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ADVENTURES
GHOSTS OF THE REBELLION
written by James Davenport
THE BEST THINGS GET BETTER WITH AGE
written by Alana Abbott
FREEDOM'S LIGHT
written by Ted Reed
SEVEN ARKS OF CIBOLA
written by Billy Aguiar
MOTHER LOAD
written by James M. Ward
game development Jamie Chambers, Nathaniel C.J.S. Rockwood
editing Margaret Weis Jamie Chambers • additional editing Cam Banks
proofreading Liz Wilhelm • cover art Digger Hayes • art direction Renae Chambers,
Digger Hayes • interior graphic design 11th Hour (Susan Renée Tomb)
layout & typesetting Digger Hayes • interior art Lindsay Archer, Dan Bryce, Nick Kremenek,
Ron Lemen, Rick Otey, Ted Reed, Ryan Wolf
special thanks
Carla Aguiar, Damon Black, Russell Brown, Buffistas of Buffista.org, California
Browncoats, Tim Connors, Eileen Connors, Pete Daigle, Jason Driver, Neal Haggard,
Stephen Herron, Jack Kessler, Gregory Lane, Rob Manning, James Nettum, New England
Browncoats, NYC Browncoats, Susan Reed, Laurie Rich, Richard Spangle, Jennifer Stevens,
Vickie Steiner, Kevin Stoner, Scott Suehle, WereCabbages.com, Mitch Williams
©2008 Universal Studios Licensing LLLP. Serenity © Universal Studios. All Rights Reserved. Margaret Weis
Productions the MW Logo, and the Cortex Logo are trademarks owned by
Margaret Weis Productions, Ltd. All Rights Reserved
Published by
Margaret Weis Productions, Ltd.
253 Center St #126
Lake Geneva, WI 53147
First Printing—2008
Printed in the USA
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TABLE OF CONTENTS
Chapter One
GHOSTS OF THE REBELLION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
THE WAY IT IS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
EPISODE 1: DOG DAYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
ACT I: APPROACHING WHITEFALL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
ACT II: FINDING A JOB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
ACT III: BARE NECESSITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
EPISODE 2: CHASING GHOSTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
ACT I: REACHING THE BLACK ALIVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
ACT II: THE ROAD TO BELLEROPHON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
ACT III: A CHANGE OF COURSE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
EPISODE 3: FREEING GLORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
ACT I: PEGASUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
PROPS AND ExTRAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Chapter tWO
FREEDOM'S FLIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
THE WAY IT IS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
WHERE TO BEGIN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
ACT I: ROUND UP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
ACT II: PERDITION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
ACT III: FREEDOM’S FLIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
CONCLUSION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Chapter three
MOTHER LOAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
THE WAY IT IS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
THE TELLIN’ OF THE TALE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
ACT I: TALE OF THE LOST CONVOY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
ACT II: SAILIN' THE BLACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Chapter FOur
THE BEST THINGS GET BETTER WITH AGE . . . . . . . . . . . . . . . . . . . . . . . 89
THE WAY IT IS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
ACT I: IN VICTORY AND DEFEAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
ACT II: COMPROMISES ARE FOR RELATIONSHIPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
ACT III: EAT, DRINK, AND BE MERRY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Chapter Five
SEVEN ARKS OF CIBOLA. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
THE WAY IT IS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
ACT I: START FROM THE BEGINNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
ACT II: BITS AND PIECES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
ACT III: THE SMELL OF TREASURE AND FAILURE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
table of contents
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THE AY IT S
Any number of things can happen to a crew.
Sure, you want things to go smooth. Do the job,
get paid, keep lyin’. Seems simple enough, don’t
it? Truth is, though, things are rarely that easy.
Alliance patrols, con artists, thieves, Reavers, and
big business might all be ready to ruin a perfectly
good week. It’s wei shan out in the Black, but if you
love your boat and the crew sticks together you’ll
live to ly another day.
What Is This? My friend, you’re holding a
collection of adventures for the Serenity Role Playing
Game . It’s a story that you—the Game Master—
play with a group of friends using the Cortex
System game rules. The players can use the crew
of Serenity , the sample Aces & Eights crew, or even
characters of their own creation. Pick a story from
this book, do a little prep, and you’ll be ready for
adventures of your own.
Any of these tales can be played, and in any
order that suits your campaign—though if you’re
looking to start out with a brand new crew you
could do worse than start with “Freedom’s Flight.”
scenes may happen in any kind of order—so it’s
important that you keep the whole picture of
what’s goin’ on in your mind as you tell the tale.
Acts that have only one scene and all scenes
and sideshows follow this order:
How It Is: This irst part sets up the scene,
paints the backdrop, and puts the chairs on the
stage, so to speak. It usually starts with boxed
text—colorful prose that you can either read
to the players or use as a guide for your own
words and fancy description.
Problems: Things don’t stay peaceful for
long. Every scene has a problem or two for the
crew that they are goin’ to have to either get
past or get buried. Good or bad, rich or poor,
pleasantly helpful or downright ornery—here’s
where you’ll also ind the most important folks
populatin’ the scene the crew is in. Most often
as not, you’ll want to keep their stats in front
of you.
New Way of Things: Now the crew has to
clean up the mess. When they come out the
other side of a problem—if they live through
it—then some things will have changed. In
this part of the scene, the crew examines the
results of what they did. Might be the problem
is solved or might be the crew now has even
bigger problems!
Your story & Your crew
These stories are told in the ‘Verse of Serenity
and as Game Master you’ll be the one telling it.
It’s a story that’s told in many different places and,
as the way of stories go, the telling of it changes
dependin’ on who’s doing the telling. That’s
shiny—it don’t matter what chwen joo told the story
elsewhere or how he told it. This is your story and
you’ll be tellin’ it your way.
No one quite remembers who was in the
story in the irst place, so you and the players
in your game will be tellin’ it with the crew that
you choose. Maybe they’re all big, damn heroes
or maybe they’re all Greenhorns just startin’ out.
(This tale is meant to be told for a Veteran crew,
so if you tell this tale with characters of less stellar
capabilities, then you’ll need to ease up on them
a mite—or make things tougher for big damn
heroes.)
Note : Words in all capitals are usually
Dificulties (like EASY, HARD, FORMIDABLE).
Thus, when you read a phrase like: “Pilots ind
landing in the steep canyon FORMIDABLE …”
this means that the Dificulty for the described
action is, indeed, Formidable and requires a roll of
15 or higher to succeed. In this way, you will know
what’s what about rolling dice without interruptin’
the low of the tale.
So what are you waiting for? Pick an adventure,
grab your crew, and get to lyin’!
the tellin’ of the tales
Some of these stories are divided into
episodes, while others are just a single episode
unto themselves. Each episode is divided into
acts that may be comprised of a single scene
or several scenes depending on how the act is
played out. The episodes and acts are given in the
correct order to make the story work. What takes
place inside the acts and especially in sideshow
IntroductIon
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GHOSTS OF THE REBELLION
THE AY T S
The War has been over for years and most
folk’ want to forget it. For some the old wounds
never heal. They’ll listen to a veteran’s bar
story for awhile, then get up and go about their
business. And then there are the relics, the ghosts
of the Rebellion, those people for whom the war
never ended and never will.
For our heroes, just making a living is hard
enough. It seems the ‘Verse’s poker deck is
stacked against them right now and they need
a winning hand to get them out of the red. A
winning hand is coming … dealt by a ghost.
Hiding on Whitefall, Sharpe, his right-hand
man, Saul Potter , and two soldiers plot to steal
the Glory from the clutches of the Alliance. Once
the ship is Sharpe’s again, he believes he will have
no trouble keeping free of the Alliance when he’s
out in the Black. And he will have left the “stage”
with a masterstroke.
But Sharpe and his men don’t have a ship at
hand and have used up all the favors owed to
them. They are currently holed up in a marginal
shipyard on Whitefall, relying on the sympathetic
yard boss to look the other way. They have set up
quarters in the junkyard area.
Assuming they get transport to Pegasus , they
also need an engineer to get the ship running
again. Once space-worthy, Sharpe has enough
Skills to ly the ship into the black and escape.
Such a mission is even harder without money,
and Sharpe is desperately trying to ind a suitable
ship and crew.
C
H
A
P
T
E
R
1
HERE’S THE STORY
At the end of the War for Uniication,
Roland Sharpe was the admiral of what
remained of the Browncoat leet. Because he
did not attend the Armistice negotiations on
Osiris, he lost his chance at amnesty, and was
branded a traitor and outlaw. He’s been on the
run ever since, keeping to the Rim territories
and depending on the kindness of Independent
sympathizers to keep him safe.
But Admiral Sharpe is getting older and
over six years on the run has taken its toll on
him. He’s developed a hacking cough and is
convinced that he doesn’t have much more time
to kick around the ‘Verse. So when one of his
conidants told him of an opportunity to snatch
one last piece of glory and escape into the Black,
he could not refuse. The last ship of Sharpe’s
command, Freedom’s Glory , was captured near the
end of the war, almost with Sharpe inside her.
Now word has reached him that the Alliance is
transferring the vessel to a scrapping facility on
Pegasus —a moon of Bellerophon. In a last
bit of spiteful vengeance or the simple grinding
eficiency of bureaucracy, the Alliance intends to
destroy the Glory after stripping her of salvage.
Your story, Your crew
The story is originally set just prior to the
events of the movie, Serenity . It can be run with
the heroes from the movie or an original crew. If
using the movie characters, Shepherd Book has
already been left at the mining colony of Haven
to tend a lock there. River is still on the ship,
but has been sedated to help her rest and recover
from recent debilitating nightmares. She is not
an active PC or NPC, but must be watched,
cared for, and protected. With some adjustment,
however, you can make this story work for other
times and include the other characters if you
wish.
Note that in this adventure, we have
suggested happenings for characters or
equivalents for a player-created crew. Figure out
which character its best for certain problems,
plot twists, and circumstances. It will make the
players feel more directly involved and invested
in the story!
GHosts of tHe rebellIon
Chapter One
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