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The party is formed

Each player will have their introduction to the world, then they will all explore Hadarac, before uniting with each other. First, begin with Magnus, ask them how they feel as they wander into Hadarac, dazed from the sun. Find out what they want to do and guide them to the location. From there, go through each characters intro again, help them navigate into Hadarac, and find out their first moves. (When setting the scene of the town, mention how the winds have been picking up, foreshadowing an impending dust storm that will hit during the night.)   Brittney/Magnus: Wandering into town, Magnus is dazed and hungry, few places are open this late, and only one has warm food. Presumably, Magnus would like to go to the tavern, but if they would like to get a room instead, guide them to the hotel, otherwise guide them to the tavern.   Kaladin/Gaby: Free of his cage, he staggers into the darkness, moving away from the tavern and the bounty hunters who kidnapped him. Wandering through the darkness, he searches for anywhere that might accomodate him for the night. The hotel is open, but Kaladin may wish to sleep somewhere else, maybe travelling into the tavern to confront the guards.   Throg/Eden and Gumbo/Madi: Hauling the mysterious crate, they arrive in Hadarac near dusk, exhausted. As the markets are shut down for the night, (bracing for the impending sand storm),and the town is quiet, they head to the only sources of light, the hotel or the tavern. They would presumably rent a room at either place to leave the crate somewhere, then go and interact with people, or turn in for the night.   George/Gabe: He arrives in Hadarac in the evening, with a small amount of time to explore, but he does find that many of the buildings are beginning to be boarded up. He will be able to find either the hotel or tavern as well, looking for a place to sleep.   Once they are all in place and have made their decisions, have them interact with any NPCs they would like to (granted they are out or their shops are open, since it is nighttime) and then advise that they are able to rent a room at the tavern or the hotel for the evening. Have them interact with the NPCs at the hotel and the tavern and see how they want to make their way into a room. Consider the state of the hotel and how it is not well maintained, leaving room for dextrous individuals to explore. Consider sparking up a conversation with Mabel and attempting to convince the stern man if he would let a room go for free.   Once they are all asleep, describe them being abducted violently in the night. Prompt for a perception check from each player, to determine if they remember anything from their experience. Have each player awake slowly, each in varying degrees of injury, but none wounded enough to have their abilities dampened. As they begin to wake up, have them take in their surroundings, as they realize where they are.   "The acrid air surrounding you all feels like it is seeping into your lungs, making each breath feel thicker and heavier each second. You rest on cold, hard stone, heads pounding and bodies aching. As your senses slowly begin to return to you, the hard steel binding you to the wall weighs heavy on your wrists. You try to resist, but quickly realize your struggling is pointless. You are trapped in this dark, dank room, with no bearings and a group of strangers."   Have the players navigate through the dungeon (which is buried deep underneath the Carved Church). They will face traps, Limbless Followers, and puzzles that they will need to get through in order to reach the surface. The party will have to work together to escape, will trying to find out who kidnapped them, why, and where they are.   Once the party makes it out, they will empty into the Carved Church's main cathedral space which they will find to be quiet and devoid of life. They will attempt to leave the cathedral and come face to face with the howling winds of the sandstorm that has fallen upon the town, forced to seek shelter inside the cathedral for the rest of the night.

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