ender_wiggin
First Post
Storms Upon the Waste
Introduction
A swirl of sand kicks up at the boy. He tries to keep the two heavy buckets, brimming with precious water, balanced on his shoulders. The sand stings, forces him to turn his head, close his eyes, and threatens to topple him. A small bead of sweat hangs for an instant like a necklace jewel on his chin. The boy catches the drop in his right bucket; a victory.
To the north, the boy can see the city – Oasis – where the water is spun from a magnificent magical wheel. A relic, the monks say, from before the cataclysm. Times are growing better, with the Monastery’s hard work finally paying off, but five hundred gallons per day is still not enough – not nearly enough – to feed the thirsty bodies of everyone in the desert, and the bloody war for relics and resources grows more fierce each day.
With the setting sun, the faint spark of mana synapses are visible from far above. Random bursts of elemental energy – fire, ice, lightning – dot the evening sky. There will be a storm tonight, a reminder to all that the cataclysm was not just an explosive catastrophe brought on by their ancestors, but a tragedy that will haunt them for centuries to come. The boy hurries.
Synopsis
The Wasteland is a mess. Some 80 years ago, a promising golden age ended with a massive arcane cataclysm that ripped through the land, leveling cities and plunging all of civilization into a dark age. Now, intermittent mana storms rip through the area, arcane is sought after and hoarded, and ruthless violence invades every corner of the desert. A population of centaurs, possessing both cunning and mobility, rule the fringes of the Wasteland. Without stable resources, they raid and pillage from the humanoid settlements. Many stand against this horde and are defeated. Those rare warriors that achieve victory against the vicious marauders are heroes.
Driven by the most base of human motivations, the Wasteland is one large den of sin. In this lawless place, misogyny runs rampant. Women are bought and sold as commodities; men of power are wed to many wives. Fertility is a woman’s most powerful and oftentimes only asset. And yet there is hope. The Monastery, a detached but largely philanthropic organization, collects and studies pre-cataclysmic arcane in hopes of revitalizing the land. To keep their artifacts safe from the mana storms and from marauding hooves, the Monastery has holed up in a pre-cataclysmic bunker. Though socially aloof, the Monastery has already proven to be beneficial; one artifact is now being utilized as a massive clean water generator. Its presence gave rise to the first post-apocalyptic city – named Oasis.
But men travel to Oasis for more than water. The Sanctum, a combination brothel and woman-trafficking institution, is a popular destination. Though owned by a man, most of the Sanctum’s activities are overseen by the owner’s eldest and only surviving wife, the Matron Khalilah, an efficient and enigmatic manager. One of her most important tasks is the education of outgoing girls: how to act, how to speak, how to eat. Unbeknownst to all, however, she secretly teaches them to defend themselves in face of domestic violence, hoping to grant some empowerment to her beleaguered gender. The measure is usually successful.
In this adventure, the players are placed in the middle of a scandal: one of Khalilah’s girls has murdered a prominent centaur slayer. Are they willing forego all sense of justice or retribution in order to obtain what they desire?
Tentative Adventure Outline
0. Hook
1. Hazards of the Waste
2. The Monastery
3. Sanctuary
4. Outcomes
Hook
The players need an artifact. It could be a variety of such; an extremely rare ingredient needed for a ritual, a weapon to help combat a demon, a key to unlock some greater agenda. Ideally, this item is highly desired yet not absolutely essential to the advancement of the greater campaign – thus, the players may later find the donation of the item a difficult but morally superior alternative.
In any case, their search for this item brings them to Oasis; more specifically a place called the Vault, where monks collect and study artifacts with the hope of unlocking their power for the benefit of civilization.
For the purposes of this adventure, the variable desired item is called the Hook.
Note: perhaps the Wasteland encompasses the entire setting or is only a part of it. If the latter, the players, though perhaps powerful, are not masters of the arcane enough to provide more than minor insights into the mysteries of the relics.
Hazards of the Waste
The first day or so in the Wasteland is a good opportunity to introduce the centaur threat by throwing the PCs into an ambush from these monstrous denizens.
Before they recover from the ambush, the players are beset by a powerful mana storm. Read the following:
An immense bang snaps at the air less than ten feet above you. Your ears are deafened briefly, and when you look up, you see pinpricks of light flashing underneath the clouds. Perhaps struck by the beauty of this phenomenon, you stop and watch, until a second synapse engulfs your party in green flames.
The pain is fleeting; you’ve felt worse. But while batting at your sleeves, you see another fireball a hundred feet to the west, and then a small tornado of what looks like ice kick up sand to the north. A searing pain at your belt interrupts any communication. You look down to see a vial, glowing hot, the viscous liquid inside beginning to boil…
The storm wreaks havoc on the party’s magical items and equipment. They are shown the power of such a storm in a skill challenge.
Farad is kind and helpful, but also shows signs of mourning. If inquired, he will tell them of his older brother Zahid. Zahid was the eldest and favorite son of his illustrious father, and the bearer of the family heirloom: a golden torc that smelled of ancient magic. The torc, sometimes called the “Centaur Slayer,” was typically given to the most promising young warrior when he reached adulthood. For three generations, the Slayer had brought the Hukem family fame and fortune, for they had been instrumental in holding back the marauding centaur hordes. Farad, like many of his brothers, now makes a living off of protecting the relatively vulnerable Wasteland families from intermittent centaur raids. Tragically, however, Zahid was murdered less than two weeks ago. At this point, Farad grows quiet.
If the party convinces Farad to share with them the details via a brief diplomatic skill challenge or good roleplaying, he will reveal sadly: Zahid had recently purchased a ninth wife from Oasis. Zahid was found dead the morning after the wedding. His arm had been severed and there was a tiny needle mark in his neck. Perhaps more disconcertingly, the Centaur Slayer had been taken. The wife had disappeared. He offers a substantial monetary reward for the recovery of the Slayer and relates his own determination in bringing the killer to justice.
Note: mechanically, the Centaur Slayer occupies the arm slot and offers some offensive combat enhancements and also provides some bonuses to charisma-based skills (which probably helped the Hukem family attain their fortune).
Regardless of how much information the party got out of Farad, they are eventually pointed in the right direction: the Monastery in Oasis and the Vault it guards. Farad will accompany them to Oasis with a number of soldiers in search of the torc himself unless he tasked the PCs with recovering it.
If the party is restless or is amenable to martial encounters, feel free to throw another centaur encounter at them; only this time, they are witness to the ruthlessness and brutality with which the Hukem fights.
Oasis
Upon entry into Oasis, read the following:
You pass a boy carefully hauling water away from the city to his home. A batch of dirty weeds grows at his feet, looking aberrant in the desert sand. Up ahead, a long line of women and children meander across city grounds. You turn a corner and find the head of the line at a ten foot wheel, made from some obsidian material, spinning in the air and ejecting clear water that materializes within its radius. Faint yellow sigils glow periodically on the side of the object. The wheel itself is held five feet in the air by a ramshackle system of wooden stilts. There are wheels at the contraption’s base, and several monks keep tabs on the crowd and on the sky, ready to move at the first sign of a storm.
The Monastery, which protects the vault, is situated on the side of a cliff face just on the outskirts of the city; the building is the only gate to a cavernous space within the cliff the monks call the Vault. The Vault is a pre-cataclysm structure somehow shielded from the mana storms that shred through other unprotected magicks; it is a safe hiding place for the Monastery’s relics and is the site of their research. Since the advent of their Water Wheel, the Monastery had received significant positive public attention. A number of the city’s denizens visit the Monastery each day to pray. They are given the antechamber of the building for this purpose, but are not allowed any further.
Mentioning the Hook grants the players a private audience with Brother Samir, one of the ranking monks. Samir is cold and calculated. He rejects the notion of just giving the PCs what they want; the people of the Wasteland depend on their diligent research and the distant objectives of this group of adventurers is surely not important enough to warrant relinquishing such an important item. However, he will offer the PCs a trade: the Monastery has sought the Hukem Family Torc for some time now, believing it to be a powerful pre-cataclysm artifact and an important piece of their continued education. Samir is unaware of the object’s recent theft, though he doesn’t seem turned away by less-than-honest methods of obtaining the relic if that subject is broached.
Note: though more bloodthirsty players might find it a good idea, a direct assault on the Monastery is very unlikely to be successful. Both the building and the Vault are magically protected and trapped. In addition, the monks here are trained martially, possess superior magical armaments, and are prepared to fight for every square inch of their turf. If the DM sees this ploy coming, he should try to hint to the players that this likely to be an unfruitful idea.
Sanctuary
A complex investigative urban skill challenge will reveal the following about the location of the Hukem Torc, in addition to what the PCs may already have learned from Farad.
Entrance to the Sanctum is limited by money. The players can front the cost themselves, though if they share the results of their investigation with Farad, he will fund their entry and accompany them. Either way, Farad has been conducting his own investigation and is not far behind him. If the players enter the Sanctum by themselves, Farad will enter soon after them.
An examination of the girls currently being offered by the Sanctum will reveal that Mujita is absent amongst them. If looking for a bony hairpin, about four of the girls are seen carrying the object. If the players pay for private time with any of the women, they have the option of instigating another skill challenge.
If approached, the matron of the girls, Khalilah, will deny harboring the girl. Insightful players may suspect that she is lying, and perceptive ones will see her wispy gray hair held together by a bony hairpin. Khalilah has the welfare of Mujita at heart and will trade the Torc for a promise of silence. If the players do not mention the Torc, try to subdue or attack Khalilah, or otherwise provoke violence, Khalilah will attempt to render the nearest opponent unconscious with her hairpin needle and flee into the back rooms. She will collect Mujita and attempt to escape. If desperate and cornered, she will offer the artifact in exchange for their lives. Any peaceful outcome, however, is complicated by Farad’s involvement.
If Farad is with them, he will be outraged and embarrassed that his brother’s murderer was indeed a woman. He and his men will turn violent immediately and tear the place apart in search of revenge. This engagement will be a massacre of the Sanctum unless the PCs stop him.
If Farad is not with them but in the building, he will piece together the truth in short time. The PCs have a brief opportunity to avoid bloodshed by extremely clever play but again, the situation will otherwise turn violent. If Farad suspects the PCs have helped harbor Mujita or take the Torc for themselves, he will attack them.
If Farad has hired the PCs (and is thus not in town), this gives them a somewhat longer window to avoid bloodshed should they wish. Farad will still expect the Torc to be returned, however, and he will inquire the full extent of their journey when they return.
Should the PCs enter a combat with Farad, they can capitalize on their previously friendly interaction with him via a skill challenge. Each success should hold Farad at bay for a round, while each failure eats up their action economy during combat.
Outcomes
There are several ways in which the adventure can end.
If the PCs do not give Farad the Torc, he will eventually find the PCs and attack them. Future centaur threats become increasingly damaging and the Wasteland suffers from it.
If Farad does recover the Torc, the PCs have gained a powerful new ally. Farad will continue to seek revenge for his brother’s murder, and will eventually find Mujita unless the PCs have intervened to prevent that. The PCs must either forfeit their Hook or find another way to barter with the Monastery.
If Mujita is spared, Khalilah becomes a potential future ally.
If the Monastery acquires the Torc, they make headway in their research, and their community visibly benefits from it if the PCs ever return. Also, the Monastery becomes a potential ally, offering shelter within the Vault whenever a mana storm erupts in the area.
The PCs gain brief access to the Vault while delivering the Torc:
You don’t notice the hum until you are almost at its door, but thinking back, you realize that it was faintly audible from even outside the monastery. The Vault’s walls are natural rock, and every inch of it is covered in unintelligible sigils. They say the sigils glow and flicker when a storm erupts outside, a myriad of whites and reds and yellows. When your eyes finally see past the cavern’s walls, you marvel at the sheer number of artifacts held in the room. Some sit on wooden tables, abandoned by the monks, while others are picked at by a half dozen. Some are enormous and stately, reaching almost the cavern's ceiling, while others are tiny and subtle, kept carefully in small jewelry boxes for fear that a breath would send them into a crevice. You can’t help but feel the monks here are nothing but apes prodding at something far beyond their comprehension, but perhaps even a monkey can occasionally learn how to work a doorknob or pour a drink. If they are lucky, they won’t kill themselves first.
Other Considerations: Handling Female PCs
(It is assumed that the serious themes and topics handled within this adventure are appropriate for the gaming group.) Female PCs have an especially interesting roleplaying potential within the setting. Though their entire gender is subjugated to extreme misogyny, foreign women that walk as equals amongst their companion males garner substantial respect in the presence of local men. They are symbols of rare power and are treated with a combination of suspicion, awe, and deference.
Ingredient Use
Centaur Hunter: Farad is a professional hunter of marauding centaurs and becomes (in the most probable case) the primary antagonist of the story. More imaginative interpretations include his brother, his profession at large, and the Torc itself in question.
Ancestral Grotto: The Vault, built by the land’s ancestors, is a cave protected by abjurative magic from the deleterious mana storms that destroy magic items.
Secretive Matron: Khalilah, the matron of the Sanctum, has a dangerous secret: she defies the dominance of man by training her servant girls to defend themselves. She, of course, keeps many other secrets as well.
Torc of Fortune: A pre-cataclysm artifact and family heirloom of the Hukem family, allowing its warriors to possess a combative edge against the marauding centaurs. It has brought fortune to its owner’s family for several generations.
Polygamy: in the ensuing chaos after the cataclysm, civilization returned to a more primitive time: both lacking and ruled by men (polygyny).
Bone Needle: Khalilah’s girls use a poison coated bone needle as a hairpin and as a weapon in times of desperation.
Introduction
A swirl of sand kicks up at the boy. He tries to keep the two heavy buckets, brimming with precious water, balanced on his shoulders. The sand stings, forces him to turn his head, close his eyes, and threatens to topple him. A small bead of sweat hangs for an instant like a necklace jewel on his chin. The boy catches the drop in his right bucket; a victory.
To the north, the boy can see the city – Oasis – where the water is spun from a magnificent magical wheel. A relic, the monks say, from before the cataclysm. Times are growing better, with the Monastery’s hard work finally paying off, but five hundred gallons per day is still not enough – not nearly enough – to feed the thirsty bodies of everyone in the desert, and the bloody war for relics and resources grows more fierce each day.
With the setting sun, the faint spark of mana synapses are visible from far above. Random bursts of elemental energy – fire, ice, lightning – dot the evening sky. There will be a storm tonight, a reminder to all that the cataclysm was not just an explosive catastrophe brought on by their ancestors, but a tragedy that will haunt them for centuries to come. The boy hurries.
Synopsis
The Wasteland is a mess. Some 80 years ago, a promising golden age ended with a massive arcane cataclysm that ripped through the land, leveling cities and plunging all of civilization into a dark age. Now, intermittent mana storms rip through the area, arcane is sought after and hoarded, and ruthless violence invades every corner of the desert. A population of centaurs, possessing both cunning and mobility, rule the fringes of the Wasteland. Without stable resources, they raid and pillage from the humanoid settlements. Many stand against this horde and are defeated. Those rare warriors that achieve victory against the vicious marauders are heroes.
Driven by the most base of human motivations, the Wasteland is one large den of sin. In this lawless place, misogyny runs rampant. Women are bought and sold as commodities; men of power are wed to many wives. Fertility is a woman’s most powerful and oftentimes only asset. And yet there is hope. The Monastery, a detached but largely philanthropic organization, collects and studies pre-cataclysmic arcane in hopes of revitalizing the land. To keep their artifacts safe from the mana storms and from marauding hooves, the Monastery has holed up in a pre-cataclysmic bunker. Though socially aloof, the Monastery has already proven to be beneficial; one artifact is now being utilized as a massive clean water generator. Its presence gave rise to the first post-apocalyptic city – named Oasis.
But men travel to Oasis for more than water. The Sanctum, a combination brothel and woman-trafficking institution, is a popular destination. Though owned by a man, most of the Sanctum’s activities are overseen by the owner’s eldest and only surviving wife, the Matron Khalilah, an efficient and enigmatic manager. One of her most important tasks is the education of outgoing girls: how to act, how to speak, how to eat. Unbeknownst to all, however, she secretly teaches them to defend themselves in face of domestic violence, hoping to grant some empowerment to her beleaguered gender. The measure is usually successful.
In this adventure, the players are placed in the middle of a scandal: one of Khalilah’s girls has murdered a prominent centaur slayer. Are they willing forego all sense of justice or retribution in order to obtain what they desire?
Tentative Adventure Outline
0. Hook
1. Hazards of the Waste
2. The Monastery
3. Sanctuary
4. Outcomes
Hook
The players need an artifact. It could be a variety of such; an extremely rare ingredient needed for a ritual, a weapon to help combat a demon, a key to unlock some greater agenda. Ideally, this item is highly desired yet not absolutely essential to the advancement of the greater campaign – thus, the players may later find the donation of the item a difficult but morally superior alternative.
In any case, their search for this item brings them to Oasis; more specifically a place called the Vault, where monks collect and study artifacts with the hope of unlocking their power for the benefit of civilization.
For the purposes of this adventure, the variable desired item is called the Hook.
Note: perhaps the Wasteland encompasses the entire setting or is only a part of it. If the latter, the players, though perhaps powerful, are not masters of the arcane enough to provide more than minor insights into the mysteries of the relics.
Hazards of the Waste
The first day or so in the Wasteland is a good opportunity to introduce the centaur threat by throwing the PCs into an ambush from these monstrous denizens.
Before they recover from the ambush, the players are beset by a powerful mana storm. Read the following:
An immense bang snaps at the air less than ten feet above you. Your ears are deafened briefly, and when you look up, you see pinpricks of light flashing underneath the clouds. Perhaps struck by the beauty of this phenomenon, you stop and watch, until a second synapse engulfs your party in green flames.
The pain is fleeting; you’ve felt worse. But while batting at your sleeves, you see another fireball a hundred feet to the west, and then a small tornado of what looks like ice kick up sand to the north. A searing pain at your belt interrupts any communication. You look down to see a vial, glowing hot, the viscous liquid inside beginning to boil…
The storm wreaks havoc on the party’s magical items and equipment. They are shown the power of such a storm in a skill challenge.
- Complete Success: They are able to protect all of their consumable magic items.
- Complete Failure: They lose all of their consumables and some minor magical items.
- Partial Success: They lose some of their consumables and minor magic items. In any case, the storm eventually threatens to overwhelm the group. Luckily, they are rescued and introduced to Farad Hukem, a local patriarch with a deep understanding of the Wasteland.
Farad is kind and helpful, but also shows signs of mourning. If inquired, he will tell them of his older brother Zahid. Zahid was the eldest and favorite son of his illustrious father, and the bearer of the family heirloom: a golden torc that smelled of ancient magic. The torc, sometimes called the “Centaur Slayer,” was typically given to the most promising young warrior when he reached adulthood. For three generations, the Slayer had brought the Hukem family fame and fortune, for they had been instrumental in holding back the marauding centaur hordes. Farad, like many of his brothers, now makes a living off of protecting the relatively vulnerable Wasteland families from intermittent centaur raids. Tragically, however, Zahid was murdered less than two weeks ago. At this point, Farad grows quiet.
If the party convinces Farad to share with them the details via a brief diplomatic skill challenge or good roleplaying, he will reveal sadly: Zahid had recently purchased a ninth wife from Oasis. Zahid was found dead the morning after the wedding. His arm had been severed and there was a tiny needle mark in his neck. Perhaps more disconcertingly, the Centaur Slayer had been taken. The wife had disappeared. He offers a substantial monetary reward for the recovery of the Slayer and relates his own determination in bringing the killer to justice.
Note: mechanically, the Centaur Slayer occupies the arm slot and offers some offensive combat enhancements and also provides some bonuses to charisma-based skills (which probably helped the Hukem family attain their fortune).
Regardless of how much information the party got out of Farad, they are eventually pointed in the right direction: the Monastery in Oasis and the Vault it guards. Farad will accompany them to Oasis with a number of soldiers in search of the torc himself unless he tasked the PCs with recovering it.
If the party is restless or is amenable to martial encounters, feel free to throw another centaur encounter at them; only this time, they are witness to the ruthlessness and brutality with which the Hukem fights.
Oasis
Upon entry into Oasis, read the following:
You pass a boy carefully hauling water away from the city to his home. A batch of dirty weeds grows at his feet, looking aberrant in the desert sand. Up ahead, a long line of women and children meander across city grounds. You turn a corner and find the head of the line at a ten foot wheel, made from some obsidian material, spinning in the air and ejecting clear water that materializes within its radius. Faint yellow sigils glow periodically on the side of the object. The wheel itself is held five feet in the air by a ramshackle system of wooden stilts. There are wheels at the contraption’s base, and several monks keep tabs on the crowd and on the sky, ready to move at the first sign of a storm.
The Monastery, which protects the vault, is situated on the side of a cliff face just on the outskirts of the city; the building is the only gate to a cavernous space within the cliff the monks call the Vault. The Vault is a pre-cataclysm structure somehow shielded from the mana storms that shred through other unprotected magicks; it is a safe hiding place for the Monastery’s relics and is the site of their research. Since the advent of their Water Wheel, the Monastery had received significant positive public attention. A number of the city’s denizens visit the Monastery each day to pray. They are given the antechamber of the building for this purpose, but are not allowed any further.
Mentioning the Hook grants the players a private audience with Brother Samir, one of the ranking monks. Samir is cold and calculated. He rejects the notion of just giving the PCs what they want; the people of the Wasteland depend on their diligent research and the distant objectives of this group of adventurers is surely not important enough to warrant relinquishing such an important item. However, he will offer the PCs a trade: the Monastery has sought the Hukem Family Torc for some time now, believing it to be a powerful pre-cataclysm artifact and an important piece of their continued education. Samir is unaware of the object’s recent theft, though he doesn’t seem turned away by less-than-honest methods of obtaining the relic if that subject is broached.
Note: though more bloodthirsty players might find it a good idea, a direct assault on the Monastery is very unlikely to be successful. Both the building and the Vault are magically protected and trapped. In addition, the monks here are trained martially, possess superior magical armaments, and are prepared to fight for every square inch of their turf. If the DM sees this ploy coming, he should try to hint to the players that this likely to be an unfruitful idea.
Sanctuary
A complex investigative urban skill challenge will reveal the following about the location of the Hukem Torc, in addition to what the PCs may already have learned from Farad.
- Complete Failure: Zahid Hukem was recently murdered; found death with his arm severed. The suspected killer is his newly purchased wife, though she is missing. The players gain a detailed physical description of the girl.
- Partial Success: In addition to the above, the cause of death was suspected by poison delivered by a slim piece of bone. A slave girl named Mujita, recently wed to Zahid was seen in town again about a week ago. She returned to the Sanctum, where she had been purchased, and hasn’t been seen for about a week. Rumors say she’s carrying magic.
- Complete Success: In addition to the above, Zahid Hukem, the owner of the artifact, was killed about two weeks ago. The cause of death was suspected to be a lethal poison delivered by a stiletto made from the tooth of a poisonous beast. The stiletto was seen used as a hairpin by Mujita.
Entrance to the Sanctum is limited by money. The players can front the cost themselves, though if they share the results of their investigation with Farad, he will fund their entry and accompany them. Either way, Farad has been conducting his own investigation and is not far behind him. If the players enter the Sanctum by themselves, Farad will enter soon after them.
An examination of the girls currently being offered by the Sanctum will reveal that Mujita is absent amongst them. If looking for a bony hairpin, about four of the girls are seen carrying the object. If the players pay for private time with any of the women, they have the option of instigating another skill challenge.
- Complete Failure: the girl reveals nothing, but instead runs from the room screaming of violence.
- Partial Success: the girl hints at Khalilah’s culpability in the matter, but grows silent out of loyalty.
- Complete Success: the girl explains that Khalilah is a motherly figure, and that she is only protecting her wards. She taught them self defense against the unruly men that paid for them, and gave them the means to do it, a subtle weapon locked in their hair. Mujita, she explains, is barren, as are many of the girls in the Sanctum. Possessing little or no value, these girls have no choice but to work in the Sanctum. The girl begs them to find mercy within their hearts.
If approached, the matron of the girls, Khalilah, will deny harboring the girl. Insightful players may suspect that she is lying, and perceptive ones will see her wispy gray hair held together by a bony hairpin. Khalilah has the welfare of Mujita at heart and will trade the Torc for a promise of silence. If the players do not mention the Torc, try to subdue or attack Khalilah, or otherwise provoke violence, Khalilah will attempt to render the nearest opponent unconscious with her hairpin needle and flee into the back rooms. She will collect Mujita and attempt to escape. If desperate and cornered, she will offer the artifact in exchange for their lives. Any peaceful outcome, however, is complicated by Farad’s involvement.
If Farad is with them, he will be outraged and embarrassed that his brother’s murderer was indeed a woman. He and his men will turn violent immediately and tear the place apart in search of revenge. This engagement will be a massacre of the Sanctum unless the PCs stop him.
If Farad is not with them but in the building, he will piece together the truth in short time. The PCs have a brief opportunity to avoid bloodshed by extremely clever play but again, the situation will otherwise turn violent. If Farad suspects the PCs have helped harbor Mujita or take the Torc for themselves, he will attack them.
If Farad has hired the PCs (and is thus not in town), this gives them a somewhat longer window to avoid bloodshed should they wish. Farad will still expect the Torc to be returned, however, and he will inquire the full extent of their journey when they return.
Should the PCs enter a combat with Farad, they can capitalize on their previously friendly interaction with him via a skill challenge. Each success should hold Farad at bay for a round, while each failure eats up their action economy during combat.
Outcomes
There are several ways in which the adventure can end.
If the PCs do not give Farad the Torc, he will eventually find the PCs and attack them. Future centaur threats become increasingly damaging and the Wasteland suffers from it.
If Farad does recover the Torc, the PCs have gained a powerful new ally. Farad will continue to seek revenge for his brother’s murder, and will eventually find Mujita unless the PCs have intervened to prevent that. The PCs must either forfeit their Hook or find another way to barter with the Monastery.
If Mujita is spared, Khalilah becomes a potential future ally.
If the Monastery acquires the Torc, they make headway in their research, and their community visibly benefits from it if the PCs ever return. Also, the Monastery becomes a potential ally, offering shelter within the Vault whenever a mana storm erupts in the area.
The PCs gain brief access to the Vault while delivering the Torc:
You don’t notice the hum until you are almost at its door, but thinking back, you realize that it was faintly audible from even outside the monastery. The Vault’s walls are natural rock, and every inch of it is covered in unintelligible sigils. They say the sigils glow and flicker when a storm erupts outside, a myriad of whites and reds and yellows. When your eyes finally see past the cavern’s walls, you marvel at the sheer number of artifacts held in the room. Some sit on wooden tables, abandoned by the monks, while others are picked at by a half dozen. Some are enormous and stately, reaching almost the cavern's ceiling, while others are tiny and subtle, kept carefully in small jewelry boxes for fear that a breath would send them into a crevice. You can’t help but feel the monks here are nothing but apes prodding at something far beyond their comprehension, but perhaps even a monkey can occasionally learn how to work a doorknob or pour a drink. If they are lucky, they won’t kill themselves first.
Other Considerations: Handling Female PCs
(It is assumed that the serious themes and topics handled within this adventure are appropriate for the gaming group.) Female PCs have an especially interesting roleplaying potential within the setting. Though their entire gender is subjugated to extreme misogyny, foreign women that walk as equals amongst their companion males garner substantial respect in the presence of local men. They are symbols of rare power and are treated with a combination of suspicion, awe, and deference.
Ingredient Use
Centaur Hunter: Farad is a professional hunter of marauding centaurs and becomes (in the most probable case) the primary antagonist of the story. More imaginative interpretations include his brother, his profession at large, and the Torc itself in question.
Ancestral Grotto: The Vault, built by the land’s ancestors, is a cave protected by abjurative magic from the deleterious mana storms that destroy magic items.
Secretive Matron: Khalilah, the matron of the Sanctum, has a dangerous secret: she defies the dominance of man by training her servant girls to defend themselves. She, of course, keeps many other secrets as well.
Torc of Fortune: A pre-cataclysm artifact and family heirloom of the Hukem family, allowing its warriors to possess a combative edge against the marauding centaurs. It has brought fortune to its owner’s family for several generations.
Polygamy: in the ensuing chaos after the cataclysm, civilization returned to a more primitive time: both lacking and ruled by men (polygyny).
Bone Needle: Khalilah’s girls use a poison coated bone needle as a hairpin and as a weapon in times of desperation.