Masters of Umdaar Bonus Content – MISSION MOTHERLOAD

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In the last few weeks, I’ve shared some of the bonus material that couldn’t fit into the “Masters of Umdaar” book (available for “Pay-what-you-want” on DriveThruRPG.)

Artist by Tazio Bettin, Enrica Eren Angiolini. Copyright artists & Evil Hat LLC. Used without permission.

Two weeks ago, I shared some ways to create a Master, a Wildland, and an Evil Lair.

Last week, I gave you the basic set-up for Rescue Missions.

This week, we’re giving you the motherload: not one, not nine, but 54 more missions for you to generate!

MISSION TABLE

Roll two off-color fate dice and see what mission you are charged with:

0 +
Pick: Get! or mission table of your choice Discover! Thwart!
0 Rescue! Pick: Get! or mission table of your choice Escape!
+ Defend / Escort! Slay! Pick: Get! or mission table of your choice

[As we mentioned in weeks past, most of these adventures focus less on the Archaeonauts actually, y’know, doing archaeonaut-themed things. For this reason, we’ve adjusted the Mission chart to give you a higher chance to rolling a “Get!” artifact-themed adventure.]

SLAY

A threat has been threatening the peaceful peasants, and the perpetrator must be stopped. It follows this format:

The _Victim___ informs you of a threat so vile, that you might be forced to journey through the _____Wildland_____ to the __Evil Lair___, so your warriors might SLAY…

0 +
A New Warlord – Create a new Master, who excels at using physical force to get his way—Forceful, Quick— You can make him a member of an existing race, or create a new one. A Monster – A fantastic beast is razing villages and killing any who get in its way. Roll twice on the Monster Chart, and pick the one that sounds more terrifying! Your Old Worst Enemy – The villain is an established Master, or the nemesis of one of the party members.—Of course, old foes are notorious for cheating death.
0 A Warlock Master– A hermetic old warlock or witch has been pilfering poor peasants for centuries- but no more! The Evil Lair building has been the Warlock’s home base for centuries, and is full of clever traps! Master is skilled at Clever and/or Careful. A Demon! – A secretive figure is has summoned and bound a monster from another plane, and is using it to terrorize the land! Unmask the summoner, or face the much harder task of slaying the demon itself! An Ancient Evil – Long ago, the Demiurge captured an ancient evil- now it is free! Worse still, it cannot die, only be trapped. Generate a Wildland- this is the evil’s haunt. You must lure it back to the Evil Lair, or an equally powerful site, if you are to stop it. 
+ A Double Threat – Create a new Master or Beast—see Monster above, but the brute is not so mindless after all- it’s skilled at brain and brawn. The monster can speak eloquently, the warlord can quote philosophy. A Teetering Enemy – Whoever slays the Master will gain power over his domain- which means you have plenty of rivals trying to kill him/her first! The Crime Lord! Your quarry is a sneaky Bandit Lord—High Sneaky or Quick—Instead of having the Wildland and Evil Lair based around remote spots, build them around urban spots, like Bazaars, Slums, and Palaces.

DISCOVER!

Something is out there, lurking at the edge of knowledge, in the undiscovered county. It’s time to discover what it is.

The_Victim_asks you to travel through the _Wildland_____, in the hopes that you might uncover…

0 +
A New Religion – Missionaries from a foreign land have asked you to visit their temple, and their High Priest. Roll for the Evil Lair, which doubles as the holy temple- go and see what the religion is all about, and if the High Priest is an ally to win over or a new Master to subdue. A New Race– An undiscovered tribe dwells in the nearby Wildlands, attacking anyone who ventures through it. Rather than role a complete race all at once, add an additional Animal, Adaptation, Power, or Weapon with each new scene. Roll an Evil Lair for their base. A Hidden Treasure – In the Wildlands, you find hints of an Evil Lair, which holds an ancient Artifact. When you reach there, roll to see what the treasure is.
0 A Hidden World – Underneath a Land of Light, a crevice has opened up, revealing a hidden world beneath your feet. Search the underground Wildland underneath, and the Evil Lair it holds. Or, have a portal open to an entirely different universe. A Lost Tribe –A local tribe in the Wildlands could swing the balance of power in the region.

Treat it as above result “Lost in the Mists,” but add a rival Master who is also trying to recruit the locals through guile and force.

A Hidden Base – A Master has established a new base camp, hidden somewhere in the Wildland. Roll for several Evil Lairs- only one contains the Master, but they all have their shares of danger!
+ A Hidden Purpose – In the Wildland is an Evil Lair structure- except, the entire structure is a leftover Demiurge machine. What is the function? Will the rival Master claim the structure first? A Hidden Menace – A new master is threatening the kingdom and is sending agents to assassinate the monarch. Stop the assassins, follow them to their Evil Lair, and discover their master’s identity.—Great for a 2-part story. An Aberration – An unknown factor is causing the denizens of the Wildland to warp and mutate. Is this a blessing or a curse, and how will rival Masters use it to their advantage?—Roll a Power or Adaptation for each group you meet, and an Evil Lair.</table>

 

THWART

An evil plan is in motion. Only you can prevent it from coming to fruition. It follows this format:

The _Victim___ beseeches you journey through the _____Wildland_____ to the __Evil Lair, where the vile _Master_ is carrying out his/hwe plot. You must stop…

0 +
An Evil Alliance! – Several Masters, who are normally fierce rivals, are meeting to plan an alliance. Stealthily sabotage them before they can ally against you! A Doomsday Machine – A villain has found a diabolical device from the age of the Demiurge, and is nearly finished repairing it.—Alternatively, it could be an original invention. An Evil Cult’s Ritual – A cult, possibly hidden in an ally’s kingdom, past the dangerous Wildland. Reach the kingdom, route out their temple, and stop from casting a dangerous spell.
0 A Treacherous Plot – You learn of a nefarious plot- and the chief suspect is a very trusted member of the royal family. This is not a matter to be solved by smashing- you have to find solid evidence incriminating the noble, or catch him in the act. For this adventure, the climactic final scene will be in the Land of Light. A Plague War – An unseen threat is intentionally spreading plague throughout a local settlement. Journey through the dangerous Wildland reach to the neighboring Land of Light, find the threat, and end it before it can spread. An Assembly of Power– The master is attempting to reconstruct a dangerous Demiurge weapon, which was split into several parts. They already have one piece, and will racing you to the Evil Lair for the second. This is a great Multipart story, with room for 1-2 more parts.
+ A Traitor in your Midst! A traitor has stolen a vital code from your allies. Find the culprit, and follow them wherever they go- the code must be intercepted! But are they the only traitor? An Invasion – While a team of crack infiltrators are breaking into the Master’s stronghold to stop his invasion plans, your team must act as the decoys. Can you draw out his forces, distract them long enough, and survive? The Launch – The Master is prepping an ancient Demiurge weapon for launch- if the StarSpear takes off, it will mean the destruction of the capital!

GET

A key item holds the balance of power in the Wildland. It follows this format:

The Victim_ tells you of the essential item- to reach it, you must brave the _____Wildland_____ to the __Evil Lair. Be quick, as the greedy _Master_ will try to stop you from getting…

0 +
The Lost Scroll – You have been asked to pick up an important manuscript- only to find the scroll’s keeper dead, and the scroll missing. What was it, a weapon, a treasure map, an ancient spell? Find out fast, before the killer gets away. The Secret Plans – This can go two different ways- someone has stolen the defense plans to your local city, OR you’re trying to steal the defense plans to your arch nemesis. Either way, cities will fall over a few lines on a parchment. Trust no one. Your Memories – You are trying to recover your memories! You’ve woken up with no recollection of who you are. Find out the cause, and get them back.—<em>Note- this can be a literal object, like a snow globe holding your memories.</em>
0 The Target- Roll for an Artifact—but you and the Master aren’t the only ones seeking it- other forces hunt it as well, and will hamper you at every turn. The Lost Artifact – People have uncovered a powerful artifact from the Demiurge, which is able to shift the balance of power in the region. Roll for a random artifact. The Scattered Being—A powerful god, demon or spirit of energy has been split into several smaller beings, which have scattered to the winds. Collect them all, so they can be reunited—or before they can recombine into something worse!
+ The Blackmail – The enemy master is coercing you to—i.e. blackmail, threatening a loved one—into finding an Artifact in the Wildland, and bringing it to the Evil Lair. Will giving the artifact to the Master make things better or worse? Leverage – The Evil Lair holds an unknown object, which the Master defends zealously. If you can steal it from the Master, you might gain great influence over them- but what could he be hiding, and do you dare use it? An Exit– Start the adventure at the Evil Lair, near the desired Artifact. If you succeed in getting, you still have to escape through the dangerous Wildland, with the Master hot on your trail!

DEFEND / ESCORT

Someone or something precious is danger’s way- you must keep it safe. It follows one of these two formats:

Escort: You have to safely take the _Victim_ through the __Wildland___, and past the __Evil Lair__, and out of the reach of the __Master___.

Defend: You have been informed by a messenger that, on the far side of the _____Wildland___, is a _Victim_ or the __Evil Lair__, which you must defend against the onslaught of the __Master___.

0 +
The Distant Noble- Defend: You’ve learned of an assassination attempt, about to take out an allied noble who is at a ritual at a sacred temple. If you’re to get there in time, you must traverse the dangerous Wildland, and quickly! Your Guide – Escort: You have a guide to the Wildland, who is not much use in a fight- but their knowledge is essential if you’re to reach the Evil Lair. The Ambassador – Escort -An Master has asked for an envoy of a noble, or the noble themselves, to meet them to discuss a treaty. Even if you can get them to the Evil Lair safely, is the meeting genuine, or is it a trap?
0 The Citadel – Defend—A Master has laid under siege to a friendly city or settlement. To help, you must sneak into the settlement through the Wildland, and then prepare it for the assault. This time, you’re not avoiding the death traps, you’re building them! The Pilgrim – Escort – A zealous priestess or priest has set out to the Evil Lair for a religious rite, and has asked you to get them there safely. The journey won’t be easy, but should you hesitate, they’ll stubbornly go on, even to their own death. An Ungrateful Victim – Escort – You are charged to safely escort an individual or group, who is belligerent. They even suspect you might be the cause of the trouble in the first place! They mistrust your every attempt to help.
+ The Pass – Defend – A two-prong invasion force is heading to the citadel, and you have to buy the defenders time! You must make your plans, and then divide the party- one half defending a narrow pass in the Wildland, the other defending the Evil Lair against a simultaneous assault. If you can sufficiently cripple them, you can rejoin and retreat to safety. The Camp – Defend – Your travels have brought you to the abandoned Evil Lair, with no choice to be camp there for the night.You must quickly gather resources and fortify the location, before the beasts of the night begin their hunt. Survive until dawn, if you can! The Snitch – Escort – You’ve been charged with keeping a defector safe- but the Master that they worked for has placed a massive bounty on their head! Guide the snitch through the Wildland, and a populated Evil Lair, to safety, as rival rogues try to keep the snitch’s mouth shut!

ESCAPE!

Your heroes are trapped in a tight spot, and must fight for their lives. It follows the following format:

You start in the clutches of the malicious __Master__- you must break through his forces, and through the untamed _____Wildland_____, if you’re going to escape…

[In addition, most Escapes start with your heroes having been robbed of their weapons! Your characters must use what is available until they can recover their precious inventory. If a character has a Weapon Stunt, they start unable to use the stunt, but start with an extra Fate Point.]

0 +
The Inescapable Prison! – You’re held in the Evil Lair, which is most feared prison on the planet. Can you escape where countless have failed? From Paradise! – You start inside the Evil Lair, which holds a beautiful secret kingdom that welcomes you with open arms. However, they don’t want their secret getting out. They claim you are not a prisoner, merely a guest-that can never leave! With Others—You’re not alone in the prison—half a dozen other people are stuck with you. Do you save them, or let them rot? Are they all innocent victims, or is there a rat hiding amongst them?
0 The Blame! – You must escape the Evil Lair and through the Wildland, all the while assigning each other the blame of getting captured in the first place—these show up as aspects. The Hunt – You didn’t break free—the master released you onto the Wildland so he and his minions can hunt you down! Fight your way past the outpost, the Evil Lair, and onto friendly territory, and you’ll be safe! From the Wilds – The local wildlife is hungry, and seeks your blood. Starting the Evil Lair, you must make it through past the savage beasts that stand between you and shelter!
+ The Arena! – Your characters are forced to fight in a savage arena against beasts, gladiators, and other slaves. At the beginning, you’re allowed to fight as a team- but if you’re too good, that might change.—You might want to skip the Wildland if this adventure runs long. The Craft – The heroes are aboard a craft—a galleon, an airship, a sailing ship, etc. —that has just been hijacked. You have to plan your escape carefully, as you are surrounded by death on every side! With the Loot! – You’re kept in the bowels of the Evil Lair, surrounded by riches untold. Will you escape alive, or will your temptations slow you down?

Between this week and last week, that’s over 63 missions you can run. Better still, if you randomly generate the Wildland and Evil Lair, that gives about to 900,000 different unique adventures you can run in Umdaar!

That’s it for the Umdaar related material for the near future; but don’t worry, I’ll definitely be revisiting at some point in the next few months.

One of my few Umdaar-based regrets is that the Mission Chart I created at the top of the page is a 9-box chart, with only 7 different mission types. If anyone wants to add adventures of their (ex. expand Escort and Defend into two charts), please share them! If you give your permission, I’d love to repost your awesome stuff here.

Until next week, game on!

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Masters of Umdaar Bonus Content: No Noble Left Behind!

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Last week, I shared part of the bonus content I created for for Umdaar– namely, how to randomly create a Master, a Wildland and a Final Destination. This week, we’ll give you the WHY- your team of Archaeonauts is on a mission!

Art by Tazio Bettin & Enrica Eren Angiolini, copyright Evil Hat LLC. Used without permission. From “Masters of Umdaar,” now on sale for Pay-What-You-Want (click on the photo for the link).

THE RESCUE!

While spending a pleasant afternoon in [ a Land of Light], a missive reaches you: You must save the helpless [ Victim_] To reach them, you must first journey through the [Wildland]. Then, you must enter the Master [Name]’s land, and infiltrate the [Final Destination] !

The Victim

First, you must pick or generate a victim for you to save:

You Must Save…

  0 +
The Prince / Princess—The young noble comes from the Land of Light you started from. The Priest/Priestess—The hostage comes from a strong religion worshipped in the Lands of Light. An Innocent Peasant—The victim is a simple peasant, whom others have abandoned.
0 The Child of your Worst Enemy!—The victim is the child of a vile Master. Has a rival kidnapped the offspring, or is the child hoping to defect, and needs help escaping the clutches of their parent? A Fellow Archaeonaut – An Archaeonaut and comrade in arms has been captured, and it’s up to you to save them. This can be an old war buddy or a rival. The Sacrifice! It’s not a simple kidnapping- the innocent youth taken hostage is the object of a dark sacrifice ritual.
+ The Healer! The monarch is sick, and the only one who can heal them rots in the Master’s prison. You must rescue the old medicine maker. Your Man on the Inside – You have an ally that has snuck their way into the enemy ranks. They can even help you, assuming you don’t blow their cover. A Reluctant Party—through brainwashing, drugs, or stubbornness, the hostage doesn’t WANT to be saved. You have to convince them to leave, or drag them out by force!

 

Victim – Details

After you have your victim, come up with a few more details.

 Place / People of Origin: If the victim comes from a Land of Light, create the name of the country or clan that wants them back (or, plot twist, DOESN’T want them back!)

 Gender: I strongly support players and characters of any gender, genders, or lack of gender. Even more strongly, I don’t advocate the idea that a specific gender is weaker (i.e. more in need of rescuing) than any other. With this in mind, we recommend you pick the gender or genders of the victim randomly (ex. roll a die), which gives you the widest range of genders for victims while avoiding any stereotype or bias.*

*Note: This is NOT an officially Evil Hat LLC point of view, but given the conversations I’ve had with some of them, I would be very surprised if they didn’t back me up on this.

Name: Pick a Name for your victim (the generator from last week is a good start). If you have a person of higher birth, here are a few good titles:

Young Noble Titles

  0 +
Prince/Princess Priest/Priestess Magi
0 Hierophant Emir / Emira Raja / Rana
+ Pharaoh Tlatoani / Cihuatlahtoani Khanzada / Khatan

 As an extra note on the Mission “A Fellow Archaeonaut”: this is a great adventure to run if you have a player is that is unable to join you this session; their PC has been taken hostage, and it’s up to you to save them!


I hope you enjoy this week’s 9 adventures… because there are 54 more coming! (Don’t worry, the next chunk will be a bigger.)

Until next week, game on!

SKELETON CREW – FRIGHT AT THE MUSEUM

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Last week, we gave out a slew of pre-made characters. This

You'll jump! You'll swoon!  You'll demand to see the manager!

You’ll jump! You’ll swoon! You’ll demand to see the manager!

week, we’re going to give you a full adventure to run. This one was inspired by the first Skeleton Crew comic we ever wrote (if you’re a player, no peeking, as there are spoilers!) I’ve used it at many conventions, it can generally be run in a little over 2 hours. Enjoy!


SKELETON CREW – FRIGHT AT THE MUSEUM

This is a Skeleton Crew RPG pickup game, designed for 2-6 players. The PCs start with 20 points of skill, with a cap of Great (+4). While some of the skills and aspects are provided for the players, Fate is a very much a “make it your own” kind of game, so we have left some parts blank. For filling in aspects, the GM will start the game by asking a few questions, to see about the character motivations and connections. Any open skills or aspects can be filled out before the game, after it starts, or even near the end. GMs are encouraged to let players switch out skills, even mid-game, and not to worry too much about the retroactive changes. Reminder: if they decide to gain more Physique or Will, it will give them extra Physical Stress or Mental Stress. Keep this in mind.

THE SET-UP

Read aloud: You’re New Manchester’s premier team of Monster Hunters and paranormal investigators. You have tangled with plenty of underworld criminals, and have made many enemies, but you’ve also recruited a handful of allies. One of them, known as the Nosy Shadow, just heard that the necromancer Deadringer is hitting the Schmitzonian Museum of Natural History tonight. You head there as fast as you can, hoping you can beat him there.

As you pull up to the Schmitzonian Mall, you recognize the building- it’s the one with the giant banners advertising their touring exhibit, “The Mummy of Amon-Khee-Sunkhel.”deadringer comical scared

As the crewmates pull in closer, they see the skinny Deadringer at a broken window, slipping himself through. He sees you coming up, curses to himself, “Oh, fudge me!” and climbs through awkwardly.

POTENTIAL PCS

For a list of pre-made PCs, see last week’s blog post. If you want to reverse the gender of any of them, go ahead- Shelley can easily become “Sheldon” or “Percy”. It’s your game!

PRE-GAME QUESTIONS

TEAM ASPECT – Your Team aspect is “Monster Hunters”

The GM should ask the players the following questions- these will help shape their aspects and relationships for the upcoming game. If the same player tries to answer more than one or two, make sure you allow other players a chance to answer some.

  • Best Mate – You (A) consider another character your best mate in the whole world- you have saved each other’s necks so often you’ve lost track. Character B – write an aspect describing your strong feelings towards A (love, trust, disgust, etc.)
  • Former Enemy – You (Character A) find yourself on a team with a former enemy (Character B.) Write your feelings towards this character. Do you trust ‘em? Character B: do you mistrust A back? Is there an ulterior motive behind your cooperation?
  • Superiority Complex – You (Character A) consider character B to be your biggest rival- according to you, B thinks he’s SOOO much better than you, and you’ll do anything to prove that you’re the best. Character B: Is A your rival too? Do you feel like A is better than you, and you likewise have to prove your worth? Do you actually feel superior, but don’t feel the need to prove it?
  • Love in the Air– You (Character A) are head over heels in love with character B. Character B: write an aspect showing your acceptance of this love, or your knowledge / lack of knowledge about it.
  • Ulterior Motive – You (Character A) secretly or overtly want something that only Character B can give. Does B know information about a secret treasure? Does B have an ancient artifact that you’re eager to pull from their dead fingers? Character B: Do you know of A’s objective, or do you only have vague hints?
  • Love Gone Sour – You (Character A) used to be in a romantic relationship with Character B, before it crumbled; OR, Character A had a relationship that was disrupted, thanks to Character B. Write your an aspect reflecting your interpretation of the events.
  • Like a Son / Daughter– Between you (Character A) and Character B, there is a paternal / maternal bond. Pick which is the father/mother figure, and which is the son/daughter figure (age might be a good indication.)

Team Chemistry -The Chemistry aspect describes how the group members view each other. If you want, this can explain hint at a mutually shared past. Here’s a few examples:

  • Trusted: Band of Brothers / Old War Buddies
  • Familial:  Childhood Friends / Test Tube Experiment Siblings
  • Awkward: Thrown Together / Distant Co-workers / Amateurs & Old Pros
  • Competitive:  Confederacy of Rivals / Enemy of My Enemy is My Friend
  • Hostile: Every Man for Himself / If We Get Chased, I’m Tripping You

Note: For 2 hour games, this section can be skipped. If so, here’s a recommended pre-made Team:

Team Name: Skeleton Crew

Team Concept: Monster Hunters

Team Chemistry: Second Family – Love & Brotherly Hate

The following section contains spoilers of what’s ahead, and should be viewed by the GM Only – players, back off!


“Fright” Story Structure:

  • Act 1 – The Foyer / Vampanzees Attack!
  • Act 2 – The Hall of Sharp Pointy Objects / The Orb of Kao!
  • Act 3 – The (Empty) Mummy Exhibit
  • Act 4 – The Dinosaur Exhibit / Rex Awakens!

ACT 1 The Foyer

End Goal:

  • Story: Players are to dispatch or placate the vampanzees
  • OOC: Players are to become accustomed to rpgs (turns, skills, declaring actions,) and Fate system (combat, aspects, stunt & invokes). If possible, also introduce compels and consequences.

Players should enter the building after Deadringer- common ways include climbing in through the window (athletics) or breaking down the solid door (physique).

The first room is the main hall of the museum.

Once you get in, you see Deadringer at the other end of the hall, about to slip into the first exhibit.

I’m going to get the mummy. If you have a problem with that, you can talk about it to- my army of vampanzees!”

Deadringer pulls back his cloak an reveals a cluster (hardly an army), of vampanzees- namely, vampire chimps, complete with tiny fangs and short black capes.

vampan hate

At this point, players should brainstorm what the main hall is like. I recommend a large Woolly Mammoth model in the center of the room. Other ideas could include a gift shop, an info kiosk, fire extinguishers, lighting fixtures, etc.

Vampanzees – Mob
High Concept – Vampire Chimps
Aspects: Overly Curious; Bouncy Little Bastiches; Fight or Flight
Skills : Fair (+1) rating in Athletics.
Stunt: Clamber – If a Vampanzee is in a mob of 2 or more Vampanzees, it can make Attacks with Athletics. (If NOT in a Mob, it will generally join another mob or run away!)
Stress: No shift boxes— one shift of harm is enough to take them out.
(Note: The number of vampanzees are handled like mobs- each one is weak as heck, but add up to a threat if not divided. There are is a mob of 3 per character.)

Alternatively: Have only 2 vampanzees (which will be weak,) but invoke their aspects a lot- this will demonstrate the players how invoking works. 

Initiate Combat – Roll for Notice (Reminder: Zomboy & Caomh have stunts that give them order bonuses).

Determine the objectives & stakes: Vampanzees, for their part, want to scratch you, drink your blood, and maybe eat a few fingers, until they’d grow bored with your bodies.

Phase 0: I recommend you institute Phase 0, especially with a new group. One the first exchange, characters are not allowed to make Attacks- instead, they can only Create Advantages or Overcome.

Possible Compels to consider: Vampanzees are very curious. Weston has trouble with Light. Amon-anda might has trouble is the Vamps act in a particularly nasty way.

Once the vampanzees are cleared, players can follow Deadringer down the hall.

ACT 2 – The Hall of Sharp Pointy Things

End Goals:

  • IC: Characters reach the end of the hall, which is best achieved by disabling the Orb of Kao.
  • OOC: Characters have experience with a non-combat obstacle, and test out a Challenge.

(Note: In a Short, 2 Hour session, this section is less necessary to the plot- the number of successes can be reduced as time dictates.)

As you leave the main hall, you get a closer look at the exhibit Deadringer escaped through: “The Hall of Sharp Pointy Objects.” It seems a poorly thought out exhibit, with display items ranging from historical, like ancestral knives and spears, to mundane and random, like bent pipes and jagged rocks. Really, someone should be fired for this.

At the end of the hall, you see Deadringer place a large black crystal ball on the floor. He rushes out the door, and the orb starts emitting a thick smoke. The smoke seems to coalesce into spectral hands, which start reaching out and feeling the objects around them. There is also a high-pitched melody emitting from the orb, like the lullaby from a music box.

Any attempts to approach the orb will result in the hands grabbing random sharp objects and throwing them in the character’s direction. I recommend one free “jump back” into the safety of the doorway, giving the characters time to plan their approach.

Orb of Kao – Challenge

High Concept: Crystal Music Box of Doom

Experts will recognize the sphere as the Orb of Kao, a soul catcher from Ancient Egypt (they’re pretty rare, which makes the fact that Deadringer found one a little surprising.) It protects itself with ghost hands, and plays a haunting melody that hypnotizes anyone close enough to hear it.
Aspects: Egyptian automated sentry; Souls trapped inside; Made of hard glass

Challenge parts:
1. Dodge the Attacks- Recommended Difficulty – 2. Recommended Skills: Athletics
2. Avoid the Siren’s Call – Recommended Difficulty – 4. Recommended Skills: Will
3. Crush the Sphere – Recommended Difficulty – 6. Recommended Skills: Physique.

Taking Turns: Each challenge should be tackled by one character at a time.

1-3 Characters: You may have one character attempt all three challenges (as they run the gauntlet), or may have characters tag in. You may also consider lowering the difficulty of the later challenges by one or two points.

4+ Characters: We encourage each challenge be tackled by a different character, as they divert one part of the orb’s defenses, letting the next character tag in. If having over 6+ characters, considering raising the difficulty of the lower level challenges by one or two points, or consider adding a fourth challenge.

Extra characters: Any character that is not tackling a challenge may do ONE following:

> Make one attempt to use create an advantage to create an aspect.

> May use the teamwork rule to add +1 to any skill rolls, provided they are at least Average (+1)in it.

Special Rules:
Black Smoke – Any attempts to attack the orb from the Hall entrance without first doing challenges 1 & 2 will be blocked by thick smoke, but a shooter may assist with other attacks (by adding +1 through teamwork or by creating aspects), or may shoot it if that character or other have already beaten challenges 1 & 2 (ex. a character getting close enough to shoot it at close range, or throw it out of the fog)

Outside the box: If players want to attempt to get the orb some other way, go for it- just write up a 2-4 part challenge for them to overcome. One group used a hypnotized Vampanzee to run the gauntlet, after using illusion powers to convince it that the orb was a banana.

Failure: If a character fails to overcome challenge one or two, don’t forget that they can succeed at a cost- this might mean they stumble through a challenge, but have some negative boosts, aspects or consequences to hinder them the next challenge or scene.

Victory: If the orb is destroyed or overcome, the characters can safely go to the next room. There is also a “broken orb” aspect which the players can exploit.

Act 3 – The (Empty) Mummy Exhibit

End Goals:

  • IC: Players realize that the mummy remains undisturbed, and that Deadringer is casting something in the next hall.
  • OOC: Nothing major. If players want to prep themselves, allow each player a chance to prep once.

You run into the exhibit of Amon-Khee-Sunkhel, and find it- strangely quiet. At first glance, it appears that nothing is disturbed.

When the players get tired of searching, lead them to the next room. Any magic users may wish to pilfer the exhibit for talismans of mild power. Characters can also steal prop weapons or search for ancient weapons.

Act 4 – The Dinosaur Exhibit / Rex Awakens!

End Goals:

  • IC: Defeat or subdue Deadringer and the Skelesaurus.
  • OOC: Players become familiar with Consequences, and fighting a character with multiple stress boxes. Against the T-Rex, players will hopefully see that stacking up Advantages is a good strategy for muscling through its tough hide.

You follow the (trail of magic / smell / maniacal giggling) to the next exhibit. It’s marked: “Mesozoic Marvels: In the Time of the Dinosaurs!” As soon as you come in, you can feel the crackle of ozone in the air. In the corners of the room are four mismatched candles, with hastily squiggled chalk circles. In the rear of the chamber, Deadringer has sprayed a chalk circle around the massive Stegosaurus skeleton.

Aha! So, you know, I was going to resurrect the mummy, and then I saw the dinosaur exhibit, and then I thought, ‘That’d be a great idea,’ and then I was like, ‘I don’t know… it’s late, Deadringer, and you always make bad decisions when it’s late,’ and- well, to make a long story short, taste my Skelesaurus!”

dinosaur feast kill

Cue a Conflict.

Stakes: Deadringer- if he succeeds, he & the dinosaur break into the night to wreak havoc on New Manchester.

Once more, ask the players what’s in the room, and Roll for turn order.

Phase 0 –If you’re doing another phase 0 (no attacks), during Deadringer’s phase 0, he does the following:

Deadringer raises his Doom Bell and starts to cackle maniacally. “You think that stegi’s the only dinosaur I’ve prepared? Face the terror of my fleet-feeted- my fleet flooted –Oh, to heck with it. Arise Velociraptors!”

From the room arise half a dozen velociraptors, each a staggering… two feet tall.

Oh, Poo, they look bigger in the movie.”

The raptors run around the floor, nibbling on everything and getting underfoot. At the moment, they’re directed at you, but given time, they’ll likely get in EVERYONE’S way.

The raptors are an Aspect that cause an obstacle when moving from zone to zone (recommend Difficulty 2). Deadringer has a free invoke on the raptors, but any player can invoke it. Once a player has overcome the raptors, they won’t bother that player again for the rest of the scene. Players may also attempt to dispel or whoop the raptors completely (recommend Difficulty 4).

Skelesaurus Dinosaur – NPC
High Concept: Terrifying Undead Skeletal Stegasaurus
Aspects: Massive spiked tail; Don’t make it mad; Vegan at heart.

Skills:
+5 Physique & Fight (With 5+ players, make it +6)
+4 Intimidate, Wilderness
+3 Will, Notice

Stunts:
Stand & Take It – Skelesaurus can use Physique to defend against Shooting attacks
Monster – Skele gains +3 from Invokes instead of +2.

Deadringer – NPC
High Concept: Skinny little Necromancer
Aspects: Derives Power from the Doombell; Kind of a Weenie; Vengeful

Skills:
+5 Shooting (Death Magic)
+4 Athletics, Mythos
+3 Sixth Sense, Deceit, Notice, Intimidate, Will

Stunts:
Necromaniac: As long as he has his Doombell, Deadringer can create advantages themed on blood, spirits, bones, shadow, or anything else. These summoned forms can be invoked to help him as normal.
Slippery Devil – Deadringer gets +2 to Athletics when using Overcome to avoid being pinned down or held.