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Wildsea Red Right Hand Scenario Digital 1.0 Singles
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1
THE WILDSEA
SCENARIORED RIGHT HAND
FELIX
ISAACS
2
3
People always focus on the dangers of crezzerin, as if the downsides outweigh
the marvels it creates. And at rst glance perhaps they do; the searing, the
madness, the pain. For a sailor especially, a healthy fear is logical.But there's
so much more to it than that. It fuels the very seas we traverse, makes possible
half the wonder of this post-verdant world.Crezzerin is a fundamental force, no
less important than gravity, or anchoring.And, like all forces, it can be harnessed
by those with the will and vision to fashion the right kind of chain.
4
Overview
A scratching from above, that could be claws on slate. Heavy breaths on the other
side of a locked door. A guard's whistle cut short, replaced by a strangled cry.
These are the night-sounds of Nuskaro - the whispers of a city under siege.The
Clockface Council assure worried residents that they have everything in hand. The
newly-enforced curfew is a common sense move, the well-armed hunters that usually
patrol the surrounding grove spend their time watching from the rooftops, and the
nightwatch are there on every street corner. There's no need for panic, they stress
- all spits go through growing pains as the years pass, and everything is
ultimately under control. But the citizens know better. The danger grows with every
passing sunset, and the time for faith in the powers that be has ended. Outside
help is needed, even
if its presence is in direct contravention of twenty local ordinances. And that
outside help is you.
Adventure Framework
Red Right Hand
is themed around horror, conspiracy, and social unrest, with a riot of secrets for
crews to uncover as they explore. The main chunk of this book deals with the
locations they'll have an opportunity to explore, and the rest of this column is
given over to a quick overview of those locations; seven of them, colour-coded for
convenience.
The Approach
An optional opening section.
A good place for sailing, and for tying the scenario into an existing campaign.
Nuskaro Dockside
The only section of Nuskaro currently open to visitors
. A good place for gathering information, learning about the night-time threat, and
clashing with authorities.
Nuskaro Understreets
A series of tunnels cut into the reef below the city
. A good place to pass through to enter the Inner Cog, to meet alchemists, and to
converse with revolutionaries.
Nuskaro Inner Cog
The main city of Nuskaro, a maze of stalking fear and double-locked doors
. A good place to scue with
guards, hunters, and monstrosities.
Clocktower Grove
A thick section of tower-studded tangle
. A good place to have a crew encounter spirits, pick up clues, and take in the
sight of Nuskaro's past glories.
Hetterjin Tower
The largest clocktower of the region
. A good place to delve deeper, both literally and metaphorically, and to challenge
a mechanical gauntlet.
The Chimeric Laboratory
Seven's secret base of operations
. A good place to have a dramatic confrontation, learn an uncomfortable truth, or
accidentally release the Chimera.
Pre-Game Suggestions
Have players build their characters as Old Dogs (with 3 background choices, 6
aspects, 15 ranks to spend on skills and languages, 6 resources, 3 drives, and 3
mires). There's a sample ship,
The King's Ransom
, that the crew can use if you don't have the time to make one as a group. If you
do, however, we recommend the following options (these aren't necessary, but may
come in particularly useful as the adventure unfolds)...
A Bonesaw Troupe
: For a bit of extra healing when out on the waves.
Firey Lanterns, Luminous Blooms, or a Chemical
Spotlight
: As the nights are dark, and full of danger.
One or More Deck Weapons
: There are going to be some tough battles ahead.
Sample Unsetting Questions
Before the beginning of a Wildsea session, we recommend asking the group a small
number of 'unsetting questions', focusing on what rumours or ideas the characters
might have about their world. Perhaps some of the answers they give will turn out
to be true - perhaps none will.
The important thing is to get the group
into the right headspace for a creative, narrative-rst game. You might ask...
"You've heard rumours of Nuskaro, the port of closed doors. What rumours were
they, exactly?" "They say time is tired in Clocktower Grove. What does this mean?"
"Crezzerin corruption comes for all sailors eventually. How have you seen it
manifest in your years on the waves?"
4
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100%(1)100% found this document useful (1 vote)
378 views48 pages
Wildsea Red Right Hand Scenario Digital 1.0 Singles
Uploaded byefadfaon Sep 04, 2024
Download as pdf or txt
You are on page 1/ 48
1
THE WILDSEA
SCENARIORED RIGHT HAND
FELIX
ISAACS
2
3
People always focus on the dangers of crezzerin, as if the downsides outweigh
the marvels it creates. And at rst glance perhaps they do; the searing, the
madness, the pain. For a sailor especially, a healthy fear is logical.But there's
so much more to it than that. It fuels the very seas we traverse, makes possible
half the wonder of this post-verdant world.Crezzerin is a fundamental force, no
less important than gravity, or anchoring.And, like all forces, it can be harnessed
by those with the will and vision to fashion the right kind of chain.
4
Overview
A scratching from above, that could be claws on slate. Heavy breaths on the other
side of a locked door. A guard's whistle cut short, replaced by a strangled cry.
These are the night-sounds of Nuskaro - the whispers of a city under siege.The
Clockface Council assure worried residents that they have everything in hand. The
newly-enforced curfew is a common sense move, the well-armed hunters that usually
patrol the surrounding grove spend their time watching from the rooftops, and the
nightwatch are there on every street corner. There's no need for panic, they stress
- all spits go through growing pains as the years pass, and everything is
ultimately under control. But the citizens know better. The danger grows with every
passing sunset, and the time for faith in the powers that be has ended. Outside
help is needed, even
if its presence is in direct contravention of twenty local ordinances. And that
outside help is you.
Adventure Framework
Red Right Hand
is themed around horror, conspiracy, and social unrest, with a riot of secrets for
crews to uncover as they explore. The main chunk of this book deals with the
locations they'll have an opportunity to explore, and the rest of this column is
given over to a quick overview of those locations; seven of them, colour-coded for
convenience.
The Approach
An optional opening section.
A good place for sailing, and for tying the scenario into an existing campaign.
Nuskaro Dockside
The only section of Nuskaro currently open to visitors
. A good place for gathering information, learning about the night-time threat, and
clashing with authorities.
Nuskaro Understreets
A series of tunnels cut into the reef below the city
. A good place to pass through to enter the Inner Cog, to meet alchemists, and to
converse with revolutionaries.
Nuskaro Inner Cog
The main city of Nuskaro, a maze of stalking fear and double-locked doors
. A good place to scue with
guards, hunters, and monstrosities.
Clocktower Grove
A thick section of tower-studded tangle
. A good place to have a crew encounter spirits, pick up clues, and take in the
sight of Nuskaro's past glories.
Hetterjin Tower
The largest clocktower of the region
. A good place to delve deeper, both literally and metaphorically, and to challenge
a mechanical gauntlet.
The Chimeric Laboratory
Seven's secret base of operations
. A good place to have a dramatic confrontation, learn an uncomfortable truth, or
accidentally release the Chimera.
Pre-Game Suggestions
Have players build their characters as Old Dogs (with 3 background choices, 6
aspects, 15 ranks to spend on skills and languages, 6 resources, 3 drives, and 3
mires). There's a sample ship,
The King's Ransom
, that the crew can use if you don't have the time to make one as a group. If you
do, however, we recommend the following options (these aren't necessary, but may
come in particularly useful as the adventure unfolds)...
A Bonesaw Troupe
: For a bit of extra healing when out on the waves.
Firey Lanterns, Luminous Blooms, or a Chemical
Spotlight
: As the nights are dark, and full of danger.
One or More Deck Weapons
: There are going to be some tough battles ahead.
Sample Unsetting Questions
Before the beginning of a Wildsea session, we recommend asking the group a small
number of 'unsetting questions', focusing on what rumours or ideas the characters
might have about their world. Perhaps some of the answers they give will turn out
to be true - perhaps none will.
The important thing is to get the group
into the right headspace for a creative, narrative-rst game. You might ask...
"You've heard rumours of Nuskaro, the port of closed doors. What rumours were
they, exactly?" "They say time is tired in Clocktower Grove. What does this mean?"
"Crezzerin corruption comes for all sailors eventually. How have you seen it
manifest in your years on the waves?"
4
Share this document
Share on Facebook, opens a new window
Share on LinkedIn, opens a new window
Share with Email, opens mail client
Millions of documents at your fingertips, ad-free Subscribe with a free trial
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Download to read ad-free
Download to read ad-free
Download to read ad-free
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Download to read ad-free
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