Act Three
From the clue provided
in Act Two, Our Heroes make their way to New Orleans, which as everyone knows
is an Orrorshan mixed zone thanks to an Akashan reality tree (you'd think
that the Akashans would try to make amends by removing the tree but noooo,
WEG couldn't actually have the Akashans do something, could they?)
Scene One
Unlike Act Two, the first
Scene here is one that the players actually have to do first regardless of
how they get to New Orleans or what they plan on doing when they get there.
A roadblock stops their car or train (conveniently enough the airport has
been closed due to Horror activities) and naturally enough Our Heroes are
expected to get out and see what all the policemen are doing here.
They're investigating
a large number of corpses, three humans and seven decidedly inhuman creatures.
Naturally enough you would think seeing this would call for a Perseverance
Check. It does, but only if the characters investigate closely (which requires
convincing the police they can help.) Maybe I'm a little harsher than most
but I would call for the Perseverance Check immediately, bodies entwined
in giant spider webs and a bunch of Horrors (even if they are dead) don't
need to be examined close-up to have an effect.
If the PCs manage to
convince the authorities that they can help, they're allowed to examine the
crime scene. There's a lot you can learn with a few simple scholar (Orrorsh)
skill checks, you only need to generate a total of 14 to identify the
spider-creatures as elite servants of Basjas and to know that Basjas is a
member of the Gaunt Man's Hellion Court. Another roll, this time needing
a 15, will reveal that the other creatures, grey blobs covered with dull
red eyes, are blood-thirsts, servants of Sabathina, who you also know is
a Nightmare of Orrorsh and you even know that Sabathina and Basjas are at
war with each other. I wonder how much you would know about Orrorsh if you
generated a total that was actually difficult for most experienced PCs....
Then again, maybe scholar (realm lore) isn't as common a skill for
most campaigns as it was towards the end of my game, and a DN of 15 might
actually be a challenge.
Poking around the human
victims will turn up a few clues which the PCs have been told by the police
not to disturb or take but of course the module fully expects the PCs to
pocket these items because they're mentioned in later Scenes as things the
PCs have to show to other NPCs. One of the clues leads to Scene Three. The
officer in charge of the investigation will recommend Scene Four to the PCs
as a nice place to stay in New Orleans. (Okay, he recommends the inn that
is in Scene Four, same thing!)
Scene Two
Scene Two is one of those
"insert anywhere" Scenes, though it is so out of place in a CE/Orrorsh mixed
zone I don't think I'd use it anywhere in this Act - I can buy that there's
a Cyberpapal presence in New Orleans, I don't buy there being highly cybered
Catholic schoolgirls (Possibility-Rated of course!) running amok through
the city on motorcycles looking for trouble. In addition to being P-Rated
these schoolgirls come equipped with GodMeeters, power daggers, slashers,
adrenal boosters, HalloMesh school uniforms, and several doses each of totalimine,
headbanger and Dazzleomine!
The stated purpose of
this Scene is to "provide atmosphere" but I'll be damned if I can figure
out what kind of atmosphere it's meant to provide. It doesn't even mention
what I thought was the most obvious Subplot potential for this Scene, a Romance
card indicating that one of the schoolgirls takes a liking to one of the
PCs. That IMO at least has some potential for fun roleplaying, unlike the
suggested ones which are just excuses for more combat with Cyberpapal types
later in the Act.
Oh, and you'll love
this: if the PCs pursue the girls back to their school we're told to use the
cathedral from
Act Two (you remember, the one
with the 45 P-Rated priests and Church Policemen) and
double the number
of priests as well as add a dozen cybernuns and two dozen Hospitallers! I
guess if one of the suggested Subplots does become active the PCs will have
to top the slaughter they went through in the previous Act....
Scene Three
A business card found
on one of the victims in Scene One will lead the PCs to Scene Three, the meeting
place of a secret society called the Southern Gentlemen (made up of New Orleans
gentlemen transformed to Orrorshan reality.) It goes without saying (but
I'll say it anyway) that everyone encounted in this Scene is Possibility-Rated,
even the butler. And since this module was written by John Terra we have
his ubiquitous Gaean Peace Roses being grown on the premises.
Assuming the PCs can
be persuasive enough, the leader of the Southern Gentlemen will provide them
with some information; the dead men in Scene One were members of the local
voodoo society who were worried about some looming occult disaster and had
contacted the Gentlemen looking for help. One of the men had been nervous
about spiders (I wonder if this guy made his scholar (Orrorsh) skill
check....)
If the PCs mention the
obscure clue from Act Two concerning a one-eyed monarch they'll be told
about a club called the One-Eyed King. So much for having to work out the
meaning of that clue!
The Gentlemen are also
fully aware and knowledgable of the "turf war" bewteen Basjas and Sabathina
(I guess he did make that skill check!) I wonder just how common knowledge
this is supposed to be, does everyone in New Orleans know who these two women
are?
A voodoo token found
in Scene One can be identified as a lead to Scene Six (okay, they can tell
the PCs who made it and where to find her.)
As if all this wasn't
enough, the Gentlemen just happen to have a bunch of Gaean gypsies staying
with them and it's suggested that the PCs take part in a seance to gain more
information. It's also suggested that the PCs can get their fortune told
but the module does not provide any suggestions on what the PCs should be
told if they do so ("I see a lot of mindless violence and great pain in your
future...no, the great pain belongs to the player, not the character, as
he realizes just how bad this module becomes.")
The section on the seance does not really reference
the rules for this kind of thing in the Orrorsh SB, it just has a
couple of useful clues, one obvious clue, and the opportunity to ask a couple
of questions before the injection of some mindless violence - suddenly a
Horror materializes in the middle of the room and attacks! It's not even
an appropriate Horror, an evil spirit or something like that, it's just
a flying thing with big pincers that attacks everyone. The module does not
mention having to make a Perseverance Check when the Horror appears, perhaps
it assumes that GMs will know to do this on their own.
One of the useful clues
is a reference to Baruk Kaah's role in
Act Four
while the other is a lead to Scene Eight, the location of the reality tree
in New Orleans. Scene Eight can be done at any point after this Scene but
the module assumes that it won't be done until after every other Scene; not
only does it make references to the events of Scene Seven but none of the
Scenes between here and Eight say anything about how to handle events if
the reality tree has been uprooted and Orrorshan reality is no longer present
in New Orleans.
Scene Four
Scene Four is set in the
La Bon Vie, an inn done up in early 19th century Colonial fashions. As with
any inn you come across in an RPG there is a motley assortment of characters
always present in the downstairs bar/restaurant area with a fight just waiting
to break out. And naturally enough, the majority of them are Possibility-Rated.
Supposedly the La Bon
Vie is meant to be a place of hospitality and jovality, a place for the characters
to relax and "get better acquainted with the city by means of its people."
Too bad the majority of the characters mentioned are either not from New
Orleans or aren't exactly the best representative New Orleans has to offer
(a thief who will try to pick the PCs pockets or break into their rooms and
pilfer any valuables.) In fact the only New Orleans residents (New Orleanians?)
in the Scene other than the thief are the proprietor and a stand-offish Japanese-American
woman the PCs are supposed to suspect of being from Nippon Tech. And naturally
enough, they are the only two guaranteed Ords in the place.
So who else is here?
Primarily a bunch of Victorian soldiers (only a slight chance of being P-Rated
except for their commander), a Sacellum priest (P-Rated), a Cyberpapal priest
and his Church Police bodyguards (all P-Rated). Boy, I bet you can't guess
where this Scene is going, can you?
There's also a reporter (yup, P-Rated) who serves no real purpose - sure,
she can provide a lot of rumors and information about event s in the rest
of the US but with the war ending one way or another at the end of this module,
who cares? It's like the pointless Bank of Japan Scene in the
last Act , any possible information will be made
worthless by the events of this adventure! She's not even available as fodder
for a
Romance Subplot, her description specifically mentions she's
happily married and will slug anyone who refuses to take a hint and not hit
on her. Oh yeah, and the lead police officer from Scene One is also here.
As you might expect,
the Sacellum and Cyberpapal priest get into a theological discussion and
it leads to the possibility of a conflict. Of course the Victorians don't
stand a chance - their weapons won't even harm the Church Policemen without
a very good roll, but I guess when you're used to facing Horrors being outnumbered
by heavily armed and armored Church Police isn't that big of a deal.
The PCs are expected
to step in and calm down the situation, if they don't the police officer
from Scene One will try to arrest both the Victorians and Cyberpapists and
a firefight will break out.
Now this conflict does
make sense; as I said earlier I can accept there being a Cyberpapal presence
in New Orleans and this kind of thing probably happens all the time given
the intolerant nature (and similarities) of the Papacy and the Sacellum.
But it certainly doesn't help promote the supposed purpose of this Scene,
getting better acquainted with the people of New Orleans.
But wait, it isn't over
yet. Regardless of how the Sacellum/Papal situation is resolved there's
even more mindless violence to finish off the Scene! Later that night four
vampyres come in looking to cause trouble. Oh, and provide a lead to Scene
Seven, yeah, that's really why they're here....
I'm sorry but this is
just totally unnecessary, there has to be a better way of leading the characters
to Scene Seven than a fight with four full-power vampyres (BTW, though it's
a fault from the Orrorsh SB and not unique to this module I find
it incredibly stupid that Sabathina's subordinates have a Fear Rating equal
to hers and Basjas's Fear Rating combined.)
Scene Five
I cannot decide if Scene
Five is an homage or attack on White Wolf's "World of Darkness" games. Maybe
it's both. It's definitely a reference to them and not just because of the
heavy emphasis on "gothicpunk" in the descriptions of the club that the
Scene occurs in, the One-Eyed King; the presence of a Vampire, Werewolf
and (techno) Mage is what convinced me of it.
The main problem I have
with the Scene is that I'm not sure how it's meant to be handled; on one
hand there are sections of it that are obviously meant as attacks on the
genre but then the rest of the Scene approaches it straight-faced. Given
how bad other parts of the module are I can't even use the really awful cameo
by an Avatar of Apeiros as an indication of whether this Scene is supposed
to be silly or serious.
The vampire, werewolf
and technomage are given full writeups. A group of Cyberpapal street punks
are also written up (it's a bar so of course there are punks looking for
a fight, but cybered Ords? I don't think Mr. Terra understand the phrase "disconnection
is a bitch".) Descriptions are provided for two more NPCs, Ords whose sole
purpose in this Scene is to appear pathetic and mock the genre.
The vampyre and werewolf
are of course Horrors, but the module says nothing about requiring Perseverance
Checks when this becomes apparent. In fact when more Horrors show up and
attack the club patrons there's no mention of a Perseverance Check for that
either.
The vampyre is interestingly
enough of Core Earth reality yet a full Horror. I'm not sure this is how
the Infection power is supposed to work but I suppose in the mixed zone it's
entirely possible and it's not like disconnecting here is going to affect
her any (unless of course the PCs did Scene Eight before coming here....)
She has no real function in this Scene other than to be beautiful and presumably
to make passes at some of the PCs since it mentions one-night stands in
her writeup.
The technomage (from
Tharkold naturally) is provided as a link to
Act
Four. If the PCs make contact with him and don't act like poseurs, he
can help make arrangements with people the PCs need to meet up with in the
next Act. Of course Act Four makes the assumption that the PCs will make contact
with this character, since it takes for granted that this guy will contact
his friends in LA to meet the players and help them out. I guess if they
don't make contact he does it out of the goodness of his own heart (a guy
from Tharkold? Yeah, right!)
The werewolf's sole
purpose appears to be to serve as a reference to WW's Werewolf since nothing
is said about him other than the fact he's a werewolf.
Now for the truly painful
part, the Avatar of Apeiros and his mighty 2x4 of Plot Exposition (ie, it's
about as subtle as getting hit up side the head with a board). This is apparently
the only reason for this Scene's existence, so the PCs can be told what
the Gaunt Man is up to and what happens in the last couple of Scenes in
Act Four. Even more painful, it's related to the PCs in the form of bad
beatnik poetry!
Lest you think the Scene
ends on that high note, a bunch of Basjas' spider-kin suddenly swarm into
the club after the poetry recital and attack everyone in sight. Yay, even
more unnecessary violence with Horrors! And to add insult to injury, even
though the PCs will no doubt be at the forefront of the fight against the
spider-kin if a Mistaken ID Subplot is active the female vampyre
in the Scene will believe the PC is a spy for Basjas ("But it's the oldest
trick in the book, killing those on your side to convince others that you
aren't with them!")
Scene Six
Scene Six is a visit to
a voodoo shop on Bourbon Street, the source of the voodoo token found in
Scene One. Other than finding out that the proprietor did indeed sell the
token to the victim there's only one reason for this Scene and that's to
give the PCs a chance to buy some Voodoo tokens of their own - conveniently
enough she has available two tokens that offer protection against spider-like
creatures and two that offer protection against vampyric creatures. What
luck!
Oh yeah, something I
forgot to mention earlier; Mr. Koar, the Horror from
Act One , the one who just sat there and watched
the PCs on the train to Thebes, is supposed to be shadowing the PCs here in
New Orleans and sabotaging their investigations. He must not be very good
at this sort of thing because this is the only Scene of the entire act where
he's actually mentioned as trying to interfere (though he does show up in
Scene Eight, so I guess he could have interfered prior to this point if the
PCs did Scene Eight out of order.) The problem is that the module says that
if he finds out the PCs are headed to this shop he will "try" to get there
first and kill the voodoo woman and destroy the shop.
What's with him "trying"
to get there first, does he get there first or doesn't he? If he does get
there first does he manage to kill her or not before the PCs can get there?
Is the GM supposed to run the entire encounter in his head to see what happens
before the PCs get there? Oh, I forgot to mention that the shop is protected
by four zuvembies, supposedly created by a Haitian voodoo priest but they're
Orrorshan zuvembies, complete with Fear Rating and Powers. Mr. Koar would
have a difficult time defeating them which is why his getting there first
doesn't automatically mean he kills the voodoo woman.
Finally, we're down
to the last two Scenes, both of which are Dramatic. The module does mention
that this is unusual but it rightly explains that both events (the showdown
with Basjas & Sabathina and uprooting the reality tree) demand a Dramatic
Scene so having two Dramatic Scenes is justified and I agree. I suppose it's
also an attempt to make up for there being only one Dramatic Scene in
Act One that wasn't even very dramatic.
Scene Seven
Anyway, Scene Seven has
the PCs coming here based on a clue provided by the vampyre punks in Scene
Four - which I suppose means that the PCs had better keep one of the vampyres
alive long enough to interrogate. Then again, maybe the PCs would be better
off avoiding this Scene entirely and just going on to Scene Eight, uprooting
the reality tree may not kill off Basjas and Sabathina but it will certainly
take care of the problem of them being in New Orleans. Plus it has the bonus
of being a lot easier and not quite as pointless as Scene Seven.
Getting back to the
action, the PCs show up just in time to hear Sabathina and Basjas exchange
some insults and prepare for battle, but they are noticed by the two Horrors
who then agree to team up and wipe out the PCs as a warmup to the main event.
Now I ask you, how likely is it that these two bitter enemies would actually
cooperate in a fight against the PCs? These are two highly corrupt and evil
creatures, are we to actually expect them to honor their agreement to wait
until after the PCs are dead to strike at each other? For that matter, why
do they both immediately come to the conclusion that the PCs are interlopers,
wouldn't it be conceivable that either one of them might cheat and bring
along some stormer assistance? (BTW, the now ubiquitous spider-kin and blood-thirsts
are also present in large numbers in this Scene but for most of it they're
occupied fighting with each other.)
Just in case the players
haven't made really bitchin' research rolls at some point prior to
this Scene and have learned Sabathina's and Basjas' Weaknesses and True
Deaths, they're handed to the PCs on silver platters here (each brought
the Weakness and True Death of the other with her and conveniently abandon
them in their haste to attack the PCs.)
Oh, here's a wonderful
bit of inconsistency - there's no mention of making a Perseverance Check
upon confronting Sabathina and Basjas (even when Basjas transforms into her
true form) or of losing any Perseverance Points when this happens but if the
PCs pursue a couple of the spider-kin out of the cemetery they lose a Perseverance
Point and have to make a check when they reach the kin's lair. Sure, seeing
an attractive Victorian woman mutate into a hideous giant spider creature
and a matronly Victorian woman become Dracula's meaner sister isn't anywhere
as shocking as seeing how a bunch of skull-headed spider creatures live....
As an aside, the spider-kin
have their writeup printed twice in this one Scene, once for the fight in
the cemetery and again if the PCs pursue them to their lair. What, they
think it's too difficult for us to flip one whole page back to the first
writeup? Does Terra or WEG think that GMs so lazy they have to have all
writeups provided for the same creatures everywhere they show up (because
the exact same writeup is also in Scene Five)? Geez.
Scene Eight
Finally, the last Scene.
The PCs have learned where the reality tree is (in a park) and after a little
wandering around locate the tree itself. Gee, if it was that easy I'm surprised
that no one found it before this point in time. Especially since the totally
worthless map (it has a sidewalk, a couple lampposts, three normal trees,
and a twisted, gnarled blackened tree marked 'reality tree') makes it pretty
obvious that it isn't like any of the other trees in the park, you'd think
some Akashans or other Storm Knights would have gone looking for strange
trees before now (okay, there's bound to be a lot of trees in New Orleans
so they might have missed it, but it's a major park, you'd think it an obvious
place to look for trees.)
Of course the PCs can't
have it so easily - Mr. Koar, if he's still alive, will take this opportunity
to attack the PCs and wunderkind Randolph Chapman suddenly reappears from
Act Two (assuming the PCs didn't kill him there)
to also attack the party. Why? Why not, he's insane, remember?
Anyway, any party that's
capable of dealing with four vampyres (Scene Four) and/or Sabathina and Basjas
at the same time (Scene Seven) is not going to have any problem dealing with
Koar and Chapman. But the reality tree has no defenses of its own (other
than the intimidation skill) so someone has to show up to try and
stop the PCs.
There are two suggested
methods for uprooting the reality tree; destroying it (difficult since it
has a TOU of 50) or using research to figure out that it's kinda
like a Horror and has a Weakness/True Death that can be exploited (of course
the tree's actual writeup mentions no such thing.) The tree's weakness is
that nailing a ghoul to it with at least four silver nails will kill it
(its host was a ghoul, hence the connection.) Conveniently enough the ghoul
and some of his friends (also ghouls) have taken up residence in the park
and after all the previous battles in this Act will be a nice change of
pace (ie, easy to kill.)
Once the tree is destroyed
we're told that all the Victorian influences on New Orleans immediately vanish
along with the Orrorshan reality; people's clothes transform, gas lamps become
electric lamps, horse-drawn carriages become automobiles, and so on. Now
to me this suggests that the mixed zone had created some physical transformations
and the CE axiom wash is dramatically (and a bit against the odds) instantly
reversing those transformations.
But it goes on to say
that there was no need to plant a story seed here, which means that no one
was transformed to a different reality by being here. Doesn't it seem a
little strange that things would transform but people wouldn't? What about
the Southern Gentlemen, all of them were described as being transformed
to Orrorshan reality, don't tell me that only P-Rateds were transformed
the entire time the mixed zone existed here?
Sigh. Definitely the
worst and most inconsistent Act so far. But I must admit to being a bit prejudiced,
in my own game I put a lot of effort into the New Orleans mixed zone and
my players spent several months adventuring there and believe me, it was
nothing like the crap in this Act. Locating and destroying the reality tree
was not a one Scene pushover, it was the focus of several adventures and
not as easy as making one research roll. It took hard work and a lot
of risks just to figure out approximately where it was much less actually
locating it and then destroying it. And you can be certain that there weren't
heavily cybered schoolgirls roaming the streets on motorcycles either....
Meanwhile...
Well, that just leaves
the requisite "travel by Apeiros" jumpscenes that reveal to the players other
events occuring around the world. The first shows what happens to 3327 and
given the ludicrous situation WEG handed him (I'm speaking of Jezrael's replacing
3327's clones with exact duplicates loyal to her instead of the Nippon High
Lord, WEG obviously forgot that the clones weren't loyal to 3327, they were
part of him) Terra did a pretty good job of it. Basically all that
happens is the clones wait for Daikoku to vanish then go in to kill 3327.
A defense system in 3327's office manages to temporarily incapacitate all
but one of the clones who proceeds to kill 3327 as well as the other clones
(you just can't trust anyone in Nippon!) so that he can rule Marketplace
by himself. But the real 3327 managed to activate a self-destruct mechanism
in his office before dying and the resulting explosion kills off the last
clone.
Once again the PCs are
teleported into the middle of this scene but don't get to do anything important
- before they can even react to the sight of six 3327's they're attacked
by a bunch of MarSec goons who keep them busy long enough for the one clone
to kill the real 3327 and the other clones. Then the Pcs are either teleported
away before the bomb goes off or are expected to somehow know there's a
bomb and get out of the building (they're on the top floor of a skyscraper
of course) before it goes off four rounds later.
The second cutaway is
another one that the players are just aware of, they don't actually appear
on the scene or get to do anything. All that happens here is Parok, chief
warlord of the Ravagons, finally wises up and realizes the Gaunt Man is
not their beloved Sixth Prophet and orders all ravagons to return to Tz'Ravok,
and they do. Whee, about as exciting as the Akashans shrugging their shoulders
and going home in Act One.
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page created 2/22/97, updated 4/11/2000