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9 - Betrayal

Review

Music: Carry on my Wayward Son

  1. Brothers coming together to celebrate their apprenticeships
  2. The dungeon that showed the players that dungeon-delving wasn't for them
  3. Meeting the captain of the vessel
  4. Travelling to the witch, the destruction of a pixie, the collection of will-o-wisp juice
  5. Transporting materials to the Halflings in Afque, the discovery of the thread
  6. Moving down the coast the rescue of the refugees, the meeting of the Elenhos Lord
  7. Rewards for saving the refugees, the memory core for the Masked Cyndria or Marcus Cavalcante from Oakenwhisper
  8. Travelling to the floating city, the discovery of the Faemidia
  9. Finding a cure for the Faemidia, meeting the Madrid, travelling to the Sunken Island
  10. The stolen memory core
  11. Discovering the temple to the kraken

Moving through the City

Music: Tension overlayed with city sounds

Setup that the city is slightly on edge, perhaps its the party nervous about moving the refugees.   Talk about guards moving about the city, perhaps looking for something or someone. Get party to do some "stealth checks" to avoid these guards.   Comment on the section of town that they are moving towards is not as permanent as other parts, temporary bridges, actual boats moored up, it's the shanty town of the Temple City. This would make sense as its away from any important prying eyes

Meeting the Enemy

Music: Dark swirling music to be used for the bad guys

   

Sicurio's sacrifice

 

Fleeing through the City

Music: Chase

Use the chase and flashback rules  

Leaving Tempuii Ardii for Nord


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