Wednesday, 16 September 2020

Running other people’s adventures: Prodigal Son (Liminal)

This is the first in what may be a series of my thoughts in running other people’s adventures. As I've mentioned, it’s not something I normally do as I prefer to run my own. So this is a departure for me, and I’m probably overthinking it.

(As this has ended up being three posts long, I'm definitely overthinking it...)

This time it’s Liminal’s Prodigal Son, written by Sheffield’s own Dr Mitch (and Liminal author).

Spoilers ahead!

Making it my own

Prodigal Son is a short, three or four scene case for Liminal. The Crew are given a case, fight vampires, and enter a ghost realm. There’s more to it than that, but that’s the broad outline.

In terms of running the adventure, I need to make it my own. So I printed it out and went through it, making notes as I did. And as I did, I realised that I had a handful of questions I needed to resolve so the case made sense.

I am sure I could have asked the good Dr Mitch for his thoughts on these, but I’m sure he’s got better things to do than answer my pedantic questions. More important, answering the questions myself gives me some ownership. It means I will internalise it more, making it easier for me to run.

So, I have questions…

Why doesn’t Sir Tatton realise who took his books?

Sir Tatton has noticed that some books have gone missing from his library—but his guardian spirit didn’t react to the thief and it would react to anyone other than a family member. As the players will immediately put two and two together (because they’re playing an RPG if for no other reason) and work out that Mark Northcott took them, it makes sense for Sir Tatton to know that as well.

So when I ran it, Sir Tatton knows that his son took books from his library (he doesn’t know how many). Prodigal’s Son doesn’t name the books, but the players will probably ask, so I made them up: A History of Sheffield Castle, Wolf Legends, and Bronze Age Myths.

The books aren’t mentioned again, but I dropped them in the ruined farmhouse that the Heirs of Osbehrt use for their base. If the vampires wipe everyone out, then they’ll take the books back to Ariadne (but if that happens then it means the investigation is already over). If they don’t then they’ll end up in the hands of the players—which is as it should be.

What was the deal between the Mark and Ariadne?

Before the case begins, werewolf Mark Northcott has made a deal with vampire Ariadne. His gang (the Heirs of Osbehrt) are being pressured by the Jaeger family to join them, and they want to remain independent. So Mark makes a deal with Ariadne to put the Jaeger family “in their place”. (I imagine this is done by Ariadne killing the Jaeger Face that has been negotiating with the Heirs—that saves me inventing a character…)

But what does Ariadne get from the deal? The case notes don’t say, so here’s what I decided:

  • In return for protection, Northcott offered Ariadne a powerful ancient knife he knew he could get.
  • Northcott had no intention of giving Ariadne the knife (the Knife of Lethe). Instead he intends to use to raise the Wolf’s Head, which he can use to see off both Ariadne and the Jaeger family.
  • When Ariadne realises that she has been tricked (she has access to Diviners), she attacks the Heirs, trying to find Northcott and the knife.

What are the watchers doing and do the watchers know about the ghost realm?

Jaeger watchers

Prodigal Son isn’t clear what the two Jaeger watchers are doing in Sheffield. They’re watching… but how? Are they in a car, just hanging around, or do they have some kind of cover? Do they run a nearby newsagent? I made them security guards for the derelict site, which adds to their nerves (they are nervous because they know Ariadne and her gang are around) because they can’t just leave.

And do they know about the ghost realm? While the adventure suggests no, I decided that one of them does.

(And I renamed one of them—Sean Daley is also the name of Sir Tatton’s butler in The Haunting and if all goes well I’ll run that next.)

What happens if Mark Northcott raises the Wolf’s Head?

And what of the Wolf’s Head, the mythical werewolf outlaw gang that Mark Northcott is trying to raise? What happens if he succeeds? What does that look like? Prodigal Son is silent, but it feels like an own goal not to summon the Wolf’s Head, so…

Knife of Lethe: If the wielder of the knife kills another being, then they draw the spirit of the Wolf’s Head into them. This costs 2 Will and happens automatically unless they don’t have enough Will. 

This gives them +2 Melee, +2 damage and +4 Endurance. However, it also drains 2 Will.

A wielder may do this multiple times, providing they have enough Will. Each time they kill, the spirit of the Wolf’s Head gets stronger and they get more powerful. The effect lasts until the following sunset—at which point the wielder drops unconscious for 48 hours. (And given this may fall into the players’ hands, there’s probably some awful long-term effect if the knife is used often.)

What is Ariadne’s plan

I decided I needed a countdown clock for Prodigal’s Son—events that will take place whether the players are present or not. It all hinges around Ariadne…

  1. Ariadne’s vampires attack the Heirs, but Mark is no longer there. (At this point the PCs enter and thwart their final attack.)
  2. Ariadne tracks Mark to Castle Market in Sheffield.
  3. Ariadne kills one of the Jaeger watchers and tortures the other to learn about the ghost realm.
  4. Ariadne and her gang enter the ghost realm.
  5. Ariadne and Mark fight—Mark wins, using the knife to kill one of Ariadne’s vampires and summons the Wolf’s Head into himself. He becomes the legendary Wolf’s Head and destroys Ariadne. As he continues to kill the vampires he becomes more and more powerful—but loses more and more Will. By the end of the fight he has no Will left, and eventually passes out.
  6. With no Will remaining, Mark fades and becomes a ghost in the ghost realm himself...

Why are Mark’s stats so high?

Finally, for someone who has been in a ghost realm, Mark’s stats need adjusting so I dropped his Will to 6 (from 12). I also found his drive, vengeance at all costs, confusing as I wasn’t sure who he wanted vengeance on. The Jaegers? Ariadne? So I changed it to Summon the Wolf's Head and make the Heirs of Osbehrt great which is clearer in terms of gameplay and his objective for the scene.

Can I make fights more interesting?

Recently I talked about using scenario design to make the fights better. As Prodigal Son has several potential fights, I considered how I might make those more interesting.

The vampiresProdigal Son’s first battle is with some vampires picking on a young werewolf. That’s their objective—if outmatched they will flee and report back to their boss, Ariadne. (And if they can’t flee, they will surrender.)

Ariadne and her brood: Ariadne plans to be a player in the Hidden World, and will not risk her life foolishly. Her brood isn’t indispensable either—so she will retreat and regroup if things don’t go her way. (She may not even attack if the odds aren’t in her favour.)

Mark Northcott: Sadly, Mark has gone crazy and is driven by his lust for power. He wants to summon the Wolf’s Head. He will fight to the death.

Next: Session Zero

Even for a one-shot I like to do some Session Zero stuff, and I’ll cover that next time.


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