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BRP Magic World
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The Fishsinger’s Daughter
15
Magic World Quick-Start
them, or talk to her when they find the fire el-
emental.
G S
Read the following to the players, and explain
that it is common knowledge to anyone travel-
ling up river by boat and is known to all the
characters.
e Old Story of Eel
The story goes that long ago when the White
River flowed through the fairy forest and spirits
and the Fey were common, the Fairy King and
the River got into an argument. The King had
been hunting Wily Snake which in his despera-
tion for a place to hide, slipped under River.
Now the King followed the trail of Snake to
River and assumed that she was purposefully
hiding his prey — he confronted her, she de-
nied his allegations, and the two fell to argu-
ing. Meanwhile, Snake took the opportunity to
slip away, but not before impregnating River’s
least attractive fish-daughter. Later this daugh-
generally interfere in the affairs of the fisher-
men. Still, Maegth arrives and pleads for help
with those travelers who are at the tiny Sing-
er’s Landing Inn. These travelers are the PCs.
The PCs must first handle a drunken mob
of brigands that want Maegth back — then
they will investigate the House on Oak Hill
and see the ogre and orcs. They must destroy
the ogre and route or kill his followers. Next
they will learn that the Fishsinger is not dead,
and can be restored by returning the River
Crystal. A few short encounters later and this
deed will be done.
Timeline for Play
This adventure is expected to take between two
and three hours:
30 minutes — meet players and introductions,
pick char- acters, and review the basics.
30 minutes — encounter with the angry fisher-
men and the Fishsinger’s daughter.
35 minutes — first encounter at the house on
oak hill.
25 minutes — the rest of the house.
30 minutes — get the stone out of the fire, and
revive the Fishsinger.
15 minutes — close the game, and feedback.
M P, I,
C
This adventure is intended as a first introduc-
tion to Magic World which can be run at Friendly
Local Gaming Stores and Gaming Conventions.
As such, the story progresses pretty linearly, but
there is plenty of room for individuality. The
first half hour is set aside for meeting the play-
ers, maybe a round of introductions, and then
picking characters from the ones provided.
Each of the characters is potentially useful, but
if the group does not have either the Sorcerer
or the Scribe, than the Chronicler should en-
courage the PCs to either take the Maegth with
The Fishsinger’s Tower