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VORTEX
BY MONTE COOK
INTRODUCTION
VORTEX
Credits
Writer/Designer
Monte Cook
Lead Editor
Shanna Germain
Proofreader
Ray Vallese
Typesetter
Charles Ryan
Cover Artist
Roberto Pitturru
Artists
Dreamstime.com,
Patrick McEvoy,
Roberto Pitturru
Cartographer
Alyssa Faden
Numenera
Editorial Team
David Wilson Brown,
Eric Coates, Ryan
Klemm, Jeremy Land,
Laura Wilkinson,
George Ziets
Vortex
is a Numenera
TM
adventure that can take place almost anywhere in the Ninth World. It is suitable for
beginning characters and comes in two parts. Part 1: The Temple details a small village, a strange structure
from the past, and a cult with a nefarious leader. Part 2: Through the Vortex presents another, even stranger
structure from the past and a horrific mystery there.
Vortex
is presented as a sort of “sandbox” adventure. Rather than guiding the GM through a string of
possible encounters, it presents all the people, places, and creatures in the adventure, along with a starting
encounter. From there, the PCs can do whatever they wish.
BACKGROUND
Generations ago, adventurous souls discovered a structure from the past that exists outside of normal space,
the entrance of which itself exists in the real world but skips across physical reality so that its location is always
changing.
Within this structure lies a swirling vortex of energy that powers the structure. The discoverers believed this
vortex to be a god and began to worship it. They decided to use the structure as its temple and began what they
call the Cult of the Vortex.
Many years have passed. At first, the cult’s membership grew and prospered. But about thirty years ago, the
cult fell on hard times. Membership dwindled. About ten years ago, the cult fell under the leadership of a man
who has since come to abuse his power. He has ordered his flock to begin kidnapping people to indoctrinate
them into the cult—a process that has achieved mixed results.
The cultists understand the temple now more than they did before, but much of it remains a mystery.
© 2013 Monte Cook
Games, LLC
Numenera
and its logo
are trademarks of Monte
Cook Games, LLC in
the U.S.A. and other
countries. All Monte
Cook Games characters
and character names, and
the distinctive likenesses
thereof, are trademarks of
Monte Cook Games, LLC.
2
PART 1
THE TEMPLE
This portion of the adventure offers a lot of options
for the players. It presents the information the GM
needs in a unique way. All the characters involved and
locations come first. Then comes the initial encounter
that starts the adventure. After that, it is up to the PCs
to determine what happens next, where they go, and
what they do. The GM should be very familiar with the
cultists and their various motives, and keep track of
which cult member is where.
For fifth- or sixth-tier characters, the GM may wish
to add two levels to each of the cultists and the Angel
of Steel, put two mesomemes in Dog Lake, and
significantly change Abrassal. This Abrassal is level 8,
with 40 health, 2 Armor, and a much more complete
control of his magnetic powers, allowing him to use
his power offensively at long range against anyone
wearing metal or hurling metal objects, inflicting 10
points of damage whenever he does use it.
SYNOPSIS
Although
Vortex
is designed so that it could go in
many ways, one possibility is this: The PCs find
a strange structure in the wilderness. While they
investigate, they encounter a group of cultists
attempting to perform a ritual outside the structure.
After the ritual, a door in the structure opens and
the cultists go inside. Soon thereafter, the structure
disappears. However, the cultists have left behind
evidence that allows the PCs to know where the
structure will reappear, and when. If the PCs wish
it, they can go to that place, perhaps spending the
intervening time in a small village named Jutte. When
the structure reappears, a single cultist emerges. She
desires to escape from the cult that dwells inside
what they refer to as the Temple of the Vortex, and
while she managed to flee, she was not able to get her
brother out. She begs the PCs to help her. If the PCs
agree, they discover that the interior of this shifting
structure is vast. After some exploring, they find and
overcome the cultists, including their horrific leader,
Abrassal. They also discover a powerful energy vortex
that lies within, which the cultists worship as a god.
JUTTE
Jutte is a small village, the home of about 180 people.
It’s off the beaten path. Around the village, herders
tend flocks of entelodon (hairy, almost hippo-like
hogs), and grow various crops in small quantities and
then bring them to the village market to sell. There’s
a small lake a few minutes walk from town (over a
hill) that provides a fair number of fish to those who
venture out in boats or just fish from the shore.
The village leader is an elderly woman named
Gralle, but she keeps to her home most of the time as
she is ill. A veteran of many wars, a skilled and hardy
glaive named Trummel keeps order and protects the
town from outside threats.
The market offers a number of things, mostly
fruits, vegetables, and dry goods, although there’s
usually someone selling fresh fish. (There isn’t when
the PCs arrive, for the reason explained below.)
There’s even a vendor that sells a miscellany of
various spare parts from all kinds of numenera
devices. She doesn’t have anything functional, but
the back of her cart is a treasure trove to a craftsman
or tinkerer.
For a map of Jutte and
the surrounding area, see
page 10.
MODIFYING THE ADVENTURE
This adventure is designed for first- or second-tier
characters, and it should be used with first-tier
characters as a convention game. Although it could
be used unmodified for third- or even fourth-tier
characters in a regular campaign, the GM may want
to add a level to each of the cultists (granting each
+3 health, +1 damage, and other straightforward
benefits). The Angel of Steel also might gain a level as
well as getting an additional point of Armor.
NEWS AROUND TOWN
People in Jutte talk about two things. First, a group of
strangers recently came through town (the day before
the Initial Encounter, below). They bought foodstuffs
and other supplies, but they raised suspicions
because they traveled everywhere in a group and they
all wore old, dirty yellow robes. There were five or
six of them—the story changes depending on who
is telling it. Some people in the market suspect that
they stole or were up to even worse deeds (this is not
Throughout
this
adventure,
you’ll see page
references to various
topics accompanied
by this symbol. These
are references to the
Numenera corebook,
where you can find
additional details. It
isn’t necessary to use
the corebook to run
this adventure; it’s an
optional way to provide
additional information.
3
Gregor:
Level 4, 1 point
of Armor
the case). There was just something off-putting about
their gruff and humorless manner.
Second, there is a monster in the lake. No one will
go near it since the Dreavish brothers disappeared
a few days ago, but stories of some kind of crablike
beast are mixed with reports of ghostly voices and
grisly apparitions in and around Dog Lake.
All members of the cult wear yellow robes that are
now a bit shabby after years of wear.
Gregor
Gregor
likes to think of himself as Abrassal’s second
in command, but this is less because of any “official
position” and more because when cult members
leave the temple (which Abrassal never does), he
takes charge and no one questions this. They defer to
his strong personality.
Gregor is gruff, no-nonsense, and surly. He cares
little about his appearance, and usually appears
disheveled and smells bad. He speaks loudly and
forcefully. He carries a long knife with him at all
times. If he has the opportunity, he grabs a crossbow
from his chambers and uses that as a weapon.
Gregor wears a level 1 artifact on his wrist that
keeps perfect time and predicts the next day’s
weather with 80% accuracy and communicates both
through symbols one needs to decipher. This does
not function inside the temple.
DOG LAKE
Dog Lake is filled with fish and its surface is home to
waterfowl and insects. The lake is relatively shallow,
and its banks are thick with tall reeds and other
plants.
Hiding amid these reeds is a creature some in this
region call a whispering lurker, but which is otherwise
known as a
mesomeme.
Hunting the mesomeme is not difficult, for if the
PCs go down to the water, the creature will begin to
stalk them. It already has the heads of a few of the
villagers (the Dreavish brothers) as well as a very old
murden head and those of a few assorted animals.
If the PCs manage to slay this dangerous beast (no
small feat for first-tier characters), they earn the love
and respect of the people of Jutte. The people don’t
have much to offer as a reward, but certainly give
them free food and drinks and whatever simple things
they might need for the duration of their stay in the
area.
Mesomeme:
Level 5,
moves with stealth in
the water as level 6,
detects those sneaking in
the water as level 7; 20
health, 3 Armor
Fea´n
Feán
is, hands down, the smartest member of the cult
alive today. He carries with him a notebook in which
he has sketched a map marked with positions where
the Narthex (see below) will appear, along with dates,
times, and durations for when it will appear and for
how long.
Feán is tall and thin, with angular features and a
nose that seems too large for his face. He is friendly
enough but seems continually distracted. He carries
with him a level 5 artifact that fires a green neural
disruption beam at long range. Those struck suffer 2
points of Intellect damage (ignores Armor) and must
make an Intellect defense roll or lose their next turn,
stunned. It has a depletion of 1 in 1d10.
CULT OF THE VORTEX
Feán:
Level 3, level 4 at
any task dealing with the
numenera, geography, or
history
Norrid:
Level 3. If he
and the PC he resembles
come within immediate
range of each other, both
are affected by a level 7
mental effect that knocks
them unconscious.
Relle:
Level 3, level 5 in
all combat and defense
actions; inflicts 6 points
of damage with unarmed
attacks;
18 health
The Cult of the Vortex believes that the vortex their
forebears discovered is the source of all power and
life in the world. They believe the people of the prior
worlds—faithful and wise, aware of the Vortex’s
divinity—built the temple to house and protect the
Vortex. The cult has taken up that stewardship.
Years ago, the cult numbered almost two hundred
people, and there were families living in the temple.
A few of the cultists (Gregor, Feán, Relle, Ashlin) were
raised here. Things are bleaker now than they were,
and that fact taints the outlook of all the remaining
members. They feel isolated, and also resentful that the
rest of the world doesn’t see the truth that they see.
Is the cult evil? Not for the most part, although
they all tolerate the dark and twisted tastes of
Abrassal, their leader, and facilitate his horrible acts.
This includes (but is not limited to) kidnapping and
essentially brainwashing new cult members. Abrassal
is abominable, and some of the other members are
not particularly nice, but their worship practices and
overall beliefs are benign. They are not necessarily
all itching for a big fight, but most aren’t going to
react well to intruders coming into their sacred
space, either. If Abrassal were eliminated, the cult’s
nature would likely change significantly (although
presumably under Gregor’s leadership, it’s still not
going to be particularly “nice”).
Norrid
Quiet and introverted,
Norrid
rarely says anything.
He does what he is told, moves to violence only very
reluctantly, and surrenders quickly if shown great
force. He is not regularly armed, but if need be, he
can grab a knife from his chambers.
If there is a male PC in the group, Norrid bears an
uncanny resemblance to him. If there is not, he looks
very much like a male “version” of a female PC. This
is as much a surprise to him as the PC.
Relle
Tough and crude,
Relle
is quick to take offense
and challenge someone to a fight, and she’s a very
capable hand-to-hand combatant.
Relle is short with long black hair. She wears dark,
mechanical goggles that no longer have any power,
and thus merely serve as filters against bright light.
4
THE TEMPLE
Ashlin
Ashlin
is young and eager to prove herself. And yet
she is very curious about the world, having lived
much of her life in the temple. If encountered outside
the temple, it is likely her first time outside in an
extremely long time. Ashlin is the daughter of Nile
and Savra, although those two are no longer a couple
and the three of them are not much of a “family unit.”
Ashlin is round-faced and of average height. She
carries a wrist-mounted dart thrower with her pretty
much all the time.
the “will of the Vortex” is for the best.
Savra is short and stocky, with short, greying hair.
Ashlin:
Level 2, level 3 with
her dart-thrower
Shome:
Level 2
Shome
Shome
is a very recent inductee into the cult. He
and his sister Evanna were both taken by Gregor and
some of the others from their village in a far distant
part of the world two months ago. He’s never had any
inclination to join the cult and is little more than a
prisoner here.
Duranis and Nile
Duranis
is a tough-mannered, quiet man.
Nile
is
an aging man eager to show that he is still capable.
They’re quick to use force against noncultists. Both
are willing and eager to do as Gregor says, unless
Abrassal is present, in which case they defer to the
leader. Both wear chainmail armor when outside or
if the temple is threatened. Duranis carries a sword,
and Nile an axe.
Evanna
Evanna
is Shome’s sister and is all but a prisoner of
the cult. She tried to learn the ways of the Vortex but
never truly accepted it. Now she wants to escape.
She has stolen a keystick and wants to use it to free
herself and her brother. Evanna is in her late teens.
She is slight of build and awkward in action and word.
Evanna:
Level 2
Duranis and Nile:
Level
3, level 4 for all attacks as
well as Might and Speed
defense; 2 Armor;
15 health
Abrassal
Abrassal
is a beast of a man. He leads the cult and
is seen as its priest. He has a messiah complex
and sincerely believes himself to be divine and
that all people should serve him as the only true
representative of the vortex on Earth. To him,
people are playthings to be used. Selfish, arrogant,
lascivious, and horrible, he is the worst person to
lead a cult of dedicated worshippers, and yet he does.
Abrassal:
Level 5, level 7
for all acts of persuasion,
and debate; 22 health
Savra:
Level 3
Savra
Savra
is a middle-aged woman who has a matronly
outlook for the other cultists. She feels particular
sympathy for the plight of Shome and Evanna, but
she is still a devoted cult member and believes that
they will eventually come around to see that following
5
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