So what's an Insta-Adventure? It's just like what it sounds - a ready to go, ready to roll adventure idea! We give you the potential Characters for the players, the potential NPC's and Baddies that the GM will play, the decks you can find them in, the mission and the basic adventure breakdown, and you do the rest! Just add players!
L'na Initiates:
UP Range: 25-35 UP
Sample Character Builds:
L'na Dawn
Investiture of Oaze
Soul 4
Wilderness Lore
Gifts of Oaze [Choose a Power]
L'na Twilight
Investiture of Maoru
Mind 4
Arcane Lore
Gifts of Maoru [Choose a Power]
L'na Dawn
Child of Zu
Body 2
Soul 2
Child of Zu Powers [Choose a Power]
Optional Power: Sigil of Protection
GM: Three representatives of the paths of Ai are sent to a spiritual center to become future Wardens of Ai. They find the place strangely abandoned, no signs of any L'na or creatures at all. They investigate to see what can be found. A mysterious black obelisk stands in the middle of the sacred center, veins of orange and blue all throughout it. At their approach, it begins to glow mutely. If one nudges it or says "flux," it flashes and sends all three to another realm altogether.
Adventure Alternates: If they don't touch or say flux, have Externals appear in waves.
- An Flux-tainted Churl, a self-termed "acolyte of pain." She rails against the foolish cubs for coming to the External's new center of power, lashing out with vicious soulless touches.
- 1-2 Howling Horrors appear from within the obelisk and begin to attempt to shatter the resolve of the party.
Finally, the obelisk crackles to life and burns, becoming a Flux portal. Images flicker inside its black maw of captive L'na in flux-crystal cages: cubs, adults, and wardens - before horrible tentacles block the image from sight. The tentacles pull the party (or try to) into the portal and ensues the final fight for freedom versus a Hydra Strand. If/once they defeat it, they can use their skills and powers to break the cages and free their friends. (Option: you can use Flux Mutations on them as they interact with the obelisk, portals, and cages)
If they do cause the obelisk to transport them, they see the Flux-tainted Churl and Howling Horror(s) standing before the terrible Hydra Strand. The elder L'na shout warnings and advice [GM can give bonuses if they wish from Tactics/Combat Insight/etc. if they wish], while the little ones weep. The Flux-tainted Churl and Howling Horror(s) will move in to fight, while the Hydra menaces for the first few rounds
GM Note: Pace the monsters by delaying the entrance of the Howling horror into combat by a round or two. The party wages war against the Externals, defeating them one-by-one and helping each other recover from drains and damage. Then, they must discover how to free their friends and allies from the flux cages. (Again, remember that you can play Flux Mutations on characters throughout this whole encounter, if desired).
At the end, the elders bring them back to the spiritual center and have a cleansing ceremony, after which the party is honored as heroes and true initiates of Ai's venerable wardens.
Ursimian has the "Child of Zu" Power, in the Triple Threat: Twilight Threat Deck.
http://www.untoldthegame.com/store/triple-threat-twilight-threat
If you have Elite status, you can see the card images (sans UP, of course)!
EDIT:
@ Benraven - This is a really cool "Intro" Adventure! Keep up the good work! :)
We're slipping new Powers into decks ALL THE TIME, my friend! Check out Ursimian's deck:
http://www.untoldthegame.com/store/triple-threat-twilight-threat
Just *rub* it in that I'm about a year behind in decks.... ;)
Benraven -- yes, a very good little adventure, indeed!
Didn't mean to, suren! :(
Notice the winky-smiley -- I just funnin' with ya. :)
Coo... :D










"Child of Zu" ?
:)
----
Bob Slaughter, rslauGUESS@WHATmindspring.com
"The world is a dangerous place, not because of those who do evil, but because of those who look on and do nothing." -- Albert Einstein
"The price good men pay for indifference to public affairs is to be ruled by evil men." -- Plato