Act Two
Having been given numerous
hints that they should seek out a Cyberpapal witch by the name of Roxanne
D'Aramis because she might know more about what's going on, and that she's
probably going to be the main feature at a Cyberpapal barbeque if not rescued,
Our Heroes make their way to Boston and Act Two.
The immediate problem
with this Act is that it has no beginning; the players are given nothing
to work with other than "she's in Boston". So where do they start looking?
The Act does recognize this by saying that the first few Scenes can be done
in any order. But each Scene does require the players to go somewhere specific,
yet there's nothing at the very beginning of the Act that gives the players
any leads to these areas (other than the obvious one, breaking into the
Cyberpapal cathedral and seeing what they know about Roxanne.) Unless you
have players familiar with Boston who know that you can find people hanging
out at Boston Commons (a park) or Kenmore Square (a lot of bars and nightclubs
I guess) they're pretty much stuck without any options. It would have been
nice to have a streetwise skill check or something like that mentioned
as a means by which characters can figure out where to go to find information.
Scene One
Perhaps anticipating that
no one would figure out any other source of information, the cathedral is
the first Scene of the Act. There is really nothing here but a description
of the interior of the cathedral and writeups of the Cyberpapists inside,
the only way to get the information will be to break in (the front doors
are apparently locked 24 hours a day) and make your way into the Church Police
barracks where they keep their computers. Unless of course you have a
Connection card, then you can just ask the Archbishop and he'll tell
you what you want to know. Of course with the front doors permanently locked
you'll still have to break in to speak with him....
Okay, maybe I'm being
a little harsh, just because it says the front doors are locked doesn't mean
that they're locked 24 hours a day, but a little bit of text concerning getting
into the cathedral without breaking and entering would have been nice. But
hey, the module says that the Cyberpacy and the cyberpunk genre is supposed
to be about having an "in-your-face" attitude, why bother with anything other
than the necessary information to run a fight?
Oh, and you can forget
about getting the information by making a datarun in the GodNet, apparently
this is the only Cyberpapal installation in the world that doesn't use virtual
reality for anything, you can't break into the cathedral's VX construct
because it doesn't have one nor do you interface with the GodNet when you
finally reach their computers, you just make a couple of science (computers)
skill checks to get all the information you need. To add insult to injury,
its more difficult getting information out of the Kanawa Corporation computer
system that shows up in Scene Four! So much for the superiority of higher
technology!
The only other thing
there is to say about Scene One is that with the exception of four cygoyles,
every single person inside the cathedral is Possibility-Rated. How many people
are inside? Two dozen Church Police, twenty Cyberpriests and the Archbishop
for a total of 45 P-Rated people waiting to engage the PCs in combat. I
suppose as an attempt to balance out this inequality no one is armed with
anything larger than a GodMeeter (DV 20) but when you have two dozen people
shooting at you and 21 people throwing miracles at you I don't think anything
bigger is going to be required! Just think how many P-Points you can get
your players to waste in this battle (the Cyberpapal forces have a total
of 252 P-Points to use against the PCs)!
So what kind of information
does the party get out of the Cyberpapal computers? They can find out immediately
where Roxanne is (captured by the Church and taken to Salem) and thus skip
over half of this Act by going to Salem and Scene Five or waste their time
with clues that lead them to Kenmore Square (Scene Two), Boston Commons (Scene
Three) or a Bank of Japan owned by Kanawa (Scene Four).
Now I ask you: the players
have just found out everything they need. Why would they bother checking
out any of those other places? This makes absolutely no sense (especially
in light of the fact that there is nothing else related to Roxanne to be learned
in any of those Scenes.) Is this meant to be an "in-your-face" hint that
the players should go through all the Scenes of the module even if they don't
have to? All hail the linear plot, none shall deviate!
Oh, before I start in
on Scene Two I want to backtrack a bit to the introductory material for the
Act. It is apparently common knowledge that the Cyberpapacy has expanded out
of Canada and taken over parts of New England, including Boston and the surrounding
territory. Yet this has no impact on everyday life, apparently Americans
have become so blase about being invaded by other realities that no one gives
a damn, no one is opposed to the Cyberpapal presence, in fact the government
has apparently given the Cyberpapacy "a wide breadth of discretion to act
in their own defense and the greater good of the people."
Excuse me? All of a sudden
everyone actually believes Malraux's story about being here to help Earth
from the horrors of the Possibility Wars, that he's not one of the bad guys
responsible for the horrors that suddenly showed up in France, Canada and
now the US at the same time as the Cyberpapacy? Boy, the propaganda masters
of Saxon's Europa cosm have nothing on Malraux's spin doctors!
I suppose at its heart
this is just part of WEG's overall problem with having the world continue
along as if nothing was happening - why should any government in the world
passively accept the aquisition of new territory by a High Lord? Hell, shouldn't
the Law of Suspicion make people untrustworthy of anyone new, like the Cyberpapacy
when it's just invaded? Remember, the WL doesn't say that the Church is
exempt, just that people in authority have a smaller penalty, and the Cyberpapacy
isn't even in charge of Boston so they'd have the full penalty applied against
them!
Okay, enough of that.
On to Scene Two.
Scene Two
Assuming that the players
have either figured out that the local nightlife scene would be a good source
of information or for some stupid reason they come here after learning about
it from Scene One, the players get into action immediately be seeing a bunch
of cybered punks chasing an attractive woman (get your Romance cards
out boys, its an unimportant female NPC!) Rescuing the woman will provide
a lead to the Commons (Scene Three) but that's it. To get any more information
the players will have to go to one of the nightclubs (specifically a club
called The Rat but I suppose any club will suffice.)
Notice that The Rat is
not a seperate scene from saving the girl - I guess short, pointless scenes
ala Act One are not the rule anymore.
Oh, I have to mention
that the eight punks and the girl are all Possibility-Rated. Damn but they
weren't kidding when they said Core Earth produced a lot of P-Rateds, and
I think all of them have gravitated into this module!
Minor aside: Maybe it's
just me but a P-Rated Core Earther with three adds in a magic skill, five
adds in arcane knowledges and three spells is not exactly someone I'd describe
as having "unremarkable" magical abilities. Sure, she (the girl being chased
by the punks) probably isn't much compared to an Ayslish P-Rated mage or
any PC with magical skills but it's hardly "unremarkable" (especially since
we have to assume that she's managed to pick this stuff up either in the short
time the Cyberpapal reality has been in New England or that she picked up
all this while under CE reality!)
Where was I? Oh yeah,
the PCs go to The Rat in search of more information. Ever read an AD&D
module that included a tavern? You guessed it, there's a list of rumors (true
and false) for the players to weasel out of the nondescript NPCs in The Rat.
There are only a few useful rumors and one of those just repeats the information
the girl gave the PCs at the beginning of the Scene! Another points back
to Scene One while one is another unsubtle lead to Scene Four (why do I say
it's unsubtle? Who's going to tell you that there's a Bank of Japan branch
in Boston's financial district as a rumor? Gee, a foreign bank office in
the financial district, imagine that!)
And in case you didn't
get your fill of bar fights in the first Act, there are some NPC punks conveniently
provided to throw at your players if they need yet another pointless battle.
At least these punks are only slightly cybered and (gasp!) they're not P-Rated.
Oh, there are a couple
of corporate ninja hanging around The Rat because the club's owner is involved
in the black market but unless the characters go looking for ninja or black
market items they'll probably never notice them since the ninja don't do
anything but spy on the owner. So why are they even here? Why, they're yet
another unsubtle hint that the party should investigate the Bank of Japan
in Scene Four! Sheesh.
One last thing concerning
this Scene, if you're not a tough character you had better stay out of the
mosh pit, the damage value assigned to moshing is higher than the damage
value of most pistols and melee weapons! I get the impression that John Terra
doesn't think too highly of moshers.
Scene Three
Okay, onto Scene Three,
Boston Gardens. This is supposedly a good place to find new arrivals to Boston
(I guess no one stays in motels anymore) so it is a logical place to look
for Roxanne or people who might have met her. But that's not the focus of
this Scene (that wouldn't be "in-your-face"!) No, the focus of this Scene
is a fight with Thratchen and a dozen techno-demons (yes, the Thratchen,
once regent of Orrorsh and now Demon Prince of Tharkold. Just to make sure
everyone knows that, Thratchen will remind the PCs of this in its monologue.)
And like Scene One that's
really all there is to say about the Scene, there's a big fight. Oh, you
can ask one of Thratchen's victims what he was looking for (Roxanne) and you
do get to make a streetwise roll at the end of the Scene to represent
actually going around and asking people about Roxanne but that's tacked
onto the end of the Scene almost as an afterthought. No, the only real reason
the PCs are here is to fight Thratchen and find out that Tharkold is also
interested in Roxanne (Roxanne is obviously a very smart girl, she fled to
the one realm where there isn't a High Lord looking for her!) But if they
do talk to people they find out that the Cyberpapacy grabbed her and that
they Papacy has taken her and others up to Salem.
That's right, if the
PCs come here before Scene One they can get the exact same information with
just one simple streetwise roll, no need to pile up 40+ corpses by
fighting your way through the cathedral to their computers! Okay, you do
have to fight Thratchen and a dozen techno-demons but I think that's probably
an easier fight than the 45 or so P-Rated Cyberpapists....
Why is it an easier fight?
Because the techno-demons are actually Ords, which surprises the hell out
of me considering how many P-Rated
street punks we've had so far
in the module. (But don't worry, they make up for it in
Act Four with close to 100 P-Rated Tharkoldu....)
And once again WEG gets Thratchen's writeup wrong in
a module (the first time around, City of Demons, was much worse though,
that writeup wasn't even updated to match information given in the Tharkold
sourcebook.) I am a little sensitive on this matter since I was the
one who wrote up the revised version of Thratchen
that WEG published (in Infiniverse Update volume 2) but for some
reason they left out here the majority of his Demon Prince abilities (gee,
just the entire purpose behind City of Demons, Thratchen's quest to
become a Demon Prince again) as well as making the mistake of thinking that
Status Armor (the one ability they did keep) is actual armor rather than the
ability to exceed the Maximum Toughness Value of armor (meaning that to get
the +5 they give Thratchen as armor he has to be wearing armor, which he
isn't.)
One thing they kept in that they don't make any use
of ,nor do they explain it for those who haven't seen his writeup in IU#2
is his cybernetic Mem-Sift (the brain-sucking
thing he did in the original novels). You'd think if he's trying to get information
out of people in Cyberpapal reality, people who probably have j-jacks or epiphaneurs,
he'd use something like the Mem-Sift. Of course since the Mem-Sift wasn't
in the Tharkold SB a lot of people might not even know what it is
and waste a lot of time digging through the SB trying to find out what it
is and what it does.
I guess you could say
I'm annoyed by the utter throwaway nature of this Scene and the waste of
a character like Thratchen (he does not reappear in the module after this
Scene.) The PCs aren't even given the chance to kill him as a substitute for
there being no important Cyberpapal characters to fight in this Act, because
Thratchen will run away as soon as he gets seriously hurt and his wing of
techno-demons will run interference so that he can escape. Whee, what fun!
Of course that's assuming that a bunch of Ord techno-demons will be able
to last more than a few rounds against a group of PCs that apparently are
supposed to be tough enough to take on 40+ P-Rated Cyberpapists, Thratchen
may not have anyone to run interference for him if he doesn't run away very
quickly....
In Thratchen's writeup
they remind us that the Gaunt Man can see and hear everything Thratchen does
or encounters because of an occult ritual. I'm presuming that everyone needed
to be reminded of this because I don't remember ever hearing about it before.
It's not in The Gaunt Man Returns, he uses Wicked to observe Thratchen
in that module. It's not mentioned in Thratchen's writeup in IU#2. I guess
it might have been in City of Demons but I'm pretty sure it wasn't.
Thratchen hasn't appeared in any other product since the Gaunt Man's release
so I can't think of anywhere else it might have been mentioned.
Scene Four
Okay, with that out of
the way, Scene Four! Scene Four is a complete waste of time. It has no bearing
whatsoever on Roxanne or the Cyberpapacy's activities in New England and
there should be no reason for this Scene to exist much less have it suggested
repeatedly in the previous Scenes that the players should check out the Bank
of Nippon (ie, this scene.)
I suppose this Scene
is here simply to provide a token Nippon Tech presence in this module, or
at least a token battle against Nipponese forces (20 MarSec guards, a dozen
ninja). Considering the rest of this module it's surprising that the MarSec
guards are Ords instead of all being P-Rated. Of course each one of them
is armed with a chain gun if the party encounters them at night....
There is a little Nippon-related
information that can be retrieved from the bank's computer system but since
it has no bearing on this adventure and Nippon (along with all the rest of
the invaders) will be gone after this adventure, what's the point of it?
And as I noted earlier, getting the good information out of this computer
system is harder than cracking the Cyberpapal system in Scene One. But at
least you don't have to kill 40+ people to get to it....
Once the players finish
this Scene they either have to go back to a preceeding Scene (since this
one won't help them locate Roxanne) or go on to Scene Five (which they should
have done as soon as they found out Roxanne had been taken to Salem.)
Scene Five
Scene Five starts out
telling us a bit belatedly that it can be used at any point in the Act, such
as when the players are driving around Boston. But given the nature of what
occurs in this Scene I don't think having it happen in the middle of a major
metropolitan city is all that likely, out in the middle of nowhere on the
road between Boston and Salem makes a lot more sense.
Like Scene Four this one has nothing to do with the
main focus of the Act. But at least this one doesn't pretend that it does.
While on the road, Our
Heroes come across a murder scene: a vehicle by the side of the road with
two dead people in the front seat, their throats slashed. Who would do such
a vile thing?
Fortunately for Our Heroes
they don't have to figure this one out, the murderer is lurking nearby waiting
to attack. The killer is Randolph "munchkin" Chapman, a former Spartan who's
a cybered, martial artist lunatic with enough weapons to equip an entire
party much less one character. Oh yes, and he's also carrying an eternity
shard that has the special purpose of 'killing Possibility-Rated individuals',
the Sword of Vlad the Impaler.
That also happens to
be Randolph's purpose in life, to kill P-Rateds. Why? He's nuts, does he need
an excuse? But just in case you think he does, the Gaunt Man has been using
the Occult to plant dreams in Randolph's mind that push him to do this. Gee,
what a coincidence then that he happens to be in this part of the world!
(And it apparently is just a coincidence, there's no mention of the Gaunt
Man leading him into the path of the players.)
So anyway, Randolph waits
for the right moment and then attacks one of the players, running away if
things turn against him. Given the levels of combat these players have already
been through in this Act already Randolph shouldn't be much of a challenge
for the entire group but one-on-one he could be dangerous (primarily because
of his cybernetic arm and Vlad's Sword, he's got a DV of 27 with that combination.)
The module suggests that
Randolph should get away so that he has an opportunity to come back later
on and harass the players again and while it's cheesy I have to agree, though
for different reasons - I just find the idea of a one-shot, one-Scene villain
carrying around an eternity shard too ridiculous for words, at the
very least he should be a Nemesis or something like that. Of course
the module then goes on to have Randolph show up at the end of Act Three
and fight to the death so I guess they meant that he should get away so he
can come back and harass the players one more time before they kill him.
Sheesh.
Scene Six
Once Randolph has been
dealt with, the players reach Salem and Scene Six. In a stunning reversal
to the attitude displayed in all of the previous Scenes, the players are
meant to get through this by talking rather than piling up the bodies of the
NPCs they encounter.
The basic premise of
the Scene is quite simple; the people of Salem and surrounding communities
have been whipped into a frenzied state of paranoia by the Cyberpapacy and
a mob has assembled, on its way to the hangings the Cyberpapacy is getting
ready to conduct. Since it's likely (though not a given) that a few of the
PCs will not look like fine, upstanding citizens the mob will get ugly and
turn on them as witches if the situation isn't defused.
I have no problem with
this situation. I do have a problem with the suggested way for the players
to handle this: turn all of their weapons over to the local police and allow
themselves to be taken to the town square so the Inquisition can sort it
all out after the hangings.
Now you're probably thinking
that these are Church Police or at least local police who are Cyberpapal
sympathizers. Nope. The module says that the police are not under the sway
of the Cyberpapacy but in order to keep the peace are not only allowing mob
rule to control the situation they're not even going to try and stop the
hangings! I ask you, how many PCs will be willing to trust policemen who
behave like this? Hell, letting the Inquisition "sort things out" after they've
hanged nine possibly innocent people should be enough to set most players
against the police and you know what's likely to happen next.
The module optimistically
assumes that if the PCs engage the mob and police in combat it will take
more than six rounds for them to win the fight (reinforcements show up after
six and ten rounds of combat.) Characters who prevailed against the 45 P-Rated
Cyberpapists shouldn't even break a sweat against 40 Ords armed with baseball
bats and six cops with pistols, even if they're trying to avoid killing
anyone so I don't see it taking that long. (Of course it's quite remarkable
that reinforcements can respond within one minute of the start of combat,
they must be just a few blocks away when the fighting starts....)
Anyway, the module assumes
that the players make it to Scene Seven without resorting to mass
combat; there is no text set aside to handle how the crowd, police and Cyberpapal
forces in the town square would react to the party if they had instigated
a fight in the previous Scene. But given the level of opposition the PCs
will face and the likelyhood that the PCs will be unable to avoid it I'm
assuming that the module assumes the PCs will arrive with their weapons,
since there's no mention of whether or not the police in the previous Scene
brought them to the square or not. If the PCs are there without their weapons
they better have a lot of hidden abilities (magic, miracles, psionics, martial
arts, grenades hidden in uncomfortable places, etc) or they're in a lot of
trouble. But if the only way to peacefully reach this Scene is to give up
their weapons in the previous Scene how are they supposed to have them for
this Scene?
When Our Heroes arrive
they see the Cyberpapacy has a big bonfire going (for burning books, records,
RPGs and the like) and on a scaffold nine people with nooses already around
their necks. In addition to an even larger mob of paranoid Salemites there
are twenty P-Rated Church Police, six P-Rated Hospitallers on P-Rated chargers,
eight P-Rated Inquisitors and a P-Rated Cardinal. After the cardinal gives
a rousing "what do we do to witches?" speech the situation becomes even more
ludicrous with the arrival of a fifth planting Cyberpapal gospog. (But at
least gospogs aren't P-Rated!)
The players basically
have two choices: give a rousing speech of their own and convince the mob
that the Papacy is wrong, in which case they 'only' have to fight the Cyberpapal
forces, or go straight into battle in which case they have to fight the mob
as well as the Papal forces. Well, I suppose it's not as bad as 45 P-Rated
Papal opponents, even if it is a Dramatic Scene.
The players may get the
idea to free the people on the gallows during the fight, since one of them
appears to be a Mystery Man and in addition to Roxanne it's possible that
a couple others (the Ayslish Dwarf for example) may actually be magic-users
and could lend a hand. Well, they'd be partially right; Roxanne does have
one or two useful but minor combat spells but the guy who looks like a Mystery
Man isn't, he's a Mystery Man washout by the name of Destructo Don.
Okay, show of hands,
who else was waiting for Terra to work one of his Nile characters into the
module somewhere? And how many aren't surprised that it's the goofball Destructo
Don?
I really shouldn't be
so hard on Don, he's actually a fun character for the GM to run (he's loud,
pompous in that Good Guy way, and his only combat ability is to fly head-first
into people with his gigantic pointed helmet.) There's just one problem with
him and that's his writeup. I complained about it to WEG the first time it
was published (probably somewhere in Infiniverse) and even complained about
some of its problems to John Terra himself but none of the problems appear
to have been corrected.
The most glaring problem
is that we aren't given a speed value for his Flight power, just the damage
value if he hits something. Don has a Strength of 15 yet no Super-Attribute
power, Nile characters are only allowed up to one attribute of 14, not 15.
His metal helmet is over two feet in length, maybe he needs all that super-strength
to hold it up or something. And just how slow must he be flying for an eight-foot
missle (ie, him and his helmet) to have a DV of only 14? Why doesn't he
just fly up to someone and weild his helmet as a club, he'd do a lot more
damage that way!
Well, enough Don bashing.
Obviously it's assumed that the PCs will defeat the Papal forces and rescue
Roxanne. They're bound to be disappointed by the information she gives them.
Instead of giving them some information on what the Gaunt Man is up to she
just provides an easily-deciphered clue that leads to
Act Three in New Orleans. And while the Storm
Knights may not know it any player who's even picked up the
Orrorsh SB
will know that they're going to have to deal with Basjas and Sabathina in
the next Act, the clue is that blatent.
Roxanne's second clue
is a bit vaguer and I had to search through Act Three twice to figure out
what the heck she was talking about. Roxanne's clue is that a one-eyed ruler
has taken refuge in the city. So she's talking about a person, right? Of
course not! She't talking about a nightclub, isn't it obvious? (Actually
it is obvious because the club's name is the One-Eyed King, but I was looking
for character names and missed it the first time.)
We're not don just yet
though, it's time for another set of those annoying "Apeiros is going to
teleport Our Heroes to the scene of a High Lord's downfall" interludes!
Meanwhile...
The characters are first
teleported to Aysle, where the armies led by Towlyn and the Warrior of the
Dark are engaged in final combat. Naturally the players appear on the scene
just as Towlyn encounters the Warrior of the Dark and are in time to see
Drakacanus vanish just like the Kefertiri Idol did in Act One.
In a slight twist from Act One, the players aren't just
observing, they're actually there because the WotD acknowledges their presence
and has a dragon attack them while she deals with Towlyn. Of course Towlyn
refuses any assistance from the PCs, and given that she has script immunity
doesn't need it anyway. As soon as the PCs defeat the dragon she of course
defeats the WotD but spares her life.
Warning, incredibly stereotypical
resolution ahead! The WotD naturally waits for Towlyn to turn her
back, draws a dagger and attacks, but of course Towlyn turns in time to
deflect the attack and behead the WotD with a single swing of her sword.
I was fully expecting Towlyn to next sweep the beautiful princess into her
mighty arms and ride off into the sunset next but since there wasn't a princess
around it didn't happen.
Oh, in case anyone hadn't
figured it out yet, the WotD was Towlyn's "dark side". I was rooting for
the "magical clone twisted to evil" cliche myself.
Oh yeah, as you might
remember Towlyn has faced an evil version of herself before, back in the
original trilogy. Now correct me if I'm wrong but wasn't it described as an
Ayslish creature, a Spectral Knight maybe? Then why does Towlyn refer to
it as an Orrorshan Horror here? Surely she's not referring to the doppleganger
from that one Queenswrath adventure?
The second High Lord
downfall is Jean Malraux, and this one the players don't even get to materialize
in Avignon and watch what happens, they're just told that "they're aware
of what happened".
So what happens? When
Ebenscrux vanishes Malraux gets pissed and yells out to God to fill him with
His power.
So God does.
But it's not the God
Malraux expects, it's the Core Earth Judeo-Christian God, who shows Malraux
'The Truth' and the error of his ways, essentially converting him to some
form of CE Christianity. Conveniently enough, Malraux was scheduled to make
a major address to his flock just moments after Ebenscrux vanished so he
takes this opportunity to start telling everyone that he's been wrong and
the Core Earthers have it right. Naturally enough the Inquisition doesn't
look on this too kindly and they haul Malraux off for "reeducation".
And what was this Truth
that Malraux was shown? That Ebenscrux manipulated the reality of Magna Verita
to put the Avignon Church in control of the world, and that ever since then
the worship of the faithful was not directed towards their God but to Ebenscrux,
and all Papal miracles flowed from the Darkness Device, not an actual
deity.
Now why this revelation
would bother Malraux so much is a mystery to me, it's not like the man was
a worshipful, god-fearing Christian even before he became High Lord much
less afterwards when the CP SB pretty much says Malraux worships his DD more
than God. I guess the purity of God's wonderfulness put him back on the path
of righteousness or something....
I'll leave the implications
of a Darkness Device being able to replace God for others to discuss, that's
one of those areas of discussion I said I'd keep away from. I'll just say
that I don't believe it, maybe Malraux and his inner circle worshipped the
DD as God but not the average Joe in Magna Verita.
Torg, West End Games, and WEG are trademarks of Purgatory Publishing.
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page created 2/22/97, updated 4/11/2000