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Eternal Lies – Yucatan

July 13th, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Yucatan - Chichen Xoxul

Campaign NotesDioramaProps Packet

The Yucatan marks a shift in the organization of my notes for the campaign. Form, in this case, follows function. Whereas the other locations up to this point in the campaign are designed as mysteries (which are best handled by a node-based structure), in the Yucatan the PCs are primarily concerned with mounting an expedition to discover the lost ruins of Chichen Xoxul.

Therefore, the node structure is foregone and I’ve instead used a collection of sequences and locations to organize the material. The exception is minor miscellaneous investigations, research, and preparations that can be undertaken when the PCs first arrive in the Yucatan. (These have been grouped together as Prologue: Merida.)

This is one of my favorite sections of the campaign. And it was, in fact, while reading the conclusion of the Yucatan location that I became resolved to run the campaign. For the most part, I’ve merely contented myself with enriching and expanding the material (particularly around the mythology of Gol-Goroth), but there are a few key changes to keep an eye out for:

LOCATION OF CHICHEN XOXUL: In the original campaign, the location of Chichen Xoxul appears to be something of an open secret. (There even seems to be a standard location where people park their trucks before hiking out to see it.) That seemed a little strange to me, so I’ve made it a little more remote and I’ve made its location a little more mysterious. (The PCs still shouldn’t have any real difficulty finding it. There are, in fact, multiple ways for them to track it down. But hopefully it will feel like they’re actually tracking it down, and not just grabbing a brochure from the local tourist bureau.)

GOLXUMAL vs. GOL-GOROTH: In the original campaign, Golxumal is an alternative name for Gol-Goroth and also the name of the moon where the Xoxul live. Because I was working to incorporate global Gol-Goroth lore into the campaign, I decided to completely separate the two terms: Golxumal is the moon. Gol-Goroth is the Mythos god. (Although a few Western scholars do screw it up in the handouts.)

RESCUING FRANCISCO DE LA BELALCAZAR: I’ve specifically made it possible to rescue Francisco de la Belalcazar. (The PCs might manage to release him back into his own time, which could theoretically change history. More likely is that they’d bring him back to contemporary times, which could lead to an interesting interchange between Franscisco de la Vega and his distant ancestor.)

EXPEDITION GUIDELINES

I’ve added a set of detailed guidelines that will allow the players to actually plan their expedition. It’s nothing too extravagant and it shouldn’t turn your campaign of Lovecraftian horror into a session of Wilderness Expedition Logistics, but it should give just enough meat to give the PCs some meaningful decisions in Merida. The key elements are:

ORGANIZING: Any character with Outdoorsman can efficiently organize an expedition. Alternatively, a guide can be hired to provide the expertise. If not, add +1 to any Credit Rating spends associated with the expedition.

SUPPLIES: 1-point Credit Rating spend per week of supplies.

PORTERS: 1 porter per investigator and guide. For an expedition lasting longer than three weeks, double the number of porters. 1-point Credit Rating spend per porter. An Interpersonal ability is necessary to keep the porters well organized, although a guide will also generally take care of organizing the porters.

NAVIGATION: Outdoorsman can navigate to generally known locations. Local guides can provide guidance. For unknown locations, additional skills and/or spends may be necessary.

These costs can be reduced through the application of other skills (like Bargain, for example). Detailed notes are given in the prep notes.

MEETING GOL-GOROTH

At the end of the Yucatan location, the PCs have the opportunity to “meet” Gol-Goroth. In the published campaign, the initial moment of telepathic contact is a horrific experience during which Eternal Lies - Seal of GolxumalGol-Goroth goes rummaging through the minds of the PCs and they all collectively share a set of memories as he yanks them out to look at them.

And then I thought to myself: Wouldn’t it be cool if that’s how Gol-Goroth communicated? If he existed on such a completely different plane of existence that the only way for him to actually interact with a human being was by shuffling around their own thoughts?

In the end, I designed the encounter with Gol-Goroth around three techniques.

MEMORY MANIFESTATIONS: The investigators’ psyches are intermixed and tangled as Gol-Goroth paws through them. The idea that he’s attempting to communicate either comes from a gestalt of these memories or by transforming/combining them. (Go around the table and ask each player to share a memory of the specified type from their investigators’ past.)

VISIONS: Gol-Goroth simply shows them a vision of what he wants them to know.

APPROPRIATED BODIES: Gol-Goroth takes control of one or more investigators and speaks through them. (A technique I discovered during play – and which, therefore, isn’t represented in the remix notes – is to break up the declarations made through appropriated bodies and give them to each player to read aloud.)

As you’ll see in the remix notes, each major concept that Gol-Goroth wishes to communicate is packaged using some combination of these ideas. (And it’s actually quite trivial to improvise additional interactions if the players take the conversation in unexpected directions.)

My players encountered Gol-Goroth quite late in the campaign, which meant that the revelations of various memories and thoughts were a penultimate culmination of everything that these characters had experienced and a final exploration of all the aspects of them that had been developed through play. But the scene would probably play just as well near the beginning of the campaign (as a way of developing depth that would be explored through the rest of the campign) or the middle of the campaign (as a pivot point in that development).

PROP NOTES

PHOTOS OF THE SPAWN OF GOL-GOROTH: The idea here is that each player gets a different photograph of what the Spawn looks like without showing the other players. (Once the characters have a chance to compare notes, it’s fine if they flip the photos over.) This worked particularly well in my play-thru of the campaign because one of the PCs peeked around the corner, saw the Spawn eating corpses they had left on the Plaza, said “nope, nope, nope”, and skedaddled back to where the other PCs were waiting. The players thought the reason I handed her the photo face down was because they hadn’t seen the creature yet, so I got an inadvertent double whammy of having one of the players try to describe the horrible thing they had seen and then, later, revealing the “you all see something different” gimmick.

PHOTO OF THE PYRAMID: This is a really cool photo of a heavily overgrown Mayan pyramid. It is not, however, a perfect rendition of the pyramid at Chichen Xoxul. (Most notably, the backdrop behind the pyramid should be a thick and tangled jungle. It’s also a little too small, the structure on top isn’t quite right, and the observatory slits aren’t present.) Even while giving the proviso that “this photo isn’t 100% accurate”, I still found the photo an effective way to shake loose the popular image of modern Chichen Itza in the minds of my players and replace it with the image of a truly ruined complex. (This was important for me because I wanted to strongly contrast it with the image of an immaculate temple complex during the observatory sequence.)

I also used a small, miniature version of the Chichen Itza pyramid that I purchased while vacationing there about a decade ago. Having the 3D representation was a nice reference and then it lived on the gaming table for the rest of the campaign as another memento of their journey. The closest version I’ve been able to find online is a model kit of Kukulcan, which is really cool but considerably more expensive.

Eternal Lies - Yucatan

Go to 3.1 Thibet

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Mexico City

Campaign NotesDioramaProps Packet

I’m afraid I need to preface the remix of the Mexico City locale with a hard truth: In my opinion, this section of the original campaign is a big mess. Despite some really interesting ideas (that are largely left undeveloped), it’s easily the weakest section of the entire campaign.

First, it’s heavily overwritten. There’s a lot of meandering about self-evident contingencies, but there’s also a lot of bizarrely out-of-place GM advice. For example: “Eternal Lies is performed on the soundstage of your imagination. It is not played out on location in Mexico City, 1937. When conjuring an imaginary Mexico City for your adaptation of Eternal Lies, remember that your dramatic interpretation of Mexico City must, foremost, serve your story.” At this point you’re 260 pages into the book and at least 6-8 sessions into the campaign. It feels really weird to be saying things like, “Hey! Remember that the thing you’ve been doing for the last two months is totally a work of fiction!” Or to say things like this: “Keep all of that in mind while you’re making choices for Gonchi, because when you’re playing the role of Gonchi, you’ve also got to be playing the part of the Keeper still.”

Ignoring the fact that I consider some of the advice in this chapter to be flat-out bad (like explicitly telling your players that a particular prop is really important, so they should make sure to pay attention to it), you’re still faced with the fact that it’s curiously banal.

Second, it’s structurally weak (featuring a long, tenuous string of linear clues with little redundancy and a lot of faith-leaping). It’s also structurally bloated. For example, when the PCs are trying to track down a band of musicians, there’s a sequence where they have to go to a bar, have a conversation with a specific NPC, then get invited to a party, have another conversation with that same NPC, and then finally get introduced to the band. Later they’re supposed to get captured by the bad guys and tossed down a pit lined with mouths. Then they’re supposed to walk across a room and fall down ANOTHER pit with a Mouth in it.

You’ll note that these curious redundancies are absent from the remix: The bar and the party are conflated into a single interaction. And there is only one mouth-filled pit in the bad guys’ lair.

Third, speaking of mouth-filled pits, the conclusion is a bit of a disaster: In order to play out as written, it requires the PCs to be captured and thrown into the oubliette. But there’s no reasonable way to actually arrange for their capture. The scenario then explicitly breaks the normal rules for handling Stability checks, implementing a custom system which is impossibly brutal and essentially guarantees that the PCs will be wiped out.Eternal Lies - Mexico City - Elena Alcatruz The author then seems to realize he’s made a mistake, because he includes an entire section dedicated exclusively to discussing how to railroad the PCs back out of the trap you’ve railroaded them into in order to avoid the inevitable TPK.

Fourth, there’s Elena Alcatruz. I thought about renaming her Mary Sue, but that felt a little too on the nose. Elena is this completely inconsequential and irrelevant character who is stunningly beautiful, utterly charming, versed in every subject the PCs are interested in, and literally the most amazing person they will ever meet. She receives the largest write-up of any NPC in the entire campaign (including three unique, detailed outfits), it’s suggested that one of the PCs should fall in love with her, and “if the Investigators (or their players) look forward to seeing her again in a future scene, you’re playing her just right.”

As a result of all this, Mexico City is probably the most heavily altered location in my version of the campaign: Entire scenes have been dropped, clues have been added and many have been redirected. It’s the only location where I recommend laying the book aside during the game and running strictly from the remix notes.

PROACTIVE NODES

One thing that will probably leap out at you about Mexico City is the large number of proactive nodes. When you’re running the location, don’t lose track of these: There are five proactive nodes and some of them (like Gonchi Del Toro or Brooks’ thugs) can even be used multiple times. Given that there are only eight static nodes (and three of those already include variations of the thugs in their own right), you won’t want to wait for the PCs to settle in before hitting them with the proactive stuff.

In many ways, these proactive nodes are the defining characteristic of the Mexico City location and set it apart from the other cities of the cult: Brooks has eyes and ears everywhere (and many of them are watching each other). Between Gonchi, the thugs, the birds, a second round of thugs, the shooter in Node 3, and then the thugs who attack La Paz, the entire city should pretty much just scream Brooks’ paranoia.

DE LA LUZ SONGS

One new addition to the Mexico City location that I’d like to call particular attention to are the additional De La Luz songs I developed: In the original campaign, there’s only one recording of Leticia de la Luz and its effect is fairly minimal. To this I’ve added “Cancion del Cuco”, “Armonia de los Dioses”, “Caricia de los Labios”, and “Grunido de la Montana”. Each of these has their own unique effect, which is summarized on a reference sheet (pg. 5 of the remix notes).

The conclusion of the Mexico City location, instead of being based around the oubliette, is instead based around Leticia de la Luz and the Major Mouth influencing the PCs through the alternating use of different songs. There’s no specific script for this: Play it by ear (pun intended) and keep switching the songs up while using them to best effect.

PROP NOTES

A LOVE POEM FOR LETICIA: I’m particularly satisfied with how this creepy-as-hell poem turned out. I’ve included a file for printing a 5.75″ x 4.5″ envelope. The poem is designed to be printed on matching stationary, but it’s relatively easy to print it on any size paper and trim it down. (You can skip the envelope, but note that it’s the primary clue here: The return address points to Brooks’ penthouse.)

LA PAZ MATCHBOOK: Print this onto cardstock and then cut it down to the size of a matchbook cover. It’s then relatively easy to rip the cover off a book of matches and staple the new cover on to replace it. A text file included in the props packet gives the address you’re supposed to write inside: La Cruz 29, 3°, 18. (That’s how addresses work in Mexico: It means #29 on La Cruz street, 3rd floor, Unit 18.)

LINER NOTES FOR THE NEW ALBUM: Separate files are given for the front and back of this handout. As detailed in the included text file and the scenario notes, there’s a crytography key that you can give to someone making a Cryptography spend. That should give them enough information to translate the text.

PHOTO OF DOMINGUEZ AND HIS CREW: Here, again, there’s a text file noting what needs to be written on the back of the photo.

VICTOR CORTEZ BUSINESS CARD: These are designed for 8471 Avery Business Cards. (You could also print them on cardstock and cut them down to business card size.) I filled the whole sheet with them because… well… why not? And then I developed the idea of Cortez compulsively handing them out to everyone he talks to.

Eternal Lies - Mexico City - Aztec Mural

Go to 2.5 Yucatan

Question: What do you do if you have players who refuse to engage the game? You’ve prepped a bunch of interesting content, but they aren’t biting at any of the scenario hooks.

Charles Ray in I have occasionally run into individual players who do this. (Sometimes for legitimate reasons.) The most common variant is, “I set up a safe house and hole up.” The second most common variant is, “I want to be a special snowflake and go off by myself.”

The latter don’t tend to be a problem for me any more because (a) I actually enjoy running split parties, (b) I balance the spotlight time among players not groups, and (c) I don’t run “this is your path” scenarios. So the behavior isn’t disruptive and the “special snowflake” loner actually finds that they end up having LESS attention because they’re not getting penumbra spotlight from other players. So it either works out fine or they adjust their behavior.

The former is often perceived by the players as a legitimate recourse: “Oh, fuck. Let’s go hide.” Resolving that course of action simply requires the GM to practice good pacing habits. You need to move the action ahead to the next interesting action, which basically boils down to one of two things:

1. What do you want to do?
2. Something happens to you.

And this, ultimately, also goes back to the original problem: You’ve got something boring happening in the game world. That’s not really a problem. It just means you need to skip ahead to the next interesting bit. And, ultimately, that boils down to either:

1. Asking, “What’s the next interesting thing that you do?”
2. Looking ahead and seeing what the next interesting thing that is going to happen TO them is.

You should be able to look at your scenario notes and pretty quickly figure out which option applies. If you can’t, you’ve probably prepped your scenario wrong. Stop prepping plots.

If the PCs have simply failed to engage the scenario in the first place, that problem is ALSO solved by simply saying: “What do you want to do?”

The only way this should become an intractable problem is if they keep choosing to do things that you find boring. (This is the most likely version of the problem, since players generally pursue activities that they find entertaining.) If that’s the case, you need to have a frank meta-game conversation about what kind of game you can run that EVERYONE would enjoy.

Where the problem can be particularly frustrating is if they’re taking actions which they think should be resulting in entertaining activities, but because of how you’re interpreting those actions as the GM the results are boring for everybody. When this is happening it can be difficult to diagnose exactly what’s going wrong. But, again, the solution is the frank meta-game discussion.

Taking a further step back, you can also address this issue by encouraging the creation of characters who are (a) highly motivated to go out and do interesting things and (b) who have strong connections to the world around them (which can be used to motivate them).

Eternal Lies – Malta

June 22nd, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Malta

Campaign NotesDioramaProps Packet

A key thing to note for Malta in the Alexandrian Remix: This is the primary location for learning that the Rift of the Maw only opens under a new moon in a cloudless sky. In the adventure as written, this information is frequently accompanied by people also telling you that the Rift of the Maw is located in a mountain. If you want the remix to work the way it’s supposed to, it’s really important that you DON’T mention anything about a mountain in Malta. In the remix, nobody in Malta knows where the Rift is (and, in fact, quite a few people would like to figure it out).

Beyond that, you won’t find a lot of big, glaring changes in the Malta location. What the remix mostly does is beef up the clues to make the location a little more robust.

NECTAR TRADE: The most notable way I accomplished this was to add an active Nectar trade to Malta. In the published campaign, Montgomery Donovan is keeping Nectar off the streets of Malta in order to keep the local authorities off his back. I decided to go a different direction because (a) it gives the PCs a different avenue for cracking the local cult; (b) it makes Bangkok the only cult location where you can’t find Nectar on the streets (which thematically strengthens Savitree’s cautious isolationism); and (c) I had a couple of cool ideas for what the local Nectar trade might look like (which is where the Parkies and the Faldetta Peaches come from in the remix).

SIR GODFREY WELLES: Conversely, I dialed back the amount of information that Sir Godfrey Welles can provide. He’s got enough to point the PCs in the right direction (and a few wrong directions), but I’ve stripped him of his encyclopedic knowledge of what’s happening.

CATACOMBS: The other major change can be found in the catacombs beneath Malta. There’s some extra flavor down there, but if the PCs are being guided by Sir Godfrey they’re no longer at risk of running into booby traps. I’ve also added a robust mechanical structure for PCs who end up stumbling around blindly in the catacombs. (This also gives the PCs a more active way of finding Sir Godfrey, although he’s still most likely to pop up as a friendly and unexpected ally.)

DONOVAN’S TOWNHOUSE: In the original campaign there’s a discrepancy between the map of Donovan’s townhouse and the description of the townhouse. I’ve changed the map key to fix that.

PROP NOTES

Nectar Shipping Schedule: As noted in the PDF, you’ll need to shift the dates on this prop depending on when the PCs actually arrive in Malta. I’ve included a Word document of the prop and the necessary font so that you can do that.

Donovan’s Spell to Open the Sky: Note that this reference sheet can’t be used interchangeably with other locations where this spell can be gained throughout the campaign. (This copy includes notes in Donovan’s handwriting and particular to how he discovered it.)

Eternal Lies - Arriving in Malta

Go to 2.4 Mexico City

Tagline: In 32 slim pages Three Days to Kill manages to not only present a really gut-wrenching, fast-paced, creative adventure, but also conjures into existence a highly entertaining, evocative, and believable slice of a fantasy world.

Three Days to KillI’ve spent the better part of the past two weeks reading really bad fantasy modules. It is difficult to describe to you the truly excruciating pain of this experience. Instead, I shall endeavor to demonstrate by way of example:

“The characters are in Boringtown. There is a bar, a temple, and an armory.”

“The characters are in Moronsburg. There is a bar, a temple, and a general store.”

“The characters are in Clicheville. There is a bar, a temple, and a blacksmith. The mayor approaches them….”

“At the bottom of the farmer’s well there is a secret door which has not been opened in centuries. On the other side of the door is a labyrinth containing giant spiders and goblins. Kill them.”

“The abandoned mansion on the top of the hill has become home to a bunch of necromancers and a couple of ghosts. Kill them.”

“The PCs wander around the desert enjoying random encounters until they stumble across a lost pyramid. There they watch two mummies fight over conflicts which existed thousands of years ago (and about which the PCs know nothing). When the fight is over (make sure that the PCs don’t take part in any way) the PCs get to go home.”

Oy.

Between painfully artificial settings, a mind-numbing lack of originality, and stunningly awful “plots”, these so-called “adventures” have earned their designers an eternity upon the racks of the Nine Circles of Hell.

(On the plus side, I think actually playing through these scenarios counts as a form of penance. The equivalent of saying fifty Hail Mary’s or something of that nature.)

(The funny thing is that you think I’m kidding. Outside of those satiric town names, though, I’m not – these things actually exist. They’re out there and they’re waiting for you. Be afraid. Be very afraid.)

There were days when I felt like giving in to a nascent Oedipal Complex… and by that I mean stabbing my eyes out with pins to take the sight of these monstrosities away from me.

But through the good graces of providence, a copy of John Tynes’ excellent Three Days to Kill fell into my hands, and thus I was saved from a truly horrific fate.

PRODUCTION NOTES

Before we begin:

John Tynes is a roleplaying designer and writer of immense talents: He was one of the founders of Pagan Publishing. He was a co-author of Delta Green. With Greg Stolze he designed the award winning Unknown Armies for Atlas Games. Last year Hogshead Publishing’s New Style line published his amazingly evocative Puppetland and the startlingly innovative Power Kill.

With Three Days to Kill Tynes has taken advantage of WotC’s D20 Trademark License and Open Gaming License (see the Open Gaming Foundation for more details on both of these programs) to produce a module for the 3rd Edition of Dungeons & Dragons. This is the lead-off product in Atlas Games’ new Penumbra line of products. Over the next few months you can expect to see more support material for D&D3 released through this imprint.

Three Days to Kill is designed for a party of 1st to 3rd level PCs.

And now on with the show:

THE SETTING

Warning: This review will contain spoilers for Three Days to Kill. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

Three Days to Kill is set in the Deeps, a valley nestled within a mountain range. At the heart of this valley, located on the shores of Shadow Lake, is Deeptown.

And as quickly as that we have come to the first major strength of Three Days to Kill: Deeptown is a generic fantasy city. It has been specifically designed to slip seamlessly into any DM’s campaign world.

The minute you attempt something like this you’ve placed yourself in dangerous territory: If you make the town too specific, then its usefulness as a generic setting is lost. If you make the town too generic, however, you end up with the triteness of “there is a bar, a temple, and a blacksmith”.

Tynes, however, deftly avoids these pitfalls. On the one hand Deeptown is imminently generic – any DM with a mountain range can slap the town into place. On the other hand, Deeptown is also developed very specifically – it exists for a purpose, the people living there have their own character and culture, and the whole place has a dynamic quality which makes it not only a potential setting for Three Days to Kill, but many other adventures. Despite the fact that Deeptown can be placed almost anywhere in the DM’s campaign world, it has been craftily designed so that – no matter what world you place it in – it will seem as if always belonged there.

So what is Deeptown? Deeptown is a small city located on the shores of Shadow Lake, a way-point on the east-west trade routes that pass through the Deeps. The mountainous terrain of this trade route makes it easy for bandits to prey on caravans, and, in fact, any number of bandit gangs roam the hills. This helps make Deeptown particularly attractive for young adventures and other assorted muscle looking for jobs as guards (or opportunities as thieves, as the case may be).

There are six bandit lords in the area (although, as Tynes points out, “calling them ‘lords’ gives them too much credit, really — they’re just competent thugs”). The two largest groups are controlled by the bandits Modus and Lucien.

Deeptown itself is technically ruled over by the Town Council, but in truth it is the Trade Circle – the local guild of commerce – which rules the city from behind the scenes. In other words, even the law in Deeptown is governed by the corruption of the all-mighty dollar.

This leaves only one major power group left to consider: Religion. In Deeptown the two most significant religious groups are the Holy Order (dedicated to the preservation of life) and the Sect of Sixty (a group of diabolists). (Both of these groups – while having their structure and general role in Deeptown life laid out in the module – are left purposely vague in all the right places to that you can plug in whatever gods you like. For example, the Holy Order might worship Athena and the Sect of Sixty Hades. On the other hand, the Holy Order might revere Adaire, Goddess of Light and Purity; while the Sect of Sixty might practice foul sacrifices to Cthulhu. It’s all up to you.)

Basically the setting information in Three Days to Kill can be summed up like this: A solid, interesting foundation. For a 32 page module a surprising amount of detail is included, giving the setting a life and reality of its own through the expert application of a handful of deft brush strokes – all the while maintaining an openness and flexibility which will make its use simplicity itself.

THE PLOT

Modus and Lucien, the two premiere Bandit Lords, have long hoped to turn “legitimate” (within a broad enough definition of that word). They hope to use their strength in order to convince the Trade Circle to ally with them – essentially moving into the protection rackets (expensive Trade Circle permits would be sold, and caravans which purchased them would be spared from the attention of Modus and Lucien). In the interest of seeing this day come to pass, Modus and Lucien agreed to a pact – stating that neither would enter into a deal with the Trade Circle without the other.

Lucien, however, is no longer willing to wait. He has made a secret alliance with the Sect of Sixty. Lucien wants to use the Sect to use their supernatural powers to help him crush Modus, while the Sect wants to use Lucien to help them gain a foothold over the taxation of trade routes (when his day of power comes).

Modus, although hazy on the exact details of the alliance Lucien is planning, knows that his would-be ally is up to something. Of course, he’d prefer it if Lucien was not allowed to be up to anything…

…and that’s where the PCs come in.

One way or another the PCs are attending the Festival of Plenty (a night of debauchery and infamy which is thrown annually in Deeptown by the Sect of Sixty). Several ways of getting them to Deeptown and into the Festival are given, as are a number of ways of having them prove their worth during the course of the festival. One way or another, however, they come to the attention of Modus’ men – at which point they are approached for The Job.

The Job is this: Modus knows that Lucien is meeting with his mysterious allies at a villa north of Deeptown known as Trail’s End. He wants the PCs to crash the party, screw up the meeting, and make Lucien look foolish and unreliable to his would-be supporters. The PCs, of course, will be well paid for their troubles.

So the PCs head north. On the way to Trail’s End they discover signs of orc activity in the region (which is connected to a coming of age rite), but it isn’t until they reach Trail’s End that the adventure really kicks into overdrive: You see, the villa is packed full of Sect cultists and bandits.

And if the PCs rush the front door of the villa, they’re going to be annihilated.

Three Days to Kill is, in fact, a rather ingenious scenario for bringing the gameplay of computer games like Tenchu and Thief: The Dark Project — which emphasize stealth and cunning over brute strength – into the traditional roleplaying realm of D&D. (Tynes actually uses the analogy Tom Clancy’s Rainbow Six – but that requires a larger genre shift in my opinion.) The PCs are given weapons, magical items, and a situation which allows them to scout their enemy, plan a strategy, and then carry out a covert operation.

Done right this can be a lot of fun. Done wrong this is going to be nothing more than a hackfest. Either way you should get a good dose of fun before it’s all said and done. Basically its going to play out something like this:

The PCs are going to take out the bandits and the Sect henchman. As they do so, the Sect acolytes are going to fall back to a secluded room inside the villa. In this room is the Bone Mirror – a mystic artifact of great evil which allows them to start gating low-level minions of Hell into the villa.

As the minions of Hell swarm over the villa – and the PCs fight valiantly to reach and shut off the source of the Hellspawn – the remaining bandits will flee… as they do so the orcs (remember them form the trek north?) will come over the top of the hill and charge the villa as well.

Hellspawn on one side. Orcs on the other. Bandits and PCs trapped in the middle. What’s a hero to do?

Smash the Bone Mirror and fight for their lives, of course!

But we’re not done yet!

When the shattered pieces of the Bone Mirror come to rest they begin to bleed. “The blood wells up from the mirror and oozes out of the bones.” At first it merely trickles, but “then the blood comes faster, coating the floor around the shards, and begins to expand rapidly. Tendrils shoot out across the floor and begin running up the walls. As the blood spreads, it transforms the surfaces of the room. The floor bulges, and bones, flesh, and faces to begin to form. The effect spreads rapidly, accompanied by the screams of the damned.” As the process begins to effect the acolytes and orcs who still remain alive, these poor creatures begin to cry out: “He Who Walks is coming! The coming is at hand!”

The shards of the Bone Mirror transform the Trail’s End villa into the Bone Church – an outpost of Hell; a “pulsing, living, screaming conglomeration of bodies”. The PCs and the remnants of their opponents are forced to flee before the birth of this diabolic power.

And thus Three Days to Kill comes to an end: The PCs have, indeed, succeeded at their primary mission (breaking up the alliance between Lucien and the Sect of Sixty) – at least for now – but only by unleashing the seeds of future adventure: The mystery and threat of the Bone Church, the future of the Bandit Lords of the Deeps, the PCs relationship with Lucien and Modus, the evolving politics of Deeptown. Whether you decide to carry these seeds through to new adventures, or merely choose to have the PCs join the next caravan out of the Deeps, is entirely up to you. Three Days to Kill works equally well as a stand-alone adventure or as the germination point of an entire campaign.

CONCLUSION

Three Days to Kill is one of the best damn modules I’ve ever plunked down my cold, hard cash for. It’s one of those great gaming products that makes you instantly eager to call up your gaming group, roll up some characters, and get down to some serious roleplaying.

In 32 slim pages it manages to not only present a really gut-wrenching, fast-paced, creative adventure, but also conjures into existence a highly entertaining, evocative, and believable slice of a fantasy world.

Three Days to Kill is an exciting product.

And recommendations don’t come much higher than that.

Style: 4
Substance: 5

Author: John Tynes
Company/Publisher: Atlas Games (Penumbra)
Cost: $8.95
Page Count: 32
ISBN: 0-887801-94-4

Originally Posted: 2000/10/29

This represents a major turning point in my life. At this point, as I’d indicated in my review of Tomb of Horrors, I hadn’t played D&D in nearly a decade. 3rd Edition had perked my interest, but I wasn’t really planning to do much of anything with it. Until I picked up Three Days to Kill at GenCon. And, as I said in the review, Three Days to Kill was exciting. It was one of those products that just kind of screams, “Play me!”

So I ended up taking over as GM for what was my regular gaming group at the time. And from that point forward, 3rd Edition would dominate my reviews, my personal gaming, and my freelance writing.

Three Days to Kill generated a lot of buzz when it first came out because it was one of two third party modules available at GenCon when the Player’s Handbook launched. These days it seems to have become something of an unsung classic, though, with fewer people being aware of its existence. I heartily recommend snagging a copy for yourself and running it ASAP.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

 


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