Darzoni/TimeOfTumultScenario

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The Scenario for the Time of Tumult series.


Part I: The Locust Crusade

  • Exploration
    • First Contact
Lasts 1 week game-time.
    • Limited Scouting
Lasts three weeks. Start here if the Alchemical Slot is played.
    • Establish a Perimeter
Lasts 1 month.
    • Permanently Open Gate
Lasts 1 month & 1 week.
  • Expansion
    • Extended Scouting
Lasts 5 months.
    • Feint at Supply Source
Lasts 5 months.Darzoni/TimeOfTumultScenario/I>
    • Attack Supply Source
<i>Lasts 1 year. Introduce Alchemical here if he's not played.
    • Capture Primary Supply Source.
Lasts 6 months.
    • Capture Secondary Supply Source.
Lasts 9 months.
  • Consolidation.
    • Secure Region
Lasts 2 years.
    • Insinuation.
Lasts 1 year.

Part II: Gathering of Sunlight

The goal is to find a place to call home (a stronghold), and to gather as many Solar Exalted as possible there.
  • Harbingers of Oblivion part I
    • The First and Forsaken Lion attacks Gem, with five Abyssals leading the armies.
    • Abyssals are:
      • The Hunter at Twilight (Dusk): Used to be a master huntsman for one of the barbarian tribes.
      • Corruption of Flesh (Midnight): An immaculate priest who has been corrupted.
      • Knowledge of The Damned (Daybreak): Seeker of knowledge who surrounded herself with forbidden texts.
      • Poison Shadow Walking In Noon Light (Day): A master assassin who wished to continue his skills beyond death.
      • Adamant Sealer of Dooms (Moonshadow): The magistrate liked using the laws to get whatever she wished, often using the laws to eliminate rivals.
    • If the Abyssal slot is not played, The Hunter at Twilight will fill the role.
    • The characters will run into the forces of the First and Forsaken Lion, and possibly be captured.
    • If the characters are captured and the Abyssal isn't in the party, The Hunter at Twilight will probably free them.
    • If the characters are captured and the Abyssal is in the party, they will be able to break out. (2 XP)
    • If the characters are able to defeat the Abyssals, they get 10 XP a piece for each Abyssal defeated.
    • If the characters retreat or are beaten back, then the population of Gem is doomed and a new shadowland will be formed. The First and Forsaken Lion will move many of his troops into Gem, using the city as a staging ground for conquering Creation. It is possible that the characters could try again later, but it will be even more difficult to shove the enemy from its entrenched position.
    • If the characters force the Abyssals and the Lion's forces into a retreat, then the inhabitants of Gem will likely let them use it as a base of operations. After all, Anathema saved them from being slaughtered. (5 XP each for saving Gem)
    • If Gem cannot be saved, then the players must figure out where to base their operations.
  • Enemies and Allies
Seek allies within the political groups of the world. The players are brought along as honor guard for the Sidereals who negotiate. Their mission is to seek out Solars in the areas and recruit them. Under no circumstances are they to harm a Solar who does not want to join. (1 XP per Solar recruited). There are a maximum of 20 Solars that can be recruited on this drive. The characters are told to try and recruit any Solar they find in their travels from now on.
    • Possible Allies
      • The Silver Pact Lunars
The Lunars want to see the Realm brought down. Older Lunars want to avenge the loss of their mates (as well as bring down the soft Realm).
      • Great Forks
The little gods of Great Forks would like to see the Immaculate faith eradicated. Although there would be no direct involvement, Great Forks could be a safe haven in the East.
      • The Dead
The Dead want more ancestor worship.
      • Lookshy
The Seventh Legion -would- like some help enforcing stability in the region. In return they might part with some of their knowledge or First Age gear in hopes of the Solars reproducing them. However, Lookshy will not ally with the Anathema.