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The Ghosts of Aniel

The document summarizes a D&D adventure called "The Ghosts of Aniel" where characters investigate an abandoned elven village called Aniel that has become haunted. The village's inhabitants have mysteriously disappeared, though it seems they have been transported to the ethereal plane by the ghost of a vengeful elf. The characters must overcome the ghost and its minions to rescue the people of Aniel and solve the mystery of what befell the village.

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0% found this document useful (0 votes)
185 views12 pages

The Ghosts of Aniel

The document summarizes a D&D adventure called "The Ghosts of Aniel" where characters investigate an abandoned elven village called Aniel that has become haunted. The village's inhabitants have mysteriously disappeared, though it seems they have been transported to the ethereal plane by the ghost of a vengeful elf. The characters must overcome the ghost and its minions to rescue the people of Aniel and solve the mystery of what befell the village.

Uploaded by

mathieulegnoll
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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INTRODUCTION

The Ghosts of Aniel is a DUNGEONS & DRAGONS adventure


suitable for four 6th-level characters. The difficulty of the
adventure can be adjusted by changing the level of the princi-
ple foe or by altering the number of his phase spider servants.
To tailor the encounters to groups of different levels, refer to
table 4–1 on page 101 of The Dungeon Master ’s Guide. The
adventure is set in the Celadon forest, but it is easily adapted
to any forested region in an existing campaign. Maps of elven
dwellings similar to Revan’s are available for download at
http://www.wizards.com/dnd/DnD_MW_Intro.asp.

The Ghosts ADVENTURE SYNOPSIS


Aniel (an-EE-el) is an elven hamlet in the Celadon Forest. Like
most elven communities, it has limited contact with the outside

of Aniel world, but a few weeks ago all contact with Aniel stopped. None
of the elves were seen in the communities surrounding the
forest, and no one heard anything from them. The group sent to
investigate returned with tales of finding Aniel abandoned but
also of strange and terrible things happening there; whispering
voices, moaning sounds, objects moving of their own accord. It
seems clear that Aniel is haunted.
Although the locals fear to return to the haunted village, they
feel something must be done. If the elven hamlet is haunted,
the ghosts there must be laid to rest, and the mystery behind
the town’s demise must be solved. Whatever fate befell the town
might affect other settlements, so a new party must investigate.
The characters discover the hamlet is abandoned and
CREDITS haunted, although not necessarily in the way some think.
Design: Stephen Kenson There is actually only one ghost in Aniel, the spirit of a venge-
Editing: Jesse Decker ful elf. The other inhabitants of Aniel are victims of this
ghost, who used magic to transport them to the ethereal
Web Production: Sue Cook
plane, trapping them there until they are rescued. The charac-
Web Development Mark A. Jindra ters must find a way to overcome the ghost and his minions
Graphic Design: Sean Glenn, Cynthia Fliege and return the people of Aniel to the material world.

Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax ADVENTURE HOOKS
and Dave Arneson. , and the new D UNGEONS & D RAGONS game The characters can become involved in this adventure in a
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard number of ways. The simplest is for them to receive a request
Baker, and Peter Adkison. for aid from the people living in the area around the Celadon
Forest. They might be passing through and hear stories about
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned the haunted elven settlement of Aniel and realize that the sur-
by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinc- rounding areas might also be in danger. If the group has
tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
adventured in the area before, the local folk ask them to go to
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is Aniel and find out what’s happening.
prohibited without the express written permission of Wizards of the Coast, Inc.
Characters might be traveling through the forest headed
This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental. elsewhere and stumble upon Aniel. The abandoned hamlet
©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. offers a mystery that some adventurers will be eager to solve.
1
An elf or half-elf player character might know of Aniel or Aniel (hamlet): Conventional; AL CG; 100 gp limit; Assets
even have friends or family there. The group might be in the 750 gp; Population 146 (146 elves, 4 half-elves).
area planning a visit, only to discover that something terrible
Authority Figure: Tarien, male elf Rgr3 (formerly Revan, male
has befallen the village. Other characters might have friends
elf Wiz6)
living in Aniel who are now among the missing.
Others: Brd1 (2), Clr1 (2), Ftr2 (2), Rog1 (1), Sor1 (2), Wiz2

BACKGROUND (1), Wiz1 (2), Adp 2 (1), Adp1 (2), Exp4 (1), Exp2 (2), Exp1 (4),
Com6 (1), Com3 (10), Com1 (110), War3 (1), War1 (2).
The village of Aniel was home to an elf named Navae, a stu-
dent of the arcane arts. Navae was fascinated by a magical Notes: Aniel is a small elven community in the depths of the
gemstone called the galadiir, owned by Revan, Aniel’s greatest forest. The homes are built on the ground or in the tree
wizard and Navae’s teacher. Navae’s fascination with the gem’s branches to blend harmoniously with the environment.
secrets became an obsession when he discovered that the gal- There are thirty homes in Aniel, scattered around an area of
adiir was won in a battle with the Drow long ago. Navae ten large trees. many of the highest level characters in Aniel
nursed an unhealthy interest in the dark elves from the time have recently died because of Navae.
he first heard stories about them as a child. He longed to pos-
sess the galadiir and unlock its secrets, but his teacher Revan Wilderness Encounters
told him it was not something to be toyed with, and Characters may encounter dangerous creatures while travel-
instructed him to leave it alone. ing through the forest to Aniel. The Celadon Forest is filled
with wildlife, although elven hunters normally keep danger-
In secret, Navae sought out forbidden lore and became cor-
ous creatures away from the trails. It takes the characters
rupted. He came to worship the spider-goddess Lolth, and she
eight hours to reach Aniel from the outskirts of the forest,
granted him powerful allies, phase spiders he could command.
and there is a 1-in-10 chance of an encounter each hour they
He dreamed of when he would be a great and powerful wizard,
travel through the woods. If an encounter is indicated, roll on
ruling over others. He decided that the key to his power was to
the Celadon Forest Encounters Table to determine what the
possess the galadiir, so one night he crept into Revan’s home to
characters run into.
steal it. Unfortunately for Navae, a hunter named Tarien
noticed his suspicious behavior and followed him. Tarien
Celadon Forest Encounters
called out as Navae laid hands on the galadiir, waking Revan. 1d10 Encounter No. Encountered CR EL
In the struggle, Revan was bitten by a phase spider and fatally 1 Dire boar 1 4 4
poisoned, but Tarien struck Navae a fatal blow. 2 Ettercap 2 4 5
3 Harpy 2 4 5
Clutching the magical gemstone in his fist, Navae cursed 4 Owlbear 2 4 5
Tarien. “I may be dragged into death,” he said, “but where I go, 5 Dire lion 1 5 5
you will all soon join me.” The galadiir flared with power, and 6 Worgs 8 2 5
Navae died. Tarien went to Revan’s aid, but he was too late to 7 Manticore 1 5 5
save Revan’s life. His people buried Revan with honor, while 8 Troll 1 5 5
9 Shadow Mastiff 1 5 5
Navae’s body was cremated and the ashes scattered.
10 Ethereal Elf* 1 2 2
Three days later, the people of Aniel awoke to find that the * This encounter indicates that one of the inhabitants of
world had become gray and lifeless, and they were unable to Aniel finds the characters in the forest and follows them,
touch anything. They found themselves trapped on the ethe- trying to contact them and ask for their help. If the characters
real plane, unable to touch or communicate with the physical are able to detect the ethereal elf in some way, see The Elves
world. Navae returned as a ghost, using his powers and his of Aniel encounter (below) for guidelines about what they
spider minions to terrorize the people of the village, who can learn about the current situation.
were unable to call for help. They tried when visitors first
came to Aniel, but Navae frightened them away. They Encounters in Aniel
mounted an attack against the ghost, but everyone in the There are four encounters in the hamlet of Aniel, described
attacking party died except for Tarien, who was badly below.
wounded. Tarien managed to kill Navae yet again, but the
ghost simply reappeared a few days later, as powerful as ever.
Now the only hope for the people of Aniel is that someone The Elves of Aniel
will come to save them. When the characters first arrive in Aniel, they find the
2
entire hamlet apparently deserted, with no indication of what prise them and catch them flat-footed (eliminating their Dex
happened to the people who lived there. There are signs of bonuses to AC). If the characters can detect ethereal beings,
forest scavengers raiding the elves’ food stores, but otherwise check for surprise normally, but keep in mind that the people
nothing. Homes and possessions remain undisturbed. There of Aniel will also try to warn the characters if they spot one of
are no bodies or signs of violence. There are also no signs of the phase spiders about to attack. It requires a Spot or Wilder-
habitation for the past several weeks. A careful search of the ness Lore check with a DC of 20 to determine that the phase
area (Search, DC 20) turns up a relatively fresh grave on the spiders attacking the characters are not all one creature, but
outskirts of the hamlet. This is the gravesite of Revan the several different ones. Characters who speak with the elves
wizard (see Adventure Background for details). He’s been can find out there are three phase spiders total in the hamlet,
dead for at least a few weeks, and there are still signs of the under Navae’s control.
phase spider bite that killed him on his right leg.
Navae’s goal is to kill all of the characters except for one he
The inhabitants of Aniel actually haven’t gone anywhere. can possess with his malevolence ability, allowing him to get
They’re all around the characters, but invisible and incorpo- at the galadiir again. But before that happens, he wants the
real to them. If the characters have any means of detecting characters to get at the gem for him, and may try to convince
ethereal beings (such as see invisibility or true seeing) and them to do so (see below).
use it, they can see (and hear) the elves around them. As soon
Phase Spiders (3): CR 5; Large magical beast; HD 5d10+15;
as the elves realize one or more of the characters can see
hp 42; Init +7 (+3 Dex, +4 Improved Initiative); Spd 40 ft.,
them, they begin babbling at them in Common and Elven,
climb 20 ft.; AC 15 (-1 size, +3 Dex, +3 natural); Atk bite +7
pleading for their help and trying to tell them what’s hap-
melee (1d6+4 and poison); Face/Reach 10 ft. x 10 ft./5 ft.; SA
pened. It takes the elves roughly 15 minutes to calm down
Ethereal jaunt, poison; SQ AL N; SV Fort +7, Ref +7, Will +2;
and organize themselves well enough to present the back-
Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10.
ground information clearly. A character can speed this
process by making DC 15 Diplomacy check. If the Diplomacy Skills: Climb +12, Move Silently +11, Spot +9, Feats:
check is successful, the elves calm down in one round. Improved Initiative.

Once the tumult is calmed down, Tarien steps forward to SA–Ethereal jaunt (Su): A phase spider can shift from the
explain the situation to the characters. He tells them about Ethereal to the Material Plane as a free action, and shift back
the events from the Adventure Background section from his again as a move-equivalent action. This ability is otherwise
point of view and to the best of his knowledge. He also identical with ethereal jaunt cast by a 15th-level sorcerer.
explains that he thinks the galadiir can restore the elves to the SA–Poison (Ex) Bite, Fortitude save (DC 15); initial and sec-
material world and possibly put Navae to rest, but the elves ondary damage 2d6 temporary Constitution.
have been unable to reach it from the ethereal plane. It’s kept
in a locked and protected case in Revan’s home. Tarien (or
another elf ) can show the party where it is and tell them Navae’s Deception
about the traps guarding it, although he can’t disarm them If the characters do not make contact with the people of
(see Revan’s Home, below, for details). Aniel and have no means of seeing ethereal beings, Navae
uses his manifestation ability to appear to them. He claims to
be one of the elves trapped by the curse of an evil wizard, and
Ghostly Attacks
only able to speak to them for a brief time through a magical
Shortly after the characters enter Aniel, Navae begins to
spell. He tells them that a magical gem in Revan’s home can
harass them with ghostly hauntings and sudden attacks. The
save the elves if the characters can get it. Navae knows the
ghost uses his telekinesis ability to slam doors and windows,
galadiir is in a cabinet closed with an arcane lock, but he does-
knock over objects, send things flying through the air, and
n’t know about the fire trap placed on it (it was done after he
even to push climbing characters, resulting in a 20-30 foot fall
died). He asks the characters to get the gem, then fades away,
from the upper tree-houses (doing 2d6-3d6 damage).
telling them to hurry.
Navae also has his phase spiders attack the characters, with
Navae follows the characters to Revan’s home and attempts
only one spider appearing at a time. The spider shifts to the
to possess the character nearest to the galadiir, as described
material plane, attacks, and phases back out again immedi-
on the next page.
ately as a move-equivalent action. Unless the characters have
a means of detecting ethereal beings, the spiders always sur-

3
SA–Manifestation: can become visible and attack by touch
The Galadiir or spells.
The solution to the problem in Aniel lies with the galadiir,
the magical gemstone Navae wants. After Revan’s death, the SA–Corrupting Touch: Incorporeal attack doing 1d4
elves of Aniel replaced the galadiir in its wooden box and damage.
used one of Revan’s scrolls to cast a fire trap on the book (with SA–Malevolence: Can possess a character by touch, Will
a caster level of 7, for 1d4+7 damage), keyed to the elders of save (DC 19) to resist.
the hamlet. They then placed the box inside a stout cabinet
built into Revan’s study and sealed it with an arcane lock. Sev- SA–Telekinesis: Can move objects at will like a telekinesis
eral of the elves, including Tarien, know where the galadiir is, spell at caster level 12.
but unfortunately they don’t know exactly what it can do, SQ–Undead: Immune to mind-influencing effects, poison,
since that knowledge was lost with Revan and no one has yet sleep, paralysis, stunning, and disease. Not subject to critical
had time to go through his various notes and journals. hits, subdual damage, ability damage, energy drain, or death
Revan’s home is built in and around the trunk of a large tree from massive damage.
near the middle of Aniel, about 20 feet off the ground. A spiral SQ–Incorporeal: Can be harmed only by other incorporeal
staircase winds around the trunk of the tree up to the humble creatures, +1 or better magic weapons, or magic, with a 50%
home. The interior contains a sleeping room and a combina- chance to ignore any damage from a corporeal source. Can
tion study and laboratory where Revan worked. The cabinet pass through solid objects at will, and own attacks pass
holding the galadiir can be found in the second room. In addi- through armor. Always moves silently.
tion to the gem, the cabinet contains five scrolls with arcane
SQ–Rejuvenation: Successful level check vs. DC 16 allows a
spells all at caster level 7 (1—charm monster and dimension door;
ghost to return 2d4 days after being destroyed.
2—silent image and sleep; 3—knock and locate object; 4—dispel
magic; 5—see invisibility). The last scroll will allow the charac- SQ–Turn Resistance Turn resistance +4.
ters to communicate with the people of Aniel, if they don’t
Possessions: None.
already have the ability among them. The cabinet also contains
a wand of polymorph self that belonged to Revan with 18 charges Arcane Spells Prepared (4/3/2): 0—daze, ghost sound, mage
remaining. The DC to break open the cabinet door is 28 with hand, resistance; 1st—cause fear, expeditious retreat, spider climb;
the arcane lock in place (18 otherwise) and picking the physi- 2nd—knock, web.
cal lock is DC 30 (Tarien has the key with him, on the ethereal Spellbook: 0—all cantrips; 1st—cause fear, expeditious retreat,
plane, where they don’t do anyone any good). mage armor, magic missile, shield, spider climb, true strike; 2nd—
Navae keeps a close eye on the characters and follows them knock, web.
if they go to Revan’s home. As soon as one of the characters Divine Spells Prepared (3/2): 0—cure minor wounds, guid-
has the box containing the galadiir, Navae uses his malevo- ance, resistance (2); 1st—obscuring mist, sanctuary, protection from
lence ability and attempts to possess him or her, ordering his good (domain spell).
phase spiders to kill the rest of the characters. He then casts
sanctuary, followed by expeditious retreat, and flees from the Once he’s sure he’s evaded any pursuit, Navae opens the box
area as quickly as possible. (setting off the fire trap, which he didn’t know was there, but
the damage isn’t likely to incapacitate him). He uses the gem’s
Navae, male elf ghost Clr1/Wiz3: CR 6; Medium undead final wish to transform the character’s body into his own,
(incorporeal); HD 4d12; hp 31; Init +2 (+2 Dex); Spd fly 30 ft. making his possession permanent (and effectively killing the
(perfect); AC 17 (+2 Dex, +5 deflection bonus); Atk +3 melee character). He then leaves Aniel and the player characters to
(1d4, corrupting touch); Face/Reach 5 ft. x 5 ft./5 ft.; SA Man- their fate.
ifestation, corrupting touch, malevolence, telekinesis; SQ
Undead, incorporeal, rejuvenation +4 turn resistance; AL CE; The Galadiir: The stone the people of Aniel call the galadiir
SV Fort +3, Ref +3, Will +8; Str 10, Dex 14, Con —, Int 14, Wis is a beautiful dark opal worth 8,000 gp for the gem alone. But
16, Cha 20. its actual value is far greater. It is an ancient relic won from
the Drow long ago and guarded by the people of Aniel, passed
Skills: Concentration +6, Hide +12, Knowledge (religion) +6, down over the years. The Galadiir is a gem of three wishes (simi-
Move Silently +4, Search +12, Spellcraft +6, Spot +12, Feats: lar to a ring of three wishes, p. 195, DMG). One wish was used in
Scribe Scroll, Toughness (x2). the defeat of the Drow. Navae used the second to bring about

4
his curse, leaving one wish remaining. The characters can use
it to undo the effects of the curse, rescuing the people of
Rewards
The characters receive experience points for overcoming
Aniel and ensuring that Navae’s spirit is put to rest.
the various challenges in this adventure as follows:

CONCLUSION Defeating Navae: 1,800 XP


If the characters overcome Navae and use the galadiir (or Defeating the phase spiders: 1,200XP each
some other means) to restore the people of Aniel, they receive
Overcoming the fire trap spell: 300 XP
the gratitude of the elves, who offer the characters the (now
non-magical) galadiir as a reward for their efforts, and hold a Discovering the truth of what happened in Aniel: 1,500 XP
celebration in their honor. If the characters managed to find Add any additional experience for wilderness encounters on
some way of restoring the elves without using the final wish the way to Aniel to determine the party’s final XP total.
from the galadiir, the people of Aniel offer to use it to grant
the characters one wish of their choice (provided it’s some-
thing the elves find worthy). ABOUT THE AUTHOR
Steve Kenson has been a freelance writer in the RPG indus-
If Navae managed to possess one of the characters and use try for five years and a gamer for far longer than he'd care to
the galadiir’s final wish to make his possession permanent, admit. He's written for a number of games including Shad-
the characters have a greater challenge ahead of them. They owrun, MARVEL SUPER HEROES and DRAGONLANCE: FIFTH AGE.
have to find some other means of restoring the people of His work appears regularly in DRAGON magazine. Steve main-
Aniel, which may entail a quest to find a powerful spellcaster tains a website with gaming articles he has written and infor-
or magic item. They also have to find Navae if they are to have mation about his current projects. It can be found at
any hope of recovering their companion. The former ghost http://members.aol.com/talonmail. He can be
goes to ground. He plans to accumulate power and knowl- reached by email at talonmail@aol.com.
edge before seeking out the Drow in order to serve Lolth. He
can become an adversary of the characters in the future.

5
than five lifes--have less emotion than Adult--six to twenty lives--who

Ghost Light RPG have less than Old--twenty to fifty lives--who have less than Ancient-
-fifty or more lives lived. Since a ghosts power lies in his emotion,
older ghosts have more power. For this reason it is best to let the GM
decide the "age" of the campaign.

Emotion Points per Age Group


• Young: 6 Emotion Points (ep)
• Adult: 10 ep
• Old: 16 ep
• Ancient: 24 ep or more

After you know how many points to spend, you can use them to
by Emotion Dice. One Emotion Point is used to buy one Emotion
Dice. Each emotion can have more than one dice purchased in it, but
Thanks To: there is a limit. The maximum number of dice allowed is equal to the
Risus, Over the Edge (for the basis of the game system)
Total Emotion Points first divided in half and then one subtracted
Ron Edwards, Lance Blackburn, Daniel Bolden, Jonathon Bolden (for
their words of wisdom) from that number. (Young max = 2, Adult max = 4, etc)
White Wolf (for teaching how fun it is to run in the night)
H.P. Lovecraft (for thoroughly twisting me)
"Emotions" are not
This has the potential to be a great RPG, but has instead limited to the classic
become defunct, lost in the attic of cyberspace. I found this game emotions. There are also
some time ago, maybe two or three years. I tried to contact the author pseudo-emotions which
repeatedly on MEP either continuing work on this great game, or represent general states of
obtaining rights to it so that we could basically write the shit out of it. mind but do not classify as
But nothing came of it. This game has been totally lost. regular emotion. In the
After seeing that, I designed Soul Axis ™, sort of as a basis of game play, both
tribute to Ghostlight because I really liked what I saw. But I’d prefer classic emotions and
to attempt to bring this game back to life. So, that’s what I propose, pseudo-emotions can be
that we as a community, do not let this potentially wonderful game chosen as, and will be here forth called, emotions. It should also be
die. I would ask that fans of MEP submit things regularly for known that players might like to kind of refine their character's
Ghostlight and let’s keep this game alive. emotions. Something along the line of Desire (for knowledge) instead
of just Desire. This isn't really necessary, because Desire works out
Defining a Ghost almost the same in both cases--and you could just add stimuli to the
Picture having no body, no mind. The only thing holding emotion later. But some players might wish to do this...
you up is your soul. You are your soul. Emotion, raw and pure. There is a pseudo-emotion that all characters have. It is this
Picture the great afterlife. Most souls reunite with the great one spirit, emotion that keeps their soul energy from being reabsorbed. No one
losing their personality, their individuality, but not their being. Like a knows why some have it and others don't, it's just there. Different
drop of water entering an ocean. One day, the molecules of water will people call it different things, but for game purposes it will be called
again be used, but never again as the exact same drop. Spirit. Spirit starts at three points and can be purchased up to your
Picture those that are different. Those that have enough self- ghosts Emotional Dice Maximum for your age group (No more can be
love to keep, from rejoining. Those that stay separate. As they live, purchased for Young ghosts since it already exceeds their limit, but
they gain more and more emotion, and become greater and greater. It they still get it at three dice).
is these "ghosts" that existence must worry about. With the exception of Spirit, emotions bring with them stimuli.
Ghost Light is a Dark Fantasy game where you (as players) When the ghost is confronted with an emotional stimuli he or she is in
assume the role of ghosts, but not your standard "haunts". You danger of going out of control. An emotion gets its first stimuli at
become denizens of a world all but removed from our own. Having no level two (two Emotion dice). For every three additional levels (five
body (mental or physical) you are forced to rely on the one thing still emotional dice, eight emotional dice, etc) that emotion gets an
remaining: your emotion. As you grow in emotion, you grow in addition stimuli. The same stimuli might be bought more than once,
power, but beware--for emotion can be consuming. rising it level by one with each increment. The effects of stimuli are
Ghost Light uses the Loose-Form Element system for skill discussed later.
rolls. Basically, your character is described by a series of elements (in Some skills are allowed as well. At the cost of one Emotion
the case of Ghost Light--the elements are emotions) which are not Point, ghosts can purchase a skill dice in one skill. There is a
"set-in-stone" and are somewhat open ended. Ghost Light is to be the maximum amount of total skills purchased; it is equal to the Max
first game in the Loose-Form Element system (Dream Night is the Emotion Dice in a single emotion. Each separate skill can only have a
major one to follow), which may or may not be used in many systems. maximum of two skill dice. Skills give bonuses in specific areas
without emotional "taint" but at the cost of emotions--the true life
Becoming a Ghost
blood of a ghost.
When a character is being created, there should first be the Quirks, Merits and Flaws come next. A Quirk is neither good nor
matter of age. Ghosts don't age as do mortals. Ghosts "age" by the bad in majority of situations. It is merely something that a ghost does
number of lives they have lived. Young ghosts--who have been in less and players like to have up front. Quirks might include "likes to
burp", "hums to himself", etc.. Merits are good things a ghost can heal a friend. When a character decides on a proper emotion, then he
have, and cost Emotion Points. Flaws are bad to have, but give extra gets as many six-sided dice as equal to his Emotional Dice level.
emotion points. Merits might include "Survivor (automatically one The game master should know the general complexity (the size
success in Spirit rolls to resist damage)", "Calculator for a Brain", of the task) at the start. The difficulty depends on the emotion chosen
"Charismatic". Flaws would include "Weak Spirit (one success and how well it fits as well as other factors. For instance, trying to kill
automatically canceled)", "Fuddle Brain", "Nasty Attitude", and so someone with Love is not always easy--in fact is usually hard or very
on. It is up to the GM on how many emotion points that a Merit/Flaw hard. Just like healing (which can be an easy to medium skill Love)
is worth. becoming very hard and then some with Greed, Hate, Fear, etc.
After setting the task value, players roll their dice and compare
the numbers. Success come from getting the success roll equal to or
A player also gets to greater than the task value. (That simple). To determine the number of
decide also a ghost's successes, look at each dice separately. For every 1-3 rolled on a dice,
appearance. There a three there is no successes earned, 4-5 that are rolled gives one success
basic schools of action with each, and a 6 on a dice grants two successes. Add up all of the success
this. A character can make a to determine the value of the roll.
relatively normal looking Optional Rule: (triumph/disaster)--if, on the first roll, the player
ghost. The player can make a rolls more than enough successes, a triumph (extra special result) is
dream version of the character gained. If, on any roll, the player rolls all 1's (every dice the character
(dragons, angels, sphinx, 4- has comes up with a one) a disaster (really, really, really bad). The
armed etc.). The player may GM has the option of determining the exact value of the triumph and
make a "spiritual" version of the character--swirling clouds of gas, disaster.
shadows, flames, etc.. Of course, the player may mix them together Example:Trent is living in the Coyote Son's main shroud, and has
anyway he or she sees fit. been collecting the golden feathers that they consider money. His
A person The rest of Character creation lies in role-play. Don't greed has caused him to resort to less than noble ends, namely purse
be too limited in fleshing out your character but be neither too snatching. He has been behind a naive but rich Son for a while now
descriptive. Try to find that happy median. and plans to make his move. The Game Master notes that Greed is the
Example: Trent is to be a Adult ghost. His player wants him to emotion in use. The combined task value set is 4. Trent's player rolls
be hateful and greedy--a sort of supernatural scrooge. He doesn't get his four dice and come up with 5, a success. Trent has another bag of
along too well with others but he does act with a team (especially feathers to add to his collection.
when they "go" his way). His player has ten points to spend. First off,
Using Skills
Hate (3) and Greed (4) are bought. With the other emotion points
Pride (1) and Lust (1) as well as the skill "Command Others (1)". When a character has skills, he can add that number of dice
Trent's Spirit is equal to three. For stimuli he chooses "People who to his Emotional Dice total for the roll if the roll is applicable to the
snivel and whine (1)" for Hate and "Material Wealth (1)" for Greed. skill.
Since he has no other emotion worth 2 or more, he needs no more
Channeling Emotion
stimuli. Trent's player wants him to appear as a dark and brooding
man with long white hair and a black trench coat. Sometimes a character will need to channel one of their
emotions to another emotion for some specific task. The player must
Being a Ghost
describe the reason why the emotion should be channeled. If the GM
agrees, then at the sacrifice of two (temporary) points from the one
Play in General
emotion, the emotion being channeled to gets an extra dice. It is
Play is task based. The GM will set a task value and then players possible to sacrifice down to zero dice in an emotion, but not below.
succeed by rolling over it. Tasks raise in value in two dimensions: If the GM thinks the emotions go hand in hand with the current
small to large, easy to complex. situation, there may be a one for one trade allowed. Spirit may also be
channeled into another emotion but at the cost of one Spirit wound
TASK VALUES per extra dice.
• very easy / very small : 0 Example: Trent has found out of a rich widow that lives in a
• easy / small: 1 nearby village in the Son's Shroud. He decides to use his Lust to
• medium / medium : 2 seduce and then later come up with a way to steal some golden
• hard / large : 4 feathers. Since his Lust is ranked only at one, he decides to channel
• very hard / very large: 8+ his greed into it. Sacrificing four temporary points, he raises his Lust
to three. Due to the taint (see below) of the roll, his greed will make
Note that the above chart is accumulative in general size. In his relationship probably overbearing and dominating on his behalf.
other words: something gets a task value equal to difficulty rating plus There are two innate dangers in this. One, the channeled
complexity rating. A task very hard and very large has a difficulty of emotion will "taint" the other emotion in some way based on the
about 16, not 8. GM's discretion. Also, channeling away your emotion might result in
To see how many dice a character gets to roll, first thing that a loss of permanent emotion dice.
must be looked is the task at hand and the character's emotions. The
character must use one of the emotions to "work" the task at hand. For To find out taint, you have to
instance, Apathy might be used to block out pain, Hate might be used use two sets of dice. Roll two separate
to strike down an enemy, Fear might be used to give a burst of speed, piles (they can be separate colors, sizes,
Curiosity might be used to decipher a note, Love might be used to etc). One represents the normal dice for
the emotion, the other is the amount of channel dice that a character Resisted Rolls
gets for the roll. Compare the numbers, the bigger the percentage of
Resisted rolls have been brought up a couple times already
the total roll that is made up of the channeled dice--the bigger the
(between the GM and player). They may be used a good deal more if
taint. 50% is an extreme taint, and if there is over 75% or so--the taint
necessary. The basic formula is that two characters (sometimes a
might be considered irrevocable and uncontrollable.
character and an object) pair up in a situation and each take an
A character can only roll on as many dice as they have left
emotion and roll that value against each other. The victor is the one
in that emotion. One temporary dice gave up is the same as one less
with the highest roll. If one player has an advantage over another
dice to be rolled. In the above example, Trent would not be able to
player, add the advantage on. The biggest way that advantage comes
roll on his Greed until he got points back since he sacrificed four
up is when player is having to fight with an improper emotion (unless
temporary points and only had a rating of four.
the emotion can be tied in properly) and the other player is not so that
To get temporary points back, one of three things must first
the other player gets bonus points to add his roll. Resisted rolls count
happen. One, the character must make a task roll using the said
as a standard task and so can be channeled. One variation is if two
emotion. Two, the character must be faced with the skills stimulus.
ghost are competing over something. The ghost who succeeds by the
Three, the character must spend some period of time faced with
most wins the competition. One of the biggest ways in which resisted
contemplation about the emotion. At this point, two rolls are made.
rolls are used is in Combat.
The player rolls as many dice as base Emotion Dice for that emotion.
The GM rolls as many dice as equal to the number of temporary Combat and Wounds
points spent. If the player rolls higher (statistically the probability)
There are all sorts of reasons for combat in Ghost Light.
then a temporary point is returned. If the player's is more than double
Some petty and obvious, others grand and subtle. The idea behind
the GM's roll, then two points are regained; More than triple--three;
combat, as well as situations leading up to combat, might vary from
and so on; up to the base value of emotion. However, if the GM's roll
time to time.
is greater than the players, a permanent point is lost! (as above, if the
GM rolls more than double, the player loses two points, etc. down to
the temporary value in the emotion.) At any point that the emotion
drops permanently, then all temporary points are restored (back to the
new value). If the character ever loses all of his dice in an emotion,
then a point of Spirit is lost as well.

Stimuli and Emotion


As said before, an emotion takes on a stimulus at level 2,
then another at levels 5, 8, 11, 14 (every third level after 2). Stimuli Each round of combat requires a resisted roll. Each
may or may not make an important potion of play. Generally a ghost opponent rolls on his or her "combat" emotion (some emotions like
with only one or two might not need worry with it. But some ghosts Love, Fear and Apathy are improper to combat and therefore will give
that have many (Ancients can have ten points or more) might be slave the opponent bonuses to the roll. This can be avoided if the improper
to their emotional stimuli. emotion is tied in to combat. Fighting to protect someone you love
Whenever a ghost is brought face to face with their stimuli, (Love), fighting because your overcome with fear and in the grip of a
they might become overwhelmed with the emotion(s) the stimuli is "fight or flight" inspired fight to the death (Fear).) and the loser gets a
tied to. Players should role-play a ghost completely absorbed into the wound point. If the winner gets more than double, then the loser gets
emotion. Sometimes, perhaps most times, a ghost wishes to combat two wound points, more than triple is worth three wound points, etc.
the effects of being exposed to their emotion. To do so, the player The roll cannot cause more wounds than the Victor's Emotion Dice
makes a roll of dice equal to his Spirit and the GM rolls a number of minus the Loser's Emotion Dice (if even this number is one or less,
dice equal to the characters dice level (base, not temporary) in that two wounds may be scored if the double/triple/etc roll comes into
emotion. If the player wins, then his reason wins out over emotion effect).
and any side effects are side-stepped. If the player loses, then the At the end of every combat round, GM should roll a number
emotion overcomes and the player role-plays it out as normal. If the of dice as equal to wound points while players roll their spirit value in
emotion more than triples the roll, then the character is extremely dice. If GM wins, the ghost is either struck unconscious (if the wound
overcome. At this point the character is an extreme slave to his level equals or is less than the spirit level) or killed outright (if wound
emotion. The GM should take over the character because higher level level exceeds the Spirit level). If the Spirit roll triples or more the
control is no longer an option. The character shall stay this way until wound roll, then one wound is automatically lost. Just as in any
the emotion plays itself out. (During this time, the character may resisted roll, other emotions may be channeled, and a certain bonus
commit crimes, destroy chances at a quest, etc. The GM should play it may be applied to one side or the other.
out to its fullest but not be cruel.) After battle, the healing process becomes better
If a stimuli has a value greater than one by investing more (somewhat). A failure is still death / unconsciousness but a success is
than one point in the stimuli, then you roll the emotion value once for a lost wound. More than double is two wounds healed, triple is three
every level that the stimuli has, and total the results! Since you only wounds, etc. Channeling is still allowed. In dice channeled after battle
roll you Spirit once for the whole time, Putting all your stimuli in one will be kept in effect until all the wounds are healed.
decreases the amount of times you'll be faced with it, but increases the Character Advancement
chances of being overwhelmed.
Every emotion (and/or skill) used significantly during a
session will have a chance for advancement. Make a roll equal to the
number of present dice in the emotion/skill. If any of the dice come
up one (1) then the advancement failed. (There is no penalty for The second organization type is the Guild. Guilds are based
multiple ones). Else, the emotion/skill gains a level (and another on what the ghost does. Each member of a guild will have similar
dice). If the emotion reaches one of the thresholds for stimuli be sure skills and appearance. One guild that is extremely feared is the Red
to fill in another selection. Scythes--dedicated to killing and/or enslaving other ghosts--
If a character was in a position to use an emotion that he apparently at random.
doesn't have (in other words either channeled or applied a similar The last basic organization type is the sect. Sects are united
emotion at a penalty) then the player can ask to attempt to start a new by methodologies and emotions. They are sort of a religious group of
emotion. If the GM agrees, the advancement attempt is made with ghost. Mother Gaia is a sect of love, pity and compassion who often
three dice (adjusted up or down by a couple dice if the GM thinks that tried to help others.
the character is very in line for the emotion or conversely did not There is a fourth type of organization: the Race. Races of
really experience the emotion properly). If there are no ones rolled the ghosts are not generally open to players, because of their power and
character gains a single dice in the emotion. This emotion from then differences. There are those like the Unborn -- who have never lived a
out are treated as any other emotion (can be advanced, gets stimuli, life but grow as powerful as the Ancient. Also are the Forgetfuls, who
etc.) have given over into a single emotion so that they are always
Whenever an emotion/skill gains a level, put a check in front of Spirit. overwhelmed.
When there is as many checks in front of spirit as spirit's present
rating. Make an advancement roll for Spirit.
Any time a player pulls a phenomenal stunt with the
emotion, a roll for advancement should be called for immediately.
The advancement, if it does occur, takes effect at the end of the
adventure.
A Few Final Notes
First of all, role-play it. There is a lot of reference to
emotions don't you think. Play them out. In battle, while bringing your
Wrath against an enemy, role-play the viciousness. There is a
difference in the way a ghost uses his Curiosity to open a lock and his
Hatred to get past an annoying barrier, though the dice rolls and basic Shrouds of Existence
results will be the same. Don't ever say, "I'm using Joy(7) to influence
The places of the Ghost Light universe are composed of
the guards". Let the world know what you are doing by how you say
shrouds. The most common one is called the Earth Shroud. It is a
it.
twisted but also spiritual view of the present Earth and its people.
Finally, there may be some argument on how an emotion may be
Some things are the same, others radically, different. Because of the
applied, and what is actually an emotion. Almost always this similarities to the real world, most beginning players will want to be
argument will result in some jackass bringing a fucking dictionary
here. Fact is, many ghosts cannot ever leave this shroud...
along. To stop this, each player and the GM should discuss the
There are also historical shrouds, which represent the earth
emotions they choose and their possibilities and eventualities before
(and other planets) at critical points of history. These are the basic
playing.
remains of the Earth Shroud as it moves through time.
Worldly shrouds are composed of different views of the earth. For
instance, a desert is a wastleland to some, peaceful to others, to some
Bring Ghost to Light chaotic, to some orderly. All of these versions of a desert might have
their own shroud of existence.
This final section will give the briefest of information about
Personal shrouds are created by powerful ghosts. They
the "world" in which Ghost Light is set. It will not give very much,
represents their creator's personalities. The number of possibilities are
just enough to fill you in. Also, most of this stuff is more or less
vast and infinite. Shrouds exist interlaced. This means that an
brainstorming, so that you might not want it anyhow.
unlimited number of shrouds can occupy the same "real" space. To
travel between them requires a Spirit roll. More info on the world to
follow.
Ghostly Organization
Ghost have all sorts of But that’s just it. No info was to follow.
genres and groups. There are three
basic types. The first is
Clan/Tribe/Family. Their basis is
the past life of the ghost. Clans are
based on the duties of the the past life. One such Clan is the
ShipWright Clan whose past lives were captains of sailing ships.
Tribes are based on the ethnic origin of the past life. The Coyote Sons
are a tribe that comes from Native Americans, specially those of the
South West. Families are ghosts united by the means of death. A
family composed of those that died by slitting their wrists is called the
Blood Wrists Family.
5 Traps from the Net Book of Traps Volume 1 each time they fall across the room), then teleport them somewhere
else. Great way to get them to another world, for some special
The Greedy Party adventuring (Athas, anybody?).
From: Jason Seeley <jseeley@aros.net> Cold Feet
Now, what party is there out there that doesn't want to increase their From: brian@stars1.den.mmc.com (Brian Martin)
ability scores? Not very many, I'm sure. Well, here is a trap to make A room of various dimensions can be used. A chandelier with various
them all wary of easy outs. amounts of oil burn above a pit trap. The walls of the pit trap a
In a room, they will find various potions, scrolls, etc. (whatever, covered with brown mold. The chandelier is rigged to fall in when the
really) -- maybe even an electric chair (hehe.) The first character to pit trap is sprung.
quaff a potion, read a scroll, sit in the chair, or whatever, has some Most characters that fall in the pit will die as by the time they are able
kind of beneficial effect (temporary or permanent, GM's decision.) to work on getting out, they are frozen. The people left out of the pit
Anyone else doing the exact same thing will have a malignant effect or the trigger'er can also be caught as the brown mold can grow to
happen (ie, eletrocuted in chair, poisoned badly, blinded by scroll, epic proportions Also, do not forget the flame damage of those in the
etc.) Of course, most players will want to try it for themselves to try pit from the fire.
to duplicate the effect on the first player. It is very fun to help the first
player understand that there was a beneficial effect, so that he can
Between a Troll and a Sharp Place
brag about it so that the other players try it, too. Maybe even have a
From: QPAK01A@prodigy.com (JOEL F YODER)
good effect at random after the first (like a 5% chance or something.)
As the delvers (good old Tunnels and Trolls term) walk down a long
All fall down. And down, and down, and down... corridor, they step on a flagstone that sinks a bit. Behind them a large
From: Berg <berg@eskimo.com> panel in one wall opens up and caltrops fall out. Suddenly, a large
This one is one of my more humorous traps, but still, it is almost troll (or something too tough for the characters to fight, anyway)
100% guaranteed to kill one PC (but the others won't be harmed at all, rushes from around the corner ahead. Run! p.s. this one was my
except for their pride). revenge on players who liked to scatter caltrops around liberally.
This is another variant reverse gravity trap, only this one is actually
Water Filled Hot Spot
fairly pleasant. At first, anyway. The trap is a spherical room,
From: kroal@infolink.net.il (Dan Gilboa)
polished to glassy smoothness, with a pair of doors on the equator.
The entrance door, and the exit door opposite it. Both doors are made
This is a variation of the water-filled room. Any small room with one
of solid oak, iron-banded, and cannot be forced open in the normal
door will do. Add a nice fountain (a marble kid pissing into a pool
ways (even knock or Bigby's clenched fist spells won't touch it, it's
maybe) and some burnt-down and wet bones.
too strong). The entrance door opens easily, but the exit door is
After the party enters the room will be locked and water level will rise
securely locked and barred, from the other side.
as usual. Nothing will open the door! Let the water reach about throat-
The trap has several fundamental laws of physics disabled. First, there
high. Then the water stops and a fine quantity of oil will be spilled
is no terminal velocity, or friction. Second, objects moving in a
from above followed by a jet of flame (ever seen burning oil at sea?).
straight line do not necessarily keep moving in a straight line. Finally,
Any sensible player will take a deep breath and dive. Very clever! On
you don't lose any momentum from hitting things, and gravity is
the third step many small holes will be opened on floor level and
towards the wall you fall towards.
water level will begin to go down slowly (and make it real slow,
Basically, you walk in, plummet, bounce off the floor, which is now
there's plenty of oil up there...) -- they have a choice between
the ceiling as far as you are concerned, and fall towards the floor,
drowning, burning by oil, or being boiled alive, not a very easy choice
which is a spot opposite the one you just bounced off of. And with no
to make.
terminal velocity, you just keep accelerating. In all cases, down is the
direction opposite the wall you just hit (and bounced off of). When
you hit, you can make a dex check to change your angle, so you 3 Random Plots from the Net Book of Plots Volume 5
bounce off at a totally new (and random) angle. Make a dex check,
success means roll 1d4, 1 = right, 2 = left, 3 = back, 4 = ahead, and Author: Ben Davis
that is the direction of down. Email: bjd12@cus.cam.ac.uk
There is one exception here. The exit door. If someone hits that, they PCs are asked/hired to go and pick up (if they have a starship) or
do not bounce, and if they have more than 20d6 of falling damage escort on a liner (if they haven't) four people from a nearby system.
accumulated, they smash through it (destroying the door, and Ideally, get them to agree before they have much chance to do any
probably dying instantly in the process). Anyone who lands in the exit background research.
doorway (after the door has been smashed), or in the entrance The world they'll be going to is a Balkanised water world. The four
doorway lands unharmed on the floor (painful, but no damage). people they're meeting are political dissidents from one of the
Anyone who hits the closed exit door and takes less than 20d6 governments, a theocracy. The starport is in a different country, a
damage will weaken the door, and take full damage themselves (for bureaucratic obsessed blood pressure inducing place.
example, hitting the door and taking 15d6 damage means that the next Unsurprisingly, the four dissidents don't turn up for the rendezvous.
impact only takes 5d6 to shatter the door). Final note, anyone with the Depending on things, they've either:
Spelljammer skills of Zero-G combat or space fighting will be able to • been put under house arrest
control their bounces, so as to bounce where they want to go (on a • been arrested by the bureaucracy for a minor traffic
successful dex check), eliminating the 1d4 roll for new direction. violation (driving a powerboat without due care and
Special option: Eliminate the exit door, and make the entrance door a attention)
one-way teleporter (or a one-way secret door). Then, wait for falling • or something similar.
PCS to hit lightspeed (remember, velocity will effectively double
The governments concerned (make the planet have at least 4 or 5 for around in the brave new world of 2500 AD. Since the trip to AC will
fun) should be sufficiently twitchy that, when the PCs do eventually only take about 9 years of objective time, what to do?
find out where these people have got to, they can't just steam in with I'm getting an evil idea...
guns blazing. 'cause the military are on standby most of the time, and The Navputer+ gets close enough to Alpha Centauri to check it out.
all hell'll break loose. The way my PCs got them out from house Orders sent in the mean time by genius senator Orrin Hatch's
arrest on a floating hydroponics plant (remember, its a water world, subcommittee on efficient space exploration have downgraded the
makes life _much_ more difficult) was to hack into the theocracy's job importance of human observation on this task. Quickly confirming
allocation computer, have all four of them transferred on a Police boat that there is no suitable planet for life, the Navputer decides to
(so as not to attract attention) to a nearby oil rig, and took the boat in continue on to Barnard's star before waking up the crew!
transit during an electrical storm (weather conditions on a slowly The crew awakens and starts working, then discovers that the starfield
rotating (40hr day) water world) is all wrong and they're not in the solar system they expected, then
Just for comment, we were using a 2300AD/old Traveller(TM) hybrid they notice that huge gas giant in orbit. They discover a planet in the
(2300AD characters, Traveller universe, hybrid gear with a touch of habitable zone, though calculations are difficult because of that huge
Cyberpunk(TM) for good measure.) companion planet. They also discover that they're short on fuel to get
back. If they just head back they'll take about 100 years to make it the
Author: Graham Wills 9 ly (or so) back from Barnard's star. After much racking of brain they
Email: gwills@research.att.com find a black hole passing by the solar system, just a little bit off the
The PCs find a freshly dug grave, haunted by the ghost of the victim, plane of the galaxy, and decide to use the black hole's gravity to give
who will follow them around and wake them at nights wailing "John them a boost back towards Sol (it's going that general direction
Smith killed me; avenge my death". They are also hired to hunt down anyway).
someone who robbed a rich merchant. His name was John Smith. Anyway, after much panicking and gnashing of teeth they go for it.
Whatever. Eventually the PCs will go looking for John Smith. He is a Only complication is that the acceleration is going to be so strong that
local farmer, totally innocuous, who lives on a rather isolated farm no human will be able to pilot through the black hole. They'll have to
near a dangerous area. go into cryo and let the navputer (the one that didn't wake them up
When they find him, he tries to zap them with a nasty wand, but after last time) do the steering, and don't have a big window for operations
one charge, he drops it and attacks with a sword. He is berserk, but on the other end either, since food is running short.
has very few hits and dies rapidly. When they get back to town they And finally, the experiment backfires again, though the trip is made at
are told that while they were gone John Smith left on a near light-speed (about 9 years) unpredictable time "currents" around
boat/caravan/pogo stick. They are confused. They are even more the black hole make them *go away* for 500 years.
confused when they are attacked by John Smith. Finally, the heroes awake in the solar system, speeding past Neptune
A shape changer/illusionist has got hold of a neat magic item that is at .9C. Can they slow down in time to stop at earth, or do they have to
supposed to make people believe they are someone else. depend on earth to save them? They'll probably try to pull another
Unfortunately the item is broken and makes people believe they are deceleration manoeuvre, but this time the only available large body is
one particular person ... namely John Smith, the first person the item the sun. Can it stop them without killing them (is the nuclear shield on
was used on. Undeterred, our villain controls numerous people, the back large enough to shield them)?
making them John Smiths and occasionally taking on the John Smith At long last the heroes arrive on earth, only to find it is 500 years
persona to do dirty deeds. Even when there are obviously far too later, nobody knows them, and their ship is an interesting relic. Their
many John Smiths, he'll keep doing this, as people will be reluctant to knowledge of Barnard's star is dated. The only unique information
kill someone who could be their wife, brother or mother! they have is on the black hole and the time dilation they experienced.
The PCs will have to tackle numerous John Smiths of varying It might be worth big bucks, but how to use the information?
dangerousness and capture them, determine whether he's a stupid 1. Maybe they can create some kind of time-stasis device? The rest of
peasant or a high-level evil genius and deal with the situation. the campaign could be a struggle to protect the invention and become
This is great for low-level types without spells that could solve the industrial magnates, then eventually rulers of their own demesne,
problem rapidly. High-level PCs would just do a Detect X spell and perhaps to sit on the first galactic throne, all the time struggling
wrap up. against industrial espionage, cults of personality, eco-terrorists,
interstellar teamsters, and the adoring public.
2. Or maybe another black hole is approaching some important planet
Background: setting 1998 earth, with incompetent bureaucracy ruling
(earth?) and the original crew's data can help them divert it. But the
the USA, has already scuttled NASA and decided to go with a space
Navputer was sold for scrap long ago, and the tapes are covered with
program under direct congressional control (!). The ship travels by
dust (or were caught in a flood) since they were stored by an
exploding fusion devices behind it and travelling forward on the
incompetent bureaucrat. The characters search for the Navputer,
strength of the blast. Obviously it has a very strong shield on the back.
which is now running some children's ride in Spielbergland, etc. You
Obviously it is not aerodynamic.
get the idea.
The ship's mission is to go to Alpha Centauri and gather data on
The possibilities, especially for satire, are endless.
whether or not the system is suitable for human habitation (earth is
becoming uninhabitable because of pollution and mismanagement).
The characters all have hidden motives, as they are all agents of one
or another secret society in the fragmented USA government. They
have to depend on a navputer+, a navigational computer that is
programmed to take care of all their needs. ;-)
The problem is that Djinn wants to look at the world after 500 years,
and to play off the humor of all these relics of ancient days wandering
Under the Jester’s Hat owned to a sly cleric for a resurrection fee and vow of silence. After a
few more judicious murders we returned to the sight of our original
A Case of Mistaken Identity
slaying (with a live, though bloody, young girl in a sack) to find the
While chasing an ogre (the last of a band we had killed) into a cave Captain of the Guard awake and waiting with friends. This was our
we saw a shadowy shape we assumed was the ogre. After we hit it retirement party. We have changed mottoes since then.
with a cone of frost we found out it was a baby gold dragon. Momma
__________________________________________________
was not happy, what ensued was a running chase in which all but two
We were given the task of kidnapping a person, and bring him into a
characters perished in the flames. What happened to those two, well
house. Blindfolded. The man offering the job to us looked a bit
the swordsman (mine) fell to the ground trying to play dead (the dm's
nervous, but what the heck, it paid good money.
exact words were "big momma steps on yah trailing your impaled
During the kidnapping, we hosed down the people that were guarding
corpse like an embarrassing piece of toilet paper") The thief ducked
him, using blitz maneuvers. We blindfolded him and were on our way
into a convenient crevice (remember the ogre).
(we had stocked up on grenades and military grade ammo before
________________________________________________________
getting this far).
This incident remains in the lore of my group to this day. The party
When we got to the place we were to get him, we went into a room
was adventuring in a large, creepy castle. They noticed what looked
with no lights turned on. We push the man inside, then turn on the
like an old man carrying a lantern coming straight for them. The brave
lights. To our surprise 10+ people yelled SURPRISE! It was the
paladin spoke up and ordered the figure to stop. When the creature
kidnapped’s birthday...
didn't comply, the paladin hacked it to pieces. What was the creature?
An old man with a lantern who was also a little deaf.
__________________________________________________
________________________________________________________ One of my friend's first RPG experiences was the following: he finds
Our party was sent by the king to find retrieve his captain from the himself with a beautiful woman, and sees that half her face is peeling
battlefield. Half way there we ran into him and escorted him home. off, and she's been trying to kill him all night with poisoned drinks,
That evening the king was killed - the captain we escorted through the and (only-just!) missed back-stabs. Eventually, he sees the half-
guarded castle was a doppleganger. Needless to say we weren't paid peeling face, the poisoned knife she's wielding, and the ungodly
for our services. Charm of Fiery Destruction around her neck. DM: She stabs at you
with her knife! My friend: She's bad, right?
__________________________________________________
In one long-standing campaign, the players had gotten on the wrong
The players correctly identified their targets, but they never guessed
side of a particularly powerful wizard. This wizard (named Syn) had
that enemies could actually be smart.
the ability to cast morph self, and used it to good advantage.
His usual mode of attack was to find the party while they were in a
The party, made up of fifth level characters, were hired by the local
public setting, a feast, an inn, on the street; then he would change into
lord to clear out a kobold-infested cave system. Rather predictably,
an innocent form such as a child, halfling, dog, etc. Once in close, he
jeers of derision and cries of "They're only kobolds" came from the
would cancel the morph spell, and launch fireballs at the party, or
players' mouths. So in a way, they were right, but these kobolds were
steal the wizard's spellbook, or slay a friend the PC's had just left in
not your run of the mill "attack the players and fight to the death" type
the inn. Syn cared little for the lives of innocents, interested only in
of critter. The caves themselves were a massacre, combining the best
causing fear and hatred in the hearts of his enemies. Needless to say,
of pit traps, ranged weapons, tunnels too small for the players, and a
the party was soon walking on eggshells. They showed an amazing
variety of hit-and-run tactics from the kobolds themselves. The
amount of respect for even the most humble NPC; even attacking
players, who used to be so fond of flaming oil, quickly discovered
innocents, in the mistaken belief that it was their nemesis.
that giving was better than receiving, especially when doused in
combustibles in a tunnel to narrow to roll around in. And then there
were the times when a lone kobold could just be seen running around The Mages’
Mages Mistakes
a corner, prompting a general charge into the inevitable ambush. Time
and again, the players refused to see the threat that critters with a 10 spells that should not be.
mere half hit die posed to them. After four expeditions, and the loss of
7 NPCs and three PCs, they decided never to say "ONLY Acid Trip
kobolds"again. Detect Lightning Bolts (area: 5')
Explosive Familiar (it's *your* familiar)
The moral of this tale: just because you know what type of monster Fiscal Projection
you're up against, doesn't mean that they'll behave sensibly. This "low Fist of Flesh
level threat" proved to be the bloodiest adventure the players ever Fleshskin (range: self)
had. Invisible Illusion
________________________________________________________ Know Own Alignment
"Kill first, ask questions later." This motto had taken me and my Locate Self (tells you where you are, relative to your location)
bloodthirsty comrades far in our hunt for undead creatures. Until... An Mildly Surprising Grasp
anonymous tip led us to the "lair" of an extremely vicious vampire.
Actually, it was a modest house in a densely populated urban area.
After pounding a stake through the body of the sleeping "vampire",
the blankets were pulled backed to reveal the daughter of a local
Baron's Captain of the Guard (a well-known, though quite unlucky
lass- and definitely not a vampire). Following some creative sneaking
(which involved the deaths of 5 or 6 other towns folk) we had
smuggled the body to a temple where we had to give everything we

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