d20 Second World Simulations Small Worlds and Exiles.pdf

(849 KB) Pobierz
S MALL W ORLDS AND E XILES
S MALL W ORLDS AND E XILES
BY S TEVEN P ALMER P ETERSON
www.Second-World-Simulations.com
C ONTENTS
I NTRODUCTION
2
S11) H AUSMANN M EETS THE M OB
13
S12) K NOWING THE N AMES
14
A DVENTURE B ACKGROUND
2
S13) K ILL THE NPC S
15
S14) C ORDOVA LOOKS FOR SOME A NSWERS
15
I MPORTANT NPC S
2
S15) D ESTROY I T S A S MALL W ORLD
15
H ARRISON J ING -S HU
2
S16) C ORDOVA I NTERVIEWS
15
R APHAEL H AUSMANN
2
S17) T RACK THE P LAYERS (EL .5)
15
E DWARD K REBS
2
S18) H AUSMANN KILLS G LOPOV S D AUGHTER
16
G ARY “M OJO ” T EAD
3
S19) C ORDOVA HUNTS K REBS
16
M IKHAIL C ORDOVA
3
S20) P LAYERS KNOCKED OFF A T HUG
16
P AUL T ORZANO
3
S21) P OOL H ALL (EL 1)
16
I NCOGNITO C ELEBRITY
4
S22) H AUSMANN HUNTS K REBS
16
H ISTORY AND T IMELINE
4
S23) T ALKING TO H AUSMANN (CR 2)
17
S24) C ORDOVA HUNTS H AUSMANN
17
A GENDAS
4
S25) P OLICE GET A CELL PHONE (CR 2)
18
T HE N IKDAW H AUSMANN
4
S26) H AUSMANN ESCAPES
18
M IKHAIL C ORDOVA
4
S27) H AUSMANN WITH L ORQUA
19
G OVERNMENT
4
S28) T ALKING TO T ORZANO (CR 1 OR 2)
19
H ARRISON J ING - SHU
5
S29) Q UIET S HUNT
19
K REBS
5
S30) F INAL F IGHT AND THE S HUNT (EL 3)
19
M EDIA
5
P LAYER D RIVEN E VENTS
20
F IRE D EPARTMENT
5
B UYING SOME F IREPOWER
20
P OLICE D EPARTMENT
5
D INNER WITH THE C ELEBRITY (CR 1)
20
A DVENTURE S YNOPSIS
5
G O TO G ROUND
20
G OING S HOPPING
21
C AUSE AND E FFECT
5
I NTERVIEW S ECOND W ORLD N ATIVES
21
I NVESTIGATE S CARS (CR 2)
21
E NCOUNTERS
6
L EAVING T OWN
22
T HE C OFFEE S HOP
6
L OOK AT H AUSMANN S C ORONER S R EPORT (CR 1)
22
T HE S ITUATION
6
L OOK AT H AUSMANN S P OLICE R EPORT (CR 1)
22
H AUSMANN AND THE T EAD GANG ARRIVES
7
P OLICE P ROTECTION
22
T HE B RIEFCASE
7
Q UIET T IME
22
B LACK S TONES
7
A FTERMATH
23
T EAD S B RILLIANT P LAN
8
F IRST W ORLD E FFECTS ON F IGHTING
8
A DAPTING THE A DVENTURE
24
T ENSE M OMENTS
8
T HE H OLE
9
A PPENDIX
24
T HE F IGHT
9
H ARRISON S C REW
24
P LAYER S IDE OF THE F IGHT (EL 2)
11
T HE T EAD G ANG
25
A FTERMATH
11
C ORDOVA S T EAM
26
F ROM H ERE
11
B UENOS A RIES N OBILITY
26
S TANDARD AND O FF -S CREEN E VENTS
11
O THERS
28
S1) M EDIA C OVERAGE (T RAP CR 2)
11
NPC S TAT B LOCKS
31
S2) P OLICE I NTERVIEW
12
M ONSTER S TAT B LOCKS
32
S3) H OSPITAL
12
C AUSE AND E FFECT M AP
33
S4) I NTERVIEW WITH A GENT S TILES
12
S5) N EWS AT T EN
12
C OFFEE S HOP
34
S6) C ORDOVA TALKS TO THE C HENS
13
P OOL H ALL
35
S7) K REBS INVESTIGATES THE CASE
13
NPC S TAT S HEET
36
S8) H AUSMANN WAKES UP
13
S9) M ORNING P APERS
13
S10) D EVELOPING S TORY
13
page 1
905030549.024.png 905030549.025.png 905030549.026.png 905030549.027.png 905030549.001.png
 
S MALL W ORLDS AND E XILES
I NTRODUCTION
This adventure is intended as an introductory scenario for a Second
World campaign. It’s best suited for new characters and may even
be suitable for players new to gaming, though you should provide
new players with some guidance. The sequence of events in this
scenario should be logical so one of the best forms of guidance is
to simply ask players what they would do were they to be found in
the situation their characters have gotten into.
A DVENTURE B ACKGROUND
The adventure truly started a couple days ago when a minor thug
named Raphael Hausmann stole a case illed with magical black
stones from his employers. He then contacted some potential buyers
in New York (the Chen family) and traveled there to arrange the
sale. He plans to leave town for an island somewhere after all this
is over. Of course it doesn’t work out that way. A brief description
of the players in this story follows, then some history with a slight
view into the future, and, inally, a listing of various agendas at
work in the adventure.
If you plan on playing in this adventure now would probably
be a good time to give this to your gamemaster.
The adventure is designed with four irst level characters in mind;
note that a few scenes can be dangerous and that adventuring in
the First World is inherently dificult so you should point out to
the players that they must exercise caution. For the most part the
players don’t have to ight much; in fact they’ll probably only face
three ights in the entire scenario. Instead they have numerous op-
portunities to talk with people and investigate leads. This requires a
bit more thinking but some of that thinking involves how best to get
weapons, big vicious weapons; that should mollify those offended
by too much talking.
I MPORTANT NPC S
H ARRISON J ING -S HU
The Chens are going legit and during the transition they end up in
conlict with both corporate and underworld interests. In particular,
the Blue Conglomerate sees them as a threat. They get Hausmann’s
call and see an opportunity for some discounted material compo-
nents. It’s a lot of money so they dispatch Harrison and two support
people to go to the meet; Harrison has the negotiating skills to make
this sort of thing go smoothly.
This is an event based scenario. These can be dificult to pull off
right. The Cause and Effect section describes the method used to
“map” out this scenario. This technique should provide a strong plot
for the scenario, but not a plot for the players. Instead the antagonists
have their own plots, follow their own agendas, and oftentimes those
agendas place the players at risk. The players have only the plot
they create themselves. They’re the monkey wrench trying to break
up the machinations of the bad guys; they’re the targets trying to
survive an array of forces bent on their destruction. How each group
does that will be radically different from each other group. The fact
that people hunt them makes it easier to have the adventure ind the
players, so there’s less necessity to keep the scenario on track.
R APHAEL H AUSMANN
Hausmann started in Montreal (First World) three days ago with
Mikhail Cordova of the Cordova family (Buenos Aries). They ar-
ranged a meeting with Thomas Fauchard who sold them a case
of black stones; Cordova was purchasing something else though,
the stones plus a wire gate secreted within the case, everything
one needs to launch a few explorations of the interstices. Cordova
purchased the case without a hitch but shunted a bit early leaving
Hausmann with the loot.
Hausmann doesn’t know about the wire gate but sees an excellent
opportunity in the stones and makes a phone call to a broker in
New York; the broker contacts the Chens and they decide to deal.
Hausmann travels to New York and inds some thugs to use as back-
up at the meet, which will occur in a public place (a coffee shop).
Hausmann links up with the thugs and goes to the meet; that’s the
last thing he’ll ever do.
Despite the volume of material in this adventure it may play
quickly. Much of what is written occurs off-screen and the players
can turtle if they want, making events proceed quickly. You might
want to push them a little to get out and do things, if nothing else
just so that they can purchase some equipment (which they ought
to do). However, it’s ultimately up to the players how they want to
proceed; turtling has its downsides too and they have to live with
the consequences.
E DWARD K REBS
Krebs spends as much time as possible in the First World; the
Blue Conglomerate issued him a ring of quiet which suppresses
his exile and allows him to stay in the First World for an extended
time; these only work on lower challenge rating or level creatures,
or those with few magical abilities. His job is to spy on random
stuff going down around the city; one of the people he spies on is
the broker, Harry Davitz, and this got him wind of the deal. Krebs
feels some loyalty to the Blue Conglomerate but information is his
business and he keeps it pretty tight. He told BlueCon First World
that he had a Chen meet to check out but downplayed the thing.
Not that it matters much; BlueCon doesn’t want to make the Chens
confrontational yet.
On the other hand, chatty players and those used to games with
lots of investigation could easily drag this scenario out for quite
a while; there’s a staggering number of leads to pursue and if you
had another scenario you wanted to throw in to side track them that
could make the whole thing quite exciting. Unfortunately there’s
not too much in the way of d20 Modern scenarios yet but you could
adapt scenarios from a number of other games and the prospect for
modern day d20 adventures grows constantly. If you do combine
this scenario with another adventure try to make it one that inishes
within a few days of in-game time (it can take weeks of real-time
though). As usual, try to keep the pacing right; go slow if the players
like that, include the occasional danger to keep them from getting
complacent, and have fun.
Krebs goes to the meet just to keep an eye out. He’s an opportunist;
he takes something if it’s available.
page 2
905030549.002.png 905030549.003.png 905030549.004.png 905030549.005.png 905030549.006.png
 
S MALL W ORLDS AND E XILES
R ING OF Q UIET
The ring of quiet doesn’t suppress the sound you make; instead
it suppresses whatever qualities you project that cause an exile to
shunt. No one really knows what properties of a person make them
shunt, or fully comprehends how to suppress those properties. One
thing does seem clear, the ability to use magic or warden bindings
causes one to shunt; and the more of that you have the quicker you
go. Quite likely, even the potential for those abilities causes you to
shunt. Regardless, arcane spellcasters have studied this since the
Sundering and have developed a few tricks to help extend one’s stay
in the First World for a longer period. The ring of quiet represents
one of the more successful inventions in this area. If you wear
this ring you can remain in the First World for three weeks prior
to rolling the dice for when you shunt. After that time you need to
return to the Second World and remain there for one week; if you
don’t do this and return to the First World right away you’ll shunt
normally. With the ring of quiet you essentially get the ability to
spend three fourths of your time safely in the First World.
S USTAIN T RAVEL
Transmutation, Gate Warden
Level: Brd 4, Clr 6, Drd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Action
Range: Touch
Target: You and one other touched creature/3 levels
Duration: 1 week
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With this spell you suppress the synchronic signature of yourself
and other touched creatures so that you may remain in the First
World for a longer time. Normally, after traveling to the First World
you shunt after 4d12 hours. By casting this spell you pause the
countdown for one week. Multiple castings within a single trip
do not work and, after shunting to the Second World you should
remain there for close to the time you spent in the First World. If
you spend too much time in the First World, i.e. keep popping back
in as often as possible, the First World will start resorting to more
extreme measures to expunge you. For instance, brakes might fail
on busses as you’re walking across a street; it might shunt you to
someplace other than the Second World; synchronicity might place
you in the middle of a revolution; all the doors you open might lead
to alien places, and so on. Generally, you’re safe if you spend less
then one week out of every four in the First World; you may also
spend two weeks in the First World close to each other so long as
you then spend about 8 weeks back in the Second World. If you try
to stretch it though you give the gamemaster a license to do really
freaky stuff to your characters.
While this item is one of the most effective means of staying in
the First World it cannot suppress the signature of truly powerful
wardens and characters. For simplicity you can handle this by
simply saying the ring does not work on anything with a challenge
rating or effective character level greater than 9. It may work for
characters of higher level, but only if they lack a capacity for magic
or wardenhood and aren’t too wrapped in synchronicity. Merely
lacking magic wielding classes doesn’t mean much here though;
it’s the potential that matters and, for now at least, is best handled
by a judgment call from the gamemaster.
Caster Level : 9th; Prerequisites : Forge Ring, sustain travel ; Market
Price : 20,000 gp; Weight : -.
Material Components : a small, intricate brass clock costing no less
than $5,000 (or 500 gp) that disappears when you inally shunt.
Many scholars suspect that the clock simply shunts to someplace
else.
people for a status update; Hausmann had disappeared. The Cordo-
vas are on the trail now and have the clout to be dangerous.
G ARY “M OJO ” T EAD
Gary’s a minor tough with big ideas; he does some work with the
mob and has a strong enough personality that a small cell of crooks
has locked to him. He treats his boys quite well so long as they
bootlick properly. Hausmann just scoured the pool halls the previ-
ous night until he found this guy and his mini-gang. Tead has four
guys and that’s what Hausmann wanted. Unfortunately for Tead
one of his boys got thrown in jail for a DUI about 3:00 AM and
Tead needs to bring in an outsider; he calls Paul Torzano, who’s
always down on his luck, looking for work, fairly tractable, and
moderately familiar.
What they know and how they know it : They traced Hausmann
from the Montreal hotel to a local phone kiosk using mundane
methods like asking around; pulling some strings with the local
government got them a list of telephone numbers called from the
kiosk, one of the numbers was in New York.
P AUL T ORZANO
Torzano is a bit player at irst but his importance increases over the
course of the story; he becomes most important way down the line,
after this scenario is well over, so he might go somewhat unnoticed
here. Paul’s a down on his luck former boxer and current tough
guy. He’s canny but doesn’t know it and certainly doesn’t believe
it; this lack of conidence in his intelligence holds him back more
than anything else. He’s also a bit too honorable for his line of
work; Tead’s double cross surprises Paul as much as anyone. Tead
recognizes this streak in Torzano and makes sure to keep him in
check during the shakedown.
Tead plans to double-cross Hausmann and take everything he can
get. He’ll simply put Torzano on a leash and tell him to blow (or
give him a minor pay-off). If Tead had an inkling of what Steele
was like he’d smack Hausmann early. As it is, Tead won’t survive
the day either.
Before the meet Hausmann says “no guns” and makes Tead’s boys
put them away; Tead carries a hidden one though.
After the coffee shop scene Hausmann tracks Torzano down and
pulls him in. When Hausmann shows up Torzano feels nervous but
he doesn’t know how bad the injury really was and feels guilty about
not suficiently protecting his employer, even if the double-cross
M IKHAIL C ORDOVA
Cordova cut a deal for the wire gate then shunted early. But the wire
gate and the case were with Hausmann. Cordova then contacted his
page 3
905030549.007.png 905030549.008.png 905030549.009.png 905030549.010.png 905030549.011.png
 
S MALL W ORLDS AND E XILES
wasn’t his fault. This amuses Hausmann. New Hausmann employs
Torzano to show him around town and introduce him to the people
he needs to employ.
Developing Story (pg. 13)
After this the media continues to report anything it discovers (and
given the kind of carnage going on there’s a lot to report). Most
events following the coffee shop occur as the result of other events
and you should use the “waterfall” page to track them (see page
33).
I NCOGNITO C ELEBRITY
Including a celebrity in a Second World campaign can be fun;
use some movie star, musician, or other type of celebrity popular
amongst your players. They can be sitting in the back wearing a
baseball cap, sunglasses, and baggy sweatshirt. During the action
perhaps the players protect the movie star from getting hurt which
could lead to an invitation to a party or dinner later. Alternately,
perhaps the celebrity is an athlete or a star in action movies and
they can ight alongside the players; teaming up with an Austrian
body-builder to beat an interstitial demon unconscious with coffee
shop chairs can be a memorable experience for a player.
A GENDAS
Everyone’s got an agenda; here’s a list of them. Before reading these
it might help to read through the irst encounter, the Coffee Shop
ight on page 6, in order to have a better feeling for the background
to the NPC motivations.
T HE N IKDAW H AUSMANN
Ice everyone that was in the coffee shop : Torzano gets let off the
hook because he’s cooperative but somewhere down the line he’ll
probably feel the ice too. Hausmann does this because he’s also got
a scar, only his scar is black (with a little gray). In fact, the other
scars are simply negative images of his scar (see page 21 for the
player scars). Having one of these scars means that you bypass the
rather tough resistances Hausmann possesses. He gets a +10 to spell
resistance and damage reduction 20/- against anyone who lacks one
of these scars. Even if you have a scar Hausmann’s a tough bastard
but he’s loathe to engage people with scars directly since that places
him in unnecessary danger.
H ISTORY AND T IMELINE
Monday : Cordova and Hausmann : meet Thomas Fauchard in
Montreal and deal for the case. Ready to leave the fol-
lowing day.
Tuesday : Cordova : Shunts early in the morning. Now he’s stuck
in Second World Montreal. Searches around for a bit to
get in contact with a wizard or other sort using some of
his pull then arranges a sending spell with the people back
home; he has to wait until the following morning before
they can prepare the spell though. He spends the rest of
the day looking for other means of communication and
trying to make sure that Hausmann hasn’t crossed for
some reason too.
Hausmann : Contemplates how he wants to handle all this
then decides to gamble. He calls Davitz from Montreal then
rents a car and drives to New York; he sweats like crazy
at the border crossing but chooses a busy one to make it
easier. Gets to New York late and inds a hotel room.
Wednesday : Cordova : Gets the sending spell off and his people
follow up using various methods. They’re going nuts be-
cause no-one was on the plane and they couldn’t contact
anybody. They’ve already sent some First World agents
to Montreal to check things out. Cordova tells them to
send a gate warden and feral warden to Montreal to help
out. They arrive later that night and arrange to meet and
bring Cordova across to the First World. They spend all
night tracking Hausmann’s motions and inally determine
that he went to New York. They arrange a light but won’t
arrive until Thursday morning; no sleep allowed for the
time being.
Hausmann : Scouts for a meeting place in the morning;
meets Davitz; sets up Chen meet for the next day; spends
the rest of the day scouting for thugs.
Thursday : Coffee Shop Incident (pg. 6)
Cordova : Arrives in New York in the morning and heads
for Davitz. Scare tactics work here and he gives them the
site of the meeting. His people are exhausted but they’ll
have to drink a lot of coffee for a while. They head for
the coffee shop but get there after it’s been surrounded by
police, ambulances, and television crews.
News at Ten (pg. 12)
Friday : Morning Papers (pg. 13)
Find and recover the case : the case won’t have any crystal left given
the intensity of the rift but Hausmann realizes that there’s a wire
gate somewhere in it and those provide all kinds of power.
Destroy Emblazoned Material from Coffee Shop : the emblazoned
material can be fashioned into weapons or built into a structure.
These would bypass Hausmann’s resistances in the same way people
with the scars do. This makes all that stuff a threat and something
Hausmann wants eliminated.
M IKHAIL C ORDOVA
Find Hausmann : This rat took the loot and the gate and he’ll prob-
ably hock it for a pittance to someone important. He has to die.
Recover the Case/Wire Gate : The black stones are nice but they’re
not the main goal. The real trick is getting the case back without
revealing that the case is something special.
G OVERNMENT
Track people from shop : It’s been a good idea in the past to keep
tabs on those who’ve experienced the truly strange.
Find out what happened there : This might occur naturally during
the interview process. Once the data is in, Stiles tries to construct
some possible explanatory scenarios.
Identify the players : Many of the people involved were merely
bystanders. The Chens, thugs, and Hausmann were the instigators
and Stiles wants to know what they were up to.
page 4
905030549.012.png 905030549.013.png 905030549.014.png 905030549.015.png 905030549.016.png
 
S MALL W ORLDS AND E XILES
[After Murders]
H ARRISON J ING - SHU
Get out with the cash : While a failed buy is unsatisfying, losing
the cash would be awful. Harrison’s irst goal is to get out with the
same stuff he had when entering.
Protect other potential victims : They call those they can ind and
put out a public announcement for the others that they’d like to take
them into protective custody until they ind the murderer. Players
have the right to decline this but the police strongly recommend it.
Agent Stiles might actually agree with the players if they resist the
offer since she understands that whoever is doing this has some
pretty special abilities.
Find out what happened : As much curiosity as anything else, Har-
rison wants to know what went wrong. Some bits are obvious (such
as Hausmann’s lack of skill in choosing backup) but why did the
rift open, and what does the scar mean? Randolph Chen has a pretty
good idea of what the scar means given his skills.
Track culprit : They look for the killers and quickly realize that a
group must be behind them. When Glopov’s daughter dies (pg. 16)
they follow that lead and discover that he’s gone missing. This puts
them close on the trail of Hausmann’s gang but probably too late
given that the gang moves around so frequently.
K REBS
Investigate the case : If Krebs gets away with the case he drools over
the prospect of all that black; after his spirits have been crushed and
he drowns his sorrows in some cheap wine he notices the scorch line
on the outside of the case. He then cuts the case open and removes
the wire gate.
A DVENTURE S YNOPSIS
The adventure starts with the players caught up in a transaction gone
bad at a coffee shop in First World New York. A gate opens and
strange creatures pour through, leading to a multi-sided ight.
Evade Hausmann : During the ight Krebs accidentally made eye
contact with Hausmann’s corpse. Hausmann’s eyes popped open as
the Nikdaw Oar moved in and the two looked at each other for what
felt like an eternity to Krebs; eventually Hausmann’s eyes closed
and Krebs took the case and left. That eye contact was enough to
create a permanent connection between them.
After this the players go on about their lives and investigate the
changes they’ve undergone. They likely talk to the media, hospital
staff, and police.
M EDIA
Find out about drug connection : The media thinks drugs are behind
the entire thing and will do whatever it takes to prove that.
Other parties have dire goals. A powerful creature, Hausmann,
possessed the body of one of the people at the shop and now hunts
the players and other patrons present during the battle; he wants to
kill them all. He gathers some troops and hunts those at the coffee
shop.
[After murders] Investigate murders : Not only did drug lords burn
down a popular coffee shop but now they’re also killing off all the
witnesses.
Another group, the Cordovas, hunts the creature (or actually the
person they knew before the possession). He had an item called a
wire gate ; they want it back and they want to punish him.
[After disappearances] Investigate disappearances : Not only did the
drug lords burn down a popular coffee shop and murder a bunch of
the witnesses but now they’re also kidnapping the witnesses. This
likely occurs in earnest only after the players have left the dimen-
sion so isn’t terribly important.
Over the next few days a corpse will walk, witnesses of the ight
will be murdered, and the players will have to struggle for their lives
while being hunted by powerful opponents.
F IRE D EPARTMENT
Find out what caused the ire : The NYFD ropes off the coffee shop
and scans through the ruins to ind out what caused the ire. They
notice all the strange runes and symbols emblazoned over the walls
and furniture.
The Cause and Effect map on page 33 can be useful as a reminder
of what has happened, is happening, and where events are proceed-
ing.
C AUSE AND E FFECT
The entire premise behind the system of this module is that the
scenario should obey some simple rules of cause and effect. Players
can do pretty much anything but their actions have consequences.
Non-player characters do things as well, and the consequences of
those actions may be felt or seen by the players. To make it easier
to igure out what’s going on there is a “waterfall” page at the back
of the module (pg. 33); events earlier in time are at the top of the
page and their effects cascade downwards towards the bottom of the
page. It might have a lowchart like feel but it behaves a bit more like
a pachinko machine since one really has no idea where the players
end up at the end of this thing (other than in the Second World).
Find out why pieces of the building are going missing : They are
perplexed at why someone would steal parts of the place and then
set it on ire. This is easy to track so they pass off the stolen goods
investigation to the police and complete the arson investigation
themselves. With the ire destroying so much of the coffee shop
much of the supernatural evidence disappeared. This allows the ire
department to treat the incident as arson; it’s the only reasonable
explanation.
P OLICE D EPARTMENT
Interview Witnesses : Most of this should be inished within the
irst day.
Find missing people : They continue to look for those described by
the witnesses. Since many of them are Exiles this fervor fades with
time and they’re not likely to meet with much success.
The cause and effect chart serves as the primary “map” for this
scenario.
page 5
905030549.017.png 905030549.018.png 905030549.019.png 905030549.020.png 905030549.021.png 905030549.022.png 905030549.023.png
 
Zgłoś jeśli naruszono regulamin