Farewell, an Adventure.
General Information
It's 2012. All over the world people joke about the Mayan apocalypse. Wizards in the The Two Families argue about the ancient rules that forbid them to use elemental magic to keep their houses cool in summer, instead of wasting money and energy with air conditioning technology. Nobody paid much attention when Margareth Varela starts her farewell, a coming of age tradition that includes traveling to a near city. Now, at the end of the day where she was meant to return, they notice. She hasn't come back. Something went wrong and they don't know what to do because this has never happened. Even worst, Margareth is the heir of the Keeper. Was she targeted for that? And who would be able to do so? She may be young, but she's one of the strongest wizards in town. Maybe it's just an inconsequential delay but, if that's not the case, the whole structure of their community will shake. Is urgent to find her and put an end to the evil plans of whoever had prevent her from coming back home!Players
This one-shot can be played by a single person. One or two more people could take part, in the same or different routes. This adventure doesn't require an character profile, but it wouldn't hurt either.The rest is not for players to read. Proceed with caution.
Goals
Main goal
Find the lost Keeper's heir. |
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Other possible achievements
Couple's therapyGive a happy ending to Greg's (a.k.a. Closure) love story, by recommending him to let go.
Take Genieve's route, and convince Margareth to come back to town and explain her decission, it leads to Genieve and Margareth talking about it at the bus station.
Convince Leonardo to talk with Raúl and work with him.
Convince Fred to do the Banning ritual
Meet the mastermind behind Margareth's disappearance in the Public Library and fight. People around will notice some odd things, and give them a rational explanation if they care; but Alan can almost see the truth, and writes his version of your story.
Meet the mastermind behind Margareth's disappearance in "The Iron" Bar and solve things peacefully. Enough of the conversation will be heard by Haru and inspire a short story about a cult, with Margareth as the victim.
Events and Locations
The player starts in the town's inn, but right after the goal and stakes are clear they will have power to chose any of the locations at any time. Each day is divided in 4 turns, the last being during the night. Visiting a location takes one turn. Traveling between city and town takes two turns. Each location will offer different events, some will be unlocked by actions or previous events, other by showing up in the right moment, and others will always be there. The events are detailed next, while the location itself is described in its own article.Day 1. Night.
The town's Inn
Exposure. Beginning of the story.
Days 2-4
Inside the house
The garden
The ruins
It starts in Laurel's house, the map is in the room where she was staying. After that, they can visit any of the marked places. In most of them they can find red herrings about regular crime and, if they are lucky or very inquisitive, job offers.
"The Iron" Bar
-In any of the first days they may talk to a young woman (Haru) or a more mature man. Both will probably talk about the mysterious man that left with Margareth. She will also explain that that was the first night she worked there.Public Library
But there would be no warnings about library rules, ""it's a matter of common sense," the librarian will say)
A boutique where nobody seems to buy anything
The park
Here they will meet the mysterious man.Elegant apartment's building
-They will meet Genieve or Raúl (if they are working with them), or may be accompanied by Fred or Greg.Day 5.
Bus station in the city
Closure.
Winning
This open different endings, while they wait at the bus station on the morning of the fifth day:
Loosing
This is the seed of a one shot adventure, designed for Adventure April. That's why it is public even if probably I would be the only one to give use to this information.
It's a sort of prequel of the novel, which means that those who have read any entry about the Wizards, may have and idea about the outcome, but this adventure is about the path, not the goal.
If you have plans or interest in playing this adventure, you don't want to read this article.
Table of Contents
Plot type
One Shot Adventure
Related Organizations
Related Locations
Themes
Leaving home |
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Responsibility |
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Fight Results
Option A: Random |
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Throw 1D6.
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Option B: Decisions |
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Hooks
Exploring town |
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Exploring the city |
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Red Herrings |
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Cruel Tricks
Do I know you?The love story was never meant to be.
For the character, or a player who hasn't read Margareth's profile, the ending will be... oh, well.
Raúl won't pay
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