Immortal Peril Immortal Peril Immortal Peril Immortal Peril

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Immortal Peril

Written by: Chris Rutkowsky Publisher: Basic Action Games Game System: BASH! Ultimate Edition
Artwork by: Flora and Cyclops by Ade Smith, Fauna by Thom Chiaramonte, Hermes by James Dawsey and
Dan Houser, and Icarus and Triton by Various Artists, from Image Portfolio, by Louis Porter Jr. Design.
Immortal Peril is a free adventure for the BASH! Ultimate Edition role-playing game. The adventure is meant to introduce
you to an upcoming BASH! UE product called Age of Olympus, a Fantasy Superheroes campaign setting. The Heroes are
the powerful types youve come to recognize from your superheroic campaigns, but instead of doing battle with costumed
villains atop a modern skyscraper, the action takes place in the mythical backdrop of Ancient Greece. The Heroes and
Villains did not get their powers from radioactive accidents, but more likely have a magical, even divine origin. With some
adaptation, just about any superheroic archetype can be re-worked to play well in the Age of Olympus setting. Weve also
provided four sample characters for players to choose from.
This adventure is meant to be run assuming Heroes of 30 Character Points.

Scene 1: The Cyclops Attack


Our story begins in Ancient Greece. The Heroes's
travels have taken them to a village in the
hinterlands, where they are resting from their last
adventure.

Allow each player to describe what they are doing in


the village tavern. Then ask everyone to make a
Mind roll for hearing. Characters with some sort of
super sense that might be helpful, like Tremor Sense
get a +10 Result Bonus.

Roll Result
30+ A group of Cyclops, shouting at each other
to take no prisoners
20+ A large group of giant beasts approaching
through the forest
10+ Trees snapping in the woods to the north
<10 A loud pounding noise coming from
outside, people shrieking in terror

Hopefully, the Heroes are all of one mind on this


matter and immediately leave the tavern to help the
panicking village. If not, however, a Cyclops comes
by and rips the roof off of the tavern.
There are 2 Cyclops Raiders, +1 per Hero in the
party. In addition, they are led by a chieftain who
has 100 Hits, +1 to each Stat, and should be treated
Cyclops Raiders
as a Villain.
B3 A2 M1
Questioning the Cyclops Powers:
Size 3 (+15 Dmg & Soak, 3x3 size, Reach 3, -3 Def)
After the battle, surviving Cyclops can be questioned by
Throw Rocks: Special Attack 3; Mid Range, +1DM (x6
the Heroes to find out what they are after. Interrogating
+15 Dmg)
the Cyclops should be an extended check of some sort,
Equipment: Giant Club: x3+30 Dmg
1 Skills: Craftsman x3 (Weaponsmith), Outdoor (Foraging)
50 Hits/30 Soak

Bob Ajob (Order #11449479)


whether the Heroes try to bribe, trick, or frighten the Cyclops into telling them anything is up to them. Treat this
as a Social Combat extended check (see Chapter 2, BASH! Ultimate Edition).
If the Heroes succeed, they will reveal that the Cyclops were sent to attack the village by a sorceress named
Ursula. They dont know why she wanted them to attack the village, but she told them there would be plenty of
loot there. She also said that if they refused, she would curse their tribe forever. When one of them stood up to
her, Ursula proved her magic by striking him with a bolt of lightning from her scepter.
The Cyclops dont know the exact location, but they know the sorceress lives atop a mountain to the north, and
that it is magically hidden from view.

Scene 2: Divine Intervention


It turns out that the Cyclops raid was merely meant by Ursula as a diversion. Her real scheme was to steal the
villages most valued artifact: the Amulet of Hermes. It was stolen from the temple during the fighting. The
village priest will come to the Heroes telling them of this. The priest will also explain that Hermes is a god of
magic, and that a sorceress stealing one of his artifacts must have some sinister purpose. The old priest asks
the heroes to help recover the amulet, and to keep the sorceress from completing her evil plot.
If the Heroes agree, give them each a Hero Point. Whether they agree or not, read the following to them:
You see a blur of motion on the horizon, but before you can even think as to what it might
be, you suddenly see Hermes standing before you.
It would seem that sorceress stole something that belongs to me. If you can get it
back, Id be most grateful. I fear she might use it to try and siphon away some of my
magical power. Before she does, take these gems. They will allow you to see her
invisible fortress. Thanks for your help!
Then, just as suddenly as he appeared, the messenger god is gone..
If the Heroes take on the mission, they can each add Hermes
as a contact who owes them a favor at the end of the
adventure. If they still refuse to take on the mission, theyll
likely hear rumors in a few weeks that a powerful sorceress
has managed to obtain immortality, and has completely
conquered this region. Hermes will also not be very happy
with them, and wont do them any favors, especially since
Ursula has been siphoning off his power

Scene 3: Mountain of Monsters


Once the Heroes begin their journey on the mountain, give
each of them a chance to make an Outdoor/Tracking roll. The
results below tell what they find:

Roll Result
30+ There are two beasts, a Chimera and a
Manticore, and they seem to be moving
together
20+ Some giant quills embedded in a tree.
Inspecting them finds an oily venom
coating each.
10+ One monster with four hooves, another
with clawed forelimbs and hooved back
feet.
<10 Several very large sets of animal tracks.
Scorch marks on several trees.

Bob Ajob (Order #11449479)


When the Heroes ascend into the mountains, theyll indeed find that the gems Hermes gave them allows them
to see a fortress. But stalking around its exterior is a pair of fierce beasts left to guard it: a Chimera and a
Manticore!
It is possible for the Heroes to be able to sneak up on them, but it isnt likely. Both of them have excellent
senses of smell, while the Chimera also has excellent hearing.
Indeed, it is also possible that the monsters notice the Heroes and move to ambush them.

Chimera Manticore,
A legendary three-headed beast, it has This monster has the body of a lion, the wings, of a bat, the tail of
the head of a lion, goat, and its tail is a a scorpion, and the head of a man. Essentially, it resembles an
great serpent. infernally corrupted sphinx. Manticores range over hills and
mountains surrounding human settlements, where they take
B4 A3 M2
sheep (or small groups of humans) for food.
Powers:
Size 2 (+10 Dmg & Soak, 2x2 Size, B3 A3 M1.
Reach 2, -2 Def) Powers:
3 Heads: Super Speed 5 [Limit: Not for Size 1 (+5 Dmg & Soak, -1 Def)
Movement] Claws do +1DM (x4+5 Dmg)
Lion Head: Bite- (x4 hit, x6+10 Dmg) Paired Weapons
Dragon Head: Breathe Fire- Medium Line Venomous Tail can fire a poison dart Close Range that does x4
(x5+10 Dmg) continual damage
Goat Head: Horn Gore- (x5 hit, x5+10 Tough Hide: Armor 1
Dmg) Wings: Flight 3
Super Running 1 (12 Sq) Keen Senses 1 (x4 to Smell)
Keen Senses 2 (x5 Hearing, Smell) 100 Hits/x4+5 Soak
100 Hits /x4+10 Soak

Once the Heroes can see the beasts up close, they will notice that each one is wearing a key around its neck.
The front entrance to the fortress requires both keys to be unlocked. It can be smashed open (it has 40 Hits/20
Soak) but doing so will make a lot of noise. The lock is magical, and while it can be picked (a 30 Security/Locks
check), it will sound an alarm unless the keys are used.

Scene 4: Into the Fortress


Once the Heroes are inside the Fortress, theyll find it is much larger on the inside. If the Heroes managed to
catch her by surprise, theyll find Ursula wearing the amulet, performing some sort of ritual at a dais in between
two braziers of glowing green flame. If Ursula was alerted to their presence, however, shell be ready for the
Heroes when they arrive. She has a small army of skeleton warriors (four per Hero), and has prepared an array
of spells to help her defend herself (like a Force Field).
For Ursulas Stats, use the Sorcerer Archetype from the
Appendix of BASH! Ultimate Edition. The Amulet of Hermes
essentially counts as the Grimoire Advantage, and allows her to Skeletons
Skeleton s
improvise spells by spending a Setback.
Reanimated bones forced to fight for the
If she is taken by surprise, shell spend her first page conjuring sorceress
her force field, then summoning the skeletons. After that, she B1 A3 M1 Attack 21 Defend 21
uses Telekinesis to batter the Heroes behind the protection of Advantage: Unliving
her Force Field. Weakness: Fire does double damage
If Ursula is defeated and the Amulet is returned to the temple, Sword +2DM (x3), Shield +1 Deflect (x4),
the Heroes will have the thanks of the grateful village, and also 10 Hits/5 Soak
have Hermes owe them a favor.

Bob Ajob (Order #11449479)


Triton
Quote: The son of Poseidon is not so easily conquered!

Brawn 4 Agility 2 Mind 3


37 Pts (18 Stats, 21 Powers, -2 Weakness)

Powers:
Tidal Wave: Push 4 [Enhancement: Variable, Limit:
Conch Easily Taken]
Movement Multipower: 7pts
Super Swimming 4 (20 Squares)
Jet from the Sea: Flight 4 (20 Sq)
Surf: Hovering (10 Sq)
Water Walking
Deafening Blast: Confusion 2 (Medium Line) [Limit:
Easily Taken gadget: Conch Horn of the Sea]
Water Control Multipower
Hydrokinesis: Telekinesis 4 [Limitation: Needs Water]
Conjuring 4 [limitation: Same Source as Tidal Wave. All
things conjured are made of water or ice. Favorites are are
rain, fog, and hail]

Skills
Athleticsx3/Swimming, Science/Oceanography,
Outdoor/Marine Survival, Occultism/Artifacts

Weakness
Double Damage from Electricity.

Advantages
Headquarters: Tritons Undersea Palace, Immortality

Disadvantages
Freak: (Tritons body is covered in scales and he has webbed feet)
Enemy: Medusa

Mental Malfunction
TerraphobiaTriton cannot stand to touch dry land. It makes him very uncomfortable to be out of the ocean, so wherever
he goes, he brings the ocean with him. When on land, he travels around on an enchanted wave. If he needs to fly, he
propels himself by jets of water that shoot him skywardso he is always in contact with the sea.

Bob Ajob (Order #11449479)


Icarus
Quote: You may be immortal. But you are not impervious.

Spared at the last second by Zeus as he plunged into the


sea, Icarus pledged to fight for justice and serve mankind.

Brawn 2 Agility 2 Mind 3


x4 Soak, x4 Defense, x3 Mental Defense
27 Pts (14 Stats, 13 Powers, 0 Weakness)

Powers:
Wings: Flight 3 [Limit: Fragile Gadget]
Magic Sword: Special Attack 4 (x4 Hit, x4 Dmg)
[Limit: Easily Taken Gadget]
Magic Shield: Deflect 2 (x4 Defense)
[Limit: Easily Taken Gadget]
Magic Breastplate: Armor 2 (x4 Soak)
Attack Weak Point
Thunder Flasks: Confusion 2 (Close
Range, Small Burst) [Limit: Charges
OOOOOO]

Skills
Athletics/Aerobatics, Stealth/Hide,
Technology/Invent, Science/Alchemy,
Military/Tactics

Advantages
Advanta ges
Gadgeteer: Icarus can invent new
gadgets
Leadership: Icarus can spend Hero
points on allies, with double effect.
He gets 5 Team Hero points for
free.

Disadvantages
Normal: Icarus is a mortal with no inherent powers
Duty: Zeus

Mental Malfunction
Overconfidence. Though he is a mere mortal, Icarus has bested enough beasts and demigods that he is
beginning to get cocky. And that is, after all, what got him into trouble in the first place

Bob Ajob (Order #11449479)


Flora
Quote: Trust me, Mr. Centaur. You do NOT want to kiss me.

Adopted daughter of Artemis, and the twin of Fauna, Flora has


magical powers that let her control plants.

Brawn 1 Agility 2 Mind 3


x2 Soak, x2 Defense, x3 Mental Defense
31 Pts (12 Stats, 21 Powers, -2 Weakness)

Powers:

Enchanted Bow: Special Attack 3 (Mid Range, x4 Dmg)


[Limit: Easily Taken Gadget]
Enchanted Leaves: Armor 1

Poisonous Touch: Damage Aura 4; 4pts


Narcotic Pheremones: Suggestion (Limit: Only affects
men) 1pt

Plant Control Multi-Power


Plant Mastery 4
Botano-Kinesis: Telekinisis 4 [Limit: Only affects
plants] (x3 hit, x4Dmg)

Plant Combat Command Multi-power


Vine Snare: Immobilize 2 (Mid Range, Small Burst)
Wall of Wood: Force Field 4 [Close Range, Arc 2, 90
Hits, Limitation: Weakness to fire]
Field of Brambles: Damage Field 3 [Limit: Targets
must be on the ground] (Medium Burst)

Weakness
Double Damage from Cold.

Skills
Athletics/Running, Stealth/Hide, Outdoor/Flora & Fauna, Medicine/Poisons, Science/Botony

Advantages
Appeal (x5 to all Social Rolls)

Disadvantages
Outsider: Flora was raised by her mother, away from mortals, and especially men. Her mothers gift of a
poisonous touch was meant to help shield her from mens advances. While Artemis taught her to be suspicious
of men, she is a bit more curious and nave about the mortal world.

Mental Malfunction
Sweet and nave. Flora always looks for the good in all beings, even men.

Bob Ajob (Order #11449479)


Fauna
Quote: Not only does this cat have claws. She has
fangs, spines, and a poisonous stinger.

Adopted daughter of Artemis, Fauna has magical


powers that let her take the form of animals, even
partially, and also to command them.

Brawn 3 Agility 3 Mind 1


x2 Soak, x2 Defense, x3 Mental Defense
28 Pts (14 Stats, 14 Powers)

Powers:
Keen Senses 1 (x4 to Smell)

Feral Fury: Paired Weapons

Beast Form: Shape-Shifting

Queen of the Forest Multipower


Animal Mastery 2
Speak w/ Animals: Telepathy 3 [Limit: Only w/
Animals]

Size Change Multipower:


Shrinking 4 [Limit: Only w/ Shape-shifting]
Growing 4 [Limit: Only w/ Shape-shifting]

Skills
Athletics/Running/Climbing, Stealth/Hide,
Outdoor/Tracking

Advantages
Appeal (x3 to all Social Rolls)
Never Surrender (Recover from any status effect & regain 20 Hits 1/Issue)

Disadvantages
Outsider: Fauna was raised by her mother, away from mortals, and especially men. Artemis teaching for her
to be suspicious of men has only served to increase her curiosity about them.
Freak: She has a bestial appearance that makes her immediately recognizable as something other than an
ordinary human.

Mental Malfunction
Aggression. Fauna has felt the call of the wild and on occasion she has difficulty controlling her feelings,
especially anger.

Bob Ajob (Order #11449479)


Faunas Favorite Forms
These are several suggestions of what you can make Fauna transform into.

Bat- B1 A2; Flight 3 (15 squares); Danger Sense [echolocation] 2pts, Clinging 1pt, +Shrinking 4,
Bear- B3 A2; Berserk: Swift Strike, +Growing 1
Whale- B3 A1, Super Swimming 1 (8 squares); Boost 1 Agility while in Water, +Growing 4 - cannot
move in this form outside of water, only uses it to land on enemies, but can do wrestling damage this
way if he has an enemy pinned.
Boa Constrictor- B2 A2; Immobilize 40 [limitation: cannot move while enemy is immobilized] 3pt,
Scaly HideArmor 1 (x3 soak); bite does x3 dmg,
Cheetah- B2 A3 Super Running 1 (12 squares) claw/bite does x3 dmg
Crocodile- B2 A2; Super Swimming 2 (6 squares); Armor 1 (x3 soak); Special Attack: +1 to A to hit
with Bite (x3) 1pt; +Growing 2pts.
Electric Eel- B1 A2; Super Swimming 1; Electric Shock: Special Attack, +3 DM from electricity;
+Shrinking 1; Weakness: Must be underwater to use powers
Elephant - B4 A2, Tusk attack does x5 dmg +Growing 2,
Flying Squirrel- B1 A4; Clinging 1 Gliding 1 +Shrinking 4
Gorilla- B3 A3
Lion/Tiger- B3 A2 Fleet of Foot (8 squares) +Growing 1pts claws/bite does x4 dmg
Monkey- B1 A3 clinging 1, Swinging 2 [limitation: must be vines/wires/trees, etc around] 1pt,
+Shrinking 3
Drake- B2 A2, Flight 2 (10 squares), Armor 1 (x3 Soak), Claws (x3 Dmg) +Growing 4 (+20 Dmg &
Soak)
Rhino- B3 A2; Super Running 1 (8 squares), Armor 1 (x4 soak), Horn gores for x4 dmg, +Growing 1
Wolf/Dog- B2 A2; Fleet of Foot 1 (8 squares); Hamstring: Attack Weak Point 2; Bite does x3 dmg

Favorite Animal Powers (Drop Brawn or Agilty by 1 to use any one of these, without fully transforming
into an animal)
Fins/Flippers: Super Swim 2
Clinging + Swinging [Brachiating]
Super Senses (pick one: Echolocation, Thermal Vision, Tremor Sense)
Danger Sense
Claws/Bite/Horns: Special Attack 2 (+2 DM)
Leaping: Super Jump
Chitonous Shell: Armor 2
Reptilian Regeneration: Healing 2

Bob Ajob (Order #11449479)


Honor + Intrigue Pre-
Pre-Order Now Available!
Basic Action Games is happy to announce our new product line
,Honor + Intrigue, is now available for pre-order!

Visit: http://www.bashrpg.com/HonorIntrigue.html to pre-order


yours today!

Honor + Intrigue is a new, standalone game from Basic Action


Games. Inspired as much by Hollywood as by history, Honor +
Intrigue pays homage to the swashbucklers of the silver
screen as well as great works such as those of Dumas and
Sabatini. True to its inspiration, Honor + Intrigue plays fast
and cinematic, leaving the focus on drama and action
unfolding.

What is Honor + Intrigue?


The game engine is based on Simon Washbourne's
acclaimed"Barbarians of Lemuria" rpg, and also contains a
number of new features as well, designed for the
swashbuckling theme.

17th Century Adventure


Welcome to the Age of the Baroque. It is a time when daring
highwaymen ply the coach-roads, musketeers protect the king,
and buccaneers cross swords on the high-seas. While the
game assumes a 17th century setting, there is also advice to play it in any age from that of Elizabeth to
Bonaparte, or even to make a completely fictional setting.

Swashbuckling Action
It is a dangerous and cruel world, but fortunately there are men and women who laugh in the face of danger and
fight injustice. They swing into action on chandeliers, and meet their foes with flashing steel and a sharp tongue.
The action in Honor + Intrigue should be as high-flying as any swashbuckling movie. Yes, you can swing from
a tapestry, crash through the window, lunge at your enemy, and parry his attack all in a single turn!

Intrigue
Among the tangled webs of intrigue, friends can become bitter rivals, enemies can become allies, and lovers
can betray you to your death. Rival nobles who smile cordially at one another at court plot against one another
in secret, and often, heroes are caught in the middle.

Other Features:
Features:
The power of Fortune to overcome overwhelming odds, and a system that rewards players for taking swift
action. After all, Fortune favors the bold...
Fencing rules that emphasize using maneuvers and pressing advantage over your opponent-- you don't simply
take turns hitting each other. There are also 9 Dueling Schools, each with their own unique style.
A Gazetteer containing a brief history of the swashbuckling world, as well as a number of secret societies and
powerful groups that can be joined by the heroes, or their enemies...
An optional section covering Mysteries, Horrors, & Wonders, allowing the GM to incorporate alchemy, sorcery,
and clockwork-punk mad science into the game.
Simple dice mechanics and character creation-- so you can dive right into the 17th century action and swing
from the chandelier.

Bob Ajob (Order #11449479)


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Bob Ajob (Order #11449479)

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