Adventures

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This page is intended to help storyguides to choose and acquire publishes Ars Magica adventures (official or fun-made) for their games. Only full scenarios are covered; story seeds, locations, NPCs, stand-alone encounters, or so on do not belong in this page.

SPOILER ALERT: If you are not a storyguide looking for an adventure to run, you’ll probably be wiser not to read this page. It contains lots of spoiler for adventures your storyguide may throw at you.

Fifth Edition

The Broken Covenant of Calebais

The Fallen Fane

Tales of Mythic Europe

Tales of Power

Earlier Editions

The Bats of Mercille

Project Redcap currently has no information on this (1988/89) scenario.

The Broken Covenant of Calebais (2e or Revised)

See The Broken Covenant of Calebrais for 5e. The adventure is essentially the same.

The Stormrider

Tales of the Dark Ages

This Second Edition 66-page product is a collection of four adventures.

Tongue of Vipers

A courtier in the viscount’s service asks for a magus to visit the court. But when the magi visit, they find that she is in prison awaiting execution for attempting to poison the viscount. The magi must find the true culprit and save her from the machinations of two rival courtiers, if they are to secure an ally in the viscount’s court and gain permission to harvest a vis source under its control.

The 14-page adventure is centered on talking to NPCs to find clues, and on convincing the viscount and court. As such, it is primarily a Companion adventure, with the magus likely serving a secondary (even detracting) role due to his Gift.

Very little in this adventure depends on game mechanics, and it can be run almost as-is under Fifth Edition. A full conversion, however, will require creating two hedge wizard characters.

The Inheritance

A player character receives an unexpected inheritance - a small estate, built on Roman ruins. Exploring the estate leads them to discover a pair of Roman ghosts and the water spirit that cursed them. With some bargaining, the characters can rebuild the ancient waterways, and thus both free the ghosts and strengthen the water spirit. This will allow them to establish the estate as a Magical aura, and to open up a regio leading to the Realm of Magic itself.

Note that this (14-page) adventure is rather crude in several ways. The heir receives the notice of inheritance by mail, and is knighted nonchalantly by an official. This official turns out to be an Hermetic wizard deeply interested in restoring the water spirit - yet he does nothing to that effect, not even visiting the place throughout the adventure. The ghosts are likewise not really ghosts but rather stranger, mis-shaped dwarfs, and return to life once their curse is broken even though they have been killed. In short - this adventure may need some work to be usable.

Nevertheless, the overall plot, setting and ideas on Roman ruins, numina (nature spirits) and so on that are found in this adventure could be the basis of a sound adventure; perhaps even the founding of a new Spring covenant.

Copse of Skulls

A failed apprentice goes missing near a cursed wood. The party sent after him soon discovers he is in the redoubt of an ancient drake that lives in the forest, and has built an army of outcasts for himself. Now the drake seeks to learn Hermetic magic to further his capabilities, and has used the failed apprentice as a spy. Now the party much choose how to treat the traitor, and how to deal with the drake.

This 10-page adventure is a fairly straightforward exploration of the forest leading up to the dragon’s lair. The problems with this scenario, for Fifth Edition, are numerous. For one thing - Magical creatures aren’t supposed to learn Hermetic magic. That’s what mortal magi are all about. The drake’s statistics also need an overhaul. His minions too, although they may be demoted from “humanoid race” to “highly-Warped outcasts”. Finally, a failed apprentice under Fifth Edition rules won’t have significant magic to wield or to teach the drake - and most certainly won’t have Parma Magica - so his stats will need an overhaul too. Add this to the fact that this adventure require quite a lot of build-up as the failed apprentice has been in the covenant for years, and what you’re left with is, well, very little that fits Fifth Edition or a standard saga.

The Ghoul of St. Lazare

An exhumed body washes ashore, and the player characters investigate its origin up-river, in the village of Vezay. There they investigate the villagers in search of the grave-robbers. Their investigations soon take an unexpected turn as they are attacked by a demon, and come to blows with it in a climactic battle at the local church.

The adventure is designed for weak characters - perhaps a starting magus and his companions and grogs - and may be concluded in one or a few sessions.

This 16-page adventure is ostensibly a mystery, but in practice the events will simply lead the characters into a series of conflicts, culminating in a climatic battle. The Infernal is presented here as somewhat-subtle, but strangely crude and lacking in follow-through - the church is desecrated, but the demonic revenant is a simple brute and at the end hell is left with a desecrated church but no diabolists to exploit that.

The adventure is largely suitable for Fifth Edition, and can be run with only minor changes. Note that it has been reprinted in Festival of the Damned Anniversary Edition, which included more extensive notes on the village and a follow-up adventure.

A Midsummer Night’s Dream

This Third Edition 98-page supplement provides a nearly-complete saga for a Spring covenant; stretching over several (in-game) years, told over dozens of game sessions, and meant to be interlaced with more personal, minor, stories. The saga centers around a crusade that is being undertaken in the player’s Tribunal. This, in turn, angers the Faeries who fight back against the mundanes - and in so doing threaten the covenant. The players must ultimately neutralize both the Faeries and the crusade’s local leader to save their covenant.

This adventure is based on the Albigensian Crusade and the Cathar heresy. It also set in the Provencal Tribunal, and includes a Tribunal session held in Doissetep, local politics and laws, and so on. These elements can be easily stolen for other Tribunals or replaced with local corresponding features if the adventure is transported to another Tribunal.

The Tempest

A Winter’s Tale

Twelfth Night

The Sorcerer’s Slave

The characters chase down a former member of the covenant that had a powerful Gift, and is now a slave of a foreign wizard. They face him in the covenant of Urania, where the wizard is contesting its leadership position by attempting to seize control of a faerie court. It is ultimately revealed that the “slave” is really the faerie lord’s son, and is plotting a cruel revenge against his master. The party must decide how to deal with the master, the slave, the faerie lord, and the magi of Urania.

Trial by Fire

The Pact of Pasaquine

When the wolf lord’s child is murdered, the characters must find and face the true killer, or let the wolve’s pact with the villagers crumble.

For a century the Pact of Pasaquine has held between the villagers of Pasaquine and the wolves of the forest. The wolves did not attack the village, and the villagers did not harm the wolves. Now the son of the wolf lord is dead, and he demands the blood of a human child in return. The player characters must appease the wolf lord by finding the true killer, or the Pact will be forgone. But when they find out that the young wolf’s death was a result of an elaborate scheme to weaken the Dominion over the village and return it to Magic, will they support the killer or let the Pact crumble?

During two (“perhaps more”) sessions, the characters will resolve three story lines - the fate of the Pact, the machinations of Lise against the Dominion, and the fate of a villager she uses to facilitate them. This is a mystery story, where the characters will need to locate the true culprit - but that can be resolved fairly quickly by investigating Lise’s minions, leaving action or diplomacy as the way to conclude the story.

The Pact of Pasaquine is a 96-page “Sourcebook/Story” written by Carl Schnorr for Ars Magica Second Edition, under White Wolf publishing. In addition to the main story, it presents the village of Pasaquine itself, as well as the magical forest which includes several regios, and several story seeds.

Storyguides that aren’t strict about following the rules can run this product more-or-less as-is for Fifth Edition player characters. The two main points of conflict with Fifth Edition are that the wolf and forest are probably Magical rather than Faerie (which makes little practical difference, but means some descriptions and background should be altered), and that Companions would probably need to lead the interactions with the villagers due to the magi’s Gift. The story can be concluded with only relatively little interaction with mundanes, to minimize the latter problem, but that will rob the adventure of much of its content and emotional impact.

A full conversion to Fifth Edition rules and setting assumptions requires more extensive work. Lise’s machinations against the Dominion, in particular, will need to be revised to make more sense, and her minions and powers will need to be redesigned.

Black Death

Deadly Legacy

Mistridge

Tales of Mistridge

Promises, Promises

The Fallen Angel

Return of the Stormrider

Festival of the Damned

Ordo Nobilis

Land of Fire and Ice

Icelandinc Wars

Faerie Stories

Living Lore

Cause & Cure

The Bishop’s Staff

Nigrasaxa

The Little Boy Everyone Wanted

Hermes Portal

Prelude to Forever (#1)

Continuing Forever (#2)

Ever After (#2)

Pilgrims of Darkness (#5)

Magic Beneath the Skin (#12)

Sub Rosa

Wheostan the Old (#2)

Jerod’s Cave (#2)

The Northwych Yew (#3)

The Dying Drake (4)

The Legacy of Longinus (6)

The Unicorn’s Ransom (6)

The Story of Nelda’s Lament (7)

The Ghost in the Snow (7)

The Next Generation (7); for First Edition.

Unofficial

Adventures from the net.