MirrorsOfWyld/Chapter1

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Chapter 1: Tinkers Palace

I gave my characters extra bonus points at start-up, thats your decision, but you may need to tweak some stats if you don't.I also told my characters that if they play a tattooed Lunar character they won't be getting many of the perks this campaign has to offer since many of them have to do with shapechanging.

The Village

The game starts off in some little village in the south west corner of Antang, where the main languages are Low realm and flametoungue(the innkeeper knows High Realm). Why your characters are there you will have to explain in their backstories, or with a quick little pre-game or something. Theres nothing really special about this village except it has no guards, the townspeople know that they have to defend themselves and they do.Its a simple village for travelers to stop off and get supplies before they head over the mountains;so naturally it has a small market and a bar/inn. The market only has basic travel supplies, although you might find a few weapons for sale on a good day. Most of this information can be gathered with a few successes on a perception + awareness roll when they first enter the village.

the spy

If your characters have any visible artifice made of forbidden magical materials (orchalcum,moonsilver) or have with them an arsenal of jade without apparent breeding, with them when they walk into town there is a Wyld Hunt informant working at a stand in the market that will notice your characters and send 1 pigeon immediately and 2 pigeons after when they leave town. Note that daiklaves are huge and kind of stick out even if they are sheathed.

The spy makes a simple perception + awareness roll, at a difficulty set by any modifiers your players may have acquired through opposed rolls or effects to hide his magical gear(probably usually goign to be standard difficulty unless u have a paranoid lot) At this point if your players ask to make a perception + awareness or larceny roll towards the market itself they may notice that they are being observed. It is an opposed roll, Wits + larceny for the spy, with the succeses setting the difficulty for the spy not to get caught casing your group, and a perception + awareness roll for your group to notice the spy casing the group, as he leaves his market stall to an assistant, and goes to send the messages.


In the first pigeon, one flies to the spys supervisor who sends a crack scout crew(1 terrestrial, 4 mortals, 1 stealth observer) to track the offending party. The scout crew is 1 week away, and if it becomes obvious that there is definitely anathema in the town it won't be a scout crew and they will be there almost as soon as they get the bird. The scout troupe is dispatched immediately with a years supplies and are informed of new events through sorcery.

In the second group of pigeons both are reports, one to his supervisor, one to an immaculate monk, both saying what he saw and where it went. If they get the informant before the last letters go then they still have a chance to escape the realm if they kill the scout troupe and its observer, otherwise the immaculate monk and his team are on the case.

Note: one of my characters had the realm following him already at the start because of known anathema, so i didn't use the informant although i still used the scout troupe. I intend to have the realm on their tails for a while at the start of the campaign until they deal with it or it deals with them.


Spy stats:

five die pool in all things(to be simple), like 4 health levels,all virtues @2


Scout Crew Stats

"The Treasure Hunters"

Either at the market or in the bar(or both), your players will encounter a group of "treasure hunters". Talking about a tribal village they heard about some 100 miles south of them against the mountain. The tribe guards a big wall that blocks a pass up to the mountain and are friendly to travelers but lethal if you mess with the wall.

My group of "treasure hunters" had a single newly exalted outcaste in it, and he was pretty much the only one with brains. They were far from a crack troupe and intended them mostly to be a way to get your characters to that mountain pass and to be a little bit of a meatshield for the first game(even though two of my pc's were martial arts masters). Whether you want to incorperate them into the game as permanent Npc's, or slaughter them all off like i did in the first temple as an example to my players that they are dealing with life or death situations is up to you but know that my players and i had lots of fun laughing at the poor extras. The terrestrial botched and took a swim...in sand.... with sandswimmers.

At any rate, the group of "treasure hunters" is leaving the next morning, but they get drunk and its easy to get the location of the tribal village out of them, so your group can leave tonight if they wish.

Dont forget the spy on the way out of the village.

Guardian Tribe

A week or two's travel on foot, and your group will arrive at the tribal village, with the "treasure hunters" half a day behind them; Your group will know this depending on whether or not your group has a rear scout/guard.

The village is well defended. It is backed up against the mountain and surrounded by a strong wooden wall, with a wooden gate re-inforced with metal. If your players took any tribal languages, the tribe will be able to speak it, but i made them a bear tribe and a couple of them speak choppy flame toungue. The tribe is used to dealing with travellers and if your group is polite, and is able to imply that you need survival supplies,food or medecine you will be granted access into the village.

sorry to anyone who gets this far i really need to go for now but i will try to finish this up today



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