 on all social interactions with nsc the GM deems affected by that). If the pc won the battle, they
might make a show of it and gaining a +5 with many NPC (who secretly or openly despise Umbidio for what he is). But
Umbidio does bear a grudge. His (now "restorated" & with "Hatred" toward his opponent) pet gladiator will attack them
at the most unpleasent time. His master himself will be screened by a force field.

Althoug, it won´t help him: one of his beauties is a serpent lady of the spider bride ordered to finish him during the 13th hour...

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[Drink with us!]
This encounter will play out either inside a tavern/drinking hall or in front of such or in front of a similiar
source for loads of alcoholic beverages.


As the pc simply try to go about their business, they pass by a large group (over a dozen) of drunken revellers.
One of them seems to be in the "everybody is my friend" mood and joyfully invites first one and then all of the pc
to join them for a view drinks. As the pc decline, he will demand that they drink with him and raise his voice. Others
of the group of drunkyards will fall in an demand them to join "it´s on our (guild;good lord/lady;ships community; whatever)

 

An easy(+30) test for "CommonLore(Imperium)" will tell any pc that refusing to drink with someone on his guild (lord, etc)
is viewed as an insult by many imperial citizens. If the pc want to refuse politely, they will either need to pass a
difficult(-10) Charm Test or oridnary(+10)Blather test to either smooth things out or simply confuse the drunkyards.

Otherwise, they will have to spend an hour drinking with them or they will provoke a brawl. Smart pc will simply try
to steal away through the crowds with a routine(+20) agility test. The brawl will only be interrupted by Promenade
Sentinels if weapons are used or it get´s out of hand otherwise. Even then, they will come to late and the pc will
have enough time to flee.

If the pc accept the "invitation", they will have to spend at least one hour drinking with them. Otherwise... (see above).
At the end of this period, you can grant them some information about Xicarph an the revell (see TF), but they will
have to pass an ordinary(+10) Carouse test. If they don´t, they are drunken enough to suffer to effects best reflected
by a point of Fatigue.

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[A musky scent]
This scene is best plaid out in some large place shielded against winds: an yard between houses, a huge entry hall, a narrow street, etc.

The place is literally packed with revellers who are kissing and making out and engage in many other libidious activities. Stand against a wall, sitting
on stairs and statues, laying on the floor, etc...  Among them slaves are standing, pale and hairless and clad in leather and chains. Each of them is motionless like a statue and holds a metal pole with bowl of smoking incents at the end. A fine smoke and musky scent fills the air. Far from them, you can see respirator wearing Sentinels dully watching the scene.

Of course, the burning incense is a strong aphrodisiac. PC that path by without holding the breath must succeed on a toughness test. Otherwise, the drug enforces on them an ordinary willpower test as lust effects them some of the revellers try to seduce them. Obviously, pc with the ChemGeld talent (like the slaves) are unaffected. Those affected will stay for a while (1d5 x 30 minutes) to slake their lusts. Among the lustful revellers,

If the pc just try to path by lust crazed revellers  will try to cling to them and want to have their way with them. Play this as a short grabble. Remember that that a pc can hold his breath only a limited number of rounds enganged in strenous activities.  If the pc get overly violent, the revellers will let them be... but one of them will see them again later at Gabrial Chase. In addition the Sentinels will engange as things get out of hand. If the pc want the Sentinels to help, an easy(+30) Command check is in order (these guys find all of this rather amusing and might simply refuse to react or to ignore the pc.. "no means yes").

Option: Some followers of Slaanesh are mixed into the crowd. If the pc join the lustfull revellers, one of them will have "partner" who which loving will include a dagger and some evil prayers. The pc in question might get another test (GM´s choice). Otherwise, s/he will earn a point of corruption.

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[All the pleasures and more]
Along the way of the the group, Sentinels and Houseguard seem to guard the street. They either send away revellers (whom are raucous)
or shortly adress other with some quiet words before they let them pass. Pc who pass an difficult(-10) hearing based perception/alertness
test
will hear music and a female opera singer from afar.

 

One of the long standing wine producers of Quaddis provides to the specatacle by sponsoring an open air performance
of a (among nobles) famous opera diva, accompanied by skilled muscians. If the pc approach further, the guards will adress them
friendly. "Up this way, an opera performance takes place, sponsored by the benevolent Winemasters of Seveye. Every friend
of the quiet and noble pleasures of life is welcome." A difficult(-10) test for Common Lore(Imperium) will tell that the
the phrase "quiet pleasures" is used by some of the wealthy and noble to indicate the use of recrenational drugs.

If the pc walk on, they will enter a small open place where an opera diva stand on a raised plattfomr sings solo, accompanied by some muscians.
Around, a small crowd either stand together in groups or sits on provided chairs. Masked servants in artfull mask silently move about with
silver tablets and glasses of wine.

While not strictly narcotic, the wine served here has some very special quality. Those who do not pass an challengin
test for toughness or carouse will feel more then just a little "heady" after 1d10 minutes. All awareness test will
suffer a -10 penalties for the next 1d5 hours. In addition, the pc will be very easy to district. If s/he wittnesses
any amazing input to the senses (music; swirling colours; a kiss; the scent of the Pleasure Gardens), s/he will
need to pass a difficult(-10) willpower test or will be stunned for one round +1 additional round for every level of failure.

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Quaddis is famous for its wines, and why shouldn´t the pc benefit from it? (In addition, this might encourage the pc to imbibe more of the fluids which are offered during the carnival).

 

A bottle will cost a lordly sum (not sure; perhaps 150 gelt?) and will contain enough for 15 glasses of wine. The servants offering the “free samples” won´t be able to sell any bottles, but will be able to show
the way to their masters housings in the guild district, handing a holo-waver-coin showing a map of
Quaddis and the point of the sales.

[Liquid Courage]
The pc cross a street where the crowds sings and dance in circle-groups, revelers throw confetti in the air. Servants in bodysuits and yellow-golden lion masks walk around, serving wine. The pc will be ask as well if they would like “a taste of the Lion of Sunrise”. Pc that will drink a glass will feel a little heady after 1d5 minutes. In addition, they will get +5 Bonus of on Fear tests for the next hour.

If a pc drinks (TB) glasses within an hour will have a +10 boni on all Fear tests for 1d5+1 hours. Afterwards, they will feel a little lethargic (temporarily losing a point of willpower for every hour they experienced the benefits of “The Lion of Sunrise”.
 

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Great ideas all the way and I will most probably use about all of them in one way or the other. Even though I fear my players will certainly moan a lot, as most encounters tend to pester them in one way or the other. And while I am never reluctant to bully them that way, they already suffered a lot (mentally and physically) in the Red Cages, so I also need some things to somehow better their mood a little (especially when realizing they are still cut off from any help in regard to any imperial authority) – even if only for the time being.

The groups Guardsman will most probably take part in pit-fights to earn some coins, the Assassin might take part in Metallican quick draws if he dares to, the Arbitrator and Psyker certainly inquire a bit here and there and check out the ‘library’ (where the White Scholar is located), but I am not yet sure what the Tech-Priest could do in such an environment. A Tech-Priest on a Pleasure World…hmm… Maybe he could earn some money repairing damaged weapons for the arenas and weapon workshops (he has Trade – Armourer after all…).

Thanks again for sharing your creative output.

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Luthor Harkon said:

(...)Even though I fear my players will certainly moan a lot, as most encounters tend to pester them in one way or the other. And while I am never reluctant to bully them that way, they already suffered a lot (mentally and physically) in the Red Cages, so I also need some things to somehow better their mood a little (especially when realizing they are still cut off from any help in regard to any imperial authority) – even if only for the time being. (...)

Point taken! Let´s see if I come up with something non-detrimental

[The lusting lady]
While the pc go about their business (in a location open to customers or while on the streets
of Xicarph they notice that they are watched by a women. She shows the slightly artificial beauties of age treatments and both her fine attire and retinue speak of wealth. An easy (+30) test for Scrutiny tells that
she has an eye on one of the pc (choose the one with the highest Fellowship and the one most likely seduceable).

 

If the pc in question walks up to the lady and initiate in conversation, he still has to proof his Charme, since the Lady is not without taste (difficult test). If he wins the test, he still has to spend a couple of hours with her. After that, she will purpose the gardens to have “some more privacy”. He entourage will accompany them, but be left behind once they reached the garden.

After the act, the pc will receive a little gift of affection from her: an amulet that is a “good luck charm” according to her. The fact that it is including a gem that can be sold for up to 150 thrones is for sure mere coincidence...


[An evenings entertainment]
While the pc go about their business, they are approached by a figure wearing robes of black and purple and bronze painted face and skin. He politely introduces himself as “Ozmund, the Mouth of Tenth-Lord Halliwari of Cappuri” (a very hard skill for Common Lore (Impierum) tells the pc that this is an obscure noble line with holdings in many fringe worlds). He states that the he “could not help but perceive the good (ladies and) sirs as men (and women) of peril , martial skill and adventure”. If the pc admit to anything of this, Ozmund will politely ask if they would accept his introduction “to my Lord and Masters table, so the Tenth-Lord Halliwari can share his generous company with you while you share the stories of your deeds and adventures”. The pc will be guests of the Tenth-Lords and his followers and will enjoy
fine wine and a good meal. If they show any obvious wounds, the Tenth-Lord will send one of his servants to bring medical help which will provide first aid (if this is any help).

If the pc manage to entertain (difficult test for Fellowship or ordinary test for Performer(Storyteller) Lord
Halliwari will thank them very much for sharing their stories with them and will further bestow a gift upon them. Therefore, he dispatches a messenger from his Retinue to run to a certain craftsman in the guilddistrict. The boy will inform the craftsmen that the pc are free to choose one of the items the craftsman offers. What the craftsman exactly has for in store is up to the GM, but it will be of best quality.

[Repair Service] (Best plaid after the pc visited some location in the BrokenPalaces)
While on there way back, the pc hear the vooming sound of a heavy anti-grav vehicle constantly growing louder and louder... with a screeching touch to it! As the pc look up, they see skimmer park, and by the smoke coming up from one of the flank suspensors, the bark seems to be in trouble. It is going down in a controlled but forced landing, only some blocks away.

If the pc run (or walk) to the point, they will see the park  on the ground, surrounded by about a dozen petty nobles and and about three or four guards. The pilot is having a look at the machine which is still smoking. He looks very helpless. 

The group was on a sight-seeing tour over Xicarph, and the engines brook down. All of the guest a anxious for "the hungry mob coming for them" (they actually believe that everbody who is poor is more akin to an animal then to a human being). The guards aren´t that foolish, but they are still worried and will treat the pc accordingly. If they have a Tech-Priest (and I know those of Luthor will!) he will be able to make the thing running for long enough to reach a repair station. Ask for a challenging Tech-Use test. The repair takes three hours (up or down half an hour for every level of success or failure). 

OPTIONAL:
Each hour, 1d10 thugs will arrive, but keep themselves away. Pc can try to scare them off with a view shots or a check for intimidation.  If the number is trible that of pc and guards, the thugs will shout out that they shall pile their wealth "or else"... if this isn´t followed (or the pc do not manage a challenging Intimidation test) the thugs will make a daring attack. 

Anyway, the noble who sponsered the site-seeing will be very grateful. He might offer the pc logies and (of course) a free ride. They will see him later at Gabrial Chase. Use the dissolute noble. However, if it comes to battle make him check for Willpower each round. Starting "easy" and getting more difficulty each round. He will turn round and run if he fails the test.

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[Reclaimator Market]
The abundance of wealth on Xicarph have lead to a tendency rather unheard of in other parts of the Imperium: the tendency to throw away technical units instead of painstakingly repairing them.

In the Broken Palaces, a sub-market growed for such "Throw-away-Tech" where "junkers" sell broken technology they dug up to anyone who wants to buy and has the coin and/or barter goods. This place goes by the name of "Reclaimator Market" since most of the customers are Reclaimators... and sometimes, outright Hereteks. 

If the pc ask around for cheap weapons and equipment, they might be pointed to the market. The actual place, however, is ever-shifting since the local Mechanicus has taken a dim view on the Trade recently and is not above themselves to simply go in and and demand to see "Mechanics Sanctions" from potential buyers. Getting the location is an ordinary(+10) test for Inquiry or an easy(+30) test for Common Lore (Underworld). The test actually gets to steps more difficult if a Tech-Priest is involved in the Investigation. The test is extended, but each role equals 1d5 hours. 

Once they go the location, it still needs a guide or an ordinary (+10) Navigation (Land) check to find the way. Otherwise, the pc get lost in the Broken Palaces and might have a less pleasent encounter with the locals.

If they finally reached the Market, the pc can buy broken goods up to "average" for as low as 15% list price for bad quality versions. The difficulty to repair those items can be determined with the following table.  A needed "spare part" can be found with a challenging test on "Common Lore (Tech)" or "Trade (Technomant)". A spare part costs 1 throne gelt

1-3        Badly damaged.   Difficult Tech-Use Tech and 2d10 spare parts. Can be salvaged for 1d5-1 spare parts
4-6        Damaged              Challenging Tech-Use test and 1d10+2 spare parts. Can be salvaged 1d5 spare parts
7-9        Not that bad           Ordinary Tech-Use Tech; can be salvaged for 1d5+2 spare parts
0            Fumbled beyound all repair

Needles to say, the actual appearance of a (undisguised) Tech-Priest lead to many people leaving the market and in turn, the traders will double their prices to make for the lost oppurtunity

 

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[Revelling Madness] (At any public spot)
”Behold! The blessed mad are upon you!” This sentence bellowed by a loud hailing servo-skull is the only warning any gets as suddenly a group of wild and unkept man in colourful but mismatching robes and capes of bright patchwork, a jesters headgear and dozens of charms rush into the place. They are dancing and laughing and screaming and making a lot of noise with flutes, whistles, gongs, drums and other assorted instruments. The group is made up of about a dozen individuals and is accompanied by about half a dozen sentinels which follow them but are obviously giving them a wide berth none the less.
This crazy bunch jumps and tumbles between the revellers, shouting, cheering, hugging and squeezing anyone not immediately protected by their guards. Pc might notice that one of them bears the mark of a sanctioned psyker. After a couple of moments, the psyker among the blessed mad will stop dead in his tracks, holding his head like he would be listening to something. PC with the Psyniscience skill will sense that he uses a warp power.

 

Ask the player of the pc with the highest insanity score to role d100. If this number is equal or lower then his insanity score, the psyker of the blessed mad will pivot three times around himself, with an outstretched arm, joyfully yelling all the way. At the end, his finger will point at the pc while starts to scream “One of us! ONE OF US! ONE OF US!!” with a voice trembling in excitement. The other mad revellers will fall on, dancing in a circle around the pc (or pc´s).

After a few moments of this, the mad psyker will break the circle, approach the “acclaimed” pc, arms wide open and smiling wide. For some reason, his grimace is reason enough for a disturbing(+0) Fear check for everyone nearby. The mad psyker will kiss the acclaimed pc on twice on each check, hug him and whisper into his ear some mad ramblings. After that, he will take one of his many talismans and hang it around the neck of the pc. Then, one of the other madman starts barking like a wild dog, all the others join in and dash away to another place, the guards close behind and the servo-skull darting above them, bellowing the warning that “The blessed mad are upon you!”

The mad ramblings will haunt the pc for the next days and nights. The pc can either decide to forget about it or to make sense off it. Making sense of it is a hard task for Intelligence (Logic will not help here!). The difficulty drops by one step for every 10 points of Insanity the pc has and the Talent Peer(the Insane) gives +10 as well. The pc can role as often as he likes, but every try means one point of insanity. If the pc succeeds, he gains +3 Intelligence since s/he found some fundamental truth in the madness

The mad talisman seems to be a human tooth on a fine leather strap. Use of the Psyniscience skill (routine) will show that the item has a psychic signature, one level of success will reveal that it has a power that does come at the price of ones sanity. Three levels reveal the exact working, which are the following:

If the player touches or kisses or otherwise wilfully fumbles this talisman, he will gain 1d5 insanity points but will although gain a +10 on a non-combat test s/he performs during the next round or moment (as the minor power “Knack”; DH p.167).

Option: Violent behaviour
If the pc decide to “guard” themselves at the mad or run away from them, nothing will happen. If they get harsh or violent, the servitor-skull will whale “No! Don´t throw your hands at the blessed mad!” and the sentinels will step in, but more to separate the groups then anything else. The mad psyker, however, will use the minor power “Touch of Madness” against the pc. His Psi Rating is 3 and his willpower is 50.


[The soothing songs of the Singers of Seylayny]
The revel does feature a lot of attractions, one them are the Singers of Seylayny. During the Carnival, they are guests at an opera house, a thing made public by street hailers in all the adjacent blocks and streets. They claim that “the soothing song of the singers of Seylayny will suit souls both suffering and saintly”. The pc can either buy a ticket themselves for about 50 thrones or might be gifted one such ticket during the carnival.

PC attending to the one hour concert of blessed hymns have to roll a d100 and compare it to their corruption. If the result is higher, they will gain a temporary boost of the willpower bonus. The bonus is +10 but drains away as by the rules for temporary attribute damage. If the result is equal or lower, the saintly voices of the choirs of Seylayny touches something deep within them. Until the beginning of the next adventure, they are allowed to by off 3 points of corruption for 250xp. The corruption buy-off will only work once in a life-time. Listening to the choir again might appease inner demons, but it will never ever cleanse the pc again.

[The Emperors blesses shall be with thee!]
The Confessor Karl of Belyfelt is visiting Xicarph, the clergy of his retinue all busy selling indulgences and collecting donations for a planned Crusade to bring the Emporers word to heathen stars. If the pc donate 500 thrones or more, they will be granted a short audience to receive a ceremonial blessing by the Confessor (re-gaining a Fatepoint thereby).

Pc who asking for help are up to an difficult(-10) Fellowship test to simply get the attention of a lowly Preacher. If they gain this attention, the Preacher will ensure that a cleric higher up will lend them his ear. To win this one over, a hard(-20) test for Charm is in order. If they pass this one as well, they will get a private audience with the Confessor. Karl of Belyfelt is a barely controlled and delusional madman, and the pc will need to pass a very hard (-30) Charm or Fellowship test to get anything more helpful from him then his blessing (see above). But, as long as they did achieved anything, their efforts where not fruitless.

If they only won over the Preacher, he will be sorry that they did not got the ear of the other clergy. But, he will donate them all his personal money left to him (150 thrones).
If they persuaded a cleric higher up in the Retinue, they will get 150 thrones after the audience and his trusted Eviscerator as a personal gift (if you do not own the IH, use a good Quality Chainsword instead). If they one over Confessor Karl of Belyfelt, he will not give him his full support since “I need them to fulfil the task the Holy God-Emporer laid upon my shoulders”. Never the less, the pc will achieve his blessing and each will be gifted with one of the following items (choice pic of the pc)

- a Chainweapon and chain coat
- a good quality set of feudal plate armour
- a basic flamer with one fuel canister

In addition, each will receive the Exterminator Upgrade for one weapon of their choice and a coat of arms that will identify them as “Crusaders”. This item will give them a +5 or +10 bonus for social interaction with puritans clergy or other fanatics of the imperial cult (GM´s choice).


[Doctor Melenix Cabinett of Horrors]

One of the more sinister attractions of the Carnival, Doctor Melenix Cabinett of Horrors promises “ chilling horrors from all over the sector! The man who braved this show has not much left to fear”. The attraction is indeed a servitor guided walk through a cabinet of wide spaced and pitch-black rooms where dry ice, low tones and clever use of surreal lighting and hypnotically swirling patterns is used to emphasize the shock value of suddenly presented beasts and grisly servitor puppets. All of them wield a certain unyielding quality and none of them are taken lightly. Those passing through the show (for a fee of 30 thrones) has to pass three frightening (-10) Fear tests. Due to the hypnotic quality of much of the effects, the pc will afterwards benefit from the “Resistance(Fear)” Talent until either the end of the second act of the adventure or the next time s/he actually fails a fear test.


 

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I thought I give a short update which of Gregorius’ encounters I already used.

When my PCs reached the surface and were greeted by the revel, the group’s assassin started to pick a few pockets and was rather successful in ripping off a few drunkards. That way they had a few Thrones to ‘work’ with later on.

On their way from the Rose Colonnade northwards they reached the main area of the Promenade of Arenas and were ‘assaulted’ by a few female revellers [Let’s Dance]. Most of the PCs ducked away in time, except the ‘high-Perception’ Assassin, who only became aware of the ‘ladies’ when they hooked into him from both sides. His dancing performance was rather good and so one of the ‘ladies’ tucked a handkerchief with an address and room-number written on it in his pocket.

In the Promenade of Arenas they checked a few nearby stalls selling all kind of melee weapons (mainly stuff for arena fights). There they also found the Fates Wheel and three of them entered it, while the others safeguarded their few precious weapons bigger than a hand gun (i.e. a hunting rifle and a pump-action gun). A few arena fights by the Guardsman later multiplied the Thrones in their possession and also got them into a dialogue with Papa Grist, who gave them the proposal regarding the killing of the Spider Bride. In the Fates Wheel they also saw Magyar Mashrek, but he vanished while the first arena fight was in progress.

The groups Psyker and Assassin then wanted to check out the area in the Akasen Follies where the Spider Bride ‘lives’. On their way to the Akasen Follies they had to pass the High Steps of the Pleasure Gardens and encountered a [City Guide] – a boy named Bobo. Bobo helped them finding a way through the High Steps. A little later they encountered [The Giants of the Grotesque]. The Assassin undressed and danced around the nearby fountain without hesitation (as well as Bobo), while the Psyker was a little more reluctant and tried to hide his branding from the Adeptus Astra Telepathica all the way. This situation alone was hilarious and we couldn’t stop laughing (Obey! Obey!).

Reaching the Akasen Follies, the PCs gave Bobo instructions to do some inquiry in regard to the White Scholar. He said that he will check the Refutation as this is the most likely area a scholar could be located.
Within the Akasen Follies the PCs had the [A musky scent] encounter, but were able to ignore its ‘seduction’. Still, they falsely assumed somehow that this could already be the domain of the Spider Bride and so stayed a while. Finally, they realized there were no ‘Twilight Pavillion’ (or any pavilion for that matter) and went deeper into the Akasen Follies where they finally saw the twilight domain of the Spider Bride from a distance. Then they turned around to inform the others back at the Fates Wheel (the Guardsman PC waited for his next arena fight, while the Tech-Priest PC patched up his wounds and the Arbitrator PC inquired about weapon stores (he wanted to acquire a Bolo Knife) and was sent to the Gilden Houses).

That’s when our last session ended. So, thanks again Gregorius. Your encounters really beefed up the setting.

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Hi Luthor,

thanks for the praise and thanks for sharing what´s going on in your game. The idea of putting [A musky scent] into the folley somehow did not came to me. But it is the logical one. 

A question ahead... are you staffed with things for your Acoylthes do during the events at Gabrial chase or will another topic arise? :) 

I ask for one certain reason: to make any additional guests intereseting, it would be best to introduce them before the events in the final act. 

For example, the young thing that was hitting on your assasine could turn up in the Entourage of one of the Guests at Gabrial chase. A test charm (the young beautiful person) vs. Willpower (your assasine) could be in order to ensure that he is not a little distracted while she is around.

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I made some sort of table and allocated the encounters to certain districts/areas within Quaddis.

The Great Estate of Gabriel Chase: [The tale of the Steel Clock]
Ashtear Starport (and The Hub):
The Collapsed Palaces: The Shattered Ramparts > (Obsidiah Psalter (Preacher)); [selling Surplus], [Repair Service], [Reclaimator Market]
The High Steps of the Pleasure Gardens: [City Guides], [The Giants of Grotesque]
The Akasen Follies: The Twilight Pavilion > Spider Bride; [Drink with us!], [A musky scent]; Myrchella Sinderfell
The Promenade of Arenas: Fates Wheel; Rose Colonnade; [Let´s dance!] (Rose Colonade), [Reunion] (Fates Wheel); Lady Medula, Magyar Mashrek, Vymer
The Gilden Houses: [selling Surplus], [Revelling Madness]
The Refutation: The Chancel Athenaeum > White Scholar; Locus Praefecta
The Eternal Shadows Show: [All the pleasures and more], [The soothing songs of the Singers of Seylayny], [Doctor Melenix Cabinett of Horrors]
The Valley Garden of Sul: [Future revealed]
The Guild Enclave: [street blocked], [The lusting lady]
The Shadow Vale of Artifice: [Games], [The tale of the widower]
The Crescent of Vintages: [bump-in] (Julia Strophes), [Liquid Courage]
The Palaces and Structures of Wonders: [in the path of Wrath], [An evenings entertainment]
The Tears of Isal:
The Walks of Contemplation:

I will most probably use Bobo (from the [City Guides] encounter) as the victim of the [A Razor in the Crowd] encounter just when he is about to meet the PCs with "great news" (i.e. having found the whereabouts of the White Scholar). demonio.gif

 

Gregorius21778 said:

A question ahead... are you staffed with things for your Acoylthes do during the events at Gabrial chase or will another topic arise? :)

Well I plan to have the following people there (next to the ones mentioned in TF): Myrchella Sinderfell, Julia Strophes (who will die horribly if not saved by a PC), maybe the 'lady' from the [Let's Dance] encounter, maybe Umbidio of Malebido from the [in the path of Wrath] encounter, most probably Vymer in one way or the other as well as another unknown group (4) of Acolytes from the groups Inquisitor. I will also substitute any 'Incarnate Daemons' mentioned for Dybuks from DotDG, But I  am still open for more ideas and will always appreciate your or anybody else's input... gui%C3%B1o.gif

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Very nice list! Do I have your allowance to use & publish it (in case I will ever put all of my TF-Stuff into one file)?

Congratulations for "abuse of Bobo", so!

 

Luthor Harkon said:

Well I plan to have the following people there (next to the ones mentioned in TF): Myrchella Sinderfell, Julia Strophes (who will die horribly if not saved by a PC), maybe the 'lady' from the [Let's Dance] encounter, maybe Umbidio of Malebido from the [in the path of Wrath] encounter, most probably Vymer in one way or the other as well as another unknown group (4) of Acolytes from the groups Inquisitor. I will also substitute any 'Incarnate Daemons' mentioned for Dybuks from DotDG, But I  am still open for more ideas and will always appreciate your or anybody else's input... gui%C3%B1o.gif


 

I found out that (even regarding my own additons!) an npc "simply being there" is not enough. Well, Miss Synderfell is an exclusion here. But otherwise, they need some presentation and/or action which raise the pc attention.

Any plans so far?  I will try to provide some ideas for my half-born childer as well :)

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Gregorius21778 said:

Very nice list! Do I have your allowance to use & publish it (in case I will ever put all of my TF-Stuff into one file)?

Congratulations for "abuse of Bobo", so!

Sure. These are your ideas after all.


Gregorius21778 said:

 

 

I found out that (even regarding my own additons!) an npc "simply being there" is not enough. Well, Miss Synderfell is an exclusion here. But otherwise, they need some presentation and/or action which raise the pc attention.

Any plans so far?  I will try to provide some ideas for my half-born childer as well :)

No big plans actually. I do not want to interfere to much with the main plot (as I sometimes do) as this often confuses my players to much and sort of distracts them from their 'primary goal'.

I will include two young nobles (I haven't mentioned in the former list) whose bodyguard (who will also be there) the Guardman PC almost killed in an arena fight the bodyguard had provoked at the behest of the young nobles and whose chainsword the Guardman PC took in possession. These (or at least the bodyguard) will try to get their revenge during the eclipse and try to kill the Guardsman PC.

Julia Strophes will be killed by the Pilgrims if not saved actively by the PCs. If she survives the Pilgrims, she will claw her eyes out when the Tyrant Star appears above Xicarph, but even here a PCs could restrain her easily if not involved in a dance with the Widower...

Myrchella will just enjoy the show and try to elude capture by any Inquisitorial operatives around (or Vymer for that matter).

Depending on the outcome of the potential [in the path of Wrath] encounter, Umbidio will simply be there or die in the ensuing chaos.

The 'lady' from the [Let's Dance] encounter will simply be there trying to seduce the Assassin PC (the hard way...) and could die at the hands of the Pilgrms if not protected by a PC.

Vymer might be trying to get hold of Myrchella (or the Beloved) during the eclipse and could be help or hindrance to the PCs.

The unknown Acolytes are on Quaddis because they are on the trail of Myrchella and/or the PCs, but could be of help in a fight against the Widower or the Beloved (or both for that matter).

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