[WIP] The Reaping- looking for feedback and suggestions
Publié : 04 nov. 2014, 01:33
General Information
This scenario can be broken up and spaced as much as you want. I have started my PCs with the introductory part as of last Friday, so as it plays out I will add more. Backstory of my players: each player grew up in the starting village that we have been playing in since the beginning. They have ties to the town and relationships with all the major personalities. However, since the beginning I have been planning on moving them out of the village and this is how I plan on doing it. The village is where the mountains meet the Sighing forest in T-K, it is closer to the border of Gwedire than the coast.
Synopsis of entire scenario:
Early one morning, three pilgrims wonder into the village. The village often allows travelers to stay and recoup before moving on so this same hospitality is offered to these visitors. However, from the first night of their visit the pilgrims begin preaching the word of the one god which begins to stir up the town. (This is where I am at now, the adventure below the synopsis is what is currently happening.)
The pilgrims are a forerunner to a group of radical Temple followers. Eventually, they will arrive at the village and offer them a choice - convert or die. The pilgrims are there to begin to open the villagers minds and pinpoint specific villagers that are critical to either defense of the town or swaying the towns mind.
Part 1: The Visitors
Early one morning, three ragged travelers slowly walk into the town. They are greeted first by the militia guards and then a town leader of some sort. It is clear that they are from the temple, their garb while being very tattered still bears the mark of the one god. They are given a small spot within the walls to setup camp, which they do with the town being uneasy about the newcomers.
The first evening they are in the village, they hold a sermon. Some of the uneasy villagers lose their cool at this. A small group (I went with 3) shout awful taunts at the pilgrims until finally, one of them throws something at them. I had this be a large stone and I had it not hit anyone. The players intervened here, calming the small group down and sending them on their way. Feel free to play with the reaction of the pilgrims based on their bios (see the end of part 1).
The next morning, the person who threw the stone is missing and while this part has the least amount of description, this is the bulk of the adventure. His house has been trashed but there is no sign of blood. There is originally nothing that points towards the pilgrims as the attackers but pieces begin to appear over the course of the day in really convenient places. Depending on the players approach, they might go straight to the pilgrims and seek answers or they might poke around the village. I have a constable in the town to help direct the search and keep them from doing anything really stupid.
How they get here does not matter but ultimately, if they don't attack the pilgrims outright, the players should eventually find clues that lead them to a hastily built shack not far from the village where the small group of men have put up their friend and attempted to frame the visitors. If the players discover them, the men first attempt to reason with them and have them help in driving out or killing the pilgrims. If that fails, they attempt to silence the players and hope to frame the pilgrims again.
With proof one way or another, the town should learn a truth. One could create a sense of pity and openness to the pilgrims, which actually furthers their ultimate goals, while one could end with them dead - which would bring a much more harsh reaction when their leader shows up.
End.
Bios and Descriptors
The fun of this adventure comes from RPing the reactions of the villagers and the personalities of the priests/pilgrims. The villagers should be on a spectrum of curious to hostel, giving the players a wide range of interactions as they are poking around looking for information. The priests have three very distinct personalities but it should be understood they are all insane. One of them is rather young, maybe 20, and is the violent one. He may be the only one of the three who is truly evil. I played up his eyes and how anytime anything happened that he didn't agree with, a look of pure hate would flash across his eyes. He is also the most charismatic when speaking in front of people. One on one, his cold personality doesn't lend itself well but he can sway a crowd in any direction he wants. The second one is middle aged and is a follower. He does whatever is asked of him to the fullest of his ability but he takes charge of nothing. The final one is the oldest and the most "helpful" to the players if needed. He offers to help the players search for the missing villager and is often the only one who will move to interact with anyone who approaches their little camp. In many ways, he is a charming old man, who just happens to believe that the worlds only option is to convert to the ways of the one god or die.
This scenario can be broken up and spaced as much as you want. I have started my PCs with the introductory part as of last Friday, so as it plays out I will add more. Backstory of my players: each player grew up in the starting village that we have been playing in since the beginning. They have ties to the town and relationships with all the major personalities. However, since the beginning I have been planning on moving them out of the village and this is how I plan on doing it. The village is where the mountains meet the Sighing forest in T-K, it is closer to the border of Gwedire than the coast.
Synopsis of entire scenario:
Early one morning, three pilgrims wonder into the village. The village often allows travelers to stay and recoup before moving on so this same hospitality is offered to these visitors. However, from the first night of their visit the pilgrims begin preaching the word of the one god which begins to stir up the town. (This is where I am at now, the adventure below the synopsis is what is currently happening.)
The pilgrims are a forerunner to a group of radical Temple followers. Eventually, they will arrive at the village and offer them a choice - convert or die. The pilgrims are there to begin to open the villagers minds and pinpoint specific villagers that are critical to either defense of the town or swaying the towns mind.
Part 1: The Visitors
Early one morning, three ragged travelers slowly walk into the town. They are greeted first by the militia guards and then a town leader of some sort. It is clear that they are from the temple, their garb while being very tattered still bears the mark of the one god. They are given a small spot within the walls to setup camp, which they do with the town being uneasy about the newcomers.
The first evening they are in the village, they hold a sermon. Some of the uneasy villagers lose their cool at this. A small group (I went with 3) shout awful taunts at the pilgrims until finally, one of them throws something at them. I had this be a large stone and I had it not hit anyone. The players intervened here, calming the small group down and sending them on their way. Feel free to play with the reaction of the pilgrims based on their bios (see the end of part 1).
The next morning, the person who threw the stone is missing and while this part has the least amount of description, this is the bulk of the adventure. His house has been trashed but there is no sign of blood. There is originally nothing that points towards the pilgrims as the attackers but pieces begin to appear over the course of the day in really convenient places. Depending on the players approach, they might go straight to the pilgrims and seek answers or they might poke around the village. I have a constable in the town to help direct the search and keep them from doing anything really stupid.
How they get here does not matter but ultimately, if they don't attack the pilgrims outright, the players should eventually find clues that lead them to a hastily built shack not far from the village where the small group of men have put up their friend and attempted to frame the visitors. If the players discover them, the men first attempt to reason with them and have them help in driving out or killing the pilgrims. If that fails, they attempt to silence the players and hope to frame the pilgrims again.
With proof one way or another, the town should learn a truth. One could create a sense of pity and openness to the pilgrims, which actually furthers their ultimate goals, while one could end with them dead - which would bring a much more harsh reaction when their leader shows up.
End.
Bios and Descriptors
The fun of this adventure comes from RPing the reactions of the villagers and the personalities of the priests/pilgrims. The villagers should be on a spectrum of curious to hostel, giving the players a wide range of interactions as they are poking around looking for information. The priests have three very distinct personalities but it should be understood they are all insane. One of them is rather young, maybe 20, and is the violent one. He may be the only one of the three who is truly evil. I played up his eyes and how anytime anything happened that he didn't agree with, a look of pure hate would flash across his eyes. He is also the most charismatic when speaking in front of people. One on one, his cold personality doesn't lend itself well but he can sway a crowd in any direction he wants. The second one is middle aged and is a follower. He does whatever is asked of him to the fullest of his ability but he takes charge of nothing. The final one is the oldest and the most "helpful" to the players if needed. He offers to help the players search for the missing villager and is often the only one who will move to interact with anyone who approaches their little camp. In many ways, he is a charming old man, who just happens to believe that the worlds only option is to convert to the ways of the one god or die.