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Notes on RPG elements
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webrpg, GURP, games, science fiction, cyberpunk, convention, GM, gm, DM,
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Treatment/Intro | Brief
story summary
Setting and time scale | Areas
for play
NPCs and Creatures | Creation
timeline and milestones
Unique Items |
Plot Timeline
* May contain spoilers. Read on at your own risk
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Setting, including
time scale: |
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The Temple is set beneath the town of Darceath Moor, to the North
of the Olde Stone Church and Loesmouth .
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Areas for play: |
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Name: The Temple of Dagon
Mancles story relationship: Plot area near the end.
Clues from the Olde Stone Church lead to Darceath Moor and the Temple
hidden underneath. At the end, the party will have found clues
to send them searching the Manacles reef for the source of all of
this nastiness.
Setting: Underground temple that riddles the hillside beneath
Darceath Moor and has an exit on the cliffs by the ocean... Carvings
near an inaccessible section of the beach are the entrance to the
underground Temple of Dagon. The main entrance would be via the
sewers under Loesmouth, a deslate and shunned village to the North
of Darceath Moor. These sewers are rumored throughout the region
to have been built upon the ruins of an old heathen(?) temple.
Those brave enough to have entered there tell of giant rats and
the usual foulness you'd expect in sewers, but nothing out of the
ordinary.
-
Level 1 would be a random set of sewer pasageways.
Giant rats-uncommon, skeletons-rare. One exit down to
a lower level.
-
Level 2 is an "abandoned" temple area. Giant
rates-common, skeletons-uncommon, Ghouls-rare. Some other
minor nasties. The Ghouls should have some sort of encounter
based on the party's experiences, or lack thereof, in the Old
Stone Church.
-
Level 3 is the first proper level of the Temple of Dagon.
Storage rooms, an altar, living quarters for guards, acolytes
and priests, and a small library of occult books.
-
Level 4 is the deepest level of the "human" portion
on the Temple. It provides private areas for the High
Priest and a chamber for access to the lower levels owned by
the deep ones themselves.
-
Level 5 is a temple
complex maintained by the Deep Ones priests. See the notes on
a separate page.
-
Level 6 is a set of caverns that open to the sea - the "strange
sea-side carvings". Also, there is a dark underground
pool used as a breeding/training ground for shogoths.
Much dark and scary stuff.
Interaction with PCs (puzzles, NPCs, etc.):
Goal of area: The goal here is to present the party
with the target of their search for the source of the evil activities
on the rise in the area. Also, as they delve deeper into the
Temple complex and discover the connections with the Deep Ones they
are drawn into a deeper evil whose plot lines point to the next
"area" - the Manacles themselves.
-
Who are these cultists behind the murders and kidnappings?
Originally, the Temple was dug out and cleaned up by a handful
of occultists investigating the rumors of an abandoned area
below the town's sewers. They find libraries and old altars
that inspire them to investigate further. Then, as they
begin to experiment with the knowledge they've found, they attract
the attention of the Deep Ones.
This all turns out to be a trap for
the cult set up by the Deep Ones in order to lure someone into
freeing the Spawn of Cthulhu trapped within the Manacles.
The human cultists think they're gaining power in order to take
possession on the area and the Deep Ones are using them to find
a method to free the Spawn
- Why are they now active in the area?
-
What do they want? The cultists are A) looking
for information on the Manacles and what they contain.
B) They need sacrifices for their newly-found Sacrifice Biding
magic and the required offerings for their Deep Ones masters.
-
Where is obivous - the party has just discovered
the Temple - but is this the only such temple and are the Deep
Ones found at the bottom of it found only in this area?
Also, access to the different areas of the Temple could be restricted
by a "logical" maze (see that sub-section in the onlne
book The
secret art of Adventure Computer Adventures) . It
might even be logical from the cultists point of view, as it
would keep the initiates away from the true source of the cults
power. This would also add to the Lovecraftian aura of
"wierd angles" and "cyclopean" contstruction.
There's a lot of potential here!
-
When? Not as obvious as the above. Having
a script of events that happen independantly of the PCs would
be a matter of having a set of pre-encounter triggers that check
the game's current date variables and place/delete/modify the
encounter as appropriate. Hmm....
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runesword, rpg, role playing game,
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webrpg, GURP, games, science fiction, cyberpunk, convention, GM, gm,
DM, dm, D&D, AD&D, card games, BattleTech, StarWars, dragon, hobby,
hobbies, store,TSR, Hero, Palladium, CCG, FASA, White Wolf, Wizards
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Ph'nglui
mglw'nafh Cthulhu R'lyeh wagn'nagl fhtagn.
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