Difference between revisions of "Islander:Initiation"

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They head back to the villiage. On the way they see a small raiding party of another tribe.
 
They head back to the villiage. On the way they see a small raiding party of another tribe.
  
The raiders are equal in number to the party. If there is three or more in the party, then one of them is a [[IslanderNPC:Tribal_Sorcerer|MorningSorcerer]], else they are all [[IslanderNPC:MorningTribesman|Tribesmen]].
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The raiders are equal in number to the party. If there is three or more in the party, then one of them is a [[IslanderNPC:Morning_Sorcerer|Sorcerer]], else they are all [[IslanderNPC:MorningTribesman|Tribesmen]].
  
 
They party must choose to Hide, Challenge or Ambush. If they Hide succesfully, the raiders pass by them, else they will have to fight. If they Challenge, they fight normally, but each PC will get +1 Fame.
 
They party must choose to Hide, Challenge or Ambush. If they Hide succesfully, the raiders pass by them, else they will have to fight. If they Challenge, they fight normally, but each PC will get +1 Fame.
 
  
 
== 5 ==
 
== 5 ==
  
 
The PCs near the villiage, and get concernced at the silence as they approach...
 
The PCs near the villiage, and get concernced at the silence as they approach...

Revision as of 16:08, 25 August 2006

One player must take the NPC Tribal Elder. One must take the NPC Avatar. Italicized sections show where these parts must be played.

Before starting, the players must choose the name of their tribe and who their God is. They must also choose from where in the Archipelago they come, whether western (Evening), central (Noon) or eastern (Morning), as each has a distinct culture.


Contents

1

The scene begins at dawn, with the PCs kneeling together and their tribe in a circle around them. The Elder makes a short speech about their becoming adults and getting their names, then there is silence for a minute. They hear a howl from deep within the forest, jump up and run off in its direction.


2

The Reward for reaching the Cave first is 4 Fame.

They must each track and slay a Kin-tuk Lizard, and take it as an offering to their God.

Each player has 1 turn per Phase. They must complete each step before heading onto the next one and may only attempt one step each phase ('steps' are in bold). Once a player has reached the Cave, it is the final Phase; if any other players also manage to complete it, they split the Reward (round fractions up).

  1. Make a Track roll to find a Kin-tuk, Difficulty 13.
    1. If you succeed, go to the next step.
    2. If you fail, stay on this step.
  2. You see your prey! You may attack it from afar or attempt to sneak up on it.
    1. If you use a ranged weapon or a Spell, make an attack.
      1. If you slay it, go to the final step.
      2. If it survives, go to the next step.
    2. If you attempt to creep up on it, make a Sneak roll, Difficulty 11.
      1. If you succeed, make an attack
        1. If you slay it, go to the final step.
        2. If it survives, go to the next step.
      2. If you fail, stay on this step.
  3. Make a Track roll to find a Kin-tuk, Difficulty 12.
    1. If you succeed, go to the next step.
    2. If you fail, stay on this step.
  4. The Kin-tuk screaches from above and attacks you!
    1. The Kin-tuk makes an Ambush attempt.
      1. Fight it for a single round.
        1. If you both survive, stay on this step.
        2. If you slay it, go to the final step
        3. If it Wounds you, you do not gain a Fate point, but take a -2 Fame penalty instead. You are out of the race.
  5. You run to the Cave with your offering.
    1. Make a Run roll, Difficulty 14.
      1. If you succeed, you reach the Cave!
      2. If you fail, stay on this step.


3

The last of the characters enters the Cave and places their offering on the rough stone alter, then joins the others as they kneel in prayer in front of it.

They hear an unnatural snap! from behind them and the dark Cave is lit with a soft azure glow. They know not to turn and look.

The Avatar of their God speaks to them, but does not say what they have been expecting to hear for most of their lives. It apologises for failing their tribe, but promises that it will help them gain vengance and that if they show courage it will make them the greatest on all the Islands. It does not explain how it has failed or what they would seek vengance for. Then they hear a gust and the glow disappears.

They soon realise that it never gave them their names.

4

They head back to the villiage. On the way they see a small raiding party of another tribe.

The raiders are equal in number to the party. If there is three or more in the party, then one of them is a Sorcerer, else they are all Tribesmen.

They party must choose to Hide, Challenge or Ambush. If they Hide succesfully, the raiders pass by them, else they will have to fight. If they Challenge, they fight normally, but each PC will get +1 Fame.

5

The PCs near the villiage, and get concernced at the silence as they approach...