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Well of Time Notes

The document outlines a plot for a roleplaying adventure set in Lustria. It introduces several NPCs traveling on a ship to explore an ancient temple. Tensions arise between the characters with different goals. Upon crashing in Lustria, the group faces dangers in the jungle before finding the temple. However, its true purpose was to loot artifacts, angering the native Lizardmen. Under siege, infighting threatens to destroy the expedition.

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Vinie Castro
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0% found this document useful (0 votes)
19 views8 pages

Well of Time Notes

The document outlines a plot for a roleplaying adventure set in Lustria. It introduces several NPCs traveling on a ship to explore an ancient temple. Tensions arise between the characters with different goals. Upon crashing in Lustria, the group faces dangers in the jungle before finding the temple. However, its true purpose was to loot artifacts, angering the native Lizardmen. Under siege, infighting threatens to destroy the expedition.

Uploaded by

Vinie Castro
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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Picture Name Description How did the Plot Notes

Yellow Fang get


them on board?

Klaus von Magister of the Light Career is failing Goes slann-crazy, dies
Stiftanzer College. Genteel due to internal before getting back
academic without a College politics home.
shred of common and low aptitude
sense. for wizard duels.

Markus Yellow Fang minder Member of the Real villain. Maybe


masquerading as cult, there to see disposes of some
Klaus’ valet. A everything goes inconvenient
professional, highly smoothly second-string NPCs on
competent at lots of the voyage over (man
things. Evil Jeeves. overboard!)

Captain Otto Sea captain Competent officer Loyal to Klaus and his
Mohr of the Imperial 1st men, probably dies
fleet sidelined to early.
make way for
noblemen’s sons.
Yellow Fang put
up the funds to
buy out his
commission.

Fernanda Leader of Estalian Committed a Could provoke lizards


Sandoval mercenaries. military atrocity with unnecessary
Conquistadora the that scuppered her violence. Does a Long
Explorer. career back home. John Silver and
betrays everyone for
the gold.

Liese Priestess of Manann Branded ex-pirate Might side with


Kohleberg to ensure safe on the run from the Fernanda re: let’s take
voyage. Revered by law the gold and run.
the sailors, festooned Skinks might mistake
with trinkets, earrings, religious trappings as
tattoos etc. sign of their own gods.

Renata Ship’s Doctor Alcohol problem? Loyal.


Wackliger
Lizard Cast

Relic Priest - slightly lovecraftian name?


Skink Guide - name that is easy to make into a cutesy nickname
Skink Priest - tzekel-kan
Scar-Leader
SKETCH TIMELINE

Act 1
Purpose: Introduce NPCs and tensions between them
Outline:
● Leaving the Old World (Altdorf or Marienburg?)
● Crossing the ocean: ~2 months
○ Last Old World stop at Los Cabos (southern tip of Estalia)
○ Doldrums, line-crossing ceremony
○ Why can’t we see the map?
○ Man overboard!
○ Onset of scurvy
○ Monster sighting, superstitious reaction
○ Storm
What can the players achieve?
● Win or lose respect through participation in line-crossing ceremony.
● Help or hinder common sailors trying to get a look at the map.
● Develop early suspicions of Markus.
● Save lives/prevent rash actions during monster encounter.
● Help bring the ship through the storm.

Act 2
Purpose: Give a feeling for the hardships, dangers and wonders of Lustria; further develop
character relationships.
Outline:
● Crash landing in Lustria
○ Leave team to carry out repairs
○ Search for landmark to find bearings
● Journey into jungle
○ Perils!
■ Biting insects
■ Army ants
■ Heat exhaustion
■ Waterborne diseases
■ Poisonous fruit
■ Carnivorous plants
■ Poison arrow frogs
■ Piranha
■ Leeches
■ Salamanders?
○ Tensions
■ Trying to get a look at the map - how long is it going to take to find this
place?
■ Doom and gloom vs. keeping up morale
● Encountering non-hostile Lizardmen
○ Save expedition from rampaging dino
○ Challenge: establishing communication
What can the PCs achieve?
● Help navigate
● Avoid personal injury + save others from perils
● Learn about their environment (with particular applications in Act 4)
● Establish communication with skinks.

Act 3
Purpose: Reveal true purpose of expedition, show powerful opposition from Lizardmen.
Outline:
● Locate temple
○ Skink guides get agitated when intention to loot temple becomes clear, are
shot/scared off
○ Taster gold
○ Vault containing main treasure + relic priest is sealed & trapped, needs lengthy
work to get through.
● Camping out to excavate pyramid (it’s submerged in jungle like Tikal?). Skirmish with
scouts alerts expedition to approaching lizardmen force.
● Lizardmen assault excavation site. Attack is repulsed, but expedition end up besieged in
their own camp/on the pyramid, without access to water. Lizardman leader clearly
intends to wait them out.
● Klaus finally cracks the vault.
What can the PCs achieve?
● Secure some early treasure for themselves
● Provide early warning of attack.
● Help repulse attack - some major part to play to avoid heavier losses.

Act 4
Purpose: Show how the greed and hidden agendas of the expedition members combine to tear
it apart under pressure.
Outline:
● Expedition leaders plan breakout. Plays out much like Cortes’ flight from Tenochtitlan,
with great loss of life.
● Flee into jungle with lizards in hot pursuit. Expedition has a head start, but lizardmen
have terradon scouts and move faster through the jungle.
● Competing loyalties within expedition come to the fore
○ We’re not getting paid enough for this, nobody said there’d be lizard daemons
○ The wizard’s errand is going to get us all killed, lugging the relic priest around is
slowing us down.
● Mutiny! Mutineers steal lion’s share of the treasure and abandon remainder of the
expedition to their pursuers.
● Mercenary leader sacrifices herself to halt lizard pursuit (use remaining gunpowder to
blow up a chokepoint?), allows remaining loyal expedition members to escape with relic
priest.
What can the PCs achieve?
● Survive escape from the temple, minimise loss of life.
● Anticipate the mutiny (overhear plans?). Even a chance to join it?
● Help stall lizards long enough for final escape.

Act 5
Purpose: Reveal hand of the Yellow Fang, give closure for surviving NPC character arcs.
Outline:
● Return to coast (by river). Klaus sickens + goes crazy from proximity to relic priest.
● Catch up with mutineers before they can sail away. Carpenter’s crew left behind stay
loyal, help them take back control.
● Complete repairs and set sail just as lizards catch back up. See that lizard leader
survived trap. Staring contest from ship to beach.
● Klaus’ condition deteriorates, and he dies aboard ship.
● Strange ship intercepts them before they can sail into Marienburg. The Yellow Fang
don’t want the Colleges asking inconvenient questions, so they’re going to make sure
the ship sinks on its way back.
● Taking control of the ship, the Yellow Fang (+ skaven friends) make the mistake of
opening the relic priest’s box to check that he’s in there. Relic priest ‘wakes up’, both
ships are destroyed.
● PCs can escape in jolly boat with some loot.
What can the PCs achieve?
● Closure with the mutineers
● Get even with/learn about the Yellow Fang
● Escape with personal wealth
DECISION POINTS

ACT 1
Sneak a look at the map: Y/N?
Y: Boat cred with the (soon to be) mutineers, but someone gets thrown overboard for
understanding too much.
N: Markus continues to fly under the radar. Could even report to commanders to ingratiate there
& lose favour with common sailors.
Save the doctor from the monster: Y/N?
Y: Doctor available for rest of adventure and can save Klaus.
N: No free doctorin’, and Klaus dies.

ACT 2
Communicate with skinks: Y/N?
Y: Shortcut to the temple
N: Additional hazards en route, lizard army arrives sooner

ACT 3
Spare skink guides: Y/N?
Y: Guides return with army, try to communicate before attack.
N: Attack comes without warning.
Hunt for treasure or help scout?
Treasure hunt: personal gain
Help scout: advance warning of attack.
Involvement in battle successful or not?
Successful: preserve stores of food & water
Less succesful: lose stores

ACT 4
Involvement in breakout successful or not?
Successful: Captain Mohr survives
Less successful: Captain Mohr is killed.
Join mutiny? Y/N
Yes: everyone left behind dies, relic priest is lost. Have to contend with the greed & superstition
of their own shipmates on the journey home. Yellow Fang/Colleges may come looking for them
when they make landfall.
No: Left to fend for themselves with Klaus & co. Have to deal with mutineers when they make it
back to the ship.

ACT 5
Let head mutineer escape?
Y: buddy points
Save Klaus’ life?
Y: reward from the Colleges
Get proof of the Yellow Fang?
Y: reward/new plot hook from Imperial authorities (witch hunters?)
Escape with gold?
Gold!

Each chapter should present:


A choice between greed and altruism
A choice between risk and self-preservation

Greed/Self-preservation ending = leave everyone to die, get away with lots of gold
Altruism/risk ending = feted as a heroes, uncover yellow fang, lose all the treasure
Introduction

Classic New World adventure, in the vein of Treasure Island and the search for El Dorado - a
story of human greed pitted against a dangerous and unfamiliar continent. It aims to offer
players a free choice between a path of heroism and fame and one of treachery and riches, set
against the challenge of simple survival in the green hell of Lustria.

(i should watch Aguirre the Wrath of God)

It starts from a classic WFRP location, but transports the PCs across half the globe and has the
potential to end with them far from home, possibly in possession of riches beyond the scope of
an ordinary WFRP campaign. GMs looking to slot this into an ongoing campaign should be
prepared for a good deal of upheaval in the party’s lifestyle and location.

The plot revolves around the competing interests of its cast of NPCs, most of whom form a
group that will accompany the PCs throughout the entirety of the adventure. As well as the plain
sequence of events, the perspectives of these NPCs are illustrated in each section, to give
insight into their motivations and to provide a springboard for the GM to improvise in response
to unexpected actions from the PCs. How the PCs make friends and enemies among these
NPCs will shape the outcome of the adventure, and should be allotted plenty of time and detail.

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