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Kathy's Race

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Title: The Race

Game: Tapestry

Date: April 2004

Author: Kathy Ice

Summary of Module: In another realm on another plane, the people are preparing for the annual Great Race to honor Padela, Goddess of Fair Play and their patron deity. Each year, they invite a group from another realm to race against their own chosen team, and this year, they want a team from the Wold. The teams will participate in a three-day race. Day 1 will be a series of traps and obstacles set up in a specially-built course within the temple itself. Day 2 is cross-country. Day 3 is a series of monster encounters. The Woldian team will be racing against a team of NPCs whose rolls I will make offline. I haven't worked out the exact formula, but essentially whenever characters succeed at Skill rolls they "make up" a certain amount of time on the other team, depending on how great their success was. Failing Skill rolls, of course, sets them back.

Here is the game as run in the Velvet Tapestry.

Scene 1 - An Invitation: A representative appears in the GG and announces the race and the rules. Traditionally, there is only one rule for the race, "no cheating," but it has been clarified over the years for outlanders who may not be familiar with the specifics. :) As contestants enter the tapestry, the find themselves on a grassy common right about dawn. Hundreds of spectators mill about; there are refreshments and entertainment as everyone awaits the start of the race. There is a final clarification of the rules, introduction of the teams, and the race begins.

Scene 2 - Day 1: The teams enter the temple racecourse using separate entrances (there are two identical courses, one for each team. Neither team really knows how well the other is doing). The first obstacle is a labrynth--tough to do by web, I know, but it's traditional and I coulndn't resist. Solving it will basically be a matter of making a few survival and/or knowledge (dungeoneering) rolls; I don't want to drag it out. After the labrynth is a pit that must be crossed--sort of a problem-solving exercise. Then comes a "stealth trap:" a cage in the middle of the room raises ever so slightly each time a noise is made, threatening the release of something very nasty. Finally there is a puzzle to solve--a message written in cipher telling how to get out of the last room. They exit the temple around sunset, and find that the spectators and pavillons have moved to this side. There is a guest house where each team may rest undisturbed, or they may join in the festivities if they wish. Ten candlemarks from when they exited the temple, they are allowed to continue on their way.

Scene 3 - Day 2: The temple is on a bluff overlooking a broad river. Across the river are badlands extending to foothills. The teams must now get down the bluff (there is no road), cross the river, and find their way through the badlands where it is easy to get lost. So this day will be a combination of problem-solving and really good Survival checks. Since this is wilderness, there may also be monster encounters. This day ends at a hillside encampment. Fewer spectators have come out, but there is still partying going on for those who care to partake. There are also guest houses for the teams--the only permanent structures here. Another ten-candlemark rest, and it's time for the final day.

Scene 4 - Day 3: Each team now heads down a narrow canyon. In each canyon are a series of three monster encounters, designed to test their mettle. (I'm going to be deliberately vague as to the logistics of how this was set up, because honestly, I have no idea.) The team that's trailing gets to decide which path they're taking; then the team that's ahead must take the other. This is pure guesswork; the teams are not told what creatures they'll be facing. Route A: 6 trolls, then 2 11-headed hydras, then and Adult blue dragon. Route B: 6 arrowhawks, then 2 fire giants, then a Mature Adult black dragon. Marking time in this section should be a little easier because each combat will take a certain number of rounds and after that it's just math. Then it's a sprint (or a limp, depending on how badly those fights went) to the finish.

Scene 5 - Closing Ceremonies: Huge pavilions and a grandstand are set up at the finish. The winner is announced, and individual prizes are given. (Most of these will be rather silly, and inspired by what actually happens in the game.)

End matter:

A: List all NPCs used in the module. If it's the first time for that NPC to be used in the campaign, write a sentence or two describing the NPC. If there are changes in the NPC in this module, note that it is a change and what changed.

Phaetra: this years Mistress of Ceremonies (and a member of last year's winning team). She is a tall, strong-looking human woman with dark brown skin, brown eyes, and short black curls. She has a cheerful, boisterous personality and an infectious laugh, but she takes her position seriously. Her attitude reflects the way everyone in this culture feels about this race--yes, it's lots of fun, but it serves to uphold good, strong principles which they take very seriously.

Litane: the Wold team's judge. Each team is assinged a judge to accompany them and observe their actions, and the Woldian team gets Litane. She is a small, dark-haired half-elf, also a member of last year's winning team. She doesn't talk much, but will answer questions truthfully and to the best of her ability. She is not allowed to help "her" team, or interfere in any way, and since she is a Monk (lawful alignment), she will not. She is friendly enough to the Woldians, but clearly wants her own world's team to win this race.

The Other Team (all 10th level):

female human Barbarian
male dwarf Cleric
male elf Fighter
male human Paladin
female half-elf Ranger
female halfling Rogue
female human Sorcerer
male gnome Wizard



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