D&D Planescape Rapture.pdf
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Rapture
R
apture
Contents
A
N
I
NTRODUCTION
.................................................................................. 2
Including the Background of this story, a Summary of the Adventure,
notes on Preparing for Play, and a word on the Factions Involvement.
C
HAPTER
I: T
ANAR
’
RI
I
NVASION
................................................................. 8
In which our Heroes find out that Sigil is not safe from fiends
’
invasion and accidentally land in the Abyss.
C
HAPTER
II: I
N THE
A
BYSS
..................................................................... 14
In which our Heroes explore the 523rd layer of the Abyss and find
there helpful Petitioners.
C
HAPTER
III: M
OUNT
C
ELESTIA
............................................................. 24
In which our Heroes enter the Power
’
s realm, are attacked by an
Inquisitor, and meet the Deva named Morningstar.
C
HAPTER
IV: P
RIME
C
ONCERNS
.............................................................. 30
In which our Heroes visit the Holy City of Dratsum and witness the
zealous attitude and blind faith of the Natives.
C
HAPTER
V: T
HE
F
ORBIDDEN
T
EMPLE
...................................................... 34
In which our Heroes enter the Holy Temple, and battle with Devas
on their way to the Rod of Divinity.
C
ONCLUSION
........................................................................................ 40
In which our Heroes battle the Power and rescue the world by
destroying it.
Credits
Designer:
Greg Jensen
“ Editor:
Feniks
Interior Artists:
Andy, Chris Appelhans, Bruno Rubio, Derrick Schommer
Cover Artist:
Robh Ruppel
“ Cartographer:
Feniks
Disclaimer Note:
All of published Planescape characters, character names, symbols and distinctive likenesses thereof are trademarks owned by TSR Inc.
All other material is original and copyright 1996, 1997, 1998, and 1999 by given authors. None of it is endorsed by TSR, and none
of it is in any way
“
official
”
. This material is for personal use only and may not be published, altered, redistributed or posted on News
Groups, Mailing Lists, Web Pages, FTP Sites or Bulletin Boards without the permission of the author.
I
ntr
o
duction
We all know that occasionally a god goes mad with power.
One need look no further than the being known as Tenebrous
to see evidence of that. But what happens when a suppos-
edly good god succumbs to the madness of raw power? Can
a good god commit evil if he truly believes he is infallible?
Wouldn
’
t his followers notice? When reason takes a back
seat to blind faith, is goodness ever really served?
These are all debates for philosophers and theolo-
gians to decide, and the
arguments are far from
over. However, a new
player is about to increase
the stakes. A god has gone mad with power, and his follow-
ers are too devoted to believe he can do anything wrong.
Without even apparently realizing the harm he has been
causing, this god (called simply
“
The Power
”
by his fol-
lowers) has rent the multiverse asunder.
Someone must put things right again,
restore justice, and end
this god
’
s reign of
terror. The only
way to do this,
however, may be to
actually kill the god.
“
Preface
“
Good Gods
committing
Evil
deeds
?
Gods
going
Insane?
And you
still
tell me
it has
any meaning?
Rapture is a high-level adventure for 3 to 6 players. They
should all be at least 10th level. This adventure is in-
tended to be a good wrap-up for a campaign, the sort of
adventure that leads to a characters retirement. It isn
’
t
mandatory that all characters retire. However, at least
one PC should end up in the dead-book as a result of
this adventure (as will be explained later).
Rapture deals critically with certain religious topics,
and this should be taken into account by DMs. The in-
tention of this adventure is not to offend players be-
cause of their beliefs, but to merely illustrate a critical
point or two about organized religion. If the group in-
cludes players (not characters) who have deep religious
beliefs, this adventure is probably inappropriate unless
they are very open-minded and do not get easily of-
fended by religious criticism. Remember the goal of gam-
ing is to have fun primarily. If you accidentally learn
something along the way, so much the better. The goal
is not to offend players, however, and this would not
make it fun.
Please note that this adventure was written pre-Fac-
tion War, and the events of Faction War are not taken
into account in Rapture. It should be easy enough to
write the factions out, however; just replace the Hard-
—
A Planewalking
Bleaker
after
hearing
the
news
“
2
“
An
An
I
ntr
o
duction
head guards
with Sons of Mercy, and replace other
factions with guilds.
“
Background
“
Our story actually begins several centuries ago on the Prime. A lonely Prime world,
cut off from the Phlogiston, endured a divine crisis. All the gods apparently aban-
doned this world, seeking followers elsewhere. All gods, that is, except for one.
This god, known simply as
“
The Power
”
, stayed due to his love for the people of
this planet. A lawful and good god of Mt. Celestia, he believed his flock needed
his moral guidance to make them better people. He taught them the virtues
necessary to bring order, peace, and compassion to all corners of the world. Faith
in the Power grew, and soon he literally ruled the entire planet.
The love the Power displayed made the faith of his followers all but unbreak-
able. Perhaps that is why they never noticed as the Power began going insane. His
focus on this one Prime world warped his perceptions about the rest of the
multiverse. He began to believe he was the only God that existed not only on this
planet, but anywhere. The planes, he believed, were his playthings. So were his
followers. If they didn
’
t agree with his beliefs, the people must be evil. The Power
believed he was the only possible source of morality that could possibly exist. If
anyone failed to swear allegiance to him, they were irredeemably chaotic evil.
Their actions meant nothing, only their faith. Humanitarians, heroes, and inno-
cent humans were all sent unceremoniously to the Abyss for the unpardonable
sin of skepticism. Violent zealots, witch
hunters, and the benevolent faithful were
all equally taken to the Power
’
s realm on
the sixth layer of Mt. Celestia, merely for
being a part of the Power
’
s organization.
The Power, in his madness, refuses to see
how any member of his faithful could be
evil, or how anyone not a member of his
church could be good. Because he brought
a moral code to the Prime world he con-
trols, he truly feels he is the only source of
morality in the multiverse. He views the
world in extremely black-and-white terms.
Either one is with the Power (good) or
against him (evil). His limited view of ethics
also causes him to acknowledge only the
planes of Mt. Celestia and the Abyss.
One would expect the followers of the
Power to see the harm in his beliefs. How-
ever, this was not the case. They also came
to believe as the Power does that there can
be no compassion or goodness without the
Power. Any who doubted the Power
’
s mad
beliefs were labeled as traitors, and sent to
the Abyss. All, that is, except one. A tome
archon and main proxy of the Power,
Morningstar, had helped the Power come
to power on this Prime world. He had helped
the Power maintain his presence on this world
through the use of a powerful artifact, the Rod
of Divinity. Morningstar truly believed his mas-
ter to be a being of pure goodness. That is why
he assumed he would be forgiven for question-
ing his master
’
s motives. When the Power went
mad and began sending innocent and good peti-
tioners to the Abyss, Morningstar demanded an
explanation. Instead, he was branded a traitor
as well, and expelled from the Power
’
s Prime
world. Unable to help the people he was once
responsible for, he instead fled to find a way to
defeat the Power. Now an asuras, Morningstar
believes he has found the answer
…
but he can-
not do it. Instead, he must send some true he-
roes to end the Power
’
s life, so the people of
this Prime world can be truly helped and guided
once again.
The Power is not the only source of moral-
ity, nor is he the only source of divinity in the
multiverse. His mad actions have begun to cause
problems on the planes. He has sent anyone who
innocently enough questioned the supremacy
of the Power to the Abyss. This is causing an
inordinate amount of lawful, good, and neutral
petitioners to flood the 523rd layer of the Abyss
(where the Power sends the infidels). The be-
liefs of these petitioners still has power, and they
are causing this layer of the Abyss to change
alignment in the Outer Planar scheme of things.
The boundaries between the Abyss and the
neighboring planes are weakening. Carceri, Pan-
demonium, and the Outlands (especially around
Plague-Mort) have been experiencing a record
number of tanar
’
ri attacks, as they pass through
the thinning planar boundary. (If the planes of
cordance are known by the PCs, Perdition is also
being swarmed with tanar
’
ri). Another place that
borders the Abyss, as well as all other planes of
existence, is Sigil. It, too is overrun with the cha-
otic evil tanar
’
ri due to the actions of the mad
Power.
onium is overwhelmed with trying to maintain
the peace in the face of these monsters. After
finding an ally of theirs has been killed in the
violence that has come with the tanar
’
ri inva-
sion, the players encounter some of the fiends
intent on attacking them. The fiends seem to
be disoriented, still believing themselves to be
on the Abyss. When the PCs investigate further,
they find themselves transported to the 523rd
layer of the Abyss.
In Chapter 2, the PCs explore the Abyssal
layer a bit more, and find more of the dark about
it. They observe fiends tormenting petitioners,
and battle petitioners and tanar
’
ri intent on kill-
ing them. They are aided by some of the peti-
tioners, who prove themselves to be compassion-
ate and heroic individuals. They inform the char-
acters of the God of their home world, and that
this is his punishment for lack of faith. Follow-
ing a Deva who is disposing of petitioners on this
plane, the heroes discover a portal to the Power
’
s
realm on Mt. Celestia.
In Chapter 3, the heroes find themselves
on Mt. Celestia, but do not receive a friendly
welcome. They are ordered to leave by celestials,
and attacked by an evil inquisitor devoted to the
Power. After the inquisitor
’
s defeat, Morning-
star appears before the heroes, and explains to
them what they must do to stop the Power.
In Chapter 4, the heroes journey to the
Prime to do what Morningstar has told them.
While there, they encounter the zealous atti-
tude and blind faith of the natives, and evoke
the hostilities of the locals.
In Chapter 5, the heroes enter the ancient
building where the Rod of Divinity is stored. The
heroes must battle devoted celestials to reach
the Rod, in a dungeon crawl with an uncom-
fortable twist: the
“
bad guys
”
in the
“
dun-
geon
”
are good but misguided, not evil
cannon fodder.
Adventure
“
Summary
“
A
Power
went
Mad,
you say
?
Sounds
good
enough
for
me.
In Chapter I, the characters return to Sigil
from some previous adventure, only to find
the Cage swarming with tanar
’
ri
…
even
more than usual. Anarchy in the
Birdcage ensues as the Harm-
—
Annarach, memeber
of
athar
“
4
“
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