sword Peril in Sanctuary sword

There was Peril in Sanctuary on Sat June 10, 2000. I'd have to say the RPG intro to this quest didn't work at all. On the other hand, creating a bunch of demons who were all physically alike and whose names had to be derived from a dream sequence seen only by Ronan was a flourish I am particularly proud of :)

Quest material here kicks off with The Dream, followed by the story/instructions and the mobs.

THE DREAM

A bloodless young dark-haired woman lies in a trance. The thin blade of a rapier stands vertically in her navel. A book drenched with her gore lies nearby. There are words: Arioch, Jefischa, Khism, Thagrinus, Troni, Vine.

THE INSTRUCTIONS

Peril in Sanctuary:
-------------------

A golden falcon arrived in Corinth at dawn bearing a scroll sealed by the priests of Savankala. The message tells an eye-widening tale - if it is to be believed, the magnificent city of Sanctuary has fallen into chaos seemingly overnight. A series of explosions rocked the city, gates from other worlds opened and spewed their living contents onto the streets, and mercenary shieldmaidens immediately arrived to loot and plunder.
The priests were baffled - their divinations had foreseen no such disasters. As they gathered in the palace to deal with the threat, they were suddenly set upon by a group of invisible demons whose names they could not even ascertain. Many were slain in most terrible manner - disemboweled and beheaded - and the survivors were left with no choice but to flee the city.
One priest observed a strange young sorceress hiding in the palace grounds as he made his escape. This woman was seemingly indifferent to the destruction going on all around her, and yet.. The priest found it hard to believe that anyone so young could be in league with such awesome powers as had assaulted the city.

The Baron has pledged his aid to the priesthood, and now responsibility falls to you. You players will be taking your varied skills and experience to the city of Sanctuary to deal with the peril. Your GOALS are:

(a) To rid the city of all of the evil beings - both the natural and the supernatural - which have now made its streets their home.
Regular residents of the city (eg. Critias, Shadowspawn et al.) are -not- part of the threat.

(b) To learn more about the source of the evil, to discover which person or person(s) have wrought this disaster, and do whatever you can to undo it.

The Baron was also visited this morning by one of the most ancient mages and scholars in the realm, the gypsy Libitina, who claims to posess some knowledge of the disaster. To the Baron's incredible frustration however, Libitina stated that she would only share her knowledge with those brave souls actually taking part in the rescue mission to the city. The Baron, knowing better than to argue with such a venerable (and eccentric) being as Libitina, accepted this.

PLAYING THIS QUEST:
--- Before it starts: beg, borrow, steal or BUY a boat of some kind. NOW!! ---
--- After it starts: Your very first action should be to speak as a group with Libitina. She is relaxing on the Crystal Lake, northwards of the whetstone in Corinth. Her goals are never clear, and she is alternately wily and senile. Therefore be careful in your words and you should get the help you need. Anger her, and YOU will need some serious freakin' help ;)

After the encounter with Libitina, the party should proceed to Sanctuary city for the mission proper. Remember your goals (CLEAR OUT MONSTERS! UNDO EVIL!) and go about them however you like. You may wish to split into 2+ groups as you scout the city combing for monsters, regrouping when you encounter a particularly nasty one, though it's up to you.

THE MOBS

An ugly hobgoblin soldier looks around for something to loot.

Stocky, solid and swarthy, hobgoblins are physically tough soldiers. Their weak minds react quickly to boredom with chaotic action, and it is this appetite for chaos which has drawn them to the currently lawless city of Sanctuary.

That's not really Stilth.. a doppelganger has infiltrated your party - WATCH OUT

A tiny angry Mephit swirls at you in a cloud of sparkling dust.

The Mephit is an unthinking lesser elemental from another plane. In this dimension, its otherworldly charge attracts it to humans whom it then attacks without comprehension.

A crimson robe and cowl, seemingly bereft of owner, float past you.

Originally from the realm of nightmares, this spirit known as Niflheim has taken up the clothing of a slain mage in order to parody life. And apparently, the mage's attitudes and abilities as well.

A Black Shieldmaiden screams a warcry and somersaults towards you!!

She's an agile mercenary decked out in fearsome black chainmail. Bloody war-stripes are painted on her cheeks; she lusts for violence and chaos.

(When I showed Lorien my sheildmaidens, she said 'Oh they're so cute!')

The air shimmers. The air hums. You experience a moment's quiet dread..

On the material plane, the Spirit Stalker possesses no physical form that your eyes can comprehend. You can only feel its presence, and fear it.

An enormous centipede is wrapping itself around the base of a building!!

Its body segments must be at least 10 feet in diameter! Whether it is a marvel of nature or a freak of sorcery, this creature is unfortunately a major threat to the townspeople and must be slain.

Hedra, the wayward pupil, opener of other dimensions, and angry young woman, stands before you.

Hedra hides her slight form within dazzling robes of night-black. Her face tells a dreadful story - exhibiting at once both sensitive good looks and the earnestness of youth, but also ancient anguish born of tearing dimensions.

(I named Hedra after Jennifer Jason Leigh's character in Single White Female.)

Libitina, the ancient wizened gypsy, rests on her cane.

Libitina is centuries old and has taught the most esoteric branches of magic to many of the greatest sorcerers ever to grace this world. She is lined and trembling, but with vital and mischevious dark eyes.

A figure enveloped in grimy purple light threatens you with a dagger.

Shades are phantoms generated by the psychic energy from violent or dire events, such as a murder or the death of a child. This shade wields its dagger with malice.

A great cluster of diseased morning glory is strewn across the street here. Many dying citizens struggle in the seething mass.

The plant shudders indecently with life as it sucks blood from corpses wrapped within it. It is actually possessed by one of the evil spirits known as an Odic.

A druj skull floats here, filling you with dread.

When certain evil spirits inhabit the body parts of the slain, the result can be what now hovers before you.. a druj. This fractured skull darts about you on a trail of dust, gnashing its teeth.