By author Klancy Kennedy,
Copywrite 2001
To be distributed nonprofit,
for nonprofit use and entertainment.
Foreword: I
write my plots in a fashion which is highly adaptable. They can be used
for any system but are specifically designed for the medieval genre. Unlike
most writers, you'll find that my plots are open ended, and NONLINEAR!!
Players are constantly challenged with difficult choices that will actively
direct their fates and the possible outcomes of the scenario. Roleplaying
is all about challenging the mind, and having fun, not rolling the dice
or giving & listening to lengthy descriptions and disortations about
the countryside and its townships. You will find no pregenerated monster
descriptions or stats here, and few descriptions of people, places, and
things. My focus is on the challenging and entertaining aspect of roleplaying.
That is what I do best and I hope you are prepared for the best because
that's all I deliver. -No B.S.
Stoned:
[GM Introduction]
A number of resonance stones were created
by a talented wizard for the purpose of communication with his pupils.
Each stone is tuned to the same astral wavelength, which they all simultaneously
broadcast and receive on. Whenever a stone resonates from soundwaves
or any other kind of energywave, including astral, the other stones will
resonate at that wavelength. (!They send and receive using a common wavelength,
like 2 way radios, but the wavelengths which they resonate at is variable,
like a speaker.)
USING THE STONES
The stones have many uses. Users may vocally
speak through the rocks, (They must speak loudly enough for the rock to
resonate, however.) Users may send thoughts, images, and emotions. Even
energy can be sent and received through the resonance stones. However,
the signal strength is devided by the number of active stones and also
dissapates with distance. Because the stones broadcast/receive on the same
wavelength, simultaneous broadcast via more than one stone at a time is
impossible because the signals will mesh and clash, becoming incomprehendable.
The stones were tuned to a wavelength which biological beings are unable
to use. Liken the stones' wavelength to a microwave signal when everyone
else can only communicate with radiowaves. Because of this, the possability
of communications being intercepted is virtually nonexistent. Because the
stones function by resonating, they will not work effectively if used in
close quarters, a double-resonance effect will occur similiar to feedback
when a microphone is placed too closely to a speaker. If two stones come
in close proximity and anything causes one of them to resonate, a feedback
loop will occur which will destroy the stones, possibly causing great damage.
|
A drawback and benefit of the stones is
that when they are in use, they can function as homing beacons. Any stoneholder
can quickly calculate the radial distance from any other active stone.
Two radius combined will overlap at two points, three radius will give
exact coordinates because all three will share one point in common. (Refer
to diagram for visual aid.) The wizard enchanted special holding pouches
for the stones. When placed in a holding pouch, a stone will temporarily
loose it's resonance properties. It will become astrally undetectable and
neither broadcast nor receive. |
PLOT HOOK:
The players wil come into possession of
a stone by aquiring it as victory spoils from a party of thugs/bandits.
The bandits sternly approach the party and make the following demand. "hand
it over." - if the party asks what, the bandits will insist the players
know what they are talking about. (They mistakenly believe the party possesses
a stone) Upon examination of the stone aquired from the bandits, the player
will sense some strange, indiscernable? magic from the stone. The high
tuning is unique. (Stones don't have to be tuned to their user) But the
player won't know that, and won't be able to do so anyway. The funny part
is when the player carrying the stone begins to hear voices coming from
it, or receives thoughts, images, or emotions through it. The other players
and any NPCs will think this to be quite insane!! Let the communications
stop whenever the player hands the stone to another player. Have some fun
toying with them. For further impact, give the player an actual stone (and
or pouch) to hold onto during the course of this adventure. Also make them
act out their usage of the stone. - When the players all catch on, establish
a dialogue with the other stone holders and have them communicate their
plight (Either the wizard, a student, or a number of students have been
attacked and releived of their stones.) Their conditions are unknown. The
surviving stoneholders will want to know all that they can about how the
stone came into the party's possession, who did they aquire it from, and
where.
BUT!! How do the players
know these voices can be trusted? Hmm? What if the stone is just sentient
and is messing with the players minds? What if the students aren't students,
but other thugs who will attack the players? Don't make it easy on the
players, indulge the mistique and danger of trusting the different voices
coming from the stone.
!The students are all novices. They are
not powerful enough to take on any real challenges and will request the
aid of the player party.
The original enemy who aquired the first
stone or a new enemy who aquired it from the first has taken an interest
in aquiring more stones and wants to collect the whole set! Because of
this, communication will be infrequent, and it will be difficult for the
players and other stoneholders to meet up. The evil party will be numerous
enough to convincingly claim rightful ownership of the stones and attempt
to discredit the students as liars and theives.
PLOTLINE:
The good and the bad take action
!The students will convene at a location
only they are familiar with and then try to meet up with the player party
and offer their true version of events. They will inform the player party
to use the stone infrequently and move often to prevent an encounter with
the enemy. (of course the enemy want the party to use the stone as often
as possible so they can get a fix on their position.)
-If the player party trusts the enemy,
they will attempt to get the party to meet them in a secluded area. If
party agrees, they will close in on location, meet, give their story of
events explaining how the students are corrupt men who killed them and
stole their stones. They will then ask the players to kindly surrender
the stone. If players hesitate or dissagree, the enemy party will inform
them they must now surrender their lives, as they attack.
-If players distrust the enemy, events
will unfold pretty much the same, because they already have a fix on the
party's location and have closed in on it. They will simply use a more
hostile approach to procure the stones and student arrival will be delayed.
STUDENT ARRIVAL
At GM's discretion, the students can show
up early in this encounter and argue their right to the stone and their
own story. The enemies will attack the students and ask the assistance
of the players.
Students can be made to show up to assist
the players as soon as conflict with the enemy party breaks out.
Or the students will show up shortly after
the enemy party leaves, to argue their position and seek assistance. If
any players have been injured, the students will invoke the healing arts
to the best of their ability.
[Objectives]
-Locate and resque (if appropriate) all
who have been attacked. If two enemy parties are used, then only the second
party will be able to lead the players to the first party who will know
the fate of the first victim. Because of this, it will be necessary to
use some degree of diplomacy as well as keep a few alive for interrogation.
*For added difficulty, the GM may modify
the size of the enemy party and split it up into multiple groups whom will
each have a stone. Once the first encounter with the baddies is resolved,
the other factions can optionally be dealt with and apprehended if needed.
(Perhaps one of the factions has a hostage but players don't know which
one, or only one of the factions knows the fate/whereabout of the NPCs
in trouble.) Also consider altering the nature of the scenario/mission(s).
!!NPCs do not know the function of the
holding pouches, so their attempts at hiding will be somewhat miserable.
Especially if they threw away the holding pouch. (unlikely, because it's
magic, but this can be used as a plot device if others fail.)
SINKER:
Depending on GM generosity, players are
rewarded with a stone that works on the same frequency as the wizard uses,
and or, with a set of stones that function on an independant frequency.
The wizard will not reveal how he enchants the stones because he doesn't
want resonance stones to see wide use or be employed by the powers of corruption.
To make things interesting, the players
can only be rewarded with their own set of resonance stones if they succeed
in resquing the wizard. (only HE can create them.)
If party expresses disinterest in the stones,
the wizard & surviving students will reward with other miscellanious
magical trinkets.
RESQUE PLOTS
Various basic plotlines and ideas
covering the fates of captured stoneholders. Use what you like best and
embellish.
What can happen to student/wizard?
-taken hostage
-sold for slavery, kept as slave, en route
to be sold
-interrogated concerning use of items
found on person
-harmlessly released
-Killed
-They can be kept for whatever reason
and then escape.
+After escape, they may be apprehended,
or forgotten.
-Severely beatten and left for dead or
dying
Possible detainment and transport measures.
-ropes/shackles/restraints/
Can be on feet, tied to tree, set on pack
animal, cart, wagon, stationary in a cave or building, courtyard, or prison.
PLOT VARIATIONS
It is easy to develop variants of the
basic plotline provided in this scenario. Simply change the parties involved,
what they are after, the nature of their plight, etc., I've included the
following for you.
Variant I
-One of the students, or the teacher,
is attacked. Their stone is removed from the pouch by enemies who strip
them of their possessions. When this happens, the stone broadcasts nearby
conversations. By listening in, the other stoneholders are made aware of
their companion's plight. When stoneholders / party closes in on position
of stone, they find that is has been sold or given away. They must interrogate
the buyer for the whereabouts of the seller. They will be given enough
information to begin tracking efforts.
Variant II
-The players aquire a stone, and hear
strange voices emanating from it. However, the stoneholders are not in
peril, and they don't ask for help. They are corrupt individuals united
for a dark cause that they will inadvertently reveal while speaking through
the stones. The party will be tipped off about a conspiracy and have the
option of taking action to stop it. However, they will have a difficult
time trying to get anyone to believe that putting a rock to their ear is
going to validate their conspiracy theory. The only help they will get
if they try to involve other NPCs is psychiatric help. - So the party must
gather evidence to garner support, or stop the conspiracy themselves.
Variant III
-The enemy party knows all about the stones
and is directed by one whom is familiar with the wizard. (A current or
ex pupil with bad motivations.) The enemy party will be a much more powerful
adversary if familiar with the wizard, the students, and the operation
of the stones. Perhaps an old rival of the wizard?
______________________________________________
*Note how easily the stones can be used
as a plot device for future scenarios. Here are a few I've sketched out.
Stoned Plots (Extra plots based on the
stones)
-Have players encounter an outerplanar
beast who cannot stand the high frequency of the stones. Whenever stones
are used in its viscinity, it experiences extreme pain much like a dog's
ears can be hurt with a dogwhistle. This beast may believe the players
are using the stones to hurt or endanger him. The best time for the players
to encounter this being is when they are frequently using the stones in
a separate adventure. Also, if the players become to reliant upon the stones.
The being will not be hostile unless met with hostility or his demands
ignored. It will demand the players not use the stones until they are a
good 50 or 100 miles distant. Another great time to manifest this beast
would be if an enemy captures a player and removes the stone from the pouch.
The enraged beast will manifest itself to kick some major butt. Clever
players might get the idea of passing the stone to others whom they would
mark for execution. After the enraged beast has went on a few killing sprees,
it will try to hide the stone or put it someplace that the players won't
be able to retrieve it. (bottom of a lake, etc.) The beast cannot take
the stone into his plane, so it must dispose of it in the prime plane.
-The holding pouches begin to rapidly deteriorate.
The enchantment upon the pouch has a detrimental effect upon the leather,
which cracks and falls apart unless frequently oiled. The wizard and his
pupils forgot to mention this. If a player doesn't care for his/her pouch,
it will be broken within 7 days. The enchantment upon the pouch is common
magic, but will require the expensive services of an enchanter. If an NPC
relieves the players of a pouch and stone, this will ensure that after
a time, tracking measures will be made available.
-If an NPC witnesses the players speaking
to stones, the NPC may alert authorities that a band of armed, insane people
is freely roaming the territory. This can lead to a lot of different problems
for the party. Another, allbeit harmless and humorous encounter would be
for the players to encounter a sane or insane NPC who will humor them and
pick up a nearby rock and speak into it. An insane character may believe
that the players are of an evil nature and fight or flee the area.
-An old rival or ex pupil of the wizard
may recognize a holding pouch, (They are covered in runes). This person
may wish to attack the players out of spite or to get at the stone because
of its value or in order to hunt down the wizard. Locals may also recognize
the holding pouches and may falsely believe the players to be pupils of
the wizard. They may introduce them to another plot or ask for magical
services.
There are many possabilities for plotlines
based on the resonance stones and the holding pouches. Be creative, have
fun. If you develop any great ideas, please send them to me, I'd love to
include them here. I would eventually like to develop this original scenario
into a full campaign.
Afterword:
I hope you enjoyed this adventure module.
Please share it with others who will enjoy it, please give positive feedback,
and be sure to
enjoy the rest of
my works!
The idea of resonance stones and the principles
upon which they operate was of my own development, is completely unique,
and I claim copyright to it. Interested parties may make offers to purchase
copy right by contacting me. |