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The Trial By Fire And The Overhaul

It seems like a month has gone by since last Saturday when I came home from work and ran the first part of my module for a couple of my players.

Just Friday, I decided, "You know, this really doesn't feel like the modern fantasy idea I imagined." I've been really thinking something like Percy Jackson, with enough Buffy and Shadowhunters to keep it from being elementary. Granted, I still like The Heroes of Olympus series. But regardless, I had a perplexing job ahead of me.

Although there was a little nervous chill in my gut, wondering if I could fix this, a mentor's advise of "it's all gonna work out" proved true.

I removed, after reading it over for ten minutes, the superhero setting from the module by renaming the city, as well as most of the other names, something more realistic, and reworking the player characters to be less super without weakening them. Most importantly, I started to sort out a few of the scattered paragraphs to appropriate bulletpoints of information which can be more quickly accessed mid-game-- that is my premise, after all.

Thanks for reading!

Here's the updated version:

Falcon City Adventures One Through Three

What this is:
> Modern Fantasy setting: the sprawling Falcon City
> Open Legend RPG system: 1XP per adventure (PCs will be Level Two at the end)

Why this is worth running:
> Designed to be clear and concise
> Designed to provide content that is both fun and interesting

What you need to use this:
> The free Open Legend rules
> A physical or virtual polyhedral dice set

*GM’s Note: Good luck, have fun!

The Setting

*Narrative: Last year, a violet star shot across the night sky. Now, rumors of legendary monsters circulate the city as reports of crimes under strange circumstances plague the metropolis, and the people are left to wonder. “But where are the heroes?”

Whispers hint of the foreign creatures possessing powerful artefacts and potent herbalism which, in the hands of courageous men and women, could purge the city of the festering blackness. Still, the tools of darkness are forged to carry out dark works, and mere herbalism can only be so potent. This is the test of humanity. 

Ground Rules
Equipment
follows the normal rules according to Wealth Level; however, it is assumed that the player characters have a vehicle (treat as the All-Terrain-Vehicle).

*GM’s Note: I’d recommend that the ATV reskin has enough room for all the PCs and possibly an NPC or two. That way, they can pick up an ally but not be able to use their vehicle to store every possible item they can get their hands on. Alternatively, maybe they don’t won the vehicle, but, rather, are borrowing it from a friend, possibly the overworked officer.

Characters will probably all be human and possess no Extraordinary stats (Energy, Protection, etc.), but, if the GM allows, it can be fun for a few of them to be nonhuman or be able to wield fantasy powers.

The Grand Sphinx Library

The Adventure Hook(A Variant) one of the PCs is (or is buddies with) an overworked police officer who deputizes a PC and asks them to check out the roof of the Grand Sphinx Library on 49th Street where, allegedly, a group of young people, without permission, are using the utility shed as a hangout and are spying on a small bank.
(B Variant) In Encounter 1, the Thrill Seeker either invites the PCs to the Clubhouse, or they have a paper in their pocket with details of the clubhouse’s location or plans.

*GM’s Note: The Sphinx, through the miscreants, prevents monsters from coming too close to the library. What is the relationship among the Sphinx, Kyle’s group, and the monsters?

1. Thieves – anonymous (humanoid, ethereal, black mist, no identity, Ethereal Black Gloves), number of them equals 1 less than party size, alley, robbing passive Thrill Seeker kid
*GM’s Note: The Sphinx has a pivotal role in the library’s accruing of herbalism knowledge and the training of the thrill seekers. What does the Sphinx want out of it?

2. Getting to The Clubhouse(A Variant) dense city, rooftop (network of pipes/ladders/slopes/sheds/heating or cooling units), requires everyone to make 2 checks DC10 and DC13 (examples: Might for jumping, Agility for dodging obstacles, Logic for planning route through obstacles, Perception for avoiding unexpected obstacles, Fortitude to resist herbalism toxin put on key handholds, Will to commit to short jump over HOT vent)
(B Variant) library, 10 levels, elevator (out of service, 2 Logic or Learning checksDC10 to open it and DC13 to make it go faster or open it), stairs (DC10 Might to run and DC13 Fortitude to keep running)

3. Kyle’s AdventurersGiant Thief (humanoid, ethereal, black mist, no identity),beat-up fridge (a dozen stains; strange sodas), beat-up sporting stuff (messy; skateboards, skates, etc.), posters (disorganized: ads for racing vehicles, fast-food, TV, etc.), buried utilities (breaker box, water valves, etc.), large apothecary’s table (organized, oval, center of room, hieroglyphics, gold carvings of fowls and felines; wide variety of mundane herbalism materials such as different salts and plant-derived oils), PCs are between the intruder(s) and Kyle and (two less friends than the number of party members)

Resolving the Encounter: The final encounter may deescalate if one or more of Kyle’s “friends” decides to make a run for it, or it may escalate if a member returns with a story and/or snacks. The party might decide to join the group, leave them alone, report them to the cops, chase them off, and/or injure one or more members of the group, depending on the PCs choices and previous decisions.

*GM’s Note: Perhaps Chase’s group is allowed by the Sphinx to use the room?

Kyle Hill ----- Toughness 10, Guard 20, Resolve 15, 20 Hit Points (no falling damage; once per day, being reduced to below 1 HP instead reduces you to 1 HP)
+2d6 Agility, +1d10 Might, +2d6 Presence (Bolster 2 Aura 4 boon)
Items: Unarmed (One-handed; Forceful, Precise, Swift; Stunned, Knockdown), Thick Leather Jacket (Light, 1 Armor), Herbal Smelling Bottle (Close Ranged, One Hand; Expendable, Precise, Swift; Blinded, Demoralized, Fatigued, Forced Move, Persistent Damage, Phantasm, Provoked, Sickened, Slowed)
Feats: Breakfall 2, Diehard
*Narrative: “You know what I haven’t done before? Rob a bank—without getting caught. What’s that bank on the corner of Forty-eighth, the one with the annoying checkers who never smile?”

Thrill Seeker
----- Toughness 10, Guard 16, Resolve 12, 6 Hit Points (halve falling damage)
+1d8 Agility (Demoralized 2 or Forced Move 2 banes versus target’s Guard), +1d8 Might, +1d6 Presence
Items: Unarmed (One-handed; Forceful, Precise, Swift properties; Stunned and Knockdown banes)
Feats: Breakfall
*Narrative: Kyle is a popular guy with many “friends” who do anything from fix vehicles, the keen Aust Freeman, to parkour across buildings, the spirited Chrissy Ashwood, to run cons on the street, the personable Roman Macer.

“Common Thief” ----- Toughness 13, Guard 14, Resolve 10, 16 Hit Points
Stats: +1d6 Might (use this for Persuasion if applicable), +1d8 Fortitude, +1d6 Agility
Items: Blade (One-handed, Close Ranged; Forceful, Precise, Swift; Persistent Damage, Disarmed), Revolver (Short Ranged; Precise; Persistent Damage, Slowed), stolen money (enough among the encounter’s thieves to bring 1 PC up by 1 Wealth Level), Ethereal Black Gloves 1 (Unarmed, Entropy 1, Influence 1, DC11 roll made every hour to resist Mind Alteration 5 to think wearer’s name is The Shadow)
Feats: Brutal Intimidation, Fast Draw

GM’s note: the rolls made to resist the banes of Ethereal Black Gloves 1 and Ethereal Black Cloak 5 should be a hidden feature which the players don’t know until 80 or 40 minutes, respectively, later. This number is in respect to a level 9 monster item’s effect being known immediately.

“Giant Thief”
----- 17 Toughness , 16 Guard , 13 Resolve , 24 Hit Points
Stats: +1d8 Agility, +1d8 Might, +1d10 Fortitude, +1d8 Will
Items: Blade (One-handed, Close Ranged; Forceful, Precise, Swift; Persistent Damage, Disarmed), Revolver (Short Ranged; Precise; Persistent Damage, Slowed), stolen money (enough among the encounter’s thieves to bring 1 PC up by 1 Wealth Level), Ethereal Black Cloak 5 (Entropy 5, Influence 5,6 roll made every hour to resist Provoked 6—any roll not made to do an evil to a good entity is made at disadvantage 3, every successful attack allows the wearer to roll 1d100—a 99 or 100 inflicts the Death bane on the target, every failed attack forces the wearer to roll 1d100 and on a 1 suffer the Death bane)
Feats: Brutal Intimidation, Fast Draw



Liberty Square Tree
*Narrative: At the center of the Liberty Square is a huge tree whose branches overshadow where many families and future families gathered. But after the strange shooting starl, the tree awoke to have its roots constrained by the oppressively dense cement of the square it inhabited.

UNDER CONSTRUCTION.

The Duplicators
*Narrative: Doctor Vanderbilt was a genius working in a ChicTech lab when the shooting star brought his modular robot to life. It clearly outmatched him and ordered him to be the face of the force of machines building a skyscraper to eventually dwarf all others in the city.

UNDER CONSTRUCTION.

Sample Player Characters
Amelia Rose
----- Toughness 10, Guard 16, Resolve 15, 14 Hit Points, +5 ft. Speed
Stats: +2d6 Agility, +1d8 Logic, +1d8 Perception, +1d6 Presence
Items: Revolver (Short Ranged; Precise; Persistent Damage, Slowed), Padded Armor (Light, Armor 1)
Feats: Fast Tracker, Fleet of Foot, Knowledge of Criminals
*Narrative: Hired for odd jobs by the police, Amelia worked hard to make sure her childhood dream of being a private investigator, inspired by her favorite books, came true. After imagining that the mythical was real, will she take it in stride or will the barriers she erected in her mind between myth and reality refuse to accept this revelation?

Nathaniel Dawes ----- Toughness 18, Guard 18, Resolve 18, 34 Hit Points
Stats: +1d10 Fortitude, +1d10 Might, +1d10 Will, +1d10 Presence
Items: Sledge Hammer (Two-handed; Forceful and Heavy properties; Knockdown, Forced Move, and Stun banes), Kevlar Vest (Medium, Armor 2)
Feats: Armor Mastery 2 for Kevlar Vest
*Narrative: Still new to the police crew, Nathan has a little too much boyish love for the brute force skills he developed from football and city demolition work. What happens when his go-to solution just worsens the situation?

Cicero “Sparrow” Shay ----- Toughness 14, Guard 16, Resolve 14, 18 Hit Points, +15ft Speed
Stats: +2d6 Agility, Will 1d10, Perception 2d6
Items: Knife (Close Ranged, One Hand; Forceful, Precise, Swift; Persistent Damage, Disarmed), Thick Leather Jacket (Light, 1 Armor)
Feats: Fleet of Foot 3
*Narrative: “Sparrow” has a deep-seeded positive energy and need to roam  free. He runs, he fidgets, but he can’t sit still. How would he react if he thought somebody was limiting him?
 

Reina Diath ----- Toughness 13 (16 in Trance), Guard 16, Resolve 13 (16 in Trance), 18 Hit Points
Stats: (Advantage 1 on all damage attacks in Trance) +2d6 Might (Advantage 1 to all Unarmed damaging attacks), +1d10 Presence, +1d8 Will, +1d8 Persuasion, +1d6 Deception
Items: Unarmed (One Hand; Forceful, Precise, Swift; Stunned, Knockdown) Padded Armor (Light, 1 Armor)
Feats: Battle Trance (Fatigue bane level when ended, ends if 3 consecutive turns end without attacking or being attacked), Attack Specialization on Unarmed
*Narrative: Reina is laser-focused on her goal of being the most respected person in the city; she is willing to help or hurt anyone she has to in order to achieve this. How far will she go?

GM’s Note: If the player would rather the character be the gender opposite the ones presented, here are some alternatives—Emil for Amelia, Ariel for Nathaniel, Kristiana for Cicero, Jorge for Reina.


*GM’s Note: You should consider (1) including skill checks in a way that allows each PC to use one of their stronger attributes, and there is one check that nobody is good at (2) finding, or asking each player to find, the strong reason their character is motivated to participate in the adventure.

*GM’s Note: I did not include any PCs with extraordinary stats specifically to avoid the Superhero genre tone.

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