Mod Briefing for Sept Event: Ghoul Caves, Siren Caves

Traceroo

Rogue
At the September event, there will be opportunities to explore caves known to be inhabited by ghouls, and other, seperate caves suspected to be inhabited by sirens. Here are a few Marshal Notes to set expectations for both groups:
  • OOG location of all Ghoul Cave and Siren Cave mods this event is the gymnasium. The OOG location will be as far from town IG as it is OOG.
  • Make sure you're well informed on the details of your character's goals for entering these IG locations because there will be no punches pulled vis-à-vis attainment of those goals. These mods will be run unscaled.
    • WRITER'S NOTE: Although unscaled, a smart, together party of starting Build characters could be very successful in either of these scenarios! "Unscaled" just means that you find what you find; this is not leveled according to your specific party.
  • The Ghoul Caves offers a physical challenge that will require players to crawl for extended periods of time. You will be on mattresses for sake of your knees. You will be crawling for most of the module. You will be unable to participate meaningfully in the ghoul caves exploration if you are not comfortable with crawling on mattresses; there is no way around it for the ghoul caves encounters.
  • The Ghoul Caves modules are in subterrean caves IG and will be presented in a mostly dark environment. PCs must bring their own light sources to see in the caves. Light source physreps must conform to the guidelines per the Light spell description on p. 119 of the ARB (cloth cover or the like over flahslights, nothing too bright, no being a jerk and shining your flashlight in NPCs' eyes, etc.).
  • NPCs may attack the PCs through packets and melee in the "mostly dark" while the PCs must crawl. There will be sufficient light in the area for safe combat (although not necessarily for reading, trap disarming, or comfort). PCs may respond with ranged attacks without hinderance. PCs may attempt melee combat provided that they do not rise above the height of "being on all fours." There may be opportunities to stand briefly and fight in certain places in certain mods. (If you have been on previous runs through the Ghoul Caves such as in May of this year in the gymnasium, this mechanic functions exactly as before, with the same amount of light as in May.)
  • In both the Ghoul Caves and the Siren Caves, there will be loud, disorienting noises, and other sensory inputs delivered. The settings are intended to be disorienting and occassionally gross. If you have OOG difficulty with loud, disorienting noises, you may wish to avoid these particular adventures.
  • There are opportunities within the Siren Caves which may encourage the PCs to actually sing, yes - out loud. If you thought, "When you asked if I could sing, I didn't know that you meant in front of OTHER PEOPLE," now you know. :)
  • Ghouls are mean. And smart. When dealing with this particular cult of ghouls, there is always chance for killing blow, actions taken to ensure resurrection, loss of digits, ears, eyes, limbs that you really weren't using anyway, loss of treasures and precious belongings, resurrection, and potential transformation into as yet unexplored forms of being. Participant players are encouraged to familiarize themselves with the process for what to do if your character needs to resurrect, and also the rules regarding transformation under the heading, "Recipient Characters" on p. 133 of the ARB.
  • Remember: Fortune favors the bold!

Please let me know if your group has any questions about your mod run, and have a delightful adventure!

Trace Moriarty
Team Prometheus
2017 Acarthia Plot
 
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