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1 Immortal Peril Immortal Peril Immortal Peril Immortal Peril Written by: Chris Rutkowsky Publisher: Basic Action Games Game System: BASH! Ultimate Edition Artwork by: Flora and Cyclops by Ade Smith, Fauna by Thom Chiaramonte, Hermes by James Dawsey and Dan Houser, and Icarus and Triton by Various Artists, from Image Portfolio, by Louis Porter Jr. Design. Immortal Peril is a free adventure for the BASH! Ultimate Edition role-playing game. The adventure is meant to introduce you to an upcoming BASH! UE product called Age of Olympus, a “Fantasy Superheroes” campaign setting. The Heroes are the powerful types you’ve come to recognize from your superheroic campaigns, but instead of doing battle with costumed villains atop a modern skyscraper, the action takes place in the mythical backdrop of Ancient Greece. The Heroes and Villains did not get their powers from radioactive accidents, but more likely have a magical, even divine origin. With some adaptation, just about any superheroic archetype can be re-worked to play well in the Age of Olympus setting. We’ve also provided four sample characters for players to choose from. This adventure is meant to be run assuming Heroes of 30 Character Points. Scene 1: The Cyclops Attack Scene 1: The Cyclops Attack Scene 1: The Cyclops Attack Scene 1: The Cyclops Attack Our story begins in Ancient Greece. The Heroes's travels have taken them to a village in the hinterlands, where they are resting from their last adventure. Allow each player to describe what they are doing in the village tavern. Then ask everyone to make a Mind roll for hearing. Characters with some sort of super sense that might be helpful, like Tremor Sense get a +10 Result Bonus. Hopefully, the Heroes are all of one mind on this matter and immediately leave the tavern to help the panicking village. If not, however, a Cyclops comes by and rips the roof off of the tavern. There are 2 Cyclops Raiders, +1 per Hero in the party. In addition, they are led by a chieftain who has 100 Hits, +1 to each Stat, and should be treated as a Villain. Questioning the Cyclops Questioning the Cyclops Questioning the Cyclops Questioning the Cyclops After the battle, surviving Cyclops can be questioned by the Heroes to find out what they are after. Interrogating the Cyclops should be an extended check of some sort, Roll Result 30+ A group of Cyclops, shouting at each other to “take no prisoners” 20+ A large group of giant beasts approaching through the forest 10+ Trees snapping in the woods to the north <10 A loud pounding noise coming from outside, people shrieking in terror Cyclops Raiders Cyclops Raiders Cyclops Raiders Cyclops Raiders B3 A2 M1 Powers: Size 3 (+15 Dmg & Soak, 3x3 size, Reach 3, -3 Def) Throw Rocks: Special Attack 3; Mid Range, +1DM (x6 +15 Dmg) Equipment: Giant Club: x3+30 Dmg Skills: Craftsman x3 (Weaponsmith), Outdoor (Foraging) 50 Hits/30 Soak Fabio Aiello (order #4003723)
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Immortal PerilImmortal PerilImmortal PerilImmortal Peril Written by: Chris Rutkowsky Publisher: Basic Action Games Game System: BASH! Ultimate Edition

Artwork by: Flora and Cyclops by Ade Smith, Fauna by Thom Chiaramonte, Hermes by James Dawsey and Dan Houser, and Icarus and Triton by Various Artists, from Image Portfolio, by Louis Porter Jr. Design.

Immortal Peril is a free adventure for the BASH! Ultimate Edition role-playing game. The adventure is meant to introduce you to an upcoming BASH! UE product called Age of Olympus, a “Fantasy Superheroes” campaign setting. The Heroes are the powerful types you’ve come to recognize from your superheroic campaigns, but instead of doing battle with costumed villains atop a modern skyscraper, the action takes place in the mythical backdrop of Ancient Greece. The Heroes and Villains did not get their powers from radioactive accidents, but more likely have a magical, even divine origin. With some adaptation, just about any superheroic archetype can be re-worked to play well in the Age of Olympus setting. We’ve also provided four sample characters for players to choose from.

This adventure is meant to be run assuming Heroes of 30 Character Points.

Scene 1: The Cyclops AttackScene 1: The Cyclops AttackScene 1: The Cyclops AttackScene 1: The Cyclops Attack Our story begins in Ancient Greece. The Heroes's travels have taken them to a village in the hinterlands, where they are resting from their last adventure.

Allow each player to describe what they are doing in the village tavern. Then ask everyone to make a Mind roll for hearing. Characters with some sort of super sense that might be helpful, like Tremor Sense get a +10 Result Bonus.

Hopefully, the Heroes are all of one mind on this matter and immediately leave the tavern to help the panicking village. If not, however, a Cyclops comes by and rips the roof off of the tavern.

There are 2 Cyclops Raiders, +1 per Hero in the party. In addition, they are led by a chieftain who has 100 Hits, +1 to each Stat, and should be treated as a Villain.

Questioning the CyclopsQuestioning the CyclopsQuestioning the CyclopsQuestioning the Cyclops

After the battle, surviving Cyclops can be questioned by the Heroes to find out what they are after. Interrogating the Cyclops should be an extended check of some sort,

Roll Result

30+ A group of Cyclops, shouting at each other to “take no prisoners”

20+ A large group of giant beasts approaching through the forest

10+ Trees snapping in the woods to the north

<10 A loud pounding noise coming from outside, people shrieking in terror

Cyclops RaidersCyclops RaidersCyclops RaidersCyclops Raiders

B3 A2 M1 Powers: Size 3 (+15 Dmg & Soak, 3x3 size, Reach 3, -3 Def) Throw Rocks: Special Attack 3; Mid Range, +1DM (x6 +15 Dmg) Equipment: Giant Club: x3+30 Dmg Skills: Craftsman x3 (Weaponsmith), Outdoor (Foraging) 50 Hits/30 Soak

Fabio Aiello (order #4003723)

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whether the Heroes try to bribe, trick, or frighten the Cyclops into telling them anything is up to them. Treat this as a “Social Combat” extended check (see Chapter 2, BASH! Ultimate Edition).

If the Heroes succeed, they will reveal that the Cyclops were sent to attack the village by a sorceress named Ursula. They don’t know why she wanted them to attack the village, but she told them there would be plenty of loot there. She also said that if they refused, she would curse their tribe forever. When one of them stood up to her, Ursula proved her magic by striking him with a bolt of lightning from her scepter.

The Cyclops don’t know the exact location, but they know the sorceress lives atop a mountain to the north, and that it is magically hidden from view.

Scene 2: Divine InterventionScene 2: Divine InterventionScene 2: Divine InterventionScene 2: Divine Intervention It turns out that the Cyclops raid was merely meant by Ursula as a diversion. Her real scheme was to steal the village’s most valued artifact: the Amulet of Hermes. It was stolen from the temple during the fighting. The village priest will come to the Heroes telling them of this. The priest will also explain that Hermes is a god of magic, and that a sorceress stealing one of his artifacts must have some sinister purpose. The old priest asks the heroes to help recover the amulet, and to keep the sorceress from completing her evil plot.

If the Heroes agree, give them each a Hero Point. Whether they agree or not, read the following to them:

You see a blur of motion on the horizon, but before you can even think as to what it might be, you suddenly see Hermes standing before you.

“It would seem that sorceress stole something that belongs to me. If you can get it back, I’d be most grateful. I fear she might use it to try and siphon away some of my magical power. Before she does, take these gems. They will allow you to see her invisible fortress. Thanks for your help!”

Then, just as suddenly as he appeared, the messenger god is gone..

If the Heroes take on the mission, they can each add Hermes as a contact who owes them a favor at the end of the adventure. If they still refuse to take on the mission, they’ll likely hear rumors in a few weeks that a powerful sorceress has managed to obtain immortality, and has completely conquered this region. Hermes will also not be very happy with them, and won’t do them any favors, especially since Ursula has been siphoning off his power…

Scene 3: Mountain of MonstersScene 3: Mountain of MonstersScene 3: Mountain of MonstersScene 3: Mountain of Monsters Once the Heroes begin their journey on the mountain, give each of them a chance to make an Outdoor/Tracking roll. The results below tell what they find:

Roll Result

30+ There are two beasts, a Chimera and a Manticore, and they seem to be moving together…

20+ Some giant quills embedded in a tree. Inspecting them finds an oily venom coating each.

10+ One monster with four hooves, another with clawed forelimbs and hooved back feet.

<10 Several very large sets of animal tracks. Scorch marks on several trees.

Fabio Aiello (order #4003723)

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When the Heroes ascend into the mountains, they’ll indeed find that the gems Hermes gave them allows them to see a fortress. But stalking around its exterior is a pair of fierce beasts left to guard it: a Chimera and a Manticore!

It is possible for the Heroes to be able to sneak up on them, but it isn’t likely. Both of them have excellent senses of smell, while the Chimera also has excellent hearing.

Indeed, it is also possible that the monsters notice the Heroes and move to ambush them.

Once the Heroes can see the beasts up close, they will notice that each one is wearing a key around its neck. The front entrance to the fortress requires both keys to be unlocked. It can be smashed open (it has 40 Hits/20 Soak) but doing so will make a lot of noise. The lock is magical, and while it can be picked (a 30 Security/Locks check), it will sound an alarm unless the keys are used.

Scene 4: Into the FortressScene 4: Into the FortressScene 4: Into the FortressScene 4: Into the Fortress Once the Heroes are inside the Fortress, they’ll find it is much larger on the inside. If the Heroes managed to catch her by surprise, they’ll find Ursula wearing the amulet, performing some sort of ritual at a dais in between two braziers of glowing green flame. If Ursula was alerted to their presence, however, she’ll be ready for the Heroes when they arrive. She has a small army of skeleton warriors (four per Hero), and has prepared an array of spells to help her defend herself (like a Force Field).

For Ursula’s Stats, use the Sorcerer Archetype from the Appendix of BASH! Ultimate Edition. The Amulet of Hermes essentially counts as the Grimoire Advantage, and allows her to improvise spells by spending a Setback.

If she is taken by surprise, she’ll spend her first page conjuring her force field, then summoning the skeletons. After that, she uses Telekinesis to batter the Heroes behind the protection of her Force Field.

If Ursula is defeated and the Amulet is returned to the temple, the Heroes will have the thanks of the grateful village, and also have Hermes owe them a favor.

ManticoreManticoreManticoreManticore,

This monster has the body of a lion, the wings, of a bat, the tail of a scorpion, and the head of a man. Essentially, it resembles an infernally corrupted sphinx. Manticores range over hills and mountains surrounding human settlements, where they take sheep (or small groups of humans) for food.

B3 A3 M1. Powers: Size 1 (+5 Dmg & Soak, -1 Def) Claws do +1DM (x4+5 Dmg) Paired Weapons Venomous Tail can fire a poison dart Close Range that does x4 continual damage Tough Hide: Armor 1 Wings: Flight 3 Keen Senses 1 (x4 to Smell) 100 Hits/x4+5 Soak

ChimeraChimeraChimeraChimera

A legendary three-headed beast, it has the head of a lion, goat, and its tail is a great serpent.

B4 A3 M2 Powers: Size 2 (+10 Dmg & Soak, 2x2 Size, Reach 2, -2 Def) 3 Heads: Super Speed 5 [Limit: Not for Movement] Lion Head: Bite- (x4 hit, x6+10 Dmg) Dragon Head: Breathe Fire- Medium Line (x5+10 Dmg) Goat Head: Horn Gore- (x5 hit, x5+10 Dmg) Super Running 1 (12 Sq) Keen Senses 2 (x5 Hearing, Smell) 100 Hits /x4+10 Soak

SkeletonSkeletonSkeletonSkeletons s s s

Reanimated bones forced to fight for the sorceress B1 A3 M1 Attack 21 Defend 21 Advantage: Unliving Weakness: Fire does double damage Sword +2DM (x3), Shield +1 Deflect (x4), 10 Hits/5 Soak

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TritonTritonTritonTriton Quote: “The son of Poseidon is not so easily conquered!”

Brawn 4 Agility 2 Mind 3 37 Pts (18 Stats, 21 Powers, -2 Weakness)

PowersPowersPowersPowers:

Tidal Wave: Push 4 [Enhancement: Variable, Limit: Conch Easily Taken] Movement Multipower: 7pts

• Super Swimming 4 (20 Squares)

• Jet from the Sea: Flight 4 (20 Sq)

• Surf: Hovering (10 Sq) • Water Walking

Deafening Blast: Confusion 2 (Medium Line) [Limit: Easily Taken gadget: Conch Horn of the Sea] Water Control Multipower

• Hydrokinesis: Telekinesis 4 [Limitation: Needs Water]

• Conjuring 4 [limitation: Same Source as Tidal Wave. All things conjured are made of water or ice. Favorites are are rain, fog, and hail]

SkillsSkillsSkillsSkills Athleticsx3/Swimming, Science/Oceanography, Outdoor/Marine Survival, Occultism/Artifacts

WeaknessWeaknessWeaknessWeakness

Double Damage from Electricity.

AdvantagesAdvantagesAdvantagesAdvantages Headquarters: Triton’s Undersea Palace, Immortality

DisadvantagesDisadvantagesDisadvantagesDisadvantages Freak: (Triton’s body is covered in scales and he has webbed feet) Enemy: Medusa

Mental MalfunctionMental MalfunctionMental MalfunctionMental Malfunction Terraphobia—Triton cannot stand to touch dry land. It makes him very uncomfortable to be out of the ocean, so wherever he goes, he brings the ocean with him. When on land, he travels around on an enchanted wave. If he needs to fly, he propels himself by jets of water that shoot him skyward—so he is always in contact with the sea.

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IcarusIcarusIcarusIcarus Quote: “You may be immortal. But you are not impervious.” Spared at the last second by Zeus as he plunged into the sea, Icarus pledged to fight for justice and serve mankind.

Brawn 2 Agility 2 Mind 3 x4 Soak, x4 Defense, x3 Mental Defense 27 Pts (14 Stats, 13 Powers, 0 Weakness)

PowersPowersPowersPowers:

Wings: Flight 3 [Limit: Fragile Gadget] Magic Sword: Special Attack 4 (x4 Hit, x4 Dmg)

[Limit: Easily Taken Gadget] Magic Shield: Deflect 2 (x4 Defense) [Limit: Easily Taken Gadget] Magic Breastplate: Armor 2 (x4 Soak) Attack Weak Point Thunder Flasks: Confusion 2 (Close Range, Small Burst) [Limit: Charges OOOOOO]

SkillsSkillsSkillsSkills Athletics/Aerobatics, Stealth/Hide, Technology/Invent, Science/Alchemy, Military/Tactics

AdvantaAdvantaAdvantaAdvantagesgesgesges Gadgeteer: Icarus can invent new gadgets Leadership: Icarus can spend Hero points on allies, with double effect. He gets 5 “Team” Hero points for free.

DisadvantagesDisadvantagesDisadvantagesDisadvantages Normal: Icarus is a mortal with no inherent powers Duty: Zeus

Mental MalfunctionMental MalfunctionMental MalfunctionMental Malfunction Overconfidence. Though he is a mere mortal, Icarus has bested enough beasts and demigods that he is beginning to get cocky. And that is, after all, what got him into trouble in the first place…

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FloraFloraFloraFlora Quote: “Trust me, Mr. Centaur. You do NOT want to kiss me.” Adopted daughter of Artemis, and the twin of Fauna, Flora has magical powers that let her control plants.

Brawn 1 Agility 2 Mind 3 x2 Soak, x2 Defense, x3 Mental Defense 31 Pts (12 Stats, 21 Powers, -2 Weakness)

PowersPowersPowersPowers:

Enchanted Bow: Special Attack 3 (Mid Range, x4 Dmg) [Limit: Easily Taken Gadget] Enchanted Leaves: Armor 1 Poisonous Touch: Damage Aura 4; 4pts Narcotic Pheremones: Suggestion (Limit: Only affects men) 1pt Plant Control Multi-Power

• Plant Mastery 4

• Botano-Kinesis: Telekinisis 4 [Limit: Only affects plants] (x3 hit, x4Dmg)

Plant Combat Command Multi-power • Vine Snare: Immobilize 2 (Mid Range, Small Burst)

• Wall of Wood: Force Field 4 [Close Range, Arc 2, 90 Hits, Limitation: Weakness to fire]

• Field of Brambles: Damage Field 3 [Limit: Targets must be on the ground] (Medium Burst)

WeaknessWeaknessWeaknessWeakness

Double Damage from Cold.

SkillsSkillsSkillsSkills Athletics/Running, Stealth/Hide, Outdoor/Flora & Fauna, Medicine/Poisons, Science/Botony

AdvantagesAdvantagesAdvantagesAdvantages Appeal (x5 to all Social Rolls)

DisadvantagesDisadvantagesDisadvantagesDisadvantages Outsider: Flora was raised by her mother, away from mortals, and especially men. Her mother’s gift of a poisonous touch was meant to help shield her from men’s advances. While Artemis taught her to be suspicious of men, she is a bit more curious and naïve about the mortal world.

Mental MalfunctionMental MalfunctionMental MalfunctionMental Malfunction Sweet and naïve. Flora always looks for the good in all beings, even men.

Fabio Aiello (order #4003723)

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Fauna Fauna Fauna Fauna Quote: “Not only does this cat have claws. She has fangs, spines, and a poisonous stinger.” Adopted daughter of Artemis, Fauna has magical powers that let her take the form of animals, even partially, and also to command them.

Brawn 3 Agility 3 Mind 1 x2 Soak, x2 Defense, x3 Mental Defense 28 Pts (14 Stats, 14 Powers)

PowersPowersPowersPowers:

Keen Senses 1 (x4 to Smell) Feral Fury: Paired Weapons Beast Form: Shape-Shifting Queen of the Forest Multipower • Animal Mastery 2

• Speak w/ Animals: Telepathy 3 [Limit: Only w/ Animals]

Size Change Multipower: • Shrinking 4 [Limit: Only w/ Shape-shifting]

• Growing 4 [Limit: Only w/ Shape-shifting]

SkillsSkillsSkillsSkills Athletics/Running/Climbing, Stealth/Hide, Outdoor/Tracking

AdvantagesAdvantagesAdvantagesAdvantages Appeal (x3 to all Social Rolls) Never Surrender (Recover from any status effect & regain 20 Hits 1/Issue)

DisadvantagesDisadvantagesDisadvantagesDisadvantages Outsider: Fauna was raised by her mother, away from mortals, and especially men. Artemis’ teaching for her to be suspicious of men has only served to increase her curiosity about them. Freak: She has a bestial appearance that makes her immediately recognizable as something other than an ordinary human.

Mental MalfunctionMental MalfunctionMental MalfunctionMental Malfunction Aggression. Fauna has felt the call of the wild and on occasion she has difficulty controlling her feelings, especially anger.

Fabio Aiello (order #4003723)

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Fauna’s Fauna’s Fauna’s Fauna’s Favorite Forms Favorite Forms Favorite Forms Favorite Forms

These are several suggestions of what you can make Fauna transform into.

Bat- B1 A2; Flight 3 (15 squares); Danger Sense [echolocation] 2pts, Clinging 1pt, +Shrinking 4,

Bear- B3 A2; Berserk: Swift Strike, +Growing 1

Whale- B3 A1, Super Swimming 1 (8 squares); Boost 1 Agility while in Water, +Growing 4 - cannot move in this form outside of water, only uses it to land on enemies, but can do “wrestling” damage this way if he has an enemy pinned.

Boa Constrictor- B2 A2; Immobilize 40 [limitation: cannot move while enemy is immobilized] 3pt, Scaly Hide—Armor 1 (x3 soak); bite does x3 dmg,

Cheetah- B2 A3 Super Running 1 (12 squares) claw/bite does x3 dmg

Crocodile- B2 A2; Super Swimming 2 (6 squares); Armor 1 (x3 soak); Special Attack: +1 to A to hit with Bite (x3) 1pt; +Growing 2pts.

Electric Eel- B1 A2; Super Swimming 1; Electric Shock: Special Attack, +3 DM from electricity; +Shrinking 1; Weakness: Must be underwater to use powers

Elephant - B4 A2, Tusk attack does x5 dmg +Growing 2,

Flying Squirrel- B1 A4; Clinging 1 Gliding 1 +Shrinking 4

Gorilla- B3 A3

Lion/Tiger- B3 A2 Fleet of Foot (8 squares) +Growing 1pts claws/bite does x4 dmg

Monkey- B1 A3 clinging 1, Swinging 2 [limitation: must be vines/wires/trees, etc around] 1pt, +Shrinking 3

Drake- B2 A2, Flight 2 (10 squares), Armor 1 (x3 Soak), Claws (x3 Dmg) +Growing 4 (+20 Dmg & Soak)

Rhino- B3 A2; Super Running 1 (8 squares), Armor 1 (x4 soak), Horn gores for x4 dmg, +Growing 1

Wolf/Dog- B2 A2; Fleet of Foot 1 (8 squares); Hamstring: Attack Weak Point 2; Bite does x3 dmg

Favorite Animal Powers Favorite Animal Powers Favorite Animal Powers Favorite Animal Powers (Drop Brawn or Agilty by 1 to use any one of these, without fully transforming

into an animal)

Fins/Flippers: Super Swim 2

Clinging + Swinging [Brachiating]

Super Senses (pick one: Echolocation, Thermal Vision, Tremor Sense)

Danger Sense

Claws/Bite/Horns: Special Attack 2 (+2 DM)

Leaping: Super Jump

Chitonous Shell: Armor 2

Reptilian Regeneration: Healing 2

Fabio Aiello (order #4003723)

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Honor + IntrigueHonor + IntrigueHonor + IntrigueHonor + Intrigue PrePrePrePre----Order Now Available!Order Now Available!Order Now Available!Order Now Available!

Basic Action Games is happy to announce our new product line ,Honor + Intrigue, is now available for pre-order!

Visit: http://www.bashrpg.com/HonorIntrigue.html to pre-order yours today!

Honor + Intrigue is a new, standalone game from Basic Action Games. Inspired as much by Hollywood as by history, Honor + Intrigue pays homage to the swashbucklers of the silver screen as well as great works such as those of Dumas and Sabatini. True to its inspiration, Honor + Intrigue plays fast and cinematic, leaving the focus on drama and action unfolding.

What isWhat isWhat isWhat is Honor + IntrigueHonor + IntrigueHonor + IntrigueHonor + Intrigue???? The game engine is based on Simon Washbourne's acclaimed"Barbarians of Lemuria" rpg, and also contains a number of new features as well, designed for the swashbuckling theme.

17th Century Adventure17th Century Adventure17th Century Adventure17th Century Adventure Welcome to the Age of the Baroque. It is a time when daring highwaymen ply the coach-roads, musketeers protect the king, and buccaneers cross swords on the high-seas. While the game assumes a 17th century setting, there is also advice to play it in any age from that of Elizabeth to Bonaparte, or even to make a completely fictional setting.

Swashbuckling ActionSwashbuckling ActionSwashbuckling ActionSwashbuckling Action It is a dangerous and cruel world, but fortunately there are men and women who laugh in the face of danger and fight injustice. They swing into action on chandeliers, and meet their foes with flashing steel and a sharp tongue. The action in Honor + Intrigue should be as high-flying as any swashbuckling movie. Yes, you can swing from a tapestry, crash through the window, lunge at your enemy, and parry his attack all in a single turn!

IntrigueIntrigueIntrigueIntrigue Among the tangled webs of intrigue, friends can become bitter rivals, enemies can become allies, and lovers can betray you to your death. Rival nobles who smile cordially at one another at court plot against one another in secret, and often, heroes are caught in the middle.

OtherOtherOtherOther FeaturesFeaturesFeaturesFeatures:::: The power of Fortune to overcome overwhelming odds, and a system that rewards players for taking swift action. After all, Fortune favors the bold... Fencing rules that emphasize using maneuvers and pressing advantage over your opponent-- you don't simply take turns hitting each other. There are also 9 Dueling Schools, each with their own unique style. A Gazetteer containing a brief history of the swashbuckling world, as well as a number of secret societies and powerful groups that can be joined by the heroes, or their enemies... An optional section covering Mysteries, Horrors, & Wonders, allowing the GM to incorporate alchemy, sorcery, and clockwork-punk mad science into the game. Simple dice mechanics and character creation-- so you can dive right into the 17th century action and swing from the chandelier.

Fabio Aiello (order #4003723)

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Fabio Aiello (order #4003723)