Pulling the non-existent strings
A shady organisation has arrived in Old Zenithas, in the wake of the Cataclysm. Suddenly, odd grey Creatures known as nobodies appear in massive numbers, hunting down any and all remaining heartless; Kings and nobles are often seen in talks with black cloaked individuals, and rifts to other worlds are opening in the hidden spots in the world.
Plot points/Scenes
Scene 1: the swindler
A shady gambler and his pirate-looking friend have been sighted conning the nobles of Octphia; asking only for Intel upon winning their bets. the party may catch up to them, overseeing them command a group of lesser nobodies to cause a distraction while they infiltrate the dock's storeroom. the party must defeat the troop before they can carry out their mission, and tail the two of them to the storehouse; wherein they will find a space-time rift (but no sign of the hooded men). Beyond the rift is an odd pseudo-plane of rotating coloured blocks. The party will collect a star from completing the jumping puzzle. Upon thier return to the storeroom, they will find an eye-patch on the floor.
Scene 2: Dancer's game.
The party can take the eye-patch to a wizard to scry on it's former wearer. this will lead them to the village of Terrin (which will become Technika) which is currently being corrupted and transformed by a space-time rift between it and a futuristic plane. There, the pirate is Conversing with a blond bard with an odd blue instrument. The party can track down the latter, who is guarding one such rift. They must defeat his water minions.This proves to have only been a distraction; as the pirate emerges from the rift carrying some kind of gem-like object. The party can attempt to fight him; but he will prove far beyond the party's power level. He will spare them from death no matter what, however. Should they flee, they will be found by Dancer and Sniper Nobodies at the next city they venture to.
. Scene 3: Knife-wielding Vixen
after the party has grown stronger; the wizard will send them a letter,pertaining to a spy within the ranks of the Spirit-lake mages guild; who are assisting in the construction of a new city. There they will have to snoop around and investigate which of them is the interloper, spreading hearsay in order to start a witch-hunt for heartless. While investigating their leads, they will be ambushed by Assassin Nobodies, which they must fend off until they find the root of the problem-a blonde thunder mage, and rumours of a red-head pyromancer. A deadly dance ensues vs the Hooded rogue and her Ninja nobodies.
Scene 4: Suns and Skulls
after chapter 3, the party will randomly be ambushed by 2 hooded figures. the former introduces himself as Jexak, and reveals they have been sent to silence the party. The latter is meekly revealed to be Xolpa. When the two are defeated; Jexak claims he never intended to kill them, only to 'look like he's making an effort'. He points them to what is now Technika, expl;aining an attempt to kill the organisation would be suicide. If the party travels there, they will be interrupted by Necromancer and Sunpreist Nobodies. Once in the new somewhat empty city, they will make thier way to an alleyway. a hooded figure will be seen entering a cellar with a white door. Trying to follow; they will discover the alleyway turns into a maze.
Scene 5:Thinning the ranks
In the maze, they will be beset on all sides by every variety of nobody they have seen so far, alongside Samurai and Sorcerers. At the end of the maze a man with long black hair can be found. He introduces himself as Xaldin, and immediately attacks. They must kill him to progress. The illusion shatters; and the alleyway becomes normal again. The party will find the Cellar door with a Nobody insignia upon it-but find no way to open it. This will lead them to stake ot the entrance, in order to tail and Ambush Demyx, the Bard they saw previously. This time he summons dancers to Protect him. Once again; the party must deal a fatal blow. His sitar will fall on the ground, and the party may use this as a key. Inside the complex they will have to navigate rooms full of more powerful nobodies-namely Berzerkers and Dragoons, Supported by gamblers and reapers. Having founght there way through so much; Jexak will risk his own life to grant them some respite- but makes them promise to spare Axel, the red-headed guy.They are directed to the second basement Foyer, where the path forward is blocked by a door requiring two keys. These can be obtained by going into the adjacent rooms either side and defeating Vexen and Lexaeus respectively.
Scene 6: Into the heart
Opening the door: they find themselves in a demiplane; which is a copy of 'The world that never was', that is still under construction (some areas are simply wireframes). As they Journey ever onward, they will be attacked by Luxord, who is Holding onto Twilight thorn. The party must reach the obvious giant castle in the sky, fighting and resting wherever they can. In order to lower the light bridge to the Castle, they must face off against Xolpa once again; this time paired with Roxas. Once felled, they will begrudgingly combine their powers to create the way forward, stating they don't know what to make of the organisation anyway. Within the castle walls, they will be met with Jumping puzzles; a combination of Nobodies and heartless, and several computers with passwords that need to be found. Succeed in reaching the upper atrium; and They will be greeted by Marluxia and Zexion.
Scene 7: The last piece of the puzzle
If they manage to get this far, they will Have to trudge through Xigbar, Axel (wo they may choose to spare), and Siax in separate arenas. Eventually; they will Reach the roof of the castle. Here thier Ominous Leader will explain the Organisation's Plan in full. In brief, they were going to use the rifts to turn the plane into a super-weapon to destroy another plane (Yen sid's tower), killing everyone within. He also reveals that they are all technically 'clones' of a previous organisation, and that their real leader is a man known as Xehanort. He will then try to kill the party, turning the demiplane itself against them in 3 phases of battles (the party will get the benefits of a long rest at the end of each phase). Once the dust has settled; the part will will either.
A) be congratulated by the remaining surviving members of the organisation.
B) or be faced with a fight against Jexak and a heap of Necromancer and Assassin Nobodies if they chose to Kill Axel.
A shady gambler and his pirate-looking friend have been sighted conning the nobles of Octphia; asking only for Intel upon winning their bets. the party may catch up to them, overseeing them command a group of lesser nobodies to cause a distraction while they infiltrate the dock's storeroom. the party must defeat the troop before they can carry out their mission, and tail the two of them to the storehouse; wherein they will find a space-time rift (but no sign of the hooded men). Beyond the rift is an odd pseudo-plane of rotating coloured blocks. The party will collect a star from completing the jumping puzzle. Upon thier return to the storeroom, they will find an eye-patch on the floor.
Scene 2: Dancer's game.
The party can take the eye-patch to a wizard to scry on it's former wearer. this will lead them to the village of Terrin (which will become Technika) which is currently being corrupted and transformed by a space-time rift between it and a futuristic plane. There, the pirate is Conversing with a blond bard with an odd blue instrument. The party can track down the latter, who is guarding one such rift. They must defeat his water minions.This proves to have only been a distraction; as the pirate emerges from the rift carrying some kind of gem-like object. The party can attempt to fight him; but he will prove far beyond the party's power level. He will spare them from death no matter what, however. Should they flee, they will be found by Dancer and Sniper Nobodies at the next city they venture to.
. Scene 3: Knife-wielding Vixen
after the party has grown stronger; the wizard will send them a letter,pertaining to a spy within the ranks of the Spirit-lake mages guild; who are assisting in the construction of a new city. There they will have to snoop around and investigate which of them is the interloper, spreading hearsay in order to start a witch-hunt for heartless. While investigating their leads, they will be ambushed by Assassin Nobodies, which they must fend off until they find the root of the problem-a blonde thunder mage, and rumours of a red-head pyromancer. A deadly dance ensues vs the Hooded rogue and her Ninja nobodies.
Scene 4: Suns and Skulls
after chapter 3, the party will randomly be ambushed by 2 hooded figures. the former introduces himself as Jexak, and reveals they have been sent to silence the party. The latter is meekly revealed to be Xolpa. When the two are defeated; Jexak claims he never intended to kill them, only to 'look like he's making an effort'. He points them to what is now Technika, expl;aining an attempt to kill the organisation would be suicide. If the party travels there, they will be interrupted by Necromancer and Sunpreist Nobodies. Once in the new somewhat empty city, they will make thier way to an alleyway. a hooded figure will be seen entering a cellar with a white door. Trying to follow; they will discover the alleyway turns into a maze.
Scene 5:Thinning the ranks
In the maze, they will be beset on all sides by every variety of nobody they have seen so far, alongside Samurai and Sorcerers. At the end of the maze a man with long black hair can be found. He introduces himself as Xaldin, and immediately attacks. They must kill him to progress. The illusion shatters; and the alleyway becomes normal again. The party will find the Cellar door with a Nobody insignia upon it-but find no way to open it. This will lead them to stake ot the entrance, in order to tail and Ambush Demyx, the Bard they saw previously. This time he summons dancers to Protect him. Once again; the party must deal a fatal blow. His sitar will fall on the ground, and the party may use this as a key. Inside the complex they will have to navigate rooms full of more powerful nobodies-namely Berzerkers and Dragoons, Supported by gamblers and reapers. Having founght there way through so much; Jexak will risk his own life to grant them some respite- but makes them promise to spare Axel, the red-headed guy.They are directed to the second basement Foyer, where the path forward is blocked by a door requiring two keys. These can be obtained by going into the adjacent rooms either side and defeating Vexen and Lexaeus respectively.
Scene 6: Into the heart
Opening the door: they find themselves in a demiplane; which is a copy of 'The world that never was', that is still under construction (some areas are simply wireframes). As they Journey ever onward, they will be attacked by Luxord, who is Holding onto Twilight thorn. The party must reach the obvious giant castle in the sky, fighting and resting wherever they can. In order to lower the light bridge to the Castle, they must face off against Xolpa once again; this time paired with Roxas. Once felled, they will begrudgingly combine their powers to create the way forward, stating they don't know what to make of the organisation anyway. Within the castle walls, they will be met with Jumping puzzles; a combination of Nobodies and heartless, and several computers with passwords that need to be found. Succeed in reaching the upper atrium; and They will be greeted by Marluxia and Zexion.
Scene 7: The last piece of the puzzle
If they manage to get this far, they will Have to trudge through Xigbar, Axel (wo they may choose to spare), and Siax in separate arenas. Eventually; they will Reach the roof of the castle. Here thier Ominous Leader will explain the Organisation's Plan in full. In brief, they were going to use the rifts to turn the plane into a super-weapon to destroy another plane (Yen sid's tower), killing everyone within. He also reveals that they are all technically 'clones' of a previous organisation, and that their real leader is a man known as Xehanort. He will then try to kill the party, turning the demiplane itself against them in 3 phases of battles (the party will get the benefits of a long rest at the end of each phase). Once the dust has settled; the part will will either.
A) be congratulated by the remaining surviving members of the organisation.
B) or be faced with a fight against Jexak and a heap of Necromancer and Assassin Nobodies if they chose to Kill Axel.
Themes
Fantasy, sci-fi, political intrigue.
Components
Hooks
Rumours among high society of Strange advisers appearing to them, and their Friends. Grey creatures fighting bands of heartless.
Moral Quandaries
The descision to kll Axel or not, is based on trusting people they don't really know and should believe they cannot trust.
Cruel Tricks
When they kill demyx; his dying words will be a Sad revelation of his wishes to just live a quiet and peaceful life; making the party feel like the bad guys.
Relations
Protagonists
The party
Allies
Ansem the Wise (the wizard)
Neutrals/Bystanders
Jexak; Axel, Xolpa, Roxas, lesser Heartless.
Adversaries
The other members of Organisation XIII, lesser nobodies
Plot type
Campaign side plot
Related Characters
Related Organizations
Related Locations
Remove these ads. Join the Worldbuilders Guild




Comments