A Test of Chaos
This is a module for low level characters, designed to exhibit different styles of play.
It's well known that, during the expansion to found the town of Amburn the Guild of Adventuerer's was deeply active, acting as scouts and specialist troops for combating the gruesome creatures inhabiting the area.
While the town was successfully founded, the precarious nature of both the location and the previous battle has left the new established Primastic Chaper of the Guild severly under numbered.
It has therefore been decided that it's time to recruit new member into the Guild, to replace losses and allow normal activites to resume.
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Table of Contents
Introduction Player Guide ---Players, Avoid Spoilers Below--- Gamemaster Notes Alternatives Introductions Optional Scene: All alone? Form a Party! Test of Skill - Guildmaster Green Test of Diplomacy - Guildmaster Red Test of Valour - Guildmaster White Test of Cunning - Guildmaster Grey Test of Knowledge - Guildmaster Blue Test of Grace - Guildmaster Violet Test of Survival - Guildmaster Black Additional Encounters Conclusion Consequences Non-Player Characters and Enemies |
It's time for the town of Amburn to see there first Festival of Joining.
Player's Guide
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A more complete Player's Guide can be found Here, but below are some key points all player characters should know and be aware of.
----Spoilers Beyond This Point----
Gamesmaster's Notes
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The general layout of this adventure is a simple enough one - after the introduction, the party is free to go to any of the six listed tasks they can find. Four of those will be provided for them - the Tests of Skill, Valour, Diplomacy and Cunning will be on there map. The party will also get a clue for the Test of Knowledge - the first part of the Test is simply finding it. The Test of Grace is a secret test of character that will find the players, and the Test of Survival is a much less secret test they will want to avoid.
While it's entirely possible to, and potentially quite a good idea, to complete all of the tests only two will happen to every party - the Test of Grace, once they have completed two other tests, and the Test of Survival will begin once they have beaten enough tests to Pass. This means it is an especially wise idea to be read up on those two tests and make sure you understand how they work.
Effectively, the order should look something like this;
- Test 1
- Test 2
- The Test of Grace
- Test 4 (Pass if all 4 tests have been succesful)
- The Test of Survival
- Test 6
- Test 7
- Conclusion.
- Test 1
- Test 2
- The Test of Grace
- Test 4 (Pass if all 4 tests have been succesful)
- The Test of Survival
- Test 6
- Test 7
- Conclusion.
Alternatives
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The module is set up with the assumption that the characters are joining the Adventurer's Guild for a life of intrigue, but this does not have to be the case! There are any number of other possible plothooks you can use to get your players to do the Tests, depending on the story you have in mind.
The first and most obvious is that the Test of Chaos is part a traditional festival, the main event to top off the fun. Maybe it has an interesting prize. Maybe it's being used as a test or interview for another job (and a later adventure).
Alternatively, it might be part of an ancient ritual in an older city, the meaning of which has long since been forgotten.
Introduction
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There was a bustle to the crowd, the energy of expectation, as people from all walks of life and background gathered in the town square. The fleshly laid stone was crowded and the air filled with voices speaking a dozen tongues. But every eye would, at least occasionally, move towards the stage of fresh cut wood dominating one side of the square.
Morning continued, with the sun rising in it's golden splendour across the sky. Less glorious was the heat - many in the square wore impressive looking suits of armour that were not nearly as comfortable beneath the sun's merciless glare, and a roaring trade in cold drinks was soon booming among the nearby vendors.
An hour before noon a tall, scruffy looking man in dark clothes walked onto the stage. Despite his somewhat worn look, every eye quickly turned towards the stage. Perhaps it was the confidence with which he moved. Perhaps it was the fact he was the first person to appear in hours. Or perhaps it was the wyvern that stood shoulder height following him, dark scales glistening in the sun as it turned to watch the crowd.
Taking the centre of the stage, the man turned and looked around the square. "Good morning, applicants. As most of you likely alrady know I am Zanatos Kell, Guildmaster Black of the Prismatic Chapter of the Adventurer's Guild. Today we will be recruiting the most skilled of you to join us. It won't be simple, but membership will be worth it for those of you who wish a life of adventure."
Pausing, he glanced down at some notes for a second. "The Festival of Joining is a sacred right, long designed to-" The tall man paused, looked at the notes, and stuffed them in a pocket. "Enough with the pleasantries. The Festival is simple. Throughout the city there are seven tests. You need to best at least four of them. Take your party, or form one if you need, and head out. There's a map showing the location of four of the tests, which I strongly suggest you all check out - The Test of Skill is in the Guildhall, Test of Diplomacy is in the Merhcant's Quarter, Test of Valour is by the Northern Gatehouse and Test of Cunning is in the docks. The Test of Grace and the Test of Knowledge you'll need to find, as part of the test. And finally, the Test of Survival will find you. Bring four of the seven tokens from these tests back to the Guildhall and you win membership. Bring more to get noticed. The Festival begins when the bells strike Noon and ends at the next Sunrise. Good luck."
Optional Scene - Form a Party!
Depending on how you wish to play things, your adventurers may already be in a party. Or may not. If you'd like you can spend a few minutes getting the party together, this is the time. Make sure to present several options that simply won't work out - A group of Elves who insist on only magic users for the warrior, a group that demands payment, etc. There are some NPC's that are part of groups below that can also be spotted here, if you like. |
The tall man steps down from the stage, and the murmuring begins.
At this point, or once the party has formed, there are a few choices here. Immediately leaving and hunting for the Tests is certainly one, and one they will soon see others doing, but not the best choice. The Festival doesn't begin for an hour and there is a lot to be done.
Consult the Map - As Kell mentioned, there is a map to one side of the square. It has the four locations mentioned clearly marked on it, allowing the characters to find those four tests easily enough. It also contains a clue to the Test of Knowledge's location, if people are observant. A Simple (+10) Perception check will show that several of the street names are glaring misspelled, with capitals in the wrong place. They form the following;
O-S-T-D-N-H-A-N-E-A-O
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An additional Easy (+20) Intelligence check will note that these mispellings are clustered, forming the letters as below.
S-D-H-A-E
T-A
O-N-N-O
T-A
O-N-N-O
Let the party try and figure this out, if they want. If they struggle an additional Intelligence check will let them arrange the words into Shade at Noon, referencing that a shadow will fall across the map at this time to let them spot the right point. If all else fails you can also offer to let them spend 5 points of Luck as a party to simply catch it at the right time, putting them at a disadvantage in there first combat but giving them the location
Speaking with Other Parties - This isn't a competition between groups, and as such people are usually willing to share or trade information. It offers them no benefit not to. This is a great place to drop in any NPC's you might want to feature in later stories, as allies, rivals or simply other Guildmates. Otherwise, these might be interesting characters to have here.
Joset Frall - A tall man in an unusual looking set of armour scans the crowd looking for someone, a shock of white-blonde hair catching the sun.
If talked to, the man explains that he is Joset Frall, Steam Knight Apprentice and hopeful Guild applicant. He has little information, beyond the Test of Skill is more akin to a dungeon than a simple Colosseum, and that the easiest way to get through probably won't be the most direct.
Vastra Kalimar - The tall, dark-skinned woman offering aid and succour to several others catches your eye and smiles.
Vastra acts as a healer, and can show up again during the adventure if no one has significant healing abilities. If someone talks to her about what she knows, she smiles enigmatically, saying that she has heard only that the Test of Grace is the most often failed, as it changes every time.
Vee - This Gnome is easily spotted despite there short stature as they are sitting on one of the stalls, much to the owner's annoyance. They seems to be directing a pack of there allies doing...something.
Vee will only respond to someone who comes up to see them. It's unclear whether this is because they don't notice the people trying to get their attention, or simply does not care. If someone does go up to see them they're happy to talk, and will in fact talk about everything and anything that crosses their mind at a rapid pace. If directed towards the current job, they'll mention the map holds a S-E-C-R-E-T. If charmed or bribed they'll explain the puzzle's solution.
Bartabos - A gangly youth stares intently from under his fringe, giving everyone who meets his gaze a challenging glare.
Bartabos is, frankly, unstable. He is vicious and dangerous. He's also intimidated by so many armed people here, and wants to prove himself. Anyone approaching him will be challenged to a fight. Beating him will make him fearful of the PC's, while wishing to prove himself more dangerous. He reveals that one of the sellers is selling a crystal that will warn people of something, and it's real. In a fact the crystal, which is indeed being advertise as an Orb of Danger! is quite real, and being sold for 50sp. It gets warm when Kell approaches, giving some warning about the seventh test.
The Cult of Ingar - Ashda, Philo and Thanax - Three adventurers stand close together, clearly a party, smiling and exchanging pleasantries with everyone they see.
These three are making friends with everyone, and if approached are very sorry they can't help much with the tests. What they can do is give the player a small sample of there goods, a basic healing potion! Upon drinking this, however, they will find out that it is a poison called Festerwound. The Cult of Ingar wish to be the stars of this generation, and are quite willing to remove anyone else if they can. An Alchemy test will reveal the deceit, or a Sense Motive test.
Speaking With Kell - For the brave or the bold, Kell remains by the stage, simply watching the groups. As a Guildmaster most are slightly intimidated by him, and the massive Wyvern (Catastrophe) behind him glares threateningly at anyone who approaches - something he makes no effort to put a stop to. But if they approach regardless, he smirks and greets them as he is willing (and required) to answer questions.
When asked about any of the tests: "Smart, but obvious. I can't talk about any of the tests, I'm afraid. You'll enjoy mine, though, I promise." Kell grins upon saying this.
When Asked about himself: "I'm Zanatos Kell, Guildmaster Black. That means my main job is fighting, recruiting and training. Been part of the guild about 20 years, now. If you succeed I'll be in part responsible for keeping you alive, bust mostly I look after the apprentices now."
When asked about Catastrophe: "Cat? She's been with me for years. Be careful, she really does bite. And is spiteful." It's unclear how a creature with lips like that can smile, or smile evilly, but this one does.