Act One
Let's start at the beginning,
which in this case is the Introduction of the module itself. In this piece
of prose we learn that the Gaunt Man has come up with a new plan to make
himself Torg, one that uses an Occult ritual to place all of the Darkness
Devices on Earth under his control, which will provide him with sufficient
Possibility Energy to fulfil that requirement of becoming Torg. Heketon is
not pleased with the idea but appears powerless to do anything to stop the
plan (and in fact this Introduction is the only place Heketon appears in the
module.)
Perhaps the most important
part of the Introduction is not the Gaunt Man's plan but the sudden reversal
of positions between High Lord and Darkness Device as servant and master.
Throughout the course of the Possibility Wars we've seen Heketon use the
Gaunt Man rather than the other way around, first as part of an Occult ritual
(the reality storm he was trapped in with the Heart of Coyote) then later
manipulated into creating the avatar of the Nameless One in the Brides of
Darkness storyline. But now all the Gaunt Man has to do is say "I'm boss!"
and Heketon meekly accepts the situation? It doesn't seem likely.
Perhaps, as with the
Bride of Darkness, the Gaunt Man's plan is not his own creation but merely
another idea planted in his mind by Heketon and The Nameless One. Is Heketon's
opposition to the idea just a ploy to make the Gaunt Man feel that he's in
control once again? After all, why exactly should Heketon be opposed to the
idea of Core Earth finally being destroyed and the Gaunt Man becoming Torg
(presumably allowing TNO into the cosmverse as was indicated could happen
in the original trilogy)?
So here we are, four
pages into the module and I'm already having problems with the concept behind
the whole thing. Perhaps the most annoying part of it all is that with his
novel Interview With Evil John Terra was one of the strongest proponents
of the 'Heketon is manipulating the Gaunt Man' school of thought but here
he completely reverses that position over the course of a few paragraphs.
Minor quibble: while
the artwork (the Gaunt Man on his throne of bones) is nice it would have been
nicer if the goblet in the illustration matched the one in the text.
Moving along, the first
Act is set in the Nile Empire. As I mentioned in the introduction to this
review, it bothers me that the least dramatic Act of the module occurs in
the one realm that has a World Law specifying that things need to be dramatic.
Not only that but the ending is anti-climactic, the most dramatic
encounter IMO occurs two Scenes before the end of the Act (and is a Standard
scene) with the final "Dramatic" scene consisting primarily of a monologue
by Mobius who then escapes before the players can even attempt to bring him
down. But I'm getting ahead of myself...
Scene One
Our Heroes begin the adventure
in Cairo, a Nile pure zone. So naturally the first thing they run into in
an Orrorshan gypsy who uses True Sight on them to make sure they're good
people. Oh, but don't worry, this nondescript gypsy has an Orrorshan hardpoint
set up in his tent so he can do this despite being an Ord (presumably, he
isn't given a writeup so can't be very important.) in a pure zone. I guess
the local K(anawa)-Mart had a sale on hardpoints or something since I can't
figure out any other way for a bunch of Orrorshan Ords to be running around
the Nile with a hardpoint.
Anyway, Karlo the gypsy
tells Our Heroes that his mother and one of the other gypsy women, both fortune
tellers, have disappeared. Obviously the PCs are supposed to volunteer (or
if they're more mercenary, be hired by Karlo) to find the women. Surprisingly,
the module does not assume that the PCs will do this and provides a couple
other possible methods for getting the PCs started on the adventure.
This is both good and
bad. It is good because it shows that Terra understands not all PC groups
are going to immediately do the heroic thing and get on the case. It's bad
because the characters are in a Nile pure zone and their Good Inclination
should make them do it anyway so there shouldn't be much need for alternate
methods.
As I mentioned in my
introduction, that's it for the first Scene, you talk to an NPC. I find that
rather ridiculous myself, I feel that something has to be accomplished
by the players before a new Scene can begin. While I can understand why the
Scene ends here (the players have two routes of investigation to follow, hence
a choice of which Scene to do next) there should be more to it, maybe a run-in
with a pickpocket or thief in the market before encountering Karlo, something
that will at least require the players to act instead of just being told
by the GM what they need to do next.
Scenes Two and Three
Depending on which disappearance
they decide to investigate first the players move on to either Scene Two
or Three. Scene Two is a fairly stereotypical dockside encounter complete
with a rundown bar and a by-the-numbers fight with some local toughs. Players
who ask the right questions will get a lead that leads them to Scene Four,
otherwise they'll have to investigate the other disappearance in Scene Three.
Oh, and there's a red herring involving a French cargo ship if the party really
feels the need to get into a fight with a bunch of Church Police (though why
the Cyberpapacy would send a bunch of heavily-cybered individuals into a
Nile pure zone to guard a shipment of fruit is beyond me.)
In contrast to Scene
Two's two opportunities for battle, Scene Three has none, unless the players
are trigger-happy enough to attack a well-equipped group of Akashan Monitors
or a drunken bum who has the information they need. The bum's information
leads to Scene Five. The Monitors are there to act snobbish and to let the
players know that the Akashans have decided to pack it in and abandon Earth
(they're actually looking for an Akashan precognitive who vanished in the
Nile recently but the only purpose they serve in the adventure is to provide
that information.)
I am assuming that the
Monitors are equipped with at least one Akashan talisman since that is the
only way they could walk around in a Nile pure zone without all their biotech
withering up and dying on them as soon as they use up all of their Possibilities
on reality bubbles. Of course the most likely explanation is that Terra
kinda forgot that he'd set this in a pure zone....
Is it really necessary
for the drunken bum to be Possibility-Rated? Why do the majority of Nile
characters not have an Inclination specified in their writeups?
Scene Four
Scene Four is a fairly
good encounter with a Cairo mob boss and the twin bartenders are a nice pulpish
touch. Unfortunately for the players the Scene doesn't really provide any
new leads, which means they have to pick up on the clues in Scene Three to
investigate the sewers (which is not difficult but it would have been nice
if there was more than one method of reaching Scene Five.)
Scene Five
Scene Five, trudging through
the sewers under Cairo, nicely picks up the action quotient by treating the
sewers as a kind of death-trap with one threat after another plaguing the
characters. Unfortunately, for every good (if stereotypical) danger like
the rats and collapsing tunnel there's something silly like giant mummified
crocodiles and giant mutated spiders. The crocodiles in particular are just
plain stupid, how is something going to mummify ("to dry up and shrivel",
Webster's Dictionary) in a dank, water-filled sewer?
But the crocodiles are
just a minor problem with the scene. Where Scene One ends without the players
actually having done anything, Scene Five has enough action for two Scenes
and even a logical break in the action but it wasn't broken into two Scenes.
The players make their way past eight dangers and get washed into the underground
lair of Wu Han. Instead of starting a new Scene though, the fight with Wu
Han and his ninja (?!?) warriors finishes out Scene Five.
Now what the heck is
Wu Han doing with a bunch of ninja? Ninja are Japanese, Wu is Chinese. He
should have something like "the Scarred Foot Clan" working for him, not
"Japanese shadow warriors". It's not like there's anything about these pulp
ninja that requires them to be ninja, they don't actually have martial
arts or anything like that.
Before the fight begins,
Wu tells Our Heroes that Mobius has been kidnapping people who can predict
the future and imprisoning them at the Imperial Palace in Thebes, which conveniently
means the players can kill Wu Han and not be stuck without any leads on what
to do next. If the players don't pay any attention to that they can get the
same information plus a lead to
Act Two by searching
Wu's desk after the battle. You might expect that the characters can capture
Wu and interrogate him but think again....
This Scene has the distinction
of having not one but two "Things NPCs Can Do But PCs Will Never Be Able
To Do" and one of them involves attempts to interrogate Wu (the other is a
nifty weird science creation of Wu's that is not really possible under
the WS rules.) Simply put, Mobius has used hypnosis to make Wu, and
I quote, "impervious to inclination seduction, hypnotism, psionic domination,
magical charm, the Tharkoldu Law of Domination and any other will-bending
method." Amazing what you can do with hypnosis, you can make someone
immune to world laws! What a shame that the version of hypnosis available
to PCs (and until now I'd assumed for NPCs too) doesn't allow for that kind
of thing. But hey, Mobius is the High Lord, he can do whatever he wants,
right? Oh, and if you push Wu too hard the hypnotic suggestion kills him,
something else I don't think anyone else is allowed to do with hypnosis
.
Scene Six
Scene Six is set aboard
the train the PCs take to get to Thebes. What if the PCs have their own transportation?
The module instructs you to force them into taking the train. Ah, forcing
the PCs down the One True Plot Path, I was wondering how long it would take
for it to show up in this module in such a blatent manner. Of course what
would a Nile adventure be without the opportunity for a fight set on a train
(or better yet, on top of a train?)
Is there any real purpose
to this Scene other than a fight on a train? No, the only thing of note to
the Scene is that it introduces an Orrorshan Horror that later shows up in
Act Three and since he does
nothing in
this scene but observe the Pcs, they should be completely unaware of his existence.
He could easily be introduced in Act Three and you wouldn't lose anything
by not having him in Act One. In either case there certainly isn't any need
for his writeup to appear in Act One and then repeated in Act Three.
Scene Seven
Finally, Our Heroes reach
Thebes and Scene Seven. The players have learned in previous scenes that
Mobius is holding court and seeing petitioners, which means if they're sneaky
enough they could actually get into the palace without having to fight their
way in. Of course, if the players can't talk their way past the guy screening
the petitioners they will have to fight their way in.
I was rather disappointed
by the suggestion on how to handle the fight: "Add as many gospog and troopers
on the grounds as you want...Play the combat out until you feel the characters
are getting bored...". Oh yeah, I'm sure the players (somehow I doubt
most characters in the middle of a fight will get bored, life-and-death
situations tend to be anything but boring) will appreciate an endless stream
of gospog and shocktroopers that won't run out until they're ready to pack
up and leave the game because the GM won't stop throwing bad guys at them.
And what if the players don't get bored, what if they get their butts kicked?
Sure, gospog and shocktroopers are easy opponents but if there's an endless
stream of them they can gang up on you and cause a world of hurt to some
characters. Perhaps a better suggestion would have been to put heavy emphasis
on the non-combative approach to entering the palace?
Scene Eight
Anyway, regardless of how
they get into the palace it leads to Scene Eight, the end of the Act. This
is the Dramatic Scene that doesn't do anything. They see that Mobius has
set his great palace on fire. Mobius tells them where they can find the missing
prophets (with a clue so blatent any player who doesn't get it should be
flogged), why he took them, he repeats the clue from Wu Han's lair to lead
the PCs to the next Act, tells them that the Gaunt Man is making the other
High Lords' Darkness Devices disappear (the Kefertiri Idol vanishes during
Mobius' monologue), then pulls a vanishing act, leaving the players to rescue
the missing prophets before the palace grounds blow up. Okay, I exaggerated
slightly when I said the PCs don't do anything, they have to make a couple
skill checks to rescue people. Yee-hah. You'd think he could have at least
made the rescue attempt a Dramatic Skill Resolution or something like that.
The Act ends with the
freed prophets warning the players that they see someone very evil (three
guesses who) out to destroy the world and that someone who can tell them
how to get to Act Three, er, I mean someone who knows more about what's going
on is in danger and needs their help (like the PCs aren't already on their
way to
Act Two based on the clues Wu Han and
Mobius provided them.) The PCs receive four to eight Possibilities for the
Act depending on how well they did.
Meanwhile...
In between Acts One and
Two are the first two cutaway scenes that reveal other events occuring around
the world at time time. As I complained previously, I find it rather stupid
that the PCs are actually being teleported to these locations and (sometimes)
given the opportunity to interact (in minor ways) with the characters they
encounter. I think having the GM say "Meanwhile, In Germany..." and then
just acting it out or letting the players read it themselves would have been
a lot better than this silly 'teleporting around the world and back' routine.
Anyway, in the first
cutaway we join several members of the Mystery Men (Guardian, Colonel Cairo
and the Wraith) in Germany where they have gone to visit Dr. Frest, who was
treated very shabbily (to put it mildly) by John Terra in his novel
City
of Pain. Word of Mobius' defeat (and death, though of course that was
faked) has spread (instantaneously it would seem) and in the confusion the
Mystery Men have located a maelstrom bridge that will let them go back home
to Terra. I'll ignore for the moment that the Nile sourcebook says that
none of Mobius's bridges lead directly back to Terra, there's no way the
Mystery Men could know that so they're probably just making an assumption
that it'll take them home. Of course let's also ignore that there's still
a lot of evil to be fought on Core Earth but this apparently doesn't matter
to the Mystery Men, self-centered bastards.
The second cutaway is
unnecessary since the players have already been told that the Akashans are
leaving Earth. In this cutaway the only extra bit of information they're
given is that the Akashans will leave a small group of observers on the far
side of the moon to observe the progress of humanity. I have to wonder though,
have the Akashans learned so little during their time here that they might
not even consider the fact that the Earth could be destroyed by the High
Lords? Or even worse, that the High Lords might be able to learn the location
of the Star Sphere from those observers (presumably they'll have some form
of communication with the Star Sphere, which I'm sure a Darkness Device could
trace back to the cosm)? Oh well, I'm sure Terra was just following the
company dictate that the Akashans are incompenent bumblers who deserve to
be destroyed and aren't worth any effort to actually make them interesting
or useful....
Torg, West End Games, and WEG are trademarks of Purgatory Publishing.
You can find out more about Torg at www.westendgames.com.
page created 2/22/97, updated 4/11/2000