Adventure of the Mouth on Seker

This will be a fairly plotted adventure. There will be little in the way of choices for the party in terms of major directions, but they will have a large amount of options in the smaller things. This requires a greater than normal amount of plot preparation, while still requiring as much preparation as usual on the details. I don’t know how I will do it really, particularly if events in the game demand shifts (which are almost inevitable). This is a bit daunting!
 
 

Event Outline

Beourn Summons Helpers
He first summons the Moon Dog and will soon there after summon a secubus (or some other evil creature). The ceremony of these creatures is the reverse of what the players will expect. The moon dog looks evil but is good and was summoned by a ceremony that looked evil. The secubus is evil, looks good and is summoned using a ceremony that is pleasant and sexual. He is building up his troop of "balanced helpers".

Beourn and the players are taken to Seker
Beourn says he has summoned these creatures to help him, and that the moon dog will lead the way through the astral plane to the place on Seker that it chooses. They will see a Dead God and an Astral City. They can choose to investigate (and perhaps learn something) or ignore them to get to Seker ASAP.

They arrive in the Yellow Moss Valley
They get their first description of the planet and it’s vegetation. If they use navigation skills, they may be able to tell where on the planet they are.

Beourn feels the pull of the mouth and knows the direction and nearness of it.
Beourn will become agitated, but will not go crazy like he did before. He will tell them that the mouth is thousands of miles away from them. It is on the other side of the planet and in the N. hemisphere (they land in the S.).

They meet and confront the Green men.
The green men come riding in on their thoats to eliminate the eggs in the incubator. They will confront the party and may attack unless the party does something to convince the green men that they are not connected with the incubator.

The Green men are impressed by party spells and promise to take them to their elders to talk.
If there is a battle, the green men will stop immediately when the party uses a spell that is obvious (they use M. Missile as opposed to ESP or another mind effecting spell whose use doesn’t show much). They will be impressed if the party speaks their language and will want an explanation of why they did not speak earlier. They will talk little to the party, just enough to be assured they are not enemies.

The green men destroy the nursery
They will do this suddenly as soon as what will happen with the party is settled. There will be no confusion as to who the green men are attacking, but there will be confusion as to why the attack is happening. When asked, they will say "the eggs are not ours", and will not reply to further questions on the subject.

The party arrives in the city
All is in ruins here, but the ruins are vaster by far than Kou Melan. It will be the party’s first experience with a "modern" city. Stress the modern features like multi-story buildings with no supports, strange materials used (concrete, steel, lots of glass which is all broken), logical layout of buildings (the layout is one of radial parallel streets with every 4th intersection being a park square) and so on. As they approach the part of the ruins occupied by the green men, they will see new creatures.

They learn about the green men, but their language is difficult to understand.
It takes 6 months of study to achieve a 4-year-olds grasp of their tongue. It is a pitch-inflected language with a contextual syntax and grammatical structure. Single words may be learned at the rate of one word per day. Despite this disadvantage, they will learn much of the life of the green men and experience meetings of the chiefs, battles for tribal supremacy, their disregard of life, their brutality to those less strong and other aspects of their culture.

The red man flyers appear and are drive off.
When the party starts to get ready to leave, the encounter with the red men’s fliers will occur. This is a raid to eliminate as many of the green men as possible by attacking from the air. The fliers have under estimated the number of green men and their accuracy of their radium weapons. Most of the fliers will self-destruct if severely damaged, but one will be damaged in such a way that this is impossible. The party may help the green men, the red men, flee the city (if they still suspect the green men of treachery) or stay neutral. Whatever the party does, the wounded flier will come down close to them, allowing them to see the beautiful captive aboard.

A flyer is captured and contains Deja Thoris, Krom’s dream girl. She speaks broken common.
As the flier is searched and Jade is found, the party will hear her speaking common tongue and cursing the green men. They will probably want to investigate, but will be frustrated by the green men who captured the ship who will be jealous of the glory they have from the capture.

Jade will talk to them if re-assured
Jade will suspect the party, at first thinking they are from the valley Dor, then wondering if they are from the lands of the Dark Sun, then wondering if they are mutants of the green men. Casting spells will convince her they are from DS. Other actions may shorten the time of her disbelieve. She tells them that they will find help among her people and she will gladly help them if they can get her out. She is heavily guarded, but the green men don’t suspect that they will attempt to help her unless they have a good reason in the action of the party.

They leave the city of the green men and head out into the desert.
The party can try to steal a thoat, a cart or some other items to make their journey easier. What ever they do, they will be attacked as they leave. If they escape safely, they will gain respect from the green men and will not be begrudged their freedom if they are strong enough to take it.

They cover the 900 miles of desert seeing the atmosphere machines, oasis, murders etc.
This will be mostly an exercise in descriptive encounters and creature encounters to give them more of a flavor of the planet.

The see a farming outpost who sends a message to Jade’s father.
This outpost home will be crude, primitive and unappealing. Jade will act the princess she is demanding (and getting) anything the poor people have to offer saying it is her right. She will demand all comfort they can offer and be emperious in the extreme.

They meet the rest of JaDe’s family and are taken to Greater Helium via airship.
It will take a day for the fliers to make the journey from the city. When the ships arrive, they will get a lot of info about the red man culture and their nobility’s relation to the common people (they are nothing but animals to produce the raw materials of empire). They will also meet the members of Jade’s family and members of the opposing royalty (who are there to see if the capture of Jade by the green men was the result of her actions). They will arrive in the afternoon, and leave for Helium almost immediately. They will arrive in Helium the next evening seeing the city for the first time at night.

They speak to the nobility, ask about the quest and what will happen to the party next.
Greater Helium is a city much like the ruins and indeed is surrounded by ruins of great size. It’s glories will be made clear to the party. The party will be imprisoned, but in good quarters. The next day a hearing of the nobles will be convened to determine:
 

  1. Sum up the info from the survivors of the attack that returned in fliers.
  2. The culpability of Jade in the destruction of the flier force
  3. Who is responsible for the lack of reconisance and info about the green men forces
  4. Who will pay the cost of the filer losses
  5. What to do with the party
The red man suitor of Jade challenges the parties right to use the resources of the researchers and challenge the party to a battle of the right.
When it looks like the party will be welcomed, Rasjek the suitor of Jade will oppose this in every way possible. He is a jerk, but is very powerful among the nobles. He wants to eliminate the party and will suspect holding them permanently for "study of their magic", confiscation of their magic items "for the good of the state and its interests". This is a point of decision for the party and up to the party to convince the nobles that they are worthy of help. If the party succeeds go on with what is below. Otherwise, the worst case is that the suggestions of Rasjek will be taken and the party will have to escape. Help may be refused etc. Only Jade will be steadfast in helping the party.

They are sent to the researchers in Lesser Helium.
This is a subway journey full of wonders, but uneventful otherwise.

The scholars recommend that the party go the white men in the south pole.
The red men know a considerable amount about the ancient times, but know little or nothing about the details of what is going on in the Dark Sun where the mouth is located. They are interested in the party (understatement!) and will desperately desire the power of magic without dissipation. They have a strange mixture of technology and medieval accoutrements, but come off being knowledgeable as opposed to ignorant. They are embarrassed by their ignorance of the DS but explain that this civilization arose suddenly during the dark time and was strong enough to prevent anyone from finding out about it. The white men are the only ones on the planet who have the means of getting info on the DS.

The party travels to the S. pole via airship
They have to ground the airship as they know there are powerful protections. This requires the party to take the high mountain pass to get into the valley Dor.

They fight the white apes
They win, but there will be some casualties as these are a form of intelligent battle beast set up as guardians who will attack by surprise and show no mercy. They will attack at a narrow point in the road and will seek to throw their enemies from the trail down the side of the mountain.

They meet the Priests
The white race are obviously Greldans, although they have a fringe of white hair (except for high caste Therns who shave secretly). They are very sad and know little about their original crime for which they were exiled here. They will be very standoffish and will not talk to the party at all.

They make restitution for the killing of the apes
There will be a trial before The Hekkador named Matai Shang. If necessary, Beourn will know how to get the problem solved by offering to allow them to speak to a Greldian via the globe Gal. carries.

They are told the most likely place to seek is in the city of Tyr on the other side of the continent.
Once they know the party has Been to Greld, their attitude changes entirely and for the parties words of their ancient homeland, they will tell the party anything they know outside of some religious mysteries (The river of the dead and so on).

They say Tyr is the center of a joining of the city states.
This is the plot for the next part of the adventure. The party will learn of the plotting of the Mage Emperor of Tyr and his plans to use the support he has gained from uniting the disparate city states allowing him to do what no other leader has done; provide the wealth to allow an army to cross the desert to the rich countries of the south.

They return to Greater Helium
Their uneventful trip back allows them to see the country and plan ahead, but that’s about all.

The party will request resources from the Helliumites and they agree if the party acts as an advance group, sending information back and signal them when battle is best.
Jade will meet with her father and explain the plot of the DS folks. She will request an audience with the Jeddak of Helium which will be granted. He will ask for a meeting of his nobles and they will discuss the situation.

They equip themselves.
There will be many things the party may want from the storehouses of the Jeddak, and little will be denied them. It will be announced that these item still belong to the Jeddak and it is criminal not to return them.

They plan with the help of the friends made in Helium.
The best minds of the Jeddak will help them plan and tell them what little is known about the city of Tyr and the mind of the Mage King. They will be told of some of the more common monsters, characters ect. I will offer the route I have planned as advice from these advisors. The information of the players plan should be clesarly detailed and it will be voted on by the advisors.

Deciding What to do
They will have a number of options at this time, although they are not unlimited. They could find some magical means to get to Tyr. A whish would do it, and a combination of spells might do it. They might find a means to protect them from the elements and atmosphere in the Dead Zone. They might decide to find some means of allowing the air cars to take them a way. They might create a new invention (like a bag full of 7th ray gas bulbs). These suggestion may be provided to them via their advisor in Helium, but they should be allowed to choose their course. Allow them to make their own decision. However, whatever they decide must be OKed by the council who will demand that there be a way for the men they send with the party to report back (they will OK from 2 to 300).

Travel over the Dead Zone.
Once they decide the way they will travel, several things must be determined before the next part begins. How much damage do they take?Where do they come out? What do they do to try to make contact with others on the other side of the zone?

Out of the Dead Zone
When they get past the zone, they will have decisions to make. They will decide to travel via air or ground. If they can get to Tyr via air, skip to where they know where the mouth is. Otherwise, continue.

They travel to a place near Tyr where they can join/steal a caravan.
The caravan is from the details in the basic adventure in the DS rules.

They take the caravan to Tyr.
Interesting sights of the N. desert area, random encounters and meeting other groups will be the introduction to the party of this wild territory.

They Arrive in Tyr
They will need some time to investigate the city and find aout about the people at first hand. Beourn will be VERY anxious to find the mouth, even if it can't be gotten to immediatly. Beourn will be able to find the building where the mouth is kept, but they will not be able to get it without intrigue and help as it lies within the most sacred building of the entire city. They will need to find a way of getting information about the inside of the Ziggurat and how to get it. There is no way the party can get in without help and lots of it. They will gather information and find that the city is ripe for revolution. The best way to get in is to participate in the revolution.

They will find the way to the temple via the underground passage from the palace.
Once they make contacts among the revolutionaries, they will begin to find out the kind of stuff they need to know. This will come only if they pay money, perhaps kill someone or perform some other dangerous act of mayhem in the service of the revolution. If they seem to be liking the DS stuff, a small adventure can be inserted here (like knocking off one of the emperors caravans).

They help organize the revolution
They will primarilly be interested in what magical help can be achieved. This is where the party will get an idea of the battle to come and help where they think they are willing. This will require about a dozen small "situations" or battles that are the "keys to vicvtory" that the players can choose where they want to go. Not all should be allowed to participate in the battle of the Mouth.

They let the Helliumites know of the coming battle
Not that they can do much, but volienters will be called for from the flyers. They will send a fleet of 10 ships with 10 marines each with radium rifles for the hot spots.

The battle will bifrucate some with the party seeking the mouth and some with the revolution.
It will get chaotic and confusing here. If possible, a party for each "situation" should be made up of PC and other players playing NPCs specially created .

This will be another battle systems game to decide the fate of Tyr and normal rules for the rest.
The battle systems war will bee between the rebels with their numbers and crummy weapons, the Hellium forces with their technology and the forces of the Mage with his withering magic. Several smaller adventures to secure key sights (like the armory of the main platoons). Talk about swaging! This will have to be done from scratch as there are no existing adventures that will serve.

They will best the traps and creatures guarding the palace, in the tunnels and solve the riddle that releases the mouth.
Most of the palace and tower details will come from the original DS map and notes.

They cut off Beourns lips and teeth and fit the mouth to them.
Once again, make this as gory and gruesome as possible. Don’t forget to knock out ALL the teeth!

They rejoin the rest of the party where ever the battle has led them.
Getting them back together again may be difficult as they will be pritty well spread out. Arangements for a place to meet away from either side should be made in advance.

They head out to the Seven Heavens
To the Pearly Heaven