The Daitran Ascension
GM Synopsis
This is a
short adventure for 3-6 100-125 point characters. It involves combat, thieving
skills, puzzles, and the ability to comb the city for information. While set in the world of Trathna
as an operative of Lleng Mors
Information and Detective Services, this could be set in any fantasy city.
To GM
this adventure you’ll need:
Book
references are in bold red
The world
of Trathna is copyright Naji
Norder,
this story is copyright Bobby Lewis. All other trademarks for GURPS, AD&D,
etc. are copyright their respective owners.
Summary
The group
is at the market center, keeping an eye out for unusual behavior. The Festival
of the Amber Moon, a week of celebrations, ceremonies and more is going on. A strange faerie creature and her entourage attraction attention.
Soon, the
group is attacked and the PCs may choose to help. Likely the enemy will kidnap Shara, the faerie creature and escape.
The group
is then beseeched to track Shara down. They must
investigate who would do such a thing. Shara is a wild elf Gaitra, a
magical construct from Daitran (natural) magic. She
is to ascend to a more powerful plane to help her wild elven people in their
battle with the mysterious
Once they
track her down, the group must rescue Shara. Before
the enemy can react, they must escort her quickly to the Daitran
guild hall and help her through the trials she faces there.
Background information
The
Wild Elves of the
Knowledge available on a Local
area knowledge roll crit. Success, or a regional roll
success.
The Elves
have many nations. The high elves, proper and ancient.
The wood elves, simple and peaceful. The mountain elves, unpredictable and mysterious. The wild
elves that live in the far southern regions occupy marshes, plains, and wood.
They are nomadic and less advanced than other elves. High elves would say less
civilized.
They have
more beliefs in natural powers, and focus their magic through charms and
potions and tribal magic involving the entire community to perform great acts.
Their lives are simple, but they have a rich oral tradition dating back
Only on a regional area knowledge
with a high success, or research in a library, or knowledge of politics.
Lately
their land has been encroached on and some of their tribes attacked by a new
menace far to the south. There is a new nation forming in the midst of a
crumbling older kingdom. Many dark forces including a contingent of nomadic
ghouls, a small coven of powerful bales, and many power hungry human nobles are
banding together and making their own law in the area.
In
defense the wild elves have worked with several of the other native human
communities, other faerie folk, gnomes, and others to ward off this attack.
Lately they have been using their powerful, but slow tribal magic to form great
creatures. They work closely with the Daitran Guild to build these magics. Daitra is more formal and practiced typically by
fauns, and
human and elven scholars and mages intent on understanding the world more than
shaping it. Their beliefs in natural magic are not exactly the same as the wild
elves, but close enough they feel that what the southern empire is doing is
wrong and so have chosen to help.
The
Festival of the Amber Moon
Old myths
tell of the great gods that began all things. Once they were joyous and content
with one another. But over time, they envied the others’ powers. Wars broke out
and tore the land asunder. The moon, their mother, wept tears of amber and her
face became a pale yellow. The gods stopped their fighting when they saw this
and had great sorrow, they wept for those they had slain and celebrated the
lives of those who remained.
Once every few years the moon can be seen a pale yellow. The astrologers predict this and
there is a great celebration in remembrance of the old tale, though few believe
it.
These
days, many merchants use it as an excuse to push their wares, temples hold
rituals, and many guilds and nobles hold great feasts.
The Adventure
Introduction
During
the Festival of the Amber Moon, several of Lleng Mors’ clients are concerned there may be trouble. He’s had
groups assigned through out the town. The PCs are assigned to the market square
to keep an eye out. If something suspicious comes up, the PCs should stay on
top of it.
Shara’s Entourage
In the midst of the hustle and
bustle of the market, the PCs hear a few gasps and admiring oohs
and aahs coming from a short distance away just
outside of a bladesmith’s stand. The crowd has
started to part, and the loud fishmonger crying out his prices for fresh cod
and trout has even shut up.
Standing
in the clearing is a beautiful, tall woman with vast fragile wings behind
her. Her ears and delicate bone
structure give her away as an elf, but for one thing, wings. The transparent wings seem to almost sparkle
with a faint luminous green and purple light.
Long, thick black hair flows over her velvet red dress and cape. Adjacent
to her is a short, stout bald man in heavy layered robes of yellows, golds, and cream colors who seems very full of himself,
enjoying the attention
Obviously
the woman’s bodyguards, two large dark skinned men wearing simple brown leather
vests and a yellowed cloth skirt of some sort carry spears, and a very menacing
look. One of them has a scar across his
face and an arm, as if he took a sword across his whole body. They appear to be
half elves, but are more muscular than any elf typically is. Black tattoos encircle their eyes and mouth.
Just
behind the woman is a small middle-aged gnome man. His short legs work hard to
keep up with the longer pace of the taller company he keeps. He carries a large backpack
that has several pouches and bags tied to it. He has a short trimmed red beard
and fiery red hair. Almost in a world to himself, he shakes his head and
mumbles as he rushes along.
Several
yards away, barely noticeable as a member of the entourage is an elven woman.
Wearing simple clothes and a grey cloak, she easily blends with the crowd. Her
brown hair is cut short, and her green eyes dart around the crowd frequently.
The Attack
Shara
calls out as if seeing the future (she is actually), “Help! We’re going to be
attacked. We will need help!”
At this
point the group will be very close to Shara’s
entourage, most likely curious about her. Suddenly, a loud thunderclap occurs
and a bright
Everyone
must make two Health rolls, the first for sound, the
second for
A moment
later, attackers move into the scene.
Reaction
Speed Passive Defense Hits
Character
Name and Player + or - ST
Gra'chk'aa [80] -4,
-3 16 11 9 13 6.00 7 2 0 5
Roog'kschker
[40] -4,
-3 15 12 8 13 6.25 7 1 0 3
NAME DAMAGE
Gra'chk'aa Thrust:
1d+1; Swing: 2d+2; Punch: 1d; Kick: 1d+2; Light club: cr
2d+3
Roog'kschker Thrust:
1d+1; Swing: 2d+1; Punch: 1d; Kick: 1d+2; Axe: cut 2d+3
NAME ADVANTAGES
AND POWERS
Gra'chk'aa Barbarian;
High Pain Threshold; Toughness 1; Ogre; Racial ST +2; Natural ST +8; Racial DX
-2; Racial IQ -3; Racial HT +4; Acute Taste and Smell +1; DR (Everything) 3;
Magic Resistance 2; Night Vision; Passive Defense 1; Racial Skill; Racial
Weight (675 lbs); Racial Height (8'8''); Appearance (Hideous), Reaction: -4;
Inconvenient Size (Over 8 feet tall); Odious Racial Habit (Eat Other Sentients), Reaction: -3; Uneducated
Roog'kschker Ogre;
Racial ST +2; Natural ST +8; Racial DX -2; Racial IQ -3; Racial HT +4; Acute
Taste and Smell +1; DR (Everything) 3; Magic Resistance 2; Night Vision;
Passive Defense 1; Racial Skill; Racial Weight (650 lbs); Racial Height
(8'6''); Appearance (Hideous), Reaction: -4; Inconvenient Size (Over 8 feet
tall); Odious Racial Habit (Eat Other Sentients),
Reaction: -3; Uneducated
NAME DISADVANTAGES
Gra'chk'aa Primitive
(TL 2); Bad Temper; Laziness; Nightmares
Roog'kschker Primitive
(TL 2); Bad Temper; Fear
of Fire (Mild); Kleptomania
There are
several booths around them that can be used in the combat:
The
Market

Optional
Either the party joins in and defends her, or they
watch and/or leave. If they leave or just watch, jump down to The Rescue, but first Rikzu comes to the agency and asks for help rescuing her.
If they will rescue her and take her to the guild hall, they will receive 500 silver
each (less because he recognizes them from the battle and realizes they could
have helped then). Also, if they help
they may save some of Shara’s group to help them
later. Otherwise, they’re on their own. Rikzu does
not partake in any combat or adventures, he only
finances the whole thing.
The fight
ensues. The monster’s goal is to engage everyone enough so that Shara can be kidnapped. Once she is taken away the
creatures retreat, otherwise they fight to the death.
At this
point, there are two options.
Option 1: Enemies succeed
in kidnapping Shara
If they succeed in kidnapping her, Rikzu begs them to help him save her and take her to the
guild hall, and explains their purpose here. He offers 1000 silver each and the
help of the remaining entourage, as well as any magical items they have with
them when the job is done. Go to The
Rescue.
Option 2: Enemies fail
The party succeeded in defeating the attack. Rikzu is ecstatic, but the city guard is coming soon, so
everyone moves away from the scene quickly. Rikzu
explains their purpose here and asks for them to protect her on the way to the
guild hall. He gives them each 200 silver for anything they need as well as
these magical trinkets:
Each person gets a small figurine wrapped about a
gem that pulses faintly of green and purple and hangs from a simple leather
cord. If the figurine is grasped and held tightly and the user focuses, a
single use spell is available to them from the plant college,
earth, or movement college. User takes normal fatigue to cast. Roll to randomly
select up to 3 spells at the time of
Skip The
Rescue and go down to The Guild Hall.
If the PCs want to interrogate the survivors of the attack Rikzu
insists they must hurry to the guild hall and gets them to move on.

The Rescue
Either
the PCs ignored the battle and Rikzu has come for
help later on at the agency, or they’ve accepted his offer there on the
battlefield after trying valiantly to protect Shara’s
group. Rikzu is much more helpful if they help in the
battle. If they are on the battlefield and any of the enemy was downed but not
killed, they can try to interrogate the survivors.
Also, Rikzu will give them one necklace for aid in their quest
(see Option 2: Enemies Fail above) and retires to his home. He is not a warrior,
he claims, and cannot go ‘galavanting’ off with the
youngsters. He is available at his home should they need him.
No
Interrogation/Rikzu
They can interview Rikzu, especially if there are no survivors left. Rikzu knows of few who would do this. He has sponsored Shara here in the city. Someone would do it who hates him,
but likely it is more that they hate Shara. It could
be someone from the Southern Empire (with some digging around the PCs can jump
down to The Southern Empire Spy), or his most recent fierce competition in many
areas, including social: the Merchant Viko (the PCs
can jump down to him but will have little luck going directly there as
everything will be normal at his store and his house, but they might chance on
something).
Ogres’
House
The ogres
were trained at run down house in a poor part of town. The neighbors heard
screams as the ogres were tortured. Sure it was suspicious, but are you going
to pay them enough to care? Every bit of information takes another
silver.
Roll 1d6:
on a 4 or less a young boy pickpockets with a 12.
A large,
ugly orc female (“Gregel’s
my name, pleasure’s my game, sweetie!”) in a brothel nearby will tell all, but
for a price. A dark elf came and went,
as well as ogres. Once a man with a soft voice and a blue
cape came. One of them Southern boys, wasn’t he?
The
Asking
around on the streets about the south will lead them back to the center of
town. More upscale pubs for nobles and
merchants, libraries, and other high society contacts will confirm the man with
the soft voiced blue-caped man was a member of what is known as the
The
Southern Empire is a loose alliance of Dark Elves, Bales, even rumours of Vampires, and power hungry human and dwarven merchants and nobles in the crumbling
In one of
the pubs, courts, etc. is a fey, pompous faun whose hair is streaked with blue
and green. Many piercings decorate his ears, and
several chains hang around his neck in the wide open collar of a sky blue silk
shirt revealing a muscular chest. His name is Serris.
He is a close ‘friend’ of a minor noble from the south of the kingdom, and
everyone says to talk to him.
Serris
is seated at an opulent table of marble in an upscale bar that will only allow
well dressed, attractive, or high status individuals in. He is smoking a hooka when they come in. “Come, come, my pointy ears have
been burning!” Serris loves money, fame, and shiny
things. He drops his lover’s name a lot.
“Well, I am very, uh, close to Duke Ellef, his
highness representative for the Fauns and Elves in the south. He does hear a
bit about these
After
wasting much of their time asking random questions, Serris
confirms that there is little
Merchant Viko vas Kreesen
Viko
lives in a nice stone two story in a newer part of town with a small garden and
fountain out front. A good area knowledge or history roll will tell the style
is very southern. His staff are very polite but
insistent the master is busy.
Viko
is nowhere to be found. He has a plaza of stores near the waterfront that are
very popular of late. Exploring these yields little as well.
Interrogating a worker will reveal that they receive supplies from a warehouse
on the far west side of town near the coast.
The
Warehouse

The
warehouse is a medium size, generic looking building that appears to be heavily
guarded. There is a large watch tower on the far side, with a small cliff
wrapping around the base of it (the building is on a small cliff at the edge of
the city over a cove).
The PCs
arrive in early evening as dusk is settling. Thunderheads clap in the distance
to the northeast over the sea and lightning occasionally
Two
Southern Empire guards stand outside the front. They wear blue capes and yellow
tunics. One of them has his hair wrapped in a dark grey turban. They each have
short pointed black beards.
The side
door opens to a small office. A sailor (Supporting Cast p. 33) sits in side at a table,
going over maps. He works for Viko but has no
knowledge of the kidnapping. The PCs should not kill him, but they won’t know
this unless they question him. He grabs his sword and defends the place against
what he believes are thieves.
Laying
around the office are various maps, paperweights, notes, etc. Scrounging will
reveal one item from the AD&D Dungeon Master’s Guide p.124 (roll to
pick random item).
The
warehouse has boxes of fabrics, food stuffs, wines, and hides. Across the room
is a door to the tower. A small staircase winds to the top room.
At the
top is a small anteroom before they reach Shara.
There, they must defeat Ichigen the Great!! His face
is pale and gaunt, and he has large green eyes with vertically slitted irises, and long, smooth black hair. He wears elegant green and gold robes. He is at a small desk
writing papers when they come in. Several plants on stands decorate the
small room. A small window is off to one side (Ichigen
can be thrown out of it!)
He rises
and grabs his staff in one hand. “You
will not stop me from taking her body! Come, meet your
death at the hands of Ichigen the Great!”
Ichigen
casts Accelerate Time around himself in 1 second. He can then cast 1 second
spells in no time effectively. Hopefully
the group can defeat him. If they step into close combat they will have double
turns as well.
Once Ichigen is dead they can take his staff with powerstone and use it or sell it.
Other Options
They
don’t have to go in guns blazing (although they can!). Here are some
alternatives:
When they
find Shara, she is drugged and nearly asleep on a
cot.
The Guild Hall
The Guild
Hall is near the center of town in an upscale district full of temples,
embassies, and guild halls. The Daitran Hall has a
large, ancient wall around it that is crumbling as ivies overgrow it. Within
however, the grounds are maintained perfectly and are lush with weeping
willows, mounds of alyssum and marigolds, hibiscus and coneflower. Gardens of
thyme and elderberry, sage and elfweed are prolific.
They are
greeted at the main hall by an elder of the Guild, Master Koissu.
He is an old Halfling who wears short grey breeches and a silvery tunic. Koissu escorts them in and hears their story, while serving
them tea. Shara
recovers from the escape and the drugs during this.
Finally, Koissu explains that Shara must
enter the Trials beneath the Hall with those she has brought along. She will
need their help as she is still weak. She must reach ascension, Koissu stresses. He looks surprised if they ask what
ascension is. At this, Shara looks embarrassed and
awkward and turns away.
Shara
must ascend to a higher being to fight off the
The Trials
When they
are ready he brings them downstairs to an ancient, dusty hallway. No one has
entered for a hundred years he tells them.
Acolytes light the torches in the ornately carved niches along the hall.
Finally, they come to a great stone door. Koissu
kneels and intones. He stretches out his hands, and vines grow from them and
intertwine through hooks on the door and pull it open. He stands, nods to the
PCs, and they enter with Shara and what is left of
her entourage. Good luck, he says, as
the doors start to close. I hope most of you make it out the other side!
Room 1
The PCs
stand in a large, empty room. The door behind them is sealed and will not open.
The room is featureless. A small plaque is engraved in the floor in front of
them:
The path behind is
sealed
Only your destiny
lies ahead of you
The far
wall is actually an illusion, walking straight through
it will allow one to pass.
Room 2
In this
room, as in all future ones, once the last member passes through the door, the
way back is sealed.
This room
is dark, lit by only a few torches, and has several niches off of a main room
that has several bends in it. There is a
smell of mildew and dampness to the room.
The first time a person looks down and makes a
An Occult
roll or Area Knowledge-5 or similar roll will trigger a memory of Medusas and
Basilisks turning people to stone by meeting their gaze. If they don’t think of this on their own or
with a die roll, they will find out soon enough. The PCs must explicitly state
they are closing their eyes. If they just say they are looking down, on a 10 or
less they look into a puddle when the creatures come. Also, the ceiling is a vast mirror. The 10 or
less rule applies there as well.
A few
seconds after they are in the room and looking around, a distinct click is
heard. The treasure chests in the niches then open (they open earlier if
someone lifts the lid). If a PC is at a chest with their eyes open, they must
make a reaction roll and get a 6 or less (9 or less if they have Combat
Reflexes or Danger Sense) or be turned to stone by a Basilisk snake. The snakes roam the room for about three
minutes and crawl around the PCs, occasionally choking them. They won’t kill them, just tighten around their neck for a few seconds.
Anyone with a Will of 11 or less or anyone with a relevant phobia must make a
Fright Check or go running. They’ll either run into something blindly and get
knocked down, or, on a 9 or less they open their eyes. The Basilisks can do basic read minding
unless some sort of shield is up. They try to trick a person by taking whatever
is important to them. They’ll try to pull Shara’s
lucky sash away from her, if someone is greedy they’ll hear their coins being
taken. Nothing is removed, just rattled and pulled.
The
Basilisk snakes are per Venomous Snakes on Bestiary p. 32 but their ‘venom’ is petrification. They
can be killed, if the PCs
The test
here is to keep their eyes closed. After a few minutes, they hear the snakes
slither away and the chests click closed. The far door will become unlocked at
that point. Anyone who is turned to
stone can be hauled into the next room and revert back to normal. If the bodies
can’t be lugged, the necklace given to them (if not used yet) can be used to
cure a person of petrification (the gnome has a cure
as well, but it makes the person ill and queasy, DX-2 for a few hours).
Room 3
The first
room was about faith, the second about keeping curiousity
in check. This room teaches modesty, or, confidence to those who are good (and
cocky!) enough. The creature in this room is not meant to be fought. By now the
PCs probably think the far door is locked (it’s not!). The torches brighten as the door behind them
locks. This room is shaped like a lazy S:

The PCs
will have little problem dashing at top speed to the far side of the room and
going through the door. But, in the bulge, there is a vast pile of treasure on
top of a wide column about seven feet high (that is climbable). Guarding the
treasure is a Kuchedra, Fantasy Bestiary p. 39. Be sure to read the description in the first
paragraph. If the PCs are foolish enough to fight her they may be killed, but
if they can knock her unconscious they will get TONS of treasure (they deserve
it…give them numerous random items from the books as well as tons of gold and
silver).
Room 4
A clean, well lit room. The group is jumpy by now most likely, but nothing is to
be found here but a door on the far wall. The door does not open, and will not
open to any magic or psi power or lockpicking.
Beside the door is a small column with a gold rectangular pan inset into the
top of it. Around the door small gems of various strange shapes are set. These
are easily removable and seem to fit in the pan just right (just the right
height, etc.). Have the PCs complete the
following puzzle. Once the last gem is
pulled from the wall, start a real world timer. The PCs have ten minutes to put
them into the pan correctly. The walls
to either side of the wide room are slowly moving in and will crush them in ten
minutes if they don’t complete the puzzle.
Here’s
how to do this. Print this box out twice. The players will actually do this in
the real world. Appropriate rolls (IQ, some skills?) mean the GM will help with
one or more pieces. Cut the box up into
pieces and color them on one side (so you know which side is up). Be sure to
take a picture of the pieces put together, or better yet print a third copy and
sketch the pieces together so you know which ones go where.

When the pieces are all put together, the door unlocks.
Room 5
The final
passage is an ancient hallway. The massive stones are crumbling and vines and
loamy earth are tumbling through. As the group approaches the far side of the
hallway the vines get thicker. Suddenly, the vines reach out for the PCs. They
are Bloodvines, Fantasy Bestiary p. 95. There are about 3d6+2 of them. Shara will begin
casting spells to control them as the PCs fight their way out.
Once the
PCs defeat some of the Bloodvines, they will notice
an area of the wall that has collapsed and a small area exists off to the side.
It is thick with Bloodvines, but if they clear the
area they will find a
Room 6
The PCs
have completed their quest and guided Shara through
the Trials of Daitran Ascension! They come into a
large dome shaped chamber carved of massive stones. A small opening to the
surface at the top lets in a shaft of light that hangs suspended in the air. A
dais at the far end looks as if it once housed thrones of kings. A large
passageway to the far back left side has stairs coming out of it.
Koissu co