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(2023) Twilight Tides

Avatar for M Boone M Boone
November 29, 2024
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(2023) Twilight Tides

Douglas Lee, Hunter Magee, Rickie Liu, Marco Ferrira, M Boone

Avatar for M Boone

M Boone

November 29, 2024
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  1. Twilight Tides Twilight Tides Made for Made for Glory of

    Yore Glory of Yore ruleset ruleset A fantasy adventure for player levels 1-3 A fantasy adventure for player levels 1-3 Douglas Lee - Hunter Magee - Rickie Liu Douglas Lee - Hunter Magee - Rickie Liu Marco Ferreira - M Boone Marco Ferreira - M Boone
  2. GUIDE ............................................................ 2 STORY ...................................................... 3 - 24 Chapter 1:

    The Heroes Testament .......... 3 - 11 Chapter 2: Riddles of the Mind ........... 12 - 14 Chapter 3: The Unexpected Ally .......... 15 - 19 Chapter 4: The Final Confrontation ... 20 - 24 CHARACTERS ......................................... 25 - 31 NPCS ................................................. 25 - 26 Monsters .......................................... 27 - 28 Bosses ............................................... 29 - 31 MAPS ..................................................... 32 - 34 INDEX 1
  3. When a section says STORY, the GM will read the

    prompt. When a section says GM NOTES, the GM will refer to this section when it comes to gameplay or explaining the said challenges to players. When a section says (CHARACTER NAME), dialogue from the char- acters will be read by the GM When a section says CHARACTER INfO, this will give information to the party about the character, this section can be skipped if desired. If a player happens to die, the GM must say, (PLAYER) has died of cringe. GUIDE 2
  4. STORY Chapter 1: The Heroes Testament STORY: You are a

    party of adventurers looking to make some quick money by completing requests for a guild hall. You come across an interesting request on the tasks board that is from two sisters named Astrid and Lina. The task states that they are looking for party members to accompany them on a journey to discover the origins of a mysterious sword that was split in half. The sisters promise a very generous reward in return for your aid. Your party decides to accept their request and your party begins to prepare to meet the sisters and embark on this journey. __________________________________________________________ GM NOTES: The players will create their character as they wish or can use the character generator. __________________________________________________________ STORY: The party meets Astrid and Lina at the appointed time listed on request. Astrid is a headstrong Viking war- rior who has a very selfish and confident attitude. On the contrary her younger sister Lina is an innocent and caring person with a gentle attitude. After briefly introducing themselves Astrid begins to tell the story about how she found a mysterious magic sword known as “The Vengeful Sabel” that belonged to a former hero who tried to slay an evil demon god called Urth. According to the legend, Urth is described as a plant like dryad. Astrid starts to act cocky about how she wants lots of power and wants to rule the land. ASTRID: “I am the strongest woman in this entire village, I can lift more than all of y’all and out drink all of y’all! Wherever the other half of this sword is, I will wield it and I will be the next hero!” Anyhow, this sword supposedly belonged to some hero trying to kill a god but honestly bet they couldn’t kill the god due to a simple skill issue. 3
  5. STORY: As Astrid boasts about herself an old man overhears

    your conversation and comes over to the table your party is sitting at with the sisters. The man introduces himself as Olaf an old wise wizard who was a member of the fallen hero’s party and he reveals that he knows of Urth and his power. OLAF: Since the beginning of time, the three Norns, Urth, Verdande, and Skuld, have been responsible for deciding the destinies of both gods and humans alike. Urth spun out the thread of each life, Verdan- de measured its length, and Skuld decided when the thread should be snapped. Given their role, the Norns were highly respected by all, that is until the incident. OLAF: In an unknown past, a mighty Scandinavian king’s first son was born. His first true heir to the throne was an achievement celebrated by all, as his previous children had all been women. Unbeknownst to him and all at that moment, the King’s son was born with an underdeveloped lung, which deteriorated his health quickly during the first years of his life. By the time the boy was 4 years old, he struggled to perform the simplest of tasks like walking, and eating. This ulti- mately led to an early and tragic death. The King was left in shambles, feeling rage towards the Norns who had decided the child’s fate to be that way. For the next couple of years, looking to re- place his heir, the King had various other children with various different women. However, they were all female, seen as unfit to sit on the throne. The King grew tired of his misfortune and felt nothing but anger towards the Norns. From the vault in his castle, he grabbed The Vengeful Sa- bel, a sword which he had inherited from noble generations of the past, and set out with his most advanced soldiers and advisors in a search party to kill the three deities. OLAF: Rumor’s from the region spoke about an isolated tall wooden structure that was supposed- ly inhabited by Urth whenever she would come to the realm. Thoughtlessly, the King directed his journey towards Urth’s hideout, with one goal in mind, to kill the one who spun the thread of his son’s miserable life. Once at the entrance to the wooden structure, the King ordered his followers to stay back, as this was only a job that he was entangled with, and that nothing could stop him from getting his revenge. 4
  6. STORY: Olaf describes to the party that there is a

    temple south of the village that contains secrets about Urth and also how the temple may contain lots of treasure within. However, Olaf highly suggests to the party not to venture off onto this path to slay Urth due to how dangerous Urth is but Astrid’s inherent selfishness thinks the old man is delusional and crazy and decides that the party will embark on this journey and the Urth isn’t real. ASTRID: Quit it old man, you speak nonsense and are full of crap. There isn’t some weird Dryad being who would do such a thing. Even if this sword is the “vengeful sabel” it's split in half and I just want the other half for myself. LINA: I think maybe it might be best if we listen to the old man, he seems wise enough and seems like he has dealt with Urth before sister. ASTRID: Honestly, I could careless whatever, just bring ol’ gramps with us, he may be marginally useful anyway though I doubt it will be super helpful. STORY: Despite the comments that Astrid makes, Olaf joins the party and is willing to embark on this journey. The party begins their preparations and embark on their journey. ____________________________________________________________________________ GM NOTES: Players begin the game with 100 gold coins and are able to access the starter shop below and may optionally choose to purchase any of the items or not spend any of the gold at all. ____________________________________________________________________________ 5
  7. CHARACTER INFO: OLAF Known in the village for wisdom he

    imparts to any who come to him, Olaf often finds himself struggling to get through to the two unruly sisters made infamous by their constant banter. En- lightened and very perceptive to others, Olaf always seems to be there when one needs him mos t, ready to encourage any weathered adventurer to continue on their quest. ____________________________________________________________________________ GM NOTES: Olaf joining the party will grant the party access to Olaf’s ability, below shows the limits to his ability. OLAf USAGE: • Olaf will have 3 chances to use his ability per chapter • If Olaf abilities are not used in a chapter the count will remain at 3. This means Olaf’s ability will not carry over between chapters. • In the event that an Olaf ability is used, the count will go down by one and will only reset back to 3 when a new chapter begins. • If in combat, heals selected member by rolling a d8 • If in a choice scenario, Can give insight into what option to pick during a choice scenario. A choice scenario will be indicated if Olaf’s ability can be used. • If in combat, Shield protects a party member from taking immediate damage to health, roll a d8 for shield points. • Limit Use of any of Olaf’s Skills: 3 per chapter for the whole party NO REFUNDS TO SHOP ITEMS! GM Note: Please remember the rock if someone buys the rock. Refer to the rock scenario when stated. Do not encourage players to buy the rock or make any influence on the rock. :) __________________________________________________________________________ Starter Shop Items Description Price Healing Potion Heals a person to full health. 10 Shield Potion Provides a shield that is equivalent to half of the affected users max health points. 10 Instinct Potion Allows a user to dodge an attack for one turn guaranteed. 10 Molotov Throws a molotov that will set a target on fire. 30 A round rock that looks very suspicious… very sus indeed Why? Just why would you buy this… 100 6
  8. STORY: The party begins to travel down the main road

    from the main village towards the tem- ple that Olaf referenced. The forest is thick with dark tall trees that block a majority of the light from the sun. The path turns from stone bricks to dirt as the party continues through the forest. LINA: Man this forest feels so dense and dark. I can sense magical energy as we are walking, this is scaring me. ASTRID: Lina, stop being a baby, it's not that bad, just some trees and some weakling animals hiding in the forest, there is nothing to be afraid of. LINA: Hey! I have the right to be worried you just can’t sense magical energy like I can! ASTRID: Pfft, so what, magic is stupid and doesn’t mean or do anything. STORY: As the party continues toward the temple the party comes across a fallen tree that has blocked your path. Astrid and Lina begin to argue about the best way to get around the fallen tree. ASTRID: Oh look, this thin weak tree! I think we should just smash right through, and boom prob- lems are solved. LINA: Respectfully, I disagree with big sister, that tree might be trapped or something. I suggest we go around the tree since it will be a lot safer. OLAF: Climbing over the large tree may be an option. However I say we leave it up to the party to decide. I also detect a trace of magic on that log, I would ad- vise caution. _______________________________ 7
  9. GM NOTES: THIS IS A CHOICE SCENARIO The party first

    must decide if they want to try and break the tree, go around the tree, or climb over the tree. If the party decides to use Olaf’s ability, the GM will reveal that the log has a mine spell attached to the tree and any interaction directly with the tree will cause the tree to explode. GM PLEASE SILENTLY READ ALL SCENARIOS FIRST TO YOURSELF, THEN THE PARTY DECIDES! Breaking Scenario: If players decide to break the log, Astrid will swing her ax to destroy the log, as Astrid swings into the log the party notices a magic circle light up underneath the tree and the log explodes sending the party flying back. Each player will roll a d6 for damage taken by the explosion. Furthermore a single goblin will appear and attack the party. Walking Around Scenario: If players decide to walk around, 3 goblins will jump the party and at- tack them. Combat will begin and the stats of the goblin. The tree will not be triggered. Climbing over Scenario: If players decide to climb over the log, players will begin to climb over the log but each player will need to roll a d6 die. If any player rolls a 6 the log will explode and 2 goblins will attack the party. Any player who crossed the log before a 6 was rolled will not be affected by explosion damage. Players who did not cross the log before a 6 was rolled will be affected by explosion damage and will need to roll a d6 for damage. In the event no player rolls a 6 the explosion will not go off but the party will face 2 goblins. Note: Combat and tree climbing are separate, first the GM will monitor only the tree climbing. After every player has finished the log climb, begin combat for the party with the goblins. Fire Scenario: (DO NOT SUGGEST UNLESS ASKED) If a player HAS the ability to use fire magic and anyone suggests using fire, the tree can be burned down. No combat will take place and the mine on the tree will explode but no person will take damage because the party de- cides to stand away from the tree. 8
  10. _________________________________________ STORY: After dealing with the tree, the party continues

    forward down the path, the trees begin to grow thicker, the sky begins to darken and the surrounding noise starts to get strangely more quiet than usual. LINA: I don’t like how quiet it is. I sense some slight danger may be approaching or monsters might be more active, we should consider taking a rest since we traveled quite a bit. OLAF: I agree with Lina, I think it would be in our best interest to take a rest and camp. Goblins: These creatures are considered the sewer rats of mankind. Grasping at any scraps they can scavenge for themselves, goblins are greedy little creatures easily swayed by anything that interests them. Once they have a goal and a reward set out for them, nothing can stop the force of their sheer determination as they heckle and ha- rass anybody in their way. Just why are they so protective of this temple? HP: 1d6+1 Armor class: 7 To hit bonus: +0 Damage: 1d6 or any weapon type Movement: 60 ft Saving throw: 16 Special: good vision in dim light, poor vision in bright light Size: small, 4 ft tall Number: 4d100 Treasure: 3d6 x 100 gold pieces worth of various coins and treasure. 10% chance of 2 random magic items. Experience: 35 Once an entire scenario has been completed, the GM may reveal the other scenarios if they want to. (Optional) ASTRID: Y’all are weaklings I can keep going forever but eh, I’ll take a rest. STORY: The party sets up camp and decides to take a rest, a suspicious merchant passes by on the path and has a shop players may purchase items from. ____________________________________________________________________________ 9
  11. Merchant Shop Items Description Price Suspicious Healing Potion Could heal?

    For GM: If player uses this potion have them roll a d6 die and if player rolls a 3 healing output of the potion applies to one other player of their choice. 50 Green plants that look like cannabis leaves What would happen if you gave this to an enemy? For GM: If a player uses this on an enemy it causes the enemy to lose 1 turn. 20 Brick Oh man, wouldn’t it be a shame if something got hit by this… For GM: Can be thrown at an enemy. Roll for hit chance. If successfully half the enemies HP. 200 A perfect square made of stone that looks suspicious… very sus indeed Why? Just why would you buy this… 100 STORY: As day approaches the party has been fully rested and begins further down the path. The main road begins to grow less visible and the party approaches a cliff. As the party looks past the cliff a large Aztec stone temple comes into view. OLAF: Urth’s temple is ahead, it would be in our best interest to be on guard for more powerful monsters along the way. STORY: The party will need to descend the cliff in order to reach the temple. The cliff is high enough that if someone tried to jump down they would not survive the fall. LINA: AHHH that cliff is so high. I really don’t want to climb down that cliff. I'm scared of heights! ASTRID: You are such a baby Lina, it's not that bad, we just need to get some rope and belay down, it won’t be so hard. Hey grandpa! Why don’t you look for some rope or something. ____________________________________________________________________________ 10
  12. A large bush is present and if players decide to

    search this bush they will find a suspicious potion labeled “Fall Damage Negator” If the party decides to drink this they can jump off the cliff and survive. However each player will roll a d6. If someone rolls a 1 they take 1 damage. If nobody rolls a 1 no damage is taken. A large rock with a hole in it. If players decide to look inside within the hole they will encounter a sleeping skeleton with a climbing rope next to him. The players will attempt to take the rope but the skeleton was fake sleeping and the skeleton attacks the party. Traverse: Lastly players can attempt to try and traverse the cliff, refer to the options below. Players will roll a d100 and if a player rolls a number with a 2 in any place then the player will slip and lose some hp but will survive. Traversing the cliff will last 3 turns. Example: If player A rolls a 47,52, and 96. They will successfully climb down the cliff. If player A rolls a 44,59, and 62. The player will fall and lose hp. Roll a d6 for hp loss. __________________________________________________________________________ STORY: After traversing the cliff the party will finally reach the temple. They spot a portcul- lis blocking their path and in front of the portcullis the party sees a large stone entity with a massive stone sword. _________________________________________________________________________ Skeletons: Mindless and skinless soldiers of the demon god, Urth. Perhaps once part of a family, now belong to a brutal army protect- ing this temple. While weak, they are plen- tiful and quite resilient to magic, perhaps protected by whatever force that reanimates them. HP: 1d8 Armor class: 15 To hit bonus: +1 Damage: 1d6 or by weapon type Movement: 60 ft Saving throw: 16 Special: undead qualities, half damage from slashing weapon, minimum damage from stabbing weapons Size: medium, 5-6 ft tall Number: 2d10 Treasure: Femur Bone Experience: 60 GM NOTES: THIS IS A CHOICE SCENARIO Jump: If a player decides to jump off the cliff they will no longer be alive. (Yes they died of cringe, if they really decided to jump that is just sad) Explore: Players can explore around the area, if they choose this option refer to the choices: A group of trees can be searched and players will encounter a single goblin. This goblin will be carrying a climbing rope. 11
  13. Chapter 2: Riddles of the Mind STORY: Your party and

    the sisters approach what appears to be an age-old temple, made from withering stone and covered in frozen moss. You make your way to the temple's entrance but notice a group of three goblins standing by a large portcullis that blocks your entry. Before your party is able to decide on their next move one of the goblins notices you and the group begins to charge at you. GM NOTES: Players will now fight the group of three goblins. Upon beating the goblins: After defeating the goblins, your party moves their way back towards the temple entrance. As you're making your way the stone portcullis begins to rise as a large stone creature makes his way out of the entrance. The portcullis slams shut as the creature begins to steadily look at each party member in complete silence. After a brief moment he speaks. Temple Guardian: I am the guardian of this temple, state your business or leave with quickness. GM NOTES: Players may choose what they wish to say to the temple guardian, but know it will have no effect on the story as it will further establish the dueling personalities of the sisters. The Test Begins: The Temple Guardian begins with the first riddle. Riddle 1: Spelled forwards I’m what you do everyday, spelled backwards I’m something you hate. What am I? Answer: Live If guessed correctly: “Correct!” the Temple guardian boasts as he laughs. Your party is confident but remains vigilant for the next riddle. If guessed incorrectly: A look of disappointment crosses the Tem- ple Guardian’s face as he says “Wrong! Such a horrid answer to give when it is simply live”. Your party is uneasy with your incor- rect guess, but steadies as its time for the next riddle. The Temple Guardian continues onto the 12
  14. Riddle2: In order to achieve your goal, your party must

    work together. To guarantee success you must act as birds ‘a feather. When you are all of one accord, mutual victory is assured. What are you? Answer: Teamwork If guessed correctly: A smile comes across the Temple Guardians face as he announces you’ve guessed cor- rectly. Your party is also pleased with the outcome and prepares for the final riddle. If guessed incorrectly: “Unfortunately, your team must need a rework for the answer is teamwork” the Temple Guardian says, dispassionately. Your party feels a sense of shame as it comes time for the final riddle. The Temple Guardian speaks of the final riddle. Riddle 3: Slayer of regrets, old and new, sought by many, found by few. What am I? Answer: Redemption If guessed correctly: The Temple Guardian has a pleased look upon his face and nods in approval. Your party is instilled with confidence. If guessed incorrectly: The Temple Guardian looks displeased and announces “Incorrect! Such poor perception, for the answer you seek is redemption”. Your party is discouraged at your blunder. 13
  15. Temple Guardian: An ominous stone figure that is brought to

    life upon any being that confronts it. He seems to pose no physical threat, but challenges the mind with many riddles before granting further passage into the temple. The riddles he exclaims are unique to the individual, seeming to have an insight within the minds of those that approach. Mechanics: If the players have to attack the guardian, depending on the number of riddles solved, the guardian may be weakened/debuffed. Every 2 turns he attacks the party with a big swing Max HP: 25 (For each riddle answered correctly, deduct -5 HP) Armor class: 16 To hit bonus: +4 Damage: 1d6 Movement: 60 ft Special: immune to status effects (made of stone) Size: large, 9 ft tall Treasure: Stone Tablet (Key to temple) Experience: 200 The Test Concludes (Story): If all riddles are guessed correctly: The Temple Guardian looks impressed as he looks over each party member. Once his eyes narrow onto Astrid and Lina he steps to his side as the stone portcullis behind him begins to rise. Without saying a single word he gestures to your party to go inside. As your party enters the temple you hear the Tem- ple Guardians voice as the portcullis begins to lower. “If you truly wish to kill Demon God Urth beware of his right hand man of mirth”. His laughter fades as you venture further into the temple. If one riddle is guessed incorrectly: The Temple Guardian looks over each party member. Upon focusing on Astrid and Lina he says “While I admire your effort, it is clear you are all no expert. You have failed my test, but I’ll give you one last chance to prove who is best”. The Temple Guardian suddenly begins to look serious as if he is reading for a fight, your party readies themselves in response. The fight with the Temple Guardian has now begun. GM Notes: Players will now fight the Temple Guardian to gain access inside the temple. Upon beating the Temple Guardian a stone tablet will be dropped and the par- ty will use it to open the stone portcullis. 14
  16. Chapter 3: The Unexpected Ally STORY: As your party successfully

    unraveled an ancient puzzle, they ventured further into the temple's interior. However, the labyrinthine passages soon led them astray, and they found themselves in an unexpected place – the temple's dungeon. The dungeon's walls exuded a sinister aura, and despite the dangers they had faced in their adventures, it sent shivers down their spines. STORY: While trying to find an exit, a plaintive voice suddenly echoed, drawing their attention. They followed the sound to its source and discovered a female prisoner, her wrists tightly bound in iron chains. Yet, her eyes sparkled with hope. This incarcerated woman was none other than Helga. STORY: She wept and implored the protagonist party to rescue her, revealing that she possessed unique abilities that might aid them on their adventure. 15
  17. STORY: Deep within the temple, the ancient stone walls echoed

    with mysterious chants. The Poker Boss sat at a massive gambling table, his appearance reminiscent of a classic Las Vegas- style gambler. He wore a finely tai- lored black suit with a striking crimson silk tie, stand- ing out against the dim temple lighting. With a smirk, Poker Boss taunted. POKER BOSS: Come forth, warriors, let’s see if you truly are as clever as you think. GM Notes: THIS IS A CHOICE SCENARIO Inquire about Helga's past and her conflict with the Poker Boss. - Helga reveals her history with the Poker Boss, shedding light on how her talents became a threat to him. Trust Helga immediately and accept her help. - Helga's face brightens with satisfaction, and her eyes begin to gleam brightly. - In the poker game, Helga shared her secret ability: “Card Swap.” This ability allows the players, after placing their bet, to choose to randomly swap their current poker card for another with a different score. It’s unpre- dictable whether the swapped card will have a higher or lower value, but it offers the possibility of turning the tide of the game. Remain cautious and decline her assistance. - Helga's expression slightly sours, but she remains, observing the game and awaiting an opportunity. ___________________________________________ 16
  18. Astrid brows furrowed, her impulsive nature urg- ing her to

    confront Poker Boss head-on. Howev- er , before she could advance, a mysterious force immobilized her, draining strength from her legs and clouding her mind. Lina detected something, pulling Astrid back and whispering. LINA: Astrid, this isn’t our usual combat. We must outwit him with intellect. STORY: As the players readied themselves for the duel with the Poker Boss, tension filled the air. The Poker Boss, holding a deck of cards, slowly fanned them out, each card shimmering with a mysterious glow. Then, with a slight gesture of his hand, the cards began to flutter like butterflies enchanted by magic, swirling around Astrid and Lina. STORY: Astrid instinctively sensed danger and attempted to react, but it was too late. The cards, as if possessing their own will, swiftly wrapped around the sisters, forming an impenetrable cage. Astrid struggled fiercely, trying to break free from the clutches of the card, only to find the grip tightening further. Meanwhile, Lina endeavored to remain composed, but she too was unable to escape the sudden trap. The Poker Boss looked at the ensnared sisters with a cold smile, then shifted his focus to the other players, signaling through his actions that the upcoming game would be without the sisters' participation. he game shall start now. (Poker Boss traps the NPC’s in cards) ← No affect on gameplay just to add detail and fantasy to the story __________________________________________________________________________ GM NOTES: Placing a small bet on a card with low points and then using the Card Swap ability. There’s chance to deceive the opponent into thinking you have a low point card, and simultane- ously, you might be able to obtain a high point card for a minimal cost. In the subsequent poker game rounds, based on the player’s choices and Helga’s advice or skills, in cooperation with the main party, they engage in strategic battles against the Poker Boss and his assistants. 17
  19. Poker showdown: Poker Boss vs Your Party and the Sisters

    Team Game Overview: Setup: The players will work together as a team against the poker boss and your goal is to win 3 rounds in a row against the boss. Game objective: Over three rounds, the aim of each round is to be the first to accumulate poker cards totaling 30 points or more. Starting Resources: Every player starts with 10 betting coins. At the end of each round, each player receives an additional coin whether they place a bet or not at the last turn. Gameplay: (A TURN ends once everyone has placed their bet and the card of the turn is taken) (A ROUND ends once one of the player’s points reach or over 30) (Helga’s ability—card swap, can only be used once per round and will activate once all bets including the boss have been placed) 1. The GM reveals a random card at the beginning of each turn, with its value representing points. Card values: Ace = 1, Jack = 11, Queen = 12, King = 13 All other cards are their stated values. Example: 9 of hearts is 9. Suit of the cards DO NOT MATTER 2. Players wishing to claim the card must outbid every one who has placed bets. 3. If a player’s bet is surpassed by another player, they don’t get the card of the turn and their coins will be returned. 4. Players are not allowed to redo the bet once it is made. 5. Players take turns, in a predetermined order, to place their bets. For example if players A,B,C,D are playing. If player C is selected to go first player D will go next then A and B will follow. 18
  20. Bet Card points Scoring Sheet Example (NAME) (CHIPS) Bet Card

    points (NAME) (CHIPS) Bet Card points (NAME) (CHIPS) Bet Card points (NAME) (CHIPS) Bet Card points (NAME) (CHIPS) STORY: After the players win three games, the Poker boss is weakened but doesn’t want to admit defeat, presses a button and a trap door opens and the party falls down into it. 6. The order in which players place their bets shifts each turn. After each turn, the player who bet first in the previous turn is moved to the last position, and the player following them becomes the first to bet in the next turn. (For example if the arrangement of the players are as below, As- trid will be the first to place bet in the first turn, and Ace will be first for the second turn while Astrid move to the last. ) Poker Boss: Yet another foe testing the wits of adventurers daring to explore the temple. This being resides within a deck of cards, theatrically animating once anyone attempts to pick him up. He finds joy in the thrill of the game, but is an extremely sore loser and refuses to accept defeat, constantly upping the stakes of the game so it may never end. Mechanics: Stats: N/A Treasure: Reverse Card (Allows players to react and reverse Urth’s magic back towards her, one time use) Mechanics: Party must win 3 rounds in a row to defeat the boss Boss cannot be damaged or attacked, only beaten through playing the game 19
  21. STORY: The party is sent rolling and tumbling down a

    slippery narrow tunnel. After bruising all bones in their bodies, they finally reach the end of the painful slide and get launched into a room. After recovering from their descent, the party members get a chance to look around their surroundings. The tunnel they just came from high above their heads. The big empty room has dead vegetation on its ground, walls and even ceiling. It makes a clock ticking noise that echoes all throughout it. There is a sharp blade stuck on the stone floor. With every echoing tick, the blade vibrates and slightly cracks the ground below it. No doubt about it, this is the rest of The Vengeful Sabel! ASTRID: We found it! STORY: As boldly as her character, Astrid is the first one to take a step towards the leg- endary sword. The rest of the party follows slowly behind her. As the party gets closer and closer to the sword, the ticking gets faster and faster, and the ground cracks more and more. Finally, with a big enough crack that sets the sword free, it floats up into the air, and starts spinning counterclockwise at an incredible speed. Following suit, the ticking only gets louder and more rapid. As if the party was being transported to another location, the vegetation in the room quickly sprouts once again,flourishing and filling up the room, afterimages of work- ers suddenly appear and, while moving in reverse, dismantle the orderly stone walls that constitute the room. Behind the now nonexistent stone walls, a series of long and thin tree trunks now make the formation of the room. In the wooden wall directly be- hind the floating sword, a large opening appears that wasn’t previously there. Out of the opening comes the demon goddess Urth. The tree-like being had a human- oid figure. Its intriguingly rigid, but flexible body could truly only belong to such a deity. It looked gentle, however her glowing cyan eyes were nothing but intimidating. The massive creature’s steps are so heavy that the room shakes and the plants tremble. In a smooth motion, The Vengeful Sabel glides towards Urth, placing its handle in the palm of the deity’s hand. URTH: HOW DARE YOU BARGE INTO MY HOME!!! STORY: Her scream fills the entire room, bouncing off every wall, nearly deafening the party members. Chapter 4: The Final Confrontation 20
  22. GM NOTES: URTH’S ABILITIES Urth’s magic can rewind time. Any

    sort of object she throws in any direction, be it the sword, stone, etc. can be moved back to their starting position. Think of it as a boomerang. The object will follow the same path it did when it was thrown. She can “recall” thrown objects at any time, however objects thrown first will be rewinded first. When her abilities are used in inanimate ob- jects, she can use it constantly with no downtime. Additionally, Urth’s other abilities are: Urth can rewind time and revive previously slain enemies in the temple for x number of rounds. This requires a generous amount of her magic, only 2 creatures can be revived per round. The revived enemies have half of their original HP roll and deal half of their damage roll. When Urth uses this ability, she encases herself in a hard plant shell for 1 round, making her immune to any sort of attack. She also restores her health back to what it was before the last attack that damaged her was dealt. This ability can only be used 3 times in battle. Urth can also rewind her position back to what it was before she moved, any sort of movement counts. Treat this as a dodge This requires a lot of her magic, it can be done once every round. Urth can manipulate the vegetation around the party to swing vines at them at rapid speeds. Causing damage to the player it hits. 21
  23. BATTLE DETAILS The fight follows basic Glory of Role dice

    rolling and ruleset. When Urth’s HP reaches 10, the goddess drops the sword blade on the ground, Urth: The final encounter in the depths of the temple, an all powerful god- dess who has been wreaking havoc upon this land as long as anyone can remember. A devilish beast, a commanding personality that will attempt to worm his way into any mind that lets its guard down, allowing her to form the army he has to protect his domain. Deep down inside amongst her massive power, Urth is insecure and quite petty. She is capable of recognizing once she is bested, but if he is not shown the respect she believes she deserves, she will not hesitate to use her last ounces of power to ensure the ruining of the lives that dared cross her. HP: 30 Armor class: 16 To hit bonus: +5 Damage: 1d12 Movement: 60 ft Saving throw: 12 Special: Time Reversion, Reanimation Size: large, 8 ft Treasure: Seed to the Tree of Life (Yggdrasil) Experience: 1000 STORY: After a strong hit that throws off Urth’s grip, the sword blade is dropped to the ground. With no hesitation, the headstrong Lina jumps in to grab the fallen blade. However, as it is too heavy for her alone to handle, she is unable to move, standing right by an enraged Urth’s feet. The Norn takes a powerful swing towards the younger sister. Right on time, Astrid tack- les her sister at full speed, taking them both far enough away from danger. The sisters quickly get back on their feet, running to join the other party members. ASTRID: Let’s see if this works. STORY: Astrid grabs the hilt of The Vengeful Sabel and connects it to the loose blade that Lina has placed on the ground. Almost immediately, like a magnet, the two pieces stuck together, balancing the weight of the overly heavy sword. The Vengeful Sabel was such a mighty sword, that even Astrid knew it was too much for her. ASTRID: It’s okay Lina, you can leave it to me. STORY: Astrid drags the sword on the ground, clearly struggling to wield the weapon appro- priately. The movement of the sword, however, becomes quicker and quicker, speeding up in the direction of Urth. Suddenly, Astrid is now being dragged by the sword. Turns out Urth is rewinding the blade’s position back to where it was before the older sister tackled it away. All the party members are forced to quickly gather behind the helpless Astrid, mustering all their strength to help Lina keep her older sister from being pulled into Urth’s range. 22
  24. Story: Astrid tightens her grip around the sword’s handle, ready

    to strike the weakened Norn. Lina notices this, she feels the overpowering need to help her older sister hold the sword. Lina: Let me help you. Astrid: It’s okay, I don’t need any help. Lina: Just let me help you! Astrid: No don– Lina: You always act all high and mighty and never manage to do anything right! You don’t have to be so selfish! As your sister, can you not see that all I want to do is help you be the great warrior you wish to be? Why do you hate me so much? Astrid: Of course I don’t hate you Lina. I just can’t put you in any danger. If you got hurt because of me I would never be able to for- give myself. ____________________________________________________________________________ GM NOTES: BATTLE DETAILS To save Astrid’s life, all players have to roll for Strength, their combined rolls have to be higher than the GM’s roll If the player’s win, they stay in their position and Urth gives up on this move. The battle con- tinues. If the player’s lose, they all get dragged into Urth’s strike, getting dealt a d8 in damage rolled by the GM. They keep the sword and are hit away from Urth’s position. The battle continues When Urth’s HP reaches 3, she gets stunned and loses her footing, providing the perfect chance for Astrid to strike the demon goddess. ____________________________________________________________________________ 23
  25. Lina: Don’t worry about me so much Astrid. Please just

    let me help you this time. Astrid: Okay… Just this once. Story: Lina takes a step towards Astrid, wrapping her small hands around what remains uncovered of the sword’s handle. At a moment’s notice, The Vengeful Sable starts to glow blue. A great surge in power is felt by both sis- ters. At lightning speed, the two sisters zoom in Urth’s direction. With a big and powerful swing, Astrid and Lina deliver a clean slash right through the middle of Urth’s skull and down to her feet, striking the wooden ground in the process and demolishing the whole structure around them. The aftermath of the battle is only revealed when the dust settles. In front of the sisters, the split corpse of the Norn lies atop a messy pile of the large stone pieces that constituted the temple. Above the right half of Urth’s body, a large floating seed can be found. Without thinking, Lina grabs the seed and throws it over to Astrid. Astrid: Thanks sis! Lina: You’re welcome. Story: The two triumphant sisters turn around, reuniting with the party, and walking away from a battle like no other that will mark their stories for the rest of their lives. The End 24
  26. CHARACTERS NON PLAYER CHARACTERS (NPCS) Astrid: A young adult viking

    warrior with the stubbornness of a child who is constantly followed around by her younger sister, Lina. She is constantly trying to show off her power and bring herself further into the spotlight, moti- vating her to become the one warrior to take down the demon goddess Urth who has been terrorizing her people since longer than anyone can remember. Skill(s): Does physical damage and halves the enemy’s health when a play- er’s health passes a certain threshold. This can only be used in combat. Limit Use: 3 per chapter Lina: Astrid’s headstrong and uptight younger sis- ter, always ready to tattle whenever Astrid decides to break the rules. Much to Astrid’s annoyance, it seems like she is impossible to separate from her older sister, feeling like she has to constantly keep her in check. Skill(s): Does magic damage and halves the ene- my’s health when a player’s health passes a certain threshold. This can only be used in combat. Limit Use: 3 per chapter 25
  27. Helga: A rotting yet boisterous figure found in the dungeons

    of the cursed temple of Urth, trying to convince any breathing being in her presence to free her of her shackles. She promises to bring great assistance to any who rescue her, saying she would never wish upon anyone’s downfall, but those shifty eyes of hers truly be trusted? The true reason for her imprisonment is because of her immense gambling skills and insight used to take advantage of the poker boss lurking in the depths of the temple, which left them feeling threatened and thus chain- ing her up leaving her to rot in hopes her mind will rot as well. However, it seems she is still as keen as ever, lending the players powerful in- sight and strategies throughout the encounter. Skill(s): In the poker game fight, she offers the ability to switch the current card being played, help- ing the party gain an advantage in the fight. Olaf: Known in the village for wisdom he imparts to any who come to him, Olaf of- ten finds himself struggling to get through to the two unruly sisters made infamous by their constant banter. Enlightened and very perceptive to others, Olaf always seems to be there when one needs him most, ready to en- courage any weathered adventurer to contin- ue on their quest. Skill(s): If in a choice scenario, Can give insight into what option to pick during a choice scenario. A choice scenario will be indicated if Olaf’s ability can be used. If in combat, Shield protects a party member from taking immediate damage to health, roll a d8 for shield points. Limit use: 3 per chapter 26
  28. ORCS: Intimidating and ferocious figures guarding in and around the

    temple, putting a halt to any adventurers path they cross. Once considered a noble folk, powerful and mighty in war and strategy, now resort to pure brutality and carnage. From afar, one may even notice the orcs’ mindless wandering about the temple, as if without a purpose. Perhaps Urth has gained control of these powerful minds, bending their will to serve as a strong asset to his personal army? HP: 1d8 Armor class: 10 To hit bonus: +2 Damage: by weapon type Movement: 60 ft Saving throw: 15 Special: good vision in dim light, poor vision in bright light Size: medium, 5-6 ft tall Number: 3d100 Treasure: 1d20 x 100 gold pieces worth of various coins and treasure and a 30% chance of 1 random magic item Experience: 45 MONSTERS GOBLINS: These creatures are considered the sewer rats of mankind. Grasping at any scraps they can scavenge for themselves, goblins are greedy little creatures easily swayed by anything that interests them. Once they have a goal and a reward set out for them, nothing can stop the force of their sheer determination as they heckle and harass any- body in their way. Just why are they so protective of this temple? HP: 1d6+1 Armor class: 7 To hit bonus: +0 Damage: 1d6 or any weapon type Movement: 60 ft Saving throw: 16 Special: good vision in dim light, poor vision in bright light Size: small, 4 ft tall Number: 4d100 Treasure: 3d6 x 100 gold pieces worth of various coins and treasure. 10% chance of 2 ran- dom magic items. Experience: 35 27
  29. Hobgoblins: Goblins that got on the better side of Urth

    and gained strength and power to use against any foes who dare step foot in the temple. This extra strength also came with extra bloodthirstiness, enjoying squeezing every last drop out of anyone they please. Adventurers must be wary to not underestimate these seemingly frail figures. HP: 1d8+1 Armor class: 15 To hit bonus: +1 Damage: claws 1d6 or by weapon type Movement: 60 ft Saving throw: 14 Special: none Size: medium, 6-7 ft tall Number: 2d10 x 10 Treasure: 1d3 x 1,000 gold pieces worth of various loot, coins and treasure. 10% chance of 1d2 random magic items Experience: 75 Skeletons: Mindless and skinless soldiers of the demon god, Urth. Perhaps once part of a family, now belong to a brutal army protecting this temple. While weak, they are plen- tiful and quite resilient to magic, perhaps protected by whatever force that reanimates them. HP: 1d8 Armor class: 15 To hit bonus: +1 Damage: 1d6 or by weapon type Movement: 60 ft Saving throw: 16 Special: undead qualities, half damage from slashing weapon, minimum damage from stabbing weapons Size: medium, 5-6 ft tall Number: 2d10 Treasure: Femur Bone Experience: 60 28
  30. BOSSES Temple Guardian: An ominous stone figure that is brought

    to life upon any being that confronts it. He seems to pose no physical threat, but challenges the mind with many riddles before granting further passage into the temple. The riddles he exclaims are unique to the individual, seeming to have an insight within the minds of those that approach. Mechanics: If the players have to attack the guardian, depending on the number of riddles solved, the guardian may be weakened/debuffed. Every 2 turns he attacks the party with a big swing Max HP: 25 (For each riddle answered correctly, deduct -5 HP) Armor class: 16 To hit bonus: +4 Damage: 1d6 Movement: 60 ft Special: immune to status effects (made of stone) Size: large, 9 ft tall Treasure: Stone Tablet (Key to temple) Experience: 200 29
  31. Poker Boss: Yet another foe testing the wits of adven-

    turers daring to explore the temple. This being resides within a deck of cards, theatrically animating once anyone attempts to pick him up. He finds joy in the thrill of the game, but is an extremely sore loser and refuses to accept defeat, constantly upping the stakes of the game so it may never end. Mechanics: Stats: N/A Treasure: Reverse Card (Allows players to react and re- verse Urth’s magic back towards her, one time use) Mechanics: Party must win 3 rounds in a row to defeat the boss Boss cannot be damaged or attacked, only beaten through playing the game 30
  32. Urth: The final encounter in the depths of the temple,

    an all powerful goddess who has been wreaking havoc upon this land as long as anyone can remember. A devilish beast, a commanding personality that will attempt to worm her way into any mind that lets its guard down, allowing her to form the army she has to protect her domain. Deep down inside amongst her massive power, Urth is insecure and quite petty. She is capable of recognizing once she is bested, but if she is not shown the respect she believes she deserves, she will not hesitate to use her last ounces of power to ensure the ruining of the lives that dared cross her. HP: 30 Armor class: 16 To hit bonus: +5 Damage: 1d12 Movement: 60 ft Saving throw: 12 Special: Time Reversion, Reanimation Size: large, 8 ft Treasure: Seed to the Tree of Life (Yggdrasil) Experience: 1000 31
  33. -ORC ENCOUNTER(S) - SKELETON ENCOUNTER(S) - HOBGOBLIN ENCOUNTER(S) - GOBLIN

    ENCOUNTER(S) - MERCHANT MAP ICON KEY - REST AREA - TREASURE CHEST - NOTE A: A note from a fallen explorer, it reads, “I was exploring the temple in search of treasure. I recall there being a prisoner who claimed to know how to mess with that creepy large card.” B: There is a piece of paper on the wall that reads, “Be warned of what is up ahead…” A: A single sock B: 100 gold coins total C: Experience Potion with 100 experience. D: A super special molotov cocktail that has some VERY special properties… - SPIKE TRAP If players throw an item before the trap it will trigger the trap and reset which gives a chance for players to get through. If the party doesn’t throw an item, the player who first walks into the trap falls and rolls a d4 for damage. Player is able to climb out or be assisted. Cannot jump the trap. Players can throw an object to trig- ger the trap and get across safely. If players fall into the trap, the height of the walls is two people stacked on top of one another. - FALL TRAP - ARROW WALL TRAP Can be triggered by throwing an object. If players try to run through, roll a d20 for chance. If the number rolled is less than what GM rolls, roll d6 for damage. Treasure Chest: Experience Potion with 100 experience. - TEMPLE GUARDIAN -POKER BOSS -URTH 34
  34. Thank you for playing our game! Thank you for playing

    our game! Douglas Lee - Chapter 1 Douglas Lee - Chapter 1 Hunter Magee - Chapter 2 Hunter Magee - Chapter 2 Rickie Liu - Chapter 3 Rickie Liu - Chapter 3 Marco Ferreira - Chapter 4 Marco Ferreira - Chapter 4 M Boone - Art and Formatting M Boone - Art and Formatting Story concept: All Story concept: All 35