12-19-2023, 04:24 AM
(This post was last modified: 12-19-2023, 04:34 AM by bonafidenubbin.)
his is my first event so I'd love feedback! Just let me know if I need to change anything.
As Above, So Below – Event Plan
CAST:
· Paraskevi – Sand/Fortuna/Earth
· Syne – Ice/Light/Armed
· Freed – Energy/Unarmed
· La’Kesh – Fire/Plasma/Fortuna
· Cade – Ice/Cosmic/Absorption
Injury Rules:
Borrowing/editing from Chance’s event I attended since I liked this a lot-
Injury checks include traps/obstacles that incur damage, not just from battle. Multiple permanent injuries are not given; instead, the current injury stacks.
IF UNHARMED: /roll - 1 is a 24-day temp, 2-4 is 12-day temp, 5-6 is uninjured
IF 1 INJURY ROLL: 1 is a -10 vit perm, 2-3 is a 24-day temp, 4-6 is a 12-day temp
IF 2 INJURY ROLLS: 1 is a -20 vit perm, 2-3 is a -10 vit perm, 4-6 is a 24-day temp
IF 3 INJURY ROLLS: 1 is a -40 vit perm, 2-3 = -20 perm, 4-5 = -10 perm, 6 = 24-day temp
IF 4 INJURY ROLLS: 1 is death; 2 is -40 perm; 3 is a -20 perm; 4-5 is a -10 perm; 6 is a -4 perm.
If 5+ ROLLS somehow: 1-2 = death; 3-4 = -40 perm; 5 = -20 perm; 6 = -10 perm
BACKGROUND:
Centuries ago, the faithful followers of Memoria centralized their worship around a space called the Well of Records. A library of unparalleled splendor, the Well served as a repository for a great deal of arcane knowledge that might otherwise be lost, from the history of ancient lands to the secrets of rare magics.
But any collection of knowledge invites scholars, and scholars pursue mysteries, and mysteries lead to dangerous places.
Four hundred years ago, a Nephilim of Memoria grew too bold in his belief that he had mastered chronomancy. He wished to create a space where multiple times could exist simultaneously – essentially a gateway to allow for genuine time travel, but only for him. He believed that a true understanding of history could only arise from witnessing events as they had happened.
This was far too ambitious a goal for a mortal mage, even a Nephilim – and perhaps unsurprisingly, it backfired. The timestream itself shattered within the Well, leaving it caught in a chaotic vortex of fragmented timelines, knotted and looped back on themselves.
The only constant in all of these timelines is the man who activated them – the Nephilim, trapped forever in his glitching, repetitive hell of an existence. All he wants now is an escape, whether it comes as death or freedom.
When adventurers come seeking the well, he has utilized the alternative possibilities they bring with them to fracture time further – hunting for an escape in any of their possible alternative lives.
NOTES/MECHANICS:
Each character has a hourglass with 3 portions of sand in it. The grains are time magic crystallized, intended to keep them stabilized in a single timeline. The sand is usable to force an event onto a better timeline (i.e, reroll and keep the higher result), but players who exhaust their sand completely at any point will be forced to roll as if they achieved 4 injury rolls at the end of the event.
A bare minimum of about 10/15 portions of sand is required to get through the event, if players do things perfectly, so too many rerolls will indeed run a risk of exhausting the sand, especially for individual players.
CHALLENGE 1: ARRIVAL
The players arrive at the Well, guided by a survivor of a past expedition. We give people a couple rounds to ask questions for basic information about the setup.
As soon as they step inside, they all manifest dark markings related to how they might die (along with a brief flash of a vision).
· Paraskevi: Black markings around her eyes and her stomach. [Eyes torn out, disemboweled, a sense of it having to do with her visions.)
· Syne: Death by a thousand cuts – visions of talons, fangs, sliced/devoured
· Freed: Cracks all over his skin, like shattered glass (devoured by the timestream)
· La’Kesh: A horrific slash across his throat. (Drakanite claw in combat).
· Cade: stars all over the skin, a frigid voidic emptiness (ego death from embracing his inner emptiness).
After a couple steps forward, the spiral stair beneath them glitches out of existence and everyone starts to fall. This is going to be a very minor kind of challenge, as really everybody’s got some way to handle something like this; they just describe their approach, roll a d20. Rolling below 10 = you’re falling, but. You can use 1 unit of sand to fix your botch or someone else’s. Anyone who rolls 15+ can automatically rescue one <10 roll without sand being necessary.
CHALLENGE 2: REFLECTIONS
Land in a stone labyrinth, corridors of many sorts. PCs go through a couple of rooms, described as eerie and supernatural. They’re given the choice to make a few turns, but it will soon become clear that they’re trapped in the same exact corridors again and again, unable to escape.
They’ll start seeing odd flashes in the corner of their eyes, signs of the Nephilim haunting them – reflections of his existence in multiple different timelines.
There’ll be a vortex in time like a window in mid-air showing a glimpse of an alternative timeline, where a door in the wall that’s currently blocked is still wide open… but the picture is weak and ‘staticky’, and will require an infusion of 1 unit of sand from SOMEONE’s hourglass.
The moment they do this, however, shades of the Nephilim from many different timelines will erupt, for a ‘horde mode’ sort of fight with many small enemies. The PCs will have to stay up for 3 minutes – anybody who goes down will get an injury roll. If the whole party goes down, it’ll be 2 injury rolls for everyone.
But the portal will open at that point, allowing them to flee either way. When the portal opens, it will stabilize time there so things stop glitching – a hint about the way to proceed in the future.
CHALLENGE 3: ATRIUM
Rushing through the door, the party finds themselves in a huge open atrium. [Atmospheric description ensues.]
Much of the floor is missing, full of deep holes downward to a seemingly endless abyss, and it’s dangerously unsteady and glitchy.
However, six different timelines are fluctuating in and out of place here, overlaid on each other, and it’s clear where the floor is intact vs. not...
The players can look into each timeline and see the floor has been deleted in somewhat predictable chunks across the six timelines, with roughly five ‘squares’ of room to cross.
![[Image: 84jdcmkabv4.png]](https://cdn.imgchest.com/files/84jdcmkabv4.png)
A horizontal jump = using 1 unit of time sand to shift timelines; a vertical jump – simply walking forward in the timeline you’re in, no cost.
After they get to the seeming end, they’ll discover that it repeats, like a second copy… except this time they won’t be able to clearly glimpse the exact spaces that are missing.
In reality, they continue the patterns, so they are NOT exact mirrors of the first half (except for some of them).
A maximally efficient solution involves about 9 units of time.
![[Image: pyq9c8dj6d4.png]](https://cdn.imgchest.com/files/pyq9c8dj6d4.png)
Jumping into an empty square WILL cost you either 1 injury roll or 1 use of sand.
CHALLENGE 4: THE WOUND
Beyond the atrium, the players will finally emerge into the shattered laboratory where the Nephilim is trapped. He will immediately attempt to hurl them into their worst timeline (i.e., each person will be transported to their own individual corners of a map, unable to see/hear each other.)
Individually, each person will face reliving their worst fears, RP out how they handle it, and get a willpower check (1d20, which I will penalize or bonus secretly based on the RP.). The result of this willpower check will then be used to either give them bonuses or nerfs in the fight that follows.
The worst fears are based off information submitted in a player form:
· Paraskevi – growing old abandoned and alone as one by one the people she cares the most about reject her, unable to deal with the things she sees. She’s unable to protect herself when someone comes for her eyes…
· Syne – Losing Ysayl in war and becoming so vicious and carnivorous in vengeance Elizabeth runs from her, and she catches up to find her being torn apart by her enemies.
· Freed – being too weak to help the others as they face challenge after challenge and his simple powers are not good enough, so he risks exhausting himself completely to save them.
· La’Kesh – his control over fate deserting him as he fails to foresee a blow in a fight against a fellow Drakanite, one that will break his back beyond repair.
· Cade – Aphros is falling and he gets one ‘intervention’ to stop a ritual; he gives into the emptiness to save them but still fails, forced to watch his friends and fellow Knights perish one by one – the final blow to his sense of self and conscious existence.
CHALLENGE 5: THE END
Time collapses into a single timeline, and everyone is reunited.
Any player who failed the d20 above gets an injury roll, though others can use sand to change it. Failure on this roll will result in partial wounds appearing like their worst-case death scenario. Success will result in protection against those wounds. The magnitude of vit nerf/buff depends on the roll result.
If any player has run out of sand completely at this point, they must do a level 4 injury roll, regardless of prior injuries. Should they fail it, wounds will appear on their person that correspond to their feared death/their worst-case scenario.
The Nephilim will then materialize, more spirit than person at this point, a corrupted mess of Memoria aether. Paraskevi and La’Kesh will be able to sense its torment and its confusion as it glitches through time, and it will desperately want to consume Paraskevi in particular, seeing her tie to Memoria as a way to escape.
This will be a seriously difficult fight, one I will endeavor to work out myself (but if I can’t I’ll borrow a friend who’s more familiar to combat to EC it). I'll probably include a couple phases with fun gimmicks to make it last.
If the group goes DOWN in its entirety, the Nephilim will possess/inhabit Paraskevi, and she will be left with a -20 perm that cannot be treated until she has been exorcised by either a spirit seer or a holy authority.
If they succeed in slaying the Nephilim, he will more or less dissolve into nothingness, though time will continue to glitch – there are too many other timelines in which he remains alive, and his hell is far from over.
But the party will have the time and chance to search the laboratory…
REWARDS:
(This is my biggest uncertainty, feedback welcome.)
· Paraskevi: Paraskevi will receive a -10 permanent wound that is infused with Memoria’s aether from the Nephilim’s attempts to possess her for escape. This is for the purpose of some future plotlines she might want to do around potentially having a child to be a Nephilim of Memoria.
· Syne: Syne will receive a tome detailing rituals of spirits and gods – information on how someone might hope to transcend their mortal flesh and become a spirit. This would be a prop that could be used to assist future rituals or plans to achieve a spirit’s form, but not sufficient on its own.
· Freed: A memory crystal embedded in him (probably as a perm) that would allow him to transfer his knowledge to someone else at the cost of his life. This was a special request from the player and I frankly do not know what exactly he’s planning with it, so feel free to put any limits on it you think appropriate.
· La’Kesh: La’Kesh is particularly interested in fate manipulation; would it be over the top to give him a wearable item that boosts power and has a one-time use single charge +1 to a roll in an RPB he is in? Using up the charge will nuke the item.
· Cade: Cade is interested in knowledge about the Cold Star Acrux – I’d like to reward him with some relevant piece of information. Failing that, I would make him a dev material that is infused with Acrux’s energy to be used for future plans down the road.
As Above, So Below – Event Plan
CAST:
· Paraskevi – Sand/Fortuna/Earth
· Syne – Ice/Light/Armed
· Freed – Energy/Unarmed
· La’Kesh – Fire/Plasma/Fortuna
· Cade – Ice/Cosmic/Absorption
Injury Rules:
Borrowing/editing from Chance’s event I attended since I liked this a lot-
Injury checks include traps/obstacles that incur damage, not just from battle. Multiple permanent injuries are not given; instead, the current injury stacks.
IF UNHARMED: /roll - 1 is a 24-day temp, 2-4 is 12-day temp, 5-6 is uninjured
IF 1 INJURY ROLL: 1 is a -10 vit perm, 2-3 is a 24-day temp, 4-6 is a 12-day temp
IF 2 INJURY ROLLS: 1 is a -20 vit perm, 2-3 is a -10 vit perm, 4-6 is a 24-day temp
IF 3 INJURY ROLLS: 1 is a -40 vit perm, 2-3 = -20 perm, 4-5 = -10 perm, 6 = 24-day temp
IF 4 INJURY ROLLS: 1 is death; 2 is -40 perm; 3 is a -20 perm; 4-5 is a -10 perm; 6 is a -4 perm.
If 5+ ROLLS somehow: 1-2 = death; 3-4 = -40 perm; 5 = -20 perm; 6 = -10 perm
BACKGROUND:
Centuries ago, the faithful followers of Memoria centralized their worship around a space called the Well of Records. A library of unparalleled splendor, the Well served as a repository for a great deal of arcane knowledge that might otherwise be lost, from the history of ancient lands to the secrets of rare magics.
But any collection of knowledge invites scholars, and scholars pursue mysteries, and mysteries lead to dangerous places.
Four hundred years ago, a Nephilim of Memoria grew too bold in his belief that he had mastered chronomancy. He wished to create a space where multiple times could exist simultaneously – essentially a gateway to allow for genuine time travel, but only for him. He believed that a true understanding of history could only arise from witnessing events as they had happened.
This was far too ambitious a goal for a mortal mage, even a Nephilim – and perhaps unsurprisingly, it backfired. The timestream itself shattered within the Well, leaving it caught in a chaotic vortex of fragmented timelines, knotted and looped back on themselves.
The only constant in all of these timelines is the man who activated them – the Nephilim, trapped forever in his glitching, repetitive hell of an existence. All he wants now is an escape, whether it comes as death or freedom.
When adventurers come seeking the well, he has utilized the alternative possibilities they bring with them to fracture time further – hunting for an escape in any of their possible alternative lives.
NOTES/MECHANICS:
Each character has a hourglass with 3 portions of sand in it. The grains are time magic crystallized, intended to keep them stabilized in a single timeline. The sand is usable to force an event onto a better timeline (i.e, reroll and keep the higher result), but players who exhaust their sand completely at any point will be forced to roll as if they achieved 4 injury rolls at the end of the event.
A bare minimum of about 10/15 portions of sand is required to get through the event, if players do things perfectly, so too many rerolls will indeed run a risk of exhausting the sand, especially for individual players.
CHALLENGE 1: ARRIVAL
The players arrive at the Well, guided by a survivor of a past expedition. We give people a couple rounds to ask questions for basic information about the setup.
As soon as they step inside, they all manifest dark markings related to how they might die (along with a brief flash of a vision).
· Paraskevi: Black markings around her eyes and her stomach. [Eyes torn out, disemboweled, a sense of it having to do with her visions.)
· Syne: Death by a thousand cuts – visions of talons, fangs, sliced/devoured
· Freed: Cracks all over his skin, like shattered glass (devoured by the timestream)
· La’Kesh: A horrific slash across his throat. (Drakanite claw in combat).
· Cade: stars all over the skin, a frigid voidic emptiness (ego death from embracing his inner emptiness).
After a couple steps forward, the spiral stair beneath them glitches out of existence and everyone starts to fall. This is going to be a very minor kind of challenge, as really everybody’s got some way to handle something like this; they just describe their approach, roll a d20. Rolling below 10 = you’re falling, but. You can use 1 unit of sand to fix your botch or someone else’s. Anyone who rolls 15+ can automatically rescue one <10 roll without sand being necessary.
CHALLENGE 2: REFLECTIONS
Land in a stone labyrinth, corridors of many sorts. PCs go through a couple of rooms, described as eerie and supernatural. They’re given the choice to make a few turns, but it will soon become clear that they’re trapped in the same exact corridors again and again, unable to escape.
They’ll start seeing odd flashes in the corner of their eyes, signs of the Nephilim haunting them – reflections of his existence in multiple different timelines.
There’ll be a vortex in time like a window in mid-air showing a glimpse of an alternative timeline, where a door in the wall that’s currently blocked is still wide open… but the picture is weak and ‘staticky’, and will require an infusion of 1 unit of sand from SOMEONE’s hourglass.
The moment they do this, however, shades of the Nephilim from many different timelines will erupt, for a ‘horde mode’ sort of fight with many small enemies. The PCs will have to stay up for 3 minutes – anybody who goes down will get an injury roll. If the whole party goes down, it’ll be 2 injury rolls for everyone.
But the portal will open at that point, allowing them to flee either way. When the portal opens, it will stabilize time there so things stop glitching – a hint about the way to proceed in the future.
CHALLENGE 3: ATRIUM
Rushing through the door, the party finds themselves in a huge open atrium. [Atmospheric description ensues.]
Much of the floor is missing, full of deep holes downward to a seemingly endless abyss, and it’s dangerously unsteady and glitchy.
However, six different timelines are fluctuating in and out of place here, overlaid on each other, and it’s clear where the floor is intact vs. not...
The players can look into each timeline and see the floor has been deleted in somewhat predictable chunks across the six timelines, with roughly five ‘squares’ of room to cross.
![[Image: 84jdcmkabv4.png]](https://cdn.imgchest.com/files/84jdcmkabv4.png)
A horizontal jump = using 1 unit of time sand to shift timelines; a vertical jump – simply walking forward in the timeline you’re in, no cost.
After they get to the seeming end, they’ll discover that it repeats, like a second copy… except this time they won’t be able to clearly glimpse the exact spaces that are missing.
In reality, they continue the patterns, so they are NOT exact mirrors of the first half (except for some of them).
A maximally efficient solution involves about 9 units of time.
![[Image: pyq9c8dj6d4.png]](https://cdn.imgchest.com/files/pyq9c8dj6d4.png)
Jumping into an empty square WILL cost you either 1 injury roll or 1 use of sand.
CHALLENGE 4: THE WOUND
Beyond the atrium, the players will finally emerge into the shattered laboratory where the Nephilim is trapped. He will immediately attempt to hurl them into their worst timeline (i.e., each person will be transported to their own individual corners of a map, unable to see/hear each other.)
Individually, each person will face reliving their worst fears, RP out how they handle it, and get a willpower check (1d20, which I will penalize or bonus secretly based on the RP.). The result of this willpower check will then be used to either give them bonuses or nerfs in the fight that follows.
The worst fears are based off information submitted in a player form:
· Paraskevi – growing old abandoned and alone as one by one the people she cares the most about reject her, unable to deal with the things she sees. She’s unable to protect herself when someone comes for her eyes…
· Syne – Losing Ysayl in war and becoming so vicious and carnivorous in vengeance Elizabeth runs from her, and she catches up to find her being torn apart by her enemies.
· Freed – being too weak to help the others as they face challenge after challenge and his simple powers are not good enough, so he risks exhausting himself completely to save them.
· La’Kesh – his control over fate deserting him as he fails to foresee a blow in a fight against a fellow Drakanite, one that will break his back beyond repair.
· Cade – Aphros is falling and he gets one ‘intervention’ to stop a ritual; he gives into the emptiness to save them but still fails, forced to watch his friends and fellow Knights perish one by one – the final blow to his sense of self and conscious existence.
CHALLENGE 5: THE END
Time collapses into a single timeline, and everyone is reunited.
Any player who failed the d20 above gets an injury roll, though others can use sand to change it. Failure on this roll will result in partial wounds appearing like their worst-case death scenario. Success will result in protection against those wounds. The magnitude of vit nerf/buff depends on the roll result.
If any player has run out of sand completely at this point, they must do a level 4 injury roll, regardless of prior injuries. Should they fail it, wounds will appear on their person that correspond to their feared death/their worst-case scenario.
The Nephilim will then materialize, more spirit than person at this point, a corrupted mess of Memoria aether. Paraskevi and La’Kesh will be able to sense its torment and its confusion as it glitches through time, and it will desperately want to consume Paraskevi in particular, seeing her tie to Memoria as a way to escape.
This will be a seriously difficult fight, one I will endeavor to work out myself (but if I can’t I’ll borrow a friend who’s more familiar to combat to EC it). I'll probably include a couple phases with fun gimmicks to make it last.
If the group goes DOWN in its entirety, the Nephilim will possess/inhabit Paraskevi, and she will be left with a -20 perm that cannot be treated until she has been exorcised by either a spirit seer or a holy authority.
If they succeed in slaying the Nephilim, he will more or less dissolve into nothingness, though time will continue to glitch – there are too many other timelines in which he remains alive, and his hell is far from over.
But the party will have the time and chance to search the laboratory…
REWARDS:
(This is my biggest uncertainty, feedback welcome.)
· Paraskevi: Paraskevi will receive a -10 permanent wound that is infused with Memoria’s aether from the Nephilim’s attempts to possess her for escape. This is for the purpose of some future plotlines she might want to do around potentially having a child to be a Nephilim of Memoria.
· Syne: Syne will receive a tome detailing rituals of spirits and gods – information on how someone might hope to transcend their mortal flesh and become a spirit. This would be a prop that could be used to assist future rituals or plans to achieve a spirit’s form, but not sufficient on its own.
· Freed: A memory crystal embedded in him (probably as a perm) that would allow him to transfer his knowledge to someone else at the cost of his life. This was a special request from the player and I frankly do not know what exactly he’s planning with it, so feel free to put any limits on it you think appropriate.
· La’Kesh: La’Kesh is particularly interested in fate manipulation; would it be over the top to give him a wearable item that boosts power and has a one-time use single charge +1 to a roll in an RPB he is in? Using up the charge will nuke the item.
· Cade: Cade is interested in knowledge about the Cold Star Acrux – I’d like to reward him with some relevant piece of information. Failing that, I would make him a dev material that is infused with Acrux’s energy to be used for future plans down the road.