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One Thousand and One Nights and One Night

a role-playing game campaign design ’zine Vol.: 2, Issue: 39, October 1, 2008
Royal Flush! Scene 1: The Red Knight (cont.)
Here is the finale to the VAM spelling doom to the unbeliever and joy to the
campaign. I hope that it’s been a good faithful. Second, the Pirates have returned to
one for you, as it has been very fun for Vegas. They believe that the appearance of the
me to write. I got to mix together a Red Knight is the fulfillment of their prophesy
ton of ideas, from Mick Bradley’s of the Red Iron Nights. They’ve taken over the
excellent setting, to some myths and Treasure Island Casino and are starting to
legends, including a few Arthurian wreak some havoc. Finally, the Presleybyterians
stories, all around an idea that came have locked themselves into the Hilton and
from a one-shot game! This has been have not come out. A major faction like that,
a huge undertaking for me. I basically completely cutting itself off from the rest of
wrote all this in about two weeks Vegas, has a lot of people worried. The former
time! And it’s been a first for me to Presleybyterian ambassador, Lucas, shorn bald
try writing six issues at once as well. Please like a sheep, in a simple robe and cast-out of
send me feedback and I’m sure that Mick would Elvis’ empire, is now walking up and down the
like to hear feedback as well. South Strip with a placard that says “The End is
Ni!,” crying out to all that the “True King of
Quote of the Month Vegas is coming to destroy us all for our sins!”
“It’s my narrative GURPS.” At this point, the GM has to decide how he
―Judd, Sons of Kryos Podcast, GenCon 2007 wants the Red Knight to play out. Is the Red
Interviews #1, speaking of Prime Time Knight simply mass hysteria (someone saw
Adventures (Dog―eared Designs). something that they think was the Red Knight
and the public panicked), or is it the result of
The 27 Lost Bicycles of Gondor Psychics creating the image of a Knight wan-
dering the streets
A Vegas After Midnight Campaign. of Vegas or are
some opportunists
Act 5: Earth. (for example, the
Basic Premise: The PCs deal with the Madness Furors) taking the
in Vegas becoming more―so with the time to grab some
appearance of a new foe (BLoRPGP stuff in the (be-
“Troublemakers”) then race to Death Valley for lieved by many)
the finale (“How Much for Just the Dingus?”). “End Times?” Fig-
ure that one out for
Scene 1: The Red Knight yourself and run
with it. However,
As the PCs step out of the Liberace Museum, it how that effects the
seems that the town, which to this point was PCs should be pro-
eerily quiet and somewhat dead, explodes into found enough that
complete chaos. Vegas is in a panic because of they’ll have to do something about it, either be-
three things: First, the appearance of a new cause the Red Knight stands in their way to
danger, the Red Knight (ala the Red Knight Death Valley or the mobs inspired by this situa-
from Terry Gilliam’s The Fisher King tion do. Throw in a few prophesies that state
(Columbia Pictures)). According to the the PCs (i.e. searchers for the “27 Lost Bicycles
prophesy of the “Return of the True King of of Gondor”) are the harbingers of Death or
Vegas,” the Red Knight is the King’s harbinger, some such and have fun with it.
(continued on Second Column) (continued on Page 2, First Column)

Content © Wooden Leg Named Smith Productions 2008 published in association with the Corvis Babbage Cliological Society
Website: 1001nightsand1night.110mb.com ’zine art is either open source or through fair use of copyrighted works
One Thousand and One Nights and One Night Page 2
a role-playing game campaign design ’zine Vol.: 2, Issue: 39, October 1, 2008
Scene 2: Liberace's Lost Tomb Disturbing the Pharaoh (cont.)
When the PCs manage to get out of Vegas, the Tomb are actual Egyptian―style hieroglyphics,
trip to Death Valley should be a race, between depicting the life and rebirth of Liberace, how
them and whoever is their major competition his coming will be heralded by the Red Knight,
(which could be a surprise to them at this point how he will re―enter Vegas and change the
as well). A single battle on the road will be good course of the city’s future, even pictographs of
enough to separate the men from the boys and each of the PCs is present, showing their story
I’d play it deadly enough to have a TPK for the from birth to this point! If that doesn’t freak out
PCs if they don’t work together. After all, a a few of them, I don’t know what will.
fabulous treasure awaits those who make it to
The Tomb has some deadly traps through
the tomb!
several rooms and corridors. Eventually, the
PCs should make it into the faux central
Death Valley Days chamber. In this room, there are 27 richly
Death Valley has the distinction of being the appointed bicycles. Each is worth a fortune in
deepest, hottest and most dangerous place to Vegas simply from the artwork, the precious
survive in the United States. That really didn’t materials and the history they describe. They
change much after Midnight. The summer are just the window dressing, meant to fool the
temperature can reach over 130 degrees F and rubes. The real tomb is behind a hidden door.
can go below freezing in the wintertime. Nights Inside is Liberace’s treasure, but not the main
offer no relief in the summertime, as the high treasure vault. In a glass coffin lies the Madame
mountains trap the heat in during the day and Tussaud’s wax figure of Liberace (missing since
the temperatures can reach nearly 100 degrees Midnight). In his hand is a shiny, glowing
F. At the truly low altitudes in the valley, the power module to power the vault door and four
temperature reach their highest levels. The few Bicycle cards (the true “Lost Bicycles of
remaining roads are narrow and wind around Gondor”) with computer punches in them: a
the valley, preventing high speed driving (that Jack of Clubs, an Ace of Spades, a Queen of
probably won’t be a problem for the PCs, unless Hearts and a Six of Diamonds. On the wall is an
they’re in the midst of a running car battle). inscription above the vault “A True Son of
Vegas Can Gain Entrance To The Treasures
A lot of Death Valley is gone, wherever the rest Here. Careful, Lest Ye Release the Beast!” 21 is
of the world went. But the Devil’s Golf Course is the key, which ever cards they use to make 21,
still there. It is a large salt flat, where that’s OK. Remember, good clues are the Black
supposedly “only the devil could play golf” on it. Jack and images around the room that mix 21
Bare and desolate, the PCs shouldn’t have too and 27 (since they look pretty close) that an
much trouble figuring out where the Tomb is observant PC will see. If they put in 27, then
located. After all, it’s probably like somewhere something bad happens! What sort of Beast
near the 19th hole (do any of the PCs have the would be there to guard Liberace’s rest?
Golf skill?) Actually, the Tomb is fronted by a
small dome, partially covered with salty sand. A
simple iron door, easily opened, seals the What's Behind Door #1?
outside from the elements. The giant Vault Doors swing wide and a golden
glow envelopes the PCs. And the treasure is ...
Disturbing the Pharaoh up to you. Personally, I’d end the game right
there. Was the treasure glorious? Was Liberace
The key with the Tomb is to treat it like an reborn and did He step forth to claim Vegas?
Egyptian Pharaoh’s tomb. It’s got a direct way Did it change the face of the Madness for good
to the central chamber, but with traps, tricks or for ill? Each player (and the GM) will have to
and hidden meanings. Along the walls of the answer those questions for themselves.
(continued on Second Column)

Content © Wooden Leg Named Smith Productions 2008 published in association with the Corvis Babbage Cliological Society
Website: 1001nightsand1night.110mb.com ’zine art is either open source or through fair use of copyrighted works

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