Friday, 12 April 2013

Metal Adventure Seeds III: The Mob Rules



The Mob Rules:
Setting: Traditional Fantasy, Horror Fantasy

The Lord Mayor of Shemhaz has put out a huge bounty, including a choice of a wide variety of powerful magical weapons (+2 enchantment plus 1-2 special properties) for any heroic adventurers who can eliminate the city of the vile threat of Aasith, the Demonic Queen of the Hunt. Her followers have been engaging in the Culling, a horrific event in which innocent citizens (all young men and women) are hunted and slain through the streets. Along with the usual depredations of the cultists (which strike once every sixteen years, to slay the children baptized in the blood of the last harvest's catch), it is believed that this year, they have summoned babau demons to join them. 

GM Notes: The Culling is a very real event, but the truth is that the real prey, the piece de resistance, is the adventurers themselves. The entire city are eager worshippers of Aasith and willingly participate in the slaughter of their numbers. Even children cannot be trusted, as while they lack the strength to openly slay armed adventurers, they are often used to lure adventurers into traps. The Culling goes on for five days. If the adventurers survive five days and four nights, on the fifth night, Aasith herself will come to hunt them. As a 22 hit-dice creature, the heroes will not be able to win a direct battle against her. If they manage to survive the final night, Aasith herself will grant each surviving party member a wish and a token that allows them to summon a babau to their service three times, as well as the enchanted weapons they were promised earlier. Accepting these boons is a chaotic evil act and will cause clerics and paladins to fall in the sight of non-evil deities, but refusal means the entire city will advance as a mob to try and tear them apart. 

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