[Torg] After the Relics of Power

Sam Frazier II sdf_ii at yahoo.com
Wed Jan 6 16:13:19 EST 2010


In my most recent campaign, they decided to travel back to England to get the reward for accomplishing a semi-successful trip on the Orient Express (from the Releics of Power)

Along the way, while in Hong Kong or Shanghi (I forget right now), one "sensed" some evil down an alley, and followed it. They found a Curio Shop, which had an eterinity shard in it. One looking like a turtle netsuke box. The shop gave a particularlly fearful feel and there were things from all their home realms, as well as from some places that didn't seem like they were from any of the invading realms *including Nippon*. When they inquired about the Netsuke box, the shop owner (an older man from Victorian England, you figure out the realm) informed them they could purchase it for nothing more than a bit of hair from one, a pint of blood from another, a scale from another, a specific pen, and of course the name of the one from Nippon. *smile* They declined, but ended up stealing the box. A Malevolence roll later (Orrorshian Corruption in my game is called Malevolence), they had the Netsuke Box Eterinity Shard, and a debt to pay as after they got to
 England (read two adventures later) they were handed a blood red wooden box with a Indoesian address and inside were things to hold the payment requested by the old man. They still haven't dealt with it, but a group of feline ladies attempt to pursaude them from time to time they should address the issue soon. Of course that is a group subplot I landed upon them.

On their way back to England they choose to go through Denmark's Reality Storm and get Asyle passage to England. Of course they ran across a villiage on the verge of starving from the "Dark"ness in the surrounding woods keeping them from their water supply. Which the group took care of. (act 1), they snuck in a castle to rescue some villiagers who had been taken by the Lord (act 2) finding invasion plans. They took care of the Lord and escaped a Dark army with an Honor dual (sub-plot card) by one of the players. (act 3). 

They next took the village with them (?!?) to England, but during the visit with the Denmark coastal villiage they ran into a mysterious disapearances of locals, which turned out to be en exchange program of "Weird Science" modified locals for kidnapped Edienos from an underwater Nile Battleship stuck in the side of a reef. During the groups fixing this problem, they ended up turning what was left of the battleship into a small pensula of Living Land hardpoint (which the Edienos enjoyed), and found a techo-demon left over from the Russia Debacle whom almost got revenge upon the Nippon in the group, but the groups Edienos got in the way, and is now a Tharkold Edienos with a Master. 

heh. They did use their Shard to call and warn Tolwyen about the Dark Army invasion and did make it to England where, as I mentioned before, they received a box. 

>From their they decided to leave Europe and investigate some odd sacrifical Murders in the Dakota area (whistles innocently) which lead them to Devil's Tower, a Darkness Device (whistles innocently) and a character lost two hands shooting it then attempting to cut it in half with a sword. They ended up buring the DD, but this lead to another few adventures in the Living Land off the coast of Northern California as they thought it'd be nicer if it was grown back instead of technologically fixed.

Now though they are headed back to Devils Tower (whistles innocently) as there seems to be a new type of coal energy source that is being mined out of Devils Tower and everyone is out to stake a claim. Much like the Gold rush in the 1800s, there is now a rush to the north middle of the U.S.

Current Campaign still going. *smile*

That sums up about 6 years of our campaign.

Typically I found an Adventure I wanted to run, or that plot hook I dropped they wanted to follow, and went with it. Of course they followed some plot hooks I didn't think I dropped, which was a pain for me, but turned out ok. E.G. my description of the villiage in Denmark suffering was an attempt to describe the Dark area they were in Asyle, and they decided they had to save the villiage. Silly me *rolls eyes* I made up the rest and they kept following it to the castle.

So if you want to use the adventure books, I suggest red-line travel if you don't want to make up your own adventures. Also hook them up with some huge government external group as everyone is taking (with a grain or canister of salt) whatever help they can get. It helps drop needed direction when they get stuck, and give them work to do to get them to your planned adventure.

My campaign allows the players to choose what they want to do. Currently I'm overwhelming them with work to show the futility of battling so many invading realms. They are going to learn they can't do everything, though the hope they bring is very important.

SDF II

 
----- Original Message ----
From: David Scott <sciencefish at mac.com>
To: torg at justintimeadventures.com
Sent: Wed, January 6, 2010 6:12:12 AM
Subject: [Torg] After the Relics of Power

Hello,

After 7 years of playing (sporadically) in our group, we are nearing the end of the Relics of Power Trilogy. The players are just making their way to the forever city plateau.

I've just realised that I've not really thought of what next! Can any of you tell me where you took your story after they'd lit the signal fire? I've all the Torg published material so sources aren't a problem.

Any ideas are welcome. Thanks.

-----
David

David Scott. 
30 Alfred Road, Acton, W3 6LH.
020-8150-9716 / 07956-589433
http://www.tuedsdayknights.org.uk/
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