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A game for 5th to 7the Level Players in the Disparity Game System
By Katie Gatto
© 2011 by Katie Gatto
an easy mark and a bit of company. “Are you interested in work?” Over the course of the conversation the man will definitely gives the following information to the players: • • • There is a perfect poison recipe in the city right now and he is willing to pay nicely for it. He needs the recipe. © 2011 by Katie Gatto 2 . He may also choose to share the following information to the players: • • • • • The lower west side of the city is poor and disease prone.) The poison is particularly interesting because it is able to be brewed in a way that changes how long it takes to affect its subject. The poison itself will not do. As you’re sitting at a table in a local inn. in search of a warm meal. The disease that is going around in the area has odd symptoms. not a sample. The recipe is likely to be guarded. He gets right to the point. As you’re relaxing a handsome young man with mangled left hand approaches you. If your party has no patron you may use this script. (The amount will depend on how generous you feel like being and how persuasive the party can be. All parts in italics may be read aloud to the players. It is somewhere in a factory building in the lower west side of the city. If one of your players has a patron you may skip the approach and simply give the assignment through the patron. He has narrowed things down to a pair of attached buildings where it is most likely to be held. though not heavily.Beginning The Campaign This campaign begins with a bit of information and a job.
So. While players walk to the building and roll a percentage. by the end of the four campaigns the players who rolled over 50% will have been given a total of +20 to each of those stats. Stamina and Strength 49% or Lower You suddenly feel a bit sluggish and the enhanced awareness of the world around you is grating and annoying. Read this only to players who have contracted the disease: Suddenly you notice that things around you sound louder and smell stronger. Stamina and Strength. If a player’s stamina drops to -20 (or lower) they are dead and cannot be revived.Travel to the Buildings As was mentioned before there is a disease spreading. While this is not a standard rule it is an affect of this condition. *Note to the storyteller. those who rolled under will have a -20 to each stat. They will then roll a second percentage. Each bonus. 2. or penalty will be compounded. These effects will repeat themselves each campaign for a total of four campaigns. Take a +5 to your observation. If the number is under 5% (or 2% for Street Rats) then they have actually contracted the disease going around. Anyone who chooses to loot a player who died this way must © 2011 by Katie Gatto 3 . read the players the following text depending on the roll: 50% or Greater You feel energized and invigorated. Take a 5 to your Observation.While this will have no other immediate effects on the players you should know a few things about the long term. 1.
4.make the same check to see if they contract the disease as the original player. There are a few children’s stories of hunters donning a wolf’s skin but no one thinks them anything other than old tales of ancient religious rites. In this world that disease is unheard of. available for free on Scribed! © 2011 by Katie Gatto 4 . Players who change will retain no memories of the change. 5% for most. or 2% for Street Rats. just a beast on the hunt. For more information see our facts sheet on Lycanthropy in Disparity. The disease may not be contracted voluntarily. 5. or simply as entertaining fictions. The disease is lycanthropy. though right now no character should be told this. When the change occurs it will not be voluntary and there is no hybrid form. 3.
A set of thick ropes and wooden pulleys are on the right side. Inside you can see a work bench a pair of sleeping pallets and what looks like a closet. The tail of the rope is tied off on a pole protruding from the side of the box. When they pass read them the following: This system seems like a human sized version of the food conveyance systems used in large houses. There are no windows at all. Players who search the workbench will be rewarded with a grappling hook that has been upgraded twice (value 200 gold) and a basic magnifying glass (value 75 silver). but it will do 1D4 points of damage to the player. It looks like a dumb waiter. To use this “elevator” players must unhitch the rope and slowly lower themselves down. To do this requires both a © 2011 by Katie Gatto 5 . The door is unlocked and swings open easily. Any player who checks the closet will find that this door is locked. A successful lock picking check will reveal the following. What had looked like a closet seems to be an open box inside of a shaft. While walking up the steps whichever player leads the group must make a dodge roll or find that their feet has landed on a weak spot of the steps and fall through this will not make the player fall. If your players cannot guess the function of this device on their own have them roll intelligence checks. near the top of the building.The Buildings These two attached buildings are small with only one door. The door is up a flight of stairs.
As players make their way down the tunnel they will hear voices. the two male voices seem to be arguing over a game of cards. The fall is much longer than you anticipated and then it comes to an abrupt stop. As this is the only ext the storyteller should mark this down for later. Players who wish to get back up the shaft must grapple their way back up. If this do then they will notice a pair of what looks like thin wheel tracks. spaced about two feet apart and a second set of wheel tracks inside of those. if the players broke the elevator. Anyone who wishes to pass by without being noticed must pass a stealth check players who fail. failing a check or failing to hold onto the rope will lead to the following: The dumb waiter begins hurtling down uncontrollably. Players in the front will have a chance to roll for observation.successful strength and stamina checks. Guard’s stats are as follows: Guard One Life Points: 45 Dodge: 9 Strength: 55 Weapon: Hand Axe (1D8 damage) Armor: Leather (1 upgrade) © 2011 by Katie Gatto 6 . Players who look will see that the mechanism is cracked and the rope is slack. Jarred and shaken by the fall you take a few seconds to recover before moving on. or otherwise attract the guards attention will be attacked. Looking around the players will see: There is no door on this level and by the looks of things you are in a dirt tunnel that was dug with shovels. As they approach closer they see the two men are sitting in the corner or a lager space actually playing cards. Roll 2D6 for fall damage. The tunnel is wide enough to fit you in pairs of two.
To prevent frustration you may give hints. at this point players may leave. Players must decipher this note on their own. Do not give the translation. If the players bring it back as it is and they will be told no payment is given without a translation to prove it is the recipe. Read the following to players who search the papers. after players have been trying for a while here is a copy of the cipher. it is likely the recipe. (See the page labeled cipher note for to give to the players. There is no check that will allow for immediate translation. There is nothing else here. Players who pass an intelligence check will find that it is in code. though it cannot be deciphered right now. Most are personal notes or sketches for machines you have never seem before but one. Players must translate it to get the reward but the man will meet you here tomorrow. The desk is covered in papers. © 2011 by Katie Gatto 7 .Guard Two Life Points: 60 Dodge: 59 Strength: 20 Weapon: (10) Throwing Daggers (1D6) Armor: None Successfully get by (or defeat) these guards and you will enter the following room: You are in a simple bedchamber with a desk. near the bottom of the pile in a folder looks like gibberish.
I. U into U. E. all of the vowels are switched independent of the consonants. as does the ‘N’.The Cipher Code Real Letter A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Code Letter U Z Y X O W V T I S R Q P N E M L K J H A G F D C B As you have no doubt noticed this is a reverse alphabet with a twist. In this cipher the ‘I’ remains constant. A. O. O. turning A. © 2011 by Katie Gatto 8 . I. E.
© 2011 by Katie Gatto 9 .Translation of The Note Water from the springs of Zaur The ground horns of a buck who died naturally Three black stones The sap of a death bell from the peaks of the Miles Mountains Time to affect= time in brew.
Cipher Note Fuhak whep hto jmkinkj es Bugi Hto vkeanx teknj es u zayr Fte xiox nvhakuqqc Htkoo Zquyr jhenoj wek Hto jum es u xouht zooq wmep the maurj es hto pirj peahuinj © 2011 by Katie Gatto 10 .