Eventually, we settled on a solution that landed somewhere in the middle of all of these elements. GMs can refer to them during the adventure to properly convey their motives and personality. The third holds the stats and descriptions for the various NPCs they will encounter, including old friends and enemies. The second contains the adventure itself, the set “hard points” which define the story, and the variable encounters the GM can use as he or she sees fit (see “The Structure,” below). The first (the one you’re reading now) introduces the adventure, gives a basic overview of the drama, and lists instructions for running it. Like its precursors, The Lady’s Favor and Scoundrel’s Folly, The Arrow of Heaven is broken into three sections. First-timers should have some exciting adventures without getting their characters killed, while older, experienced players should be able to have the same adventures without feeling bored out of their skulls. That meant that the threats and encounters would need to be tailored to fit different characters: those early in a campaign as well as late. A group of advanced, highly skilled Heroes should be able to participate in The Arrow of Heaven as much as a group of beginning characters and vice versa. In addition, we didn’t want the module limited in terms of the characters’ experience level. By the time it is completed, the Heroes will have changed the fate of nations, and uncovered a secret as old as time itself. The trilogy is intended to give players and Game Masters an overview of Théah: her countries, her citizens, and the supernatural creatures which lurk in her shadows. Welcome to The Arrow of Heaven, the finale of the Erebus Cross trilogy for the 7th Sea role-playing game. The story would therefore would need to be flexible without compromising the coherence of the plot. On the other hand, we need to have some structure, or else it wouldn’t be an adventure at all it’d be a sourcebook. We didn’t want to force the Heroes to follow a set path where one event inexorably follows upon another. When we first discussed the series, we talked a lot about story rigidity. In truth, it lies somewhere in the middle. That the GM will have to organize everything just to have a workable product. Along the way, they’ll confront old nemeses, meet new allies, and risk the fortunes of a costly and terrible war. 61ħth Sea A powerful artifact stands at the threshold of an apocalypse and only your Heroes can prevent it! From the war-torn plains of Castille to the treacherous streets of Vodacce, they must journey across a continent to discover the secrets of an ancient technology. Trindleħth Sea, Avalon, Castille, Eisen, Inismore, Highland Marches, Montaigne, Ussura, Vodacce, Vendel, Vestenmannavnjar, Knights of the Rose and Cross, Invisible College, Rilasciare, Novus Ordum Mundi, Vaticine Church of the Prophets, Explorer’s Society, die Kreuzritter, El Vago and all other related marks are © and ™ 1999 by Alderac Entertainment Group, Inc. The Arrow of Heaven The Erebus Cross: Part Three “The Arrow of Heaven” Written by Rob Vaux Explorer’s Society Written by John Wick, Jennifer Wick, and Kevin Wilson Additional Material: Ray Yand Cover Artwork: Carl Frank Interior Artwork: Cris Dornaus, Dærick Gröss, Jim Pavelec, Jennifer Wick Design and Layout: Brendon Goodyear Cover Design: Brendon Goodyear Line Editor: D.J. S y r n e t h S e c r e t s : New, previously undisclosed information on the mysterious Syrneth - and the races who fought them.S t a t s : and descriptions for major NPCs.A C o m p l e t e A d v e n t u r e : self-contained yet compatible with other chapters in the Erebus Cross series.From the war-torn plains of Castille to the rickety heights of Vodacce’s greatest city, it spans the length of southern Théah in an effort to stop a disaster. The Arrow of Heaven is the dramatic finale to the Erebus Cross series of adventures for the 7th Sea role-playing game. Your Heroes must stop them - before they unleash something they cannot control. Now, numerous factions - sinister and benevolent, cognizant and ignorant - converge on the site, hoping to seize its power for themselves. Designed by an ancient alien intelligence, it has the power to seize the stars themselves… or snuff out all life forever. Beneath the trees, below the earth Something terrible is stirring… In the midst of a dense swamp, in a corner of the most dangerous nation in Théah, lies a machine of unparalleled destruction.
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