EPISODE #3 (THE HEART'S FINAL BEAT)

Discussing Masque of the Red Death
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EPISODE #3 (THE HEART'S FINAL BEAT)

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CUT SCENE

November 18th 1993

He listened slowly to the voice on the other end of the line, and paused to slowly hang up the receiver – a dial tone still blaring in the ear piece. A wicked grin spreads across his face, highlighting his caramel complexion with all the malevolence of the Cheshire Cat on PCP. He speaks with a Haitian accent, more to himself than to the disconnected phone line. “Have fun? Oh I will…”

He stalks the 38th Floor of the Parker Meridian Hotel in NYC, looking as out of place as a short stocky combat trooper dressed in fatigues would look in a posh $750/night hotel suite. He slowly opens the suite door, glancing both ways into the empty hallway before making his way into the darkened room. His shadowy entrance elicits a startled gasp from the bound, gagged and blindfolded woman strapped to the chair. She tries to cry out into the darkness, but is stifled by the tight rag wrapped around her mouth. A single tear runs down her bruised cheek.

The man leers at her like a cat about to devour the canary. He slowly removes the large, ornate gold chains around his neck and lays them on the bedside dresser – startling the young woman with the sound. He begins to disrobe, speaking to the woman in his thick Haitian accent, describing the sick, perverse things that are about to happen to her. Finally, he withdraws the pistol from his waistband and lays it on the table – across from a business card that bears the names of OFFICER WHITE and OFFICER SMITH. The canary is coming home to roost…

END CUT SCENE
Video
https://www.youtube.com/watch?v=bc4mBjj_yt4&feature=youtu.be

Conjunction
http://madstepdad.proboards.com/board/19/grand-conjunction

"BCCW" by MSD
http://madstepdad.proboards.com/board/33/broken-city-championship-wrestling-madstepdad
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Post by MadStepDad »

A “Domain Turn” is something I picked up from the old BIRTHRIGHT boxed sets. It’s a game turn in which 3 months of game time pass in a matter of moments “real time”. At the conclusion to THROUGH DARKENED EYES, I allowed a Domain Turn to transpire between the two players and one NPC (LENIENCE ELDERWOOD – AGENT RAMOS – and DR. VAN RICHTEN). During this time, each of the characters was able to achieve their own individual goals while still retaining contact with each other and without deviating from the main plot of the storyline.

LENIENCE ELDERWOOD attended the cable convention with his buddy ANDY, and while the actual presentation itself lacked fireworks, the networking he was able to accomplish – both before and after the presentation – proved to be invaluable. Recently I had purchased D20 FUTURE TECH, an accessory book detailing various levels of advanced technology and some of the cool stuff that comes with each level. LENIENCE, being the gifted Techie he is, is interested in “inventing” some of these products. So during the convention he was able to politic with some heavyweights in the technology field, and even accepted a substitute teaching gig at Columbia University. During his Domain Turn he earned some money, got a new spot in NYC for himself and worked on some of his own pursuits. During his time at Columbia University he received a visit from a stranger, who identified himself as a “friend of a friend” who was very interested in LENIENCE’s work. He asked LENIENCE to proofread a thesis he had been working on regarding “provisional conjunctions” – a theory that discusses a “living conduit” capable of piercing the veil of space and time. LENIENCE studied the thesis and deduced it “may” be plausible, but when he reached back out to that contact for more info – he was unable to find him. He had mysteriously vanished leaving LENIENCE with a rough draft of the thesis.

DR. RUDOLPH VAN RICHTEN maintained close contact with both LENIENCE and AGENT RAMOS while in NYC, but had a lot of clandestine meetings with his FRATERNITY of FRACTURED THOUGHT brethren. A lot of their fears regarding the “Blood Martyr” (see ELYSIAN FIELDS: the RPG for more info) has much basis in current events. Granted, FoFT member McKINLEY “Malik” LEE was able to prevent the creation of a Blood Martyr on the West Coast (see EPISODE #1 – KNIGHT of the MENTALLY DEAD), but there are dark forces currently operating in NYC to create a Blood Martyr in the East. Not to mention the reports that the FOCUS CHILD is alive in NYC have given VAN RICHTEN and his cabal much to investigate. He has also kept close contact with OMA GOJANOVIC and her Tribe and has leaned on her heavily for information regarding the dark cult looking to turn Quad Studios into “Unhallowed Ground”. All leads point to a secret cabal of RED DEATH agents operating out of NYC called “THE BLACK MAFIA”…

AGENT RAMOS continues his own investigations, all the while wrought with suspicion and paranoia himself. AGENT RAMOS works for the PSI – an offshoot of the FBI that investigates matters of the mind. His partner is still suspended (and hitting the bottle harder than ever before), and many rumors about the PSI branch have filtered into the office, leaving AGENT RAMOS distrustful of his superiors and fearing for his job. The mysterious murderers in and around Quad Studio continue unabated, and grow continually more bizarre. Recently, a man was found shot in the forehead – but there was no bullet; no exit wound and his brain had mysteriously vanished – as if it had been vaporized or sucked clean from his skull. These are all details the morning newspaper and evening news would never hear. Not only that, further investigation into the death of LOMAR GOJANOVIC (see EPISODE #2 – THROUGH DARKENED EYES) have connected LOMAR to a gang of nefarious and high-level drug dealers taking up residence in the city. A shadowy, secret organization the streets are calling “THE BLACK MAFIA”. Most recently, a kidnapping/murder mystery has come to AGENT RAMOS’ attention that once again concerns Quad Studio. A man named GREGGORY CALLAHAN has come up in the Missing Persons Directory, but AGENT RAMOS has discovered some of the man’s belongings scattered in and around Quad Studios in NYC. But no body, witnesses or any other concrete evidence. AGENT RAMOS has also maintained contact with LENIENCE ELDERWOOD and the two continue to study the mysterious psychic “channeling device” LENIENCE wears around his neck. There is a second necklace in NYC, but neither AGENT RAMOS or anybody else in the PSI has been able to find the actor it supposedly resides with.
Video
https://www.youtube.com/watch?v=bc4mBjj_yt4&feature=youtu.be

Conjunction
http://madstepdad.proboards.com/board/19/grand-conjunction

"BCCW" by MSD
http://madstepdad.proboards.com/board/33/broken-city-championship-wrestling-madstepdad
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Post by MadStepDad »

BEGINNING the ADVENTURE

At the conclusion of the domain turn (bringing us to winter, early 1994) the two PCs and one NPC are reunited under mysterious circumstances. A woman named SISTER ELEYNA has reached out to VAN RICHTEN to request his aid in an investigative matter. SISTER ELEYNA belongs to an extremely secretive society known as the “ORDER OF GUARDIANS”. They are a group of men and women dedicated to protecting us from the insidious threat of powerful artifacts and other evil tools of the RED DEATH. Those accursed tools of evil which the GUARDIANS cannot destroy are sealed away – hiding them from the world that might abuse their powers. The name SISTER ELEYNA rings bells for LENIENCE who remembers her name being mentioned in the conversation he had with the mysterious benefactor who left him with the provisional conjunctions thesis (see above).

Although the ORDER of GUARDIANS is divided into numerous isolated factions, most sects keep records of the accursed artifacts held by other groups. SISTER ELEYNA comes from VAN RICHTEN’s home country of the UK, and has been studying the historical records of the malignant artifact known as “the Key to the Abyss” – when in a moment of inspiration she conceived of a way to destroy the supposedly indestructible item! The Key is held by an order calling itself “THE WATCHERS at the GATE” – located in upstate New York. With all due haste, SISTER ELEYNA sent off a fellow monk to the WATCHERS stronghold bearing a sealed letter detailing the means of the Keys destruction. The monks name was GREGGORY CALLAHAN – and he never returned. That name rang a bell with AGENT RAMOS, who had discovered some of GREGGORY’s belongs in NYC around Quad Studios.

SISTER ELEYNA has grown very concerned. The letter contained important information which could prove disastrous to the ORDER if it fell into the wrong hands. Thus SISTER ELEYNA has reached out to VAN RICHTEN (who she knows is in NYC right now) and asked him to follow GREGGORY’S trail to the WATCHERS stronghold – learn his fate – and recover the letter. With their own various ties to this matter, AGENT RAMOS and LENIENCE have agreed to accompany VAN RICHTEN on this pursuit.

A LONG RIDE

I’ve been to Upstate NY a few years ago on my outside sales duties. Parts of New York close to the Canadian border, like Boonville and stuff. No lie – some of those areas are ancient. I saw desolate, deserted landscapes stretching for miles and miles with nothing to break the monotony except a few ragged farmhouses scattered miles apart. The only sign of life I saw was a lone man driving down the street in a horse drawn carriage. I’m dead serious. This was in like, 2005. I felt like it was 1705. I figured this would be an ideal, realistic setting for this adventure.

The journey from NYC to the WATCHERS of the GATE stronghold in upstate New York took about 6 hours – plenty of time for AGENT RAMOS, LENIENCE and VAN RICHTEN to discuss all the pertinent info – and go off on brilliant role-playing tangents regarding the nature of the RED DEATH, and the forces of light that seek to battle this ancient, evil entity. Recaps could never do scenes like this justice, but it’s always my favorite part of the game as GM. Setting up the pieces and letting the players take control of the game. Plus it gives you insight into how the players perceive your game and reveals some of their future strategies.
Video
https://www.youtube.com/watch?v=bc4mBjj_yt4&feature=youtu.be

Conjunction
http://madstepdad.proboards.com/board/19/grand-conjunction

"BCCW" by MSD
http://madstepdad.proboards.com/board/33/broken-city-championship-wrestling-madstepdad
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Post by MadStepDad »

THE FORTRESS

The WATCHERS stronghold resides on an ancient and abandoned trade route. It is quite literally a fortress – a blocky structure of massive, weathered stones jutting from the foot of a cliff. Doubtless, this ancient fortification extends deep into the mountains heart. Disturbingly, as the players neared the stronghold, the air grew clammy and humid – despite the vicious East Coast winter around them. The massive double doors at the front of the fortress are the only means of entry. AGENT RAMOS noticed a line of fist-sized runes carved into the massive stones at roughly chest height, extending around the entire exposed structure. Upon closer examination, DOCTOR VAN RICHTEN was able identify them as wards against teleportation. Nothing can teleport in or out of this area. The PCs looked at each other quizzically. As psionic characters (AGENT RAMOS specialized – LENIENCE with a single Wild Talent), the players could vaguely sense a spiritual malaise hanging over the fort.

On official police duty (investigating the disappearance of BROTHER GREGGORY CALLAHAN), AGENT RAMOS brandished his badge and pulled the bell chain. After a few moments, the doors grind open and a single robed figure slipped out into the cold, snow covered ground. The woman was dressed in a simple gray robe – ORDER of the GUARDIANS dress code as indicated by VAN RICHTEN. Her hands completely hidden by the voluminous folds, she silently peered at the PCs before curtly asking “what do you want?”

AGENT RAMOS spoke for the party and said they were investigating the disappearance of BROTHER GREGGORY CALLAHAN and seek an audience with her superiors. She answered the PCs inquiries without emotion, and ignored their requests for entrance. Yes BROTHER GREGGORY had arrived without complaint. Yes the letter was delivered safely and yes the messenger left the stronghold quite some time ago. If he ran into trouble, it was after he left. This actually had a ring of truth to it, as AGENT RAMOS had discovered some of BROTHER GREGGORY’s belongs in NYC – some 6 hours away from this fortress.

As the PCs began to waver, I slipped AGENT RAMOS “Handout #1” as included in the module. In it, he witnessed a second ghostly monk appear behind the doorman. He frantically jabbed his finger at the brusque Watcher and ran a thumb across his own throat, and desperately shook his head at AGENT RAMOS – as if warning him away. AGENT RAMOS was stunned by the visual, and his alarmed look startled LENIENCE and VAN RICHTEN – and tipped off the Watcher. The Watcher sighed dryly, and told the PCs “it is obvious that whatever fate befell your messenger happened to him on his return trip. I recommend that you continue to trace his steps back to your headquarters”. She then reached out and touched LENIENCE’s shoulder to turn him back to the direction they came from. When she did that – cue “Handout #2” as included in the module.

As she touched LENIENCE, he had a nightmarish vision of that same Watcher patrolling a hulking citadel. Suddenly the citadel was blasted to rubble by a terrible burst of hideous energy, killing all it touches! Yet death is not the end… LENIENCE was then shocked back to reality and found himself shaking in front of the fortress with AGENT RAMOS and VAN RICHTEN staring at him. Enough is enough, and AGENT RAMOS began to withdraw his pistol and demand entry when the Watcher – noticing their distress – shook her robed head and sadly said “the charade is up”.

LENIENCE grabbed her cloak revealing a hideous face of dried, leathery flesh and eyes glowing like dying embers! She hissed at them and fled back into the fortress! The PCs all passed their Fear Checks, and AGENT RAMOS had enough presence of mind to grab a thick tree branch off the ground and wedge the massive doors open. The Watcher had disappeared back into the abode, but the PCs now had a clear path inside – and a growing feeling of dread.
Video
https://www.youtube.com/watch?v=bc4mBjj_yt4&feature=youtu.be

Conjunction
http://madstepdad.proboards.com/board/19/grand-conjunction

"BCCW" by MSD
http://madstepdad.proboards.com/board/33/broken-city-championship-wrestling-madstepdad
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Post by MadStepDad »

INSIDE THE WATCHERS STRONGHOLD

The main foyer was drenched in shadows. The square room was constructed of the same massive stones used for the outside walls – all in all it was more befitting of a tomb than a foyer. Heavy candelabras stand in each corner but the candles were all melted down to shapeless lumps. On the far side of the room a second set of double doors sat awaiting the players, and on each side of the room (to the left and right) stood two more doors. Although no light could be seen seeping under the cracks of any of these closed doors, the stronghold was not abandoned. Through the door to their left they could hear muffled voices. They all tried Listen checks, and while they couldn’t understand the words they detected a certain… amusement in their banter. The players smacked their lips and began to detect a stranger coppery taste in their mouths. VAN RICHTEN told them this was not a good sign, and that this fabled “Key to the Abyss” may have been compromised.

The PCs decided to investigate the left side door, where they heard the voices. As they cautiously pushed the door in a crack – the two voices they heard became much clearer. They were discussing meat – more precisely the best way to get a good piece. Flank steak, sweetmeats or slab of ribs? As the hissing, leering voices call each apparent delicacy in turn, the PCs heard a dull thud and a weak agonizing cry. In the darkness, they could make out 3 figures clad in the grey robes of the WATCHERS. One was a badly beaten man, left dangling from chains hanging from the ceiling. Circling him like a pair of cackling vultures are the other two robed figures – both carrying crude metal pokers, apparently taken from the nearby hearth. Long bloated tongues dangle over cracked fangs and drooling lips as they savor their prisoner’s terror. “I know what I want!” one calls out. “I’ll take the brisket!” He accentuates this choice by slapping the bruised prisoner’s chest with the poker, raising another welt and weak cry from the victim. The dozens of scattered, bloody bones on the floor made it clear that this poor monk will not be the first butchered in this kitchen.

The PCs were repulsed and horrified, and AGENT RAMOS started to radio for back-up… but no luck. Reception was completely lost. And if they left to run back to the car the poor monk would certainly be devoured. There was no choice but to enter the kitchen blasting. Which is exactly what they did. “Freeze you freaks!” AGENT RAMOS cried out as he entered the room with his sawed-off shotgun. VAN RICHTEN was behind him with the 9mm and LENIENCE grabbed a nearby wooden chair and held it aloft.

COMBAT ENSUES

Before AGENT RAMOS could let off a shot, the doorman WATCHER (who originally fled from the PCs) surprised them from the darkness and sent AGENT RAMOS’ shotgun clattering harmlessly to the floor. The other two ghouls raced towards the players brandishing their iron pokers. In the end, after one of the ghouls smashed through LENIENCE’s chair with the poker, he was able to uncoil the Tech-9 and tear one of the ghouls in half. AGENT RAMOS reached for his ankle gun but it jammed (his second gaming session EVER and the kid is now INFAMOUS for his Critical Fumble rolls!) before tumbling towards his dropped shotgun and Kurt-Cobain’ing the ghouls head. VAN RICHTEN pinned the third to the ground by driving the metal poker into its gaping jaw and through the back of its skull.

After defeating the ghouls, the PCs freed the monk from his bindings. It is BROTHER GREGGORY CALLAHAN! The ghouls torture left him badly shaken and wounded, but he told the PCs what happened. After his arrival, the monsters attacked the fortress. Poor BROTHER GREGGORY fears he may have led the beasts to the door. He’s not sure why they attacked, but is sure it has something to do with the Key to the Abyss. When asked about the remaining monks, BROTHER GREGGORY shivered in fear. “Most were slain right away. The few survivors were thrown into the prison downstairs – but not left to rot! No, they kept us for food – blood for the master and meat for his servants!”

The PCs questioned him further, learning the “master” he spoke of was MASTER BRALKAIN – a name VAN RICHTEN remembers from his vampiric lore. AGENT RAMOS wanted to free the remaining prisoners, and LENIENCE suggested they disguise themselves with the WATCHER robes of the deceased ghouls. Poking around the kitchen area further, the PCs discovered a second doorway far in the back. AGENT RAMOS questioned BROTHER GREGGORY further about the letter he was delivering, and GREGGORY told him he handed it to BROTHER RUDEN – head of the WATCHERS of the GATE. But he doesn’t know what became of the letter, only that he assumes the undead invaders now have it. BROTHER GREGGORY refused to accompany the PCs any further, so LENIENCE told him to hide out and they would come back for him. They discussed the demonic implications of the Key amongst themselves, and VAN RICHTEN told them to gather the pokers used to stoke the fire. They are made of cold iron, which could make them useful weapons if they actually encounter a real demon. The PCs – armed and disguised – made their way to the rear door where they planned on springing the surviving prisoners from their cells.
Video
https://www.youtube.com/watch?v=bc4mBjj_yt4&feature=youtu.be

Conjunction
http://madstepdad.proboards.com/board/19/grand-conjunction

"BCCW" by MSD
http://madstepdad.proboards.com/board/33/broken-city-championship-wrestling-madstepdad
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Post by MadStepDad »

THE LIBRARY

When the fortress was first built, this large chamber served as the stronghold’s great hall – used for dining and entertainment. When the WATCHERS took over they converted this room into a great library. As the PCs peered into the vast hall, the faint illumination from a small barred skylight overhead offered no more than ghostly hints of the room’s details. Dusty bookcases, books lying scattered on several tables, and a cold fireplace. Despite the lack of fire or any noticeable heating implements, the room is oppressively hot – just standing in the doorway made the PCs sweat. Toward the rear of the room a wide staircase descends into utter darkness. But of more immediate importance – the PCs spotted a half dozen robed figures engaged in various activities throughout the room. Some were silently reading, others pulled tomes from the bookshelves and shoved them into large burlap sacks.

The PCs discreetly entered the room, heads down and hands folded. One of the creatures, in a notably bored tone, asks the PCs “have the interlopers been sent packing?” LENIENCE grunted out an affirmative answer and that was good enough for them. But as the PCs started making their way down the staircase, one of the creatures called out “where are you going? MASTER BRALKAIN does not want to be disturbed!... whatever it is he’s doing down there…”

Then the creatures began to stir and sniff around, sensing something was amiss with the three newcomers. Suddenly – one of them recognized LENIENCE – it was the stranger who visited him at Columbia University and left him with the provisional conjunction thesis! LENIENCE was horrified! “YOU!” it hissed. “How wonderful to see you! We were ordered here to raid the stronghold and look at us now. Rotting shells! And look at you – you abandoned us! Why should your heart still beat while ours rot?” A well of hatred boiled up in each word, growing more intense with each question. “It’s time you rejoined the fold!”

COMBAT ENSUES.

Ghouls are slain, PCs are rattled but left without any significant injuries. The last one cowered at VAN RICHTENS feet, and begged for mercy. It told the PCs that MASTER BRALKAIN was defying their lord’s command and is obsessed with some strange artifact he calls the Key to the Abyss. MASTER BRALKAIN has been holed up downstairs in the Well Room for weeks. Spilling his guts though did not earn the creature any sympathy. VAN RICHTEN slew him where he cowered. Left alone in the great library, they begin quickly poring through some of the manuscripts. Cue “Handouts #4, 5 and 6” all included in the module. Various research tidbits and arcane lore regarding the Key to the Abyss and its infernal history. AGENT RAMOS in particular was intrigued by these findings.

Downstairs the PCs found the Lower Hall. The entire lower level reeked of sulfur. Making their way through another set of double doors, the PCs entered the Prison area. It consisted of only two cells, with two monks slumped in one of the cells. A single undead abomination guarded them both. The PCs quickly overcame the jailor and freed the prisoners. One was dead – the other close to it. AGENT RAMOS recognized the dead monk as the one he saw in the ghostly vision earlier. BROTHER PELOV – the lone living monk – was physically and spiritually exhausted.

Before he passed out BROTHER PELOV expressed his worry over the untended Key to the Abyss, muttering that several days have passed since the Key last received any blood – and by now it is surely draining away the very last drops of its supply. PELOV also comments on the unnatural taint spreading throughout the stronghold. The stench, the heat, the humidity, the strange coppery taste – all signs that the Key is dangerously weak. The Abyss is already starting to slip through the portal! The second – now deceased monk – was identified as BROTHER RUDEN, head of the WATCHERS. Searching his body they found the letter from SISTER ELEYNA tucked securely in his breast pocket. Cue “Handout #7” that details the method of destroying the Key once and for all…supply it with fiendish blood! The PCs made their way towards the Well Room… and the final confrontation…
Video
https://www.youtube.com/watch?v=bc4mBjj_yt4&feature=youtu.be

Conjunction
http://madstepdad.proboards.com/board/19/grand-conjunction

"BCCW" by MSD
http://madstepdad.proboards.com/board/33/broken-city-championship-wrestling-madstepdad
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Post by Lord_Pruitt »

Dude! A cliff hanger!!! The story is very interesting thus far, but you're leaving us hanging here/ :!:
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Post by MadStepDad »

Thanks for reading, LP! I always appreciate your feedback!!!

KEY TO THE ABYSS

VAN RICHTEN leaned in tight to BROTHER PELOV to help bind the poor mans wounds. Next to him, the stiff deceased body of WATCHERS of the GATE leader BROTHER RUDEN looks oddly at peace in death. With startled looks, AGENT RAMOS and LENIENCE ELDERWOOD cradled their still smoking fire arms. Oddly enough, their rampage of gunfire throughout the fortress has yet to alert or warn any of the occupants of their arrival. As they get closer to the final set of double doors awaiting them at the end of the long prison hallway, they think they understand why. The Well Room is flooded with evil, so much so the Abyssal energies pulsing throughout are detectable as mental ripples to the psionically endowed AGENT RAMOS and LENIENCE ELDERWOOD. Corruption this intense would normally require a madness check, but the two PCs have seen enough to have mentally prepared for the onslaught of evil energy and successfully pass all rolls. Strange chanting emanates from within.

The huge double doors are locked from the inside, so AGENT RAMOS is forced to step back with the shottie and blast them open. The PCs storm into the large chamber, cramped with numerous supplies stacked around the perimeter like dusty crates and moldy barrels. The open well at the rear of the room is ringed by a low wall. There is a crimson ring of strange symbols painted onto the flagstones of the room, and around the ring stands about two dozen motionless figures – each silently holding a thick, flickering candle in their hands. All were the Grey robes of the WATCHERS – all are dead.

Inside the circle, a hideous creature the PCs assume is MASTER BRALKAIN chants a ceaseless string of oily syllables, holding what looks for all the world like the steel heart of a madman’s automation over his head. The PCs burst in mid-sentence, just in time to hear MASTER BRALKAIN call out “The hour is at hand! The conduit opens – “ His incantation stops as he turns hard to peer in the players direction, and calls out “what do you children want?...”

“MASTER BRALKAIN!” AGENT RAMOS yells out for him to freeze. “You are under arrest for kidnapping and murder!” The vampire lord stares at the PCs incredulously, and then lightly chuckles. “You’re too late” he replies. “The conduit has opened. Soon I will have bound the fiend to my control!” Still wary of the circle of undead minions as his beckoning, the PCs tread lightly – but knew time was of the essence. Hellfire and brimstone was staring at them in the face.

They called out MASTER BRALKAIN’s history (something they picked up with “Handout #4” – which details his ancient history with the Key), which surprised and angered MASTER BRALKAIN further. LENIENCE asked MASTER BRALKAIN how long he had worked for the Kargat KGB (Russian Secret Police) before betraying them. MASTER BRALKAIN spoke softly to the PCs, attempting to warn them away from interfering with his ritual. Since his arrival in America – on a mission to seek out evil artifacts that could be used to reclaim Communism – MASTER BRALKAIN has used this opportunity to track down the WATCHER at the GATE and finish what he and his comrades started nearly two centuries ago – use the Key to the Abyss to bind a fiend to his will and reap the benefits of its power!

With the clock ticking and MASTER BRALKAIN’s patience wearing thin, the PCs learned he was in cahoots with the BLACK MAFIA to find and destroy the WATCHERS! They were his secret source! MASTER BRALKAIN warned the PCs again not to interfere. They warned him once more to give it up. When both sides refused to surrender, the fireworks started. AGENT RAMOS, LENIENCE and VAN RICHTEN with their firepower – MASTER BRALKAIN with his disposable undead minions.

COMBAT ENSUES

During the brief, yet dynamic skirmish, MASTER BRALKAIN tried feverishly to complete the binding ritual despite the PCs constant interference. Slowly around them, the Abyss began to seep in. The earth shuddered, opening cracks in the stone walls that dripped and bubbled with greasy black slime. AGENT RAMOS quickly found how flammable this substance when he touched it off with one of the deceased WATCHERS candles – sending a ring of fire racing around the room. Sickly green light erupted from the depths of the well, bathing the dripping ceiling in a gangrenous glow. Finally, the PCS made their way through the horde and attempted to break MASTER BRALKAIN’s hold on the actual Key. He would not give it up with a fight and quickly downed the PCs with his vampiric might. As they struggled to the death, a strange whistling sound filled the burning Well Room.

MASTER BRALKAIN stopped short and they could see true fear creep into his eyes as the whistling grew louder. “You fools!” he cried out. “Your meddling has doomed us all! If you value your lives – or your eternal souls – stand back and do not interfere!” Finally – it was too late. As the whistling sound grew its loudest, it was joined by a softer sound – a sizzling hiss. At the end of the hall, a foot step into view. Black as night and shriveled to the bone, the foot touched down, glistening with slime. As the foot touches the step the very stones began to smoke and boil! Casually, yet with a certain gleeful spring in its step, the creature sauntered down the stairs. Standing at least 7 feet tall it looked at first like a mummified corpse – dry, ebon skin stretched tight over a skeletal frame. But in the details it loses all claim to humanity. Blood red talons on its fingers, jagged fangs and a red jelly-like substance coating its exterior. A long curving horn sprouts from the back of its skull, and its eyes are pits of darkness illuminated by balls of bright green flame – the same color at that thrown up from the screaming portal at the bottom of the well. It carries a large deadly pike and continues to whistle its haunting tune. All PCs pass their Fear and Horror checks.

The WHISTLING FIEND paused to look at the PCs but when its glowing eyes fall upon MASTER BRALKAIN the horrid whistling takes on a new note. Before MASTER BRALKAIN can defend himself, the WHISTLING FIEND rams the greenish-black metal barbs of its pike through BRALKAIN’s chest – impaling the vampire and effortlessly lifting him off his feet. As he dangles, MASTER BRALKAIN looks down at his wound in mute horror before flaking away into dry ashes. The demon then tilts its head to glance at the PCs. With an amused whistle, it swings the pike directly at them!

COMBAT ENSUES

This fight was no fair. Even with a plethora of modern day firearms at their disposal, the PCs were no match for the WHISTLING FIENDs unholy might. He started to make quick work of all three of them. Their only chance was to grab the Key to the Abyss and attempt to use its sharp blade against the monster (the so-called “key to its destruction” as described by SISTER ELEYNA in her letter to the WATCHERS). With VAN RICHTEN dropped to near-unconsciousness, and AGENT RAMOS incapacitated, LENIENCE ELDERWOOD attempted one last stab at the WHISTLING FIEND with the item. LENIENCE was dangerously low on hit points and this was his final chance. Finally, the dice fell where they were supposed to and LENIENCE drove the Key’s razor-tipped blade deep into the demons oozing hide! Immediately, it’s whistling turned into an ear-shattering blare of pain and alarm.

It tried desperately to claw the metallic object from its side, but it had immediately latched on and begun draining the demon of his blood to slake its own never-ending thirst. The PCs could see the foul artifact doing its work – the crystalline tubes quickly filling with black ichor. An instant later, the room trembled from unknown pressures and an icy wind flared to life. A whirlwind threatening to drag everything in the room down into the shimmering well! As the demon wailed horribly – a sound that will haunt their nightmares forever – it was torn asunder and dragged into the Abyss one squirming, oozing piece at a time. AGENT RAMOS, weak from the battle, lost his grip and slid across the room towards the well where LENIENCE was able to reach out and grasp him. The WHISTLING FIENDs pike clattered past LENIENCE and he wanted to reach out and grab it, but would need to release AGENT RAMOS from his grip if he were to do so. LENIENCE couldn’t let his ally go and watched the artifact get sucked into the well along with the Fiend and the dead WATCHER bodies.

Finally, the conduit snapped shut and all became eerily still and quiet. The PCs tried to catch their breath. The ooze, the heat, the sulfurous stench were all gone. Although it came at a great cost, two of the lands most vile evils had been stopped this day – and the unwitting world was all the better for it. But the BLACK MAFIA is still out there…
Video
https://www.youtube.com/watch?v=bc4mBjj_yt4&feature=youtu.be

Conjunction
http://madstepdad.proboards.com/board/19/grand-conjunction

"BCCW" by MSD
http://madstepdad.proboards.com/board/33/broken-city-championship-wrestling-madstepdad
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Gonzoron of the FoS
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Post by Gonzoron of the FoS »

Another fun installment. Seems like there wasn't much work to do to translate this one. Just dump it in a remote enough setting, link the Kargat with the KGB, and it was done. :)

I didn't think much of this adventure when I read it, seemed a short, straightforward dungeon crawl with some RL trappings, but I suppose that's to be expected when it was originally meant to be played in one session at a game shop with no prior RL knowledge. And it seems that sometimes a short, straightforward dungeon crawl is all you need for a fun adventure.
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
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