Quickleaf
Legend
Go on a quick journey with me.........
Imagine you're flipping through a big hardcover fantasy adventure for your high-level PCs at the gaming store. The title is "Saviors" and the cover depicts a group of mercenaries (presumably the PCs) in a Middle-Eastern city surrounded by a crowd about to mob them, just at the moment when one of the Iranian looking peasants falls to his knees, shouting and pointing at a symbol one of the mercenaries is wearing.
You're wondering....What the heck is this adventure about? So you read the back cover:
The Shah of Persia has fled into the wildlands and his three wicked sons vie for the throne. Foreign emessaries and national heroes (the PCs) alike are called upon to establish a provisional government to protect the Shah's throne from political rivals. The populace thinks one of the PCs is an avatar and the rest divine servants - these are the saviors their prophecies speak of! Or are they? It's more than a matter of look alike - the PCs fulfill many prophecies about the avatar's second coming. No magic is involved; it is a matter of amazing coincidence. Can they out-manuever political rivals like the cunning Prince Jahandir, imprisoned after being framed, but not de-clawed? Dare they use the legendary Cup of Djemscheed to aid them? Will they set up a look-alike Shah or simply forbid anyone from entering the Shah's bedchambers? Are they willing to cede the throne to the Shah upon his return? Will they fool the Sin Eater on the sacrifice day? Can they negotiate with the revolutionary blacksmith Khjer, or will they fall prey to the noble's plots? Are the PCs hoaxes, or is one of them indeed the savior of Persia?
Intrigued you flip to a random page on "Themes" (see below). Do you find this information useful as a DM? Are you intrigued by it? Is the space wasted or put to good use?
Themes
In choosing to run ”Saviors”, a DM may pick a theme appropriate to the type of players she or he has. Several themes lend themselves to this adventure, as described below. Each theme idea has suggestions for a DM to emphasize the theme during play. The themes that work best with this adventure are Culture Shock, Ghost Story, Fact or Fiction, Legacy, Political Intrigue and Tragedy. A DM could even have the players vote on which theme they want to emphasize before beginning play. In truth, the adventure incorporates all these themes, and a good DM learns to emphasize a different theme at each game session.
Culture Shock
The adventure features the PCs arriving in the foreign nation of Persia. As foreigners they will have to find a way to blend in, get respect, and overcome cultural boundaries with the natives. Whether it is learning about the Vrahran fire and why it’s worshipped, or failing to make proper homage to the Shah, everything has a foreign feel to the PCs. This theme works best for players who enjoy exploring the campaign world and visiting magical locations. Some ways the DM can incorporate this theme into the adventure:
- Play up the feel of a city at the heart of an empire. Numerous languages are spoken at market, making for dizzying translations. Everyone is prejudiced against people of Turan, and various tribute cities carry resentments toward each other. Exotic goods abound.
- Provide ample opportunities for PCs to make fatal mistakes interacting with NPCs. For example, they extinguish a sacred fire to hide from an enemy, bringing down the wrath of the Magoi Council. Alternately, they step on the threshold of a Turanian khan’s yurt, and the khan demands punishment to the fullest extend of the law – that is, death.
- Everyone in the city, even in the midst of combat, stops to honor the monks of the Holy City when they’re on procession bearing the Cup of Djemscheed.
- At least once every adventure, an NPC will ask the PCs a question about their own customs. “How are these things done in your homeland, foreign lord?” “Do you find our laws strange? Surely your traditions are the same in [name of PC’s homeland]?”
Ghost Story
The legend of the prince Amir and his lover Dawramaeshi is a central element of the plot. Due to bigoted historians and improper re-tellings of the myth, Dawramaeshi’s heroic deeds were attributed to Amir, and eventually people even began calling the prince “Dawramaeshi” and believed him to be a Sayoshan, or savior. After the loss of his love, Amir pined away, and when he died he became a ghost. The ghostly prince over time believed he was Dawramaeshi and a Sayoshan. He haunts the city of Bar Tehraz until someone puts an end to his pain and releases him into the afterlife. This theme is best for players who enjoy terror and mystery. Here are ways the DM can incorporate this theme into the adventure:
- Have the ghost prince make liberal use of his ghost touches ability on characters who have been near-death. When they are revived, they’re “not quite right.”
- Create more encounters like in The Hunt scenario, wherein a group of huntsmen get caught in the ghost prince’s confused reality.
- The ghost prince begins appearing to the “Sayoshan” PC in private, or such that only that PC can see and hear him. He wants to test the PC to see if they are ready to become Spirit-Sworn and carry his ghostly essence to help him complete his mission.
- The whole royal court has an ancient, eerie feel, which a DM can convey through vivid description of the ancient carvings and faded tapestries. The entire Persian nation can even be depicted as a decaying empire, with roads becoming grown over, travel check points understaffed, and dwindling trade abroad.
Fact or Fiction?
What is the difference between the reality and the myth of a hero? Often what the people believe makes a hero and how heroes actually are can be as different as day and night. The fundamental case of mistaken identity, that one of the PCs is the Sayoshan, comes into question. Is it actually possible they are the Sayoshan? In a world where myth is truth, what do you believe? This theme is best for players who enjoy moral dilemmas and philosophical debate. Some ways the DM can incorporate this idea into the adventure include:
- Having the PCs meet a legendary character in your campaign world within the city walls, but the legends about him or her are all wrong, and the hero/heroine explains the truth to the PCs.
- Tales of the PCs deeds have reached the city, but have been twisted over many tellings such that at first hearing they may not realize this story is about them! (See the Tall Tales heading in the Reputation rules)
- Before the PCs meet a major character or monster, they hear a few myths and rumors first. When the confrontation occurs, they may find they were misinformed. Either an important fact was left out, or their opponent’s power was grossly exaggerated.
- Everyone in Bar Tehraz treats one beggar in particular (Kerim) as dirt. They kick him, refuse to help him, and heap all manner of verbal abuses on the poor man. They do this with a clean conscience because of The Story of How Kerim Betrayed the Shah. Of course, the truth of the matter is the story is a total misinterpretation, but it has ruined poor Kerim, making him into the villain that everyone believes him to be.
- Every written clue ends or begins with lines such as “These things did or did not occur, as I witnessed them” or “There was, or there was not, in the time of the First Shah…”
Legacy
Persian nobles, like rulers of other nations, seek to leave a lasting legacy. Much thought goes into preparing a proper heir, and battles for the throne can be vicious if an heir is unnamed. During the first half of the adventure the Shah is absent, and his sons jockey to ensure they will be the next heir. Once the Shah returns, it is possible one of the PC’s could become heir to some portion of the Persian nation. Leaving a lasting legacy is a major concern for short-lived humans. This theme is best for players who enjoy a “mythic” feel to their games, and for players who enjoy focusing on the long-term ramifications of their characters’ lives. Some ways a DM can incorporate this idea into the adventure:
- Encourage romantic relations between PCs, and PCs and NPCs. Lengthen their stay in Persia with side-quests, time ruling Bar Tehraz, and time raising a family. Make use of the childbirth tables. Have the PCs role-play with their own children.
- One of the PCs’ father/mother/son/daughter arrives. Have they come to help the PC? Or to cash in on the PC’s reputation and possible inheritance?
- The Shah confides to the PCs his concerns about leaving an heir and asks for their thoughts on the matter of legacy. Can an adopted child be heir? Is it responsible to leave a young child as heir? Is it unjust not to declare your eldest son heir?
- When making introductions, have NPCs identify themselves as “son of/daughter of/ heir to” and other such familial ties. They are quick to speak well of their ancestors.
Political Intrigue
Much of this adventure concerns the noble family of Shah Ariaramnes, who plot behind the palace walls. With the Shah missing, his three sons each plotting a coup, a blacksmith leading a popular revolution, a communal cult gaining strength, assassins and spies from tribute cities, and a looming fiscal debt, Bar Tehraz is facing difficult times, but is also ripe for savvy PCs to try their hand at politics. While the PCs still go on adventures, the focus is shifted to their management of the city and their daring-dos in the political arena. The sourcebook Dynasties & Demagogues (Atlas Games) is highly recommended for campaigns that focus on political intrigue. This theme is best for players who enjoy careful planning, story telling, and a top down view of the game. A DM can incorporate this idea in the following ways:
- Assign several of the PCs rivals (antithesis) according to both their motives and their abilities. For example, a cultured warrior who despises barbarians and destabilizing uprisings may go head-to-head with Sanjar during debates.
- When addressing the PCs, all NPCs insist on using a title such as “your lordship”, “foreign lord”, “sire”, or something more flowery. This serves to remind the PCs that they enjoy an elevated position in Bar Tehraz. Of course, should they lose this position, the deference will go out the window too (unless they’ve managed to earn it).
- One of the PCs’ allied NPCs enjoys using proverbs in regards to politics. Some of their favorites are: “Use your enemy’s hand to catch a snake.” “A gentle hand may lead an elephant with a single hair.” “A blind man who sees is better than a seeing man who is blind.” “Epigrams succeed where epics fail.”
- The adventure can work no matter which side the PCs are on, so they should be allowed to change sides, striking deal with the so-called “bad guys.” Remember, PCs who shift sides frequently are less trusted, and NPCs can always return the favor. Even the seemingly innocent Princess Rhysa makes a naïve blunder that could cost her foster father the Shah his life.
- For more of a gray morality setting, where there is no clear right and wrong, abandon (or supplement) the alignment system. Instead use allegiances from d20 Modern. Possible allegiances include: Persia (nation), Turan (nation), Mazdayasi (belief system), Silver Company (organization), Anusiya (organization), Zurvanites (organization/belief system), Popular Revolutionaries (organization), Princess Rhysa (person). In addition, the personality feats from Dynasties & Demagogues can be used to provide guidelines for PC motivation.
Tragedy
In a tragedy, the hero has a fatal flaw (often hubris) which leads them to make a terrible mistake which may cost the hero his or her life. The hero in the end may redeem him or herself and go forth boldly to meet fate, for good or ill. Who is this tragic hero? Perhaps the “Sayoshan” PC begins to believe he is actually a divine being and treats his inferiors poorly? Perhaps the PCs encourage the mistaken identity in order to get access to the sizeable treasury of the Shah? This theme is only appropriate for players who are method actors and enjoy portraying a tragic hero. For most players, this theme should not be dominant, otherwise their sense of accomplishment falls flat knowing a terrible fate awaits. Here are some ways a DM can incorporate this idea in the adventure:
- Several major NPCs pay a dear price for their hubris and over-confidence. Some are destroyed by their fatal mistake, but others aspire to rise up and face whatever fate has in store for them.
- The character flaw of the “Sayoshan” PC causes their allies to suffer in a dramatically unexpected way, losing nearly everything important to them, possibly their lives.
- Have each player choose a flaw for their PC. One good source for flaws is Green Ronin's Testament, though there are numerous internet sources as well.
Imagine you're flipping through a big hardcover fantasy adventure for your high-level PCs at the gaming store. The title is "Saviors" and the cover depicts a group of mercenaries (presumably the PCs) in a Middle-Eastern city surrounded by a crowd about to mob them, just at the moment when one of the Iranian looking peasants falls to his knees, shouting and pointing at a symbol one of the mercenaries is wearing.
You're wondering....What the heck is this adventure about? So you read the back cover:
The Shah of Persia has fled into the wildlands and his three wicked sons vie for the throne. Foreign emessaries and national heroes (the PCs) alike are called upon to establish a provisional government to protect the Shah's throne from political rivals. The populace thinks one of the PCs is an avatar and the rest divine servants - these are the saviors their prophecies speak of! Or are they? It's more than a matter of look alike - the PCs fulfill many prophecies about the avatar's second coming. No magic is involved; it is a matter of amazing coincidence. Can they out-manuever political rivals like the cunning Prince Jahandir, imprisoned after being framed, but not de-clawed? Dare they use the legendary Cup of Djemscheed to aid them? Will they set up a look-alike Shah or simply forbid anyone from entering the Shah's bedchambers? Are they willing to cede the throne to the Shah upon his return? Will they fool the Sin Eater on the sacrifice day? Can they negotiate with the revolutionary blacksmith Khjer, or will they fall prey to the noble's plots? Are the PCs hoaxes, or is one of them indeed the savior of Persia?
Intrigued you flip to a random page on "Themes" (see below). Do you find this information useful as a DM? Are you intrigued by it? Is the space wasted or put to good use?
Themes
In choosing to run ”Saviors”, a DM may pick a theme appropriate to the type of players she or he has. Several themes lend themselves to this adventure, as described below. Each theme idea has suggestions for a DM to emphasize the theme during play. The themes that work best with this adventure are Culture Shock, Ghost Story, Fact or Fiction, Legacy, Political Intrigue and Tragedy. A DM could even have the players vote on which theme they want to emphasize before beginning play. In truth, the adventure incorporates all these themes, and a good DM learns to emphasize a different theme at each game session.
Culture Shock
The adventure features the PCs arriving in the foreign nation of Persia. As foreigners they will have to find a way to blend in, get respect, and overcome cultural boundaries with the natives. Whether it is learning about the Vrahran fire and why it’s worshipped, or failing to make proper homage to the Shah, everything has a foreign feel to the PCs. This theme works best for players who enjoy exploring the campaign world and visiting magical locations. Some ways the DM can incorporate this theme into the adventure:
- Play up the feel of a city at the heart of an empire. Numerous languages are spoken at market, making for dizzying translations. Everyone is prejudiced against people of Turan, and various tribute cities carry resentments toward each other. Exotic goods abound.
- Provide ample opportunities for PCs to make fatal mistakes interacting with NPCs. For example, they extinguish a sacred fire to hide from an enemy, bringing down the wrath of the Magoi Council. Alternately, they step on the threshold of a Turanian khan’s yurt, and the khan demands punishment to the fullest extend of the law – that is, death.
- Everyone in the city, even in the midst of combat, stops to honor the monks of the Holy City when they’re on procession bearing the Cup of Djemscheed.
- At least once every adventure, an NPC will ask the PCs a question about their own customs. “How are these things done in your homeland, foreign lord?” “Do you find our laws strange? Surely your traditions are the same in [name of PC’s homeland]?”
Ghost Story
The legend of the prince Amir and his lover Dawramaeshi is a central element of the plot. Due to bigoted historians and improper re-tellings of the myth, Dawramaeshi’s heroic deeds were attributed to Amir, and eventually people even began calling the prince “Dawramaeshi” and believed him to be a Sayoshan, or savior. After the loss of his love, Amir pined away, and when he died he became a ghost. The ghostly prince over time believed he was Dawramaeshi and a Sayoshan. He haunts the city of Bar Tehraz until someone puts an end to his pain and releases him into the afterlife. This theme is best for players who enjoy terror and mystery. Here are ways the DM can incorporate this theme into the adventure:
- Have the ghost prince make liberal use of his ghost touches ability on characters who have been near-death. When they are revived, they’re “not quite right.”
- Create more encounters like in The Hunt scenario, wherein a group of huntsmen get caught in the ghost prince’s confused reality.
- The ghost prince begins appearing to the “Sayoshan” PC in private, or such that only that PC can see and hear him. He wants to test the PC to see if they are ready to become Spirit-Sworn and carry his ghostly essence to help him complete his mission.
- The whole royal court has an ancient, eerie feel, which a DM can convey through vivid description of the ancient carvings and faded tapestries. The entire Persian nation can even be depicted as a decaying empire, with roads becoming grown over, travel check points understaffed, and dwindling trade abroad.
Fact or Fiction?
What is the difference between the reality and the myth of a hero? Often what the people believe makes a hero and how heroes actually are can be as different as day and night. The fundamental case of mistaken identity, that one of the PCs is the Sayoshan, comes into question. Is it actually possible they are the Sayoshan? In a world where myth is truth, what do you believe? This theme is best for players who enjoy moral dilemmas and philosophical debate. Some ways the DM can incorporate this idea into the adventure include:
- Having the PCs meet a legendary character in your campaign world within the city walls, but the legends about him or her are all wrong, and the hero/heroine explains the truth to the PCs.
- Tales of the PCs deeds have reached the city, but have been twisted over many tellings such that at first hearing they may not realize this story is about them! (See the Tall Tales heading in the Reputation rules)
- Before the PCs meet a major character or monster, they hear a few myths and rumors first. When the confrontation occurs, they may find they were misinformed. Either an important fact was left out, or their opponent’s power was grossly exaggerated.
- Everyone in Bar Tehraz treats one beggar in particular (Kerim) as dirt. They kick him, refuse to help him, and heap all manner of verbal abuses on the poor man. They do this with a clean conscience because of The Story of How Kerim Betrayed the Shah. Of course, the truth of the matter is the story is a total misinterpretation, but it has ruined poor Kerim, making him into the villain that everyone believes him to be.
- Every written clue ends or begins with lines such as “These things did or did not occur, as I witnessed them” or “There was, or there was not, in the time of the First Shah…”
Legacy
Persian nobles, like rulers of other nations, seek to leave a lasting legacy. Much thought goes into preparing a proper heir, and battles for the throne can be vicious if an heir is unnamed. During the first half of the adventure the Shah is absent, and his sons jockey to ensure they will be the next heir. Once the Shah returns, it is possible one of the PC’s could become heir to some portion of the Persian nation. Leaving a lasting legacy is a major concern for short-lived humans. This theme is best for players who enjoy a “mythic” feel to their games, and for players who enjoy focusing on the long-term ramifications of their characters’ lives. Some ways a DM can incorporate this idea into the adventure:
- Encourage romantic relations between PCs, and PCs and NPCs. Lengthen their stay in Persia with side-quests, time ruling Bar Tehraz, and time raising a family. Make use of the childbirth tables. Have the PCs role-play with their own children.
- One of the PCs’ father/mother/son/daughter arrives. Have they come to help the PC? Or to cash in on the PC’s reputation and possible inheritance?
- The Shah confides to the PCs his concerns about leaving an heir and asks for their thoughts on the matter of legacy. Can an adopted child be heir? Is it responsible to leave a young child as heir? Is it unjust not to declare your eldest son heir?
- When making introductions, have NPCs identify themselves as “son of/daughter of/ heir to” and other such familial ties. They are quick to speak well of their ancestors.
Political Intrigue
Much of this adventure concerns the noble family of Shah Ariaramnes, who plot behind the palace walls. With the Shah missing, his three sons each plotting a coup, a blacksmith leading a popular revolution, a communal cult gaining strength, assassins and spies from tribute cities, and a looming fiscal debt, Bar Tehraz is facing difficult times, but is also ripe for savvy PCs to try their hand at politics. While the PCs still go on adventures, the focus is shifted to their management of the city and their daring-dos in the political arena. The sourcebook Dynasties & Demagogues (Atlas Games) is highly recommended for campaigns that focus on political intrigue. This theme is best for players who enjoy careful planning, story telling, and a top down view of the game. A DM can incorporate this idea in the following ways:
- Assign several of the PCs rivals (antithesis) according to both their motives and their abilities. For example, a cultured warrior who despises barbarians and destabilizing uprisings may go head-to-head with Sanjar during debates.
- When addressing the PCs, all NPCs insist on using a title such as “your lordship”, “foreign lord”, “sire”, or something more flowery. This serves to remind the PCs that they enjoy an elevated position in Bar Tehraz. Of course, should they lose this position, the deference will go out the window too (unless they’ve managed to earn it).
- One of the PCs’ allied NPCs enjoys using proverbs in regards to politics. Some of their favorites are: “Use your enemy’s hand to catch a snake.” “A gentle hand may lead an elephant with a single hair.” “A blind man who sees is better than a seeing man who is blind.” “Epigrams succeed where epics fail.”
- The adventure can work no matter which side the PCs are on, so they should be allowed to change sides, striking deal with the so-called “bad guys.” Remember, PCs who shift sides frequently are less trusted, and NPCs can always return the favor. Even the seemingly innocent Princess Rhysa makes a naïve blunder that could cost her foster father the Shah his life.
- For more of a gray morality setting, where there is no clear right and wrong, abandon (or supplement) the alignment system. Instead use allegiances from d20 Modern. Possible allegiances include: Persia (nation), Turan (nation), Mazdayasi (belief system), Silver Company (organization), Anusiya (organization), Zurvanites (organization/belief system), Popular Revolutionaries (organization), Princess Rhysa (person). In addition, the personality feats from Dynasties & Demagogues can be used to provide guidelines for PC motivation.
Tragedy
In a tragedy, the hero has a fatal flaw (often hubris) which leads them to make a terrible mistake which may cost the hero his or her life. The hero in the end may redeem him or herself and go forth boldly to meet fate, for good or ill. Who is this tragic hero? Perhaps the “Sayoshan” PC begins to believe he is actually a divine being and treats his inferiors poorly? Perhaps the PCs encourage the mistaken identity in order to get access to the sizeable treasury of the Shah? This theme is only appropriate for players who are method actors and enjoy portraying a tragic hero. For most players, this theme should not be dominant, otherwise their sense of accomplishment falls flat knowing a terrible fate awaits. Here are some ways a DM can incorporate this idea in the adventure:
- Several major NPCs pay a dear price for their hubris and over-confidence. Some are destroyed by their fatal mistake, but others aspire to rise up and face whatever fate has in store for them.
- The character flaw of the “Sayoshan” PC causes their allies to suffer in a dramatically unexpected way, losing nearly everything important to them, possibly their lives.
- Have each player choose a flaw for their PC. One good source for flaws is Green Ronin's Testament, though there are numerous internet sources as well.
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