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Scentia, Besieged From Within and Without
Design & Development: Seamus T. Conneely
Editing: Chris Brown & Brian A. Liberge
Consulting Editor: Jim White
Layout: Brian A. Liberge
Cover Art: Marsh Hopper Phalanx by Khairul Hisham
Interior Art: Chateau d’Anjony ”Towertown Tower” by Olivier
Bacquet, Kobold Leader “Gang Boss” and Kobold With Sword
“Bandit” by Bruno Balixia, “Mariana of the Many Faces” by Amy
Clare, Firodelisa “Soral” and Sedille “Sergeant Oakgrove” by
Jenna Fowler, Bullywug “Old Marsh Hopper” by Wesley K Hall,
Marsh Hopper Phalanx by Khairul Hisham , Boggard Warrior
“Marsh Hoper Guard” by Forest Imel, Scython Unbound “Scentian
Marsh Dragon” by Lee Anthony Moton , High Sorcerer “Blue-
Eyed Wizard”, Lead to Gold “Duncan”, Merchant, Smuggler and
Trading Port by Kaitlynn Peavler and Cheeky Mountain Parrot
Games, created for Conquering Corsairs, Frogman Cleric “Marsh
Hopper Priest” by Ryan Rhodes, Young Knight “Noelle” by John
W Sheldon and Otyugh by Jaydot Sloane.
Pulp! Logo Design: Kaitlynn Peavler
Gamer Assembly Logo Design: Kaitlynn Peavler
Shattered Seas Setting: The Gamer Assembly
GamerAssembly.net
Pulp! The RPG: Brian A Liberge
BeerStarGames.com
Playtesters: Brian A Liberge, Natalya Waye, Mike Gentile, Brianna
Molter Gentile, Adam Marchetti, D.J.I.C. Curran, Matt Kern,
Brandon McSweeney
Dedicated to the Desian Mercenary Corps, the Magnificent Seven,
and the Iron City Samurai for every new adventure. Here's the next
one.
Published by
Beer Star Games
In Association with
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Table of C0ntents
SCENTIA, BESIEGED FROM WITHIN AND
WITHOUT! 4
INTRODUCTION 4
BACKGROUND 5
THE CHARTER CONFEDERACY 5
THE EMPIRE OF ILLUSION 5
SCENTIA 5
SALTY LUTES 5
BLUE-EYED WIZARDS 5
THE HOOK 6
ADDITIONAL HOOKS 6
ADVENTURE: BESIEGED FROM WITHIN AND WITHOUT 7
GETTING STARTED 7
E1. WELCOME PARTY 7
E2. MEETING WITH THE MAYOR 8
E3. MARSH HOPPER SCAVENGERS 9
E4. FAST FOOD 9
E5. NOW YOU HAVE TO CROSS IT. 10
E6. JUST WALK IN THE FRONT DOOR . . . 10
E6-1. . . GET TO KNOW THE LOCALS . . . 11
E6-2. . .AND EXCHANGE CULTURAL ANECDOTES. 11
E7. INTO THE SEWERS 11
E7-1. UNPLEASANT SURPRISE 12
E7-2. SOMETHING OF A STICKY SITUATION 12
E8. RIVALS IN THE BUSINESS 12
WRAPPING UP 13
FUTURE ADVENTURES 13
PLAYER CHARACTERS 14
BESTIARY 15
MARSH HOPPER TRIBE 15
MARSH HOPPER WORKER 15
MARSH HOPPER GUARD 15
MARSH HOPPER PATROLLER 15
MARSH HOPPER WARRIOR 15
MARSH HOPPER PRIEST 15
OLD MARSH HOPPER 15
MARSH HOPPER CHIEFTAIN 15
MARSH HOPPER PHALANX 15
RESIDENTS OF FARVIEW 16
MUGGER 16
SMUGGLER 16
MERCHANT 16
BODYGUARD 16
URBAN WIZARD 16
FARVIEW GUARD 17
TOWERTOWN GUARD 17
SERGEANT OAKGROVE 17
SALTY LUTE AGENT 17
SHADOW WOLF MAGE 17
MONSTERS OF SCENTIA 18
STIRGE 18
KOBOLD BANDIT 18
KOBOLD ALCHEMIST 18
KOBOLD GANG BOSS 18
SCENTIAN MARSH DRAGON 18
GELATINOUS HORROR 18
MANTICORE 19
OTYUGH 19
TERROR BIRD 19
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Scentia, Besieged From Within and Without!
Introduction I was there at the start of all this, when Pulp! was nothing more than a page of rules and some characters on index cards that Brian
Liberge had handed to myself and the rest of the usual suspects. It was an easy-to-pick-up, high-stakes, cinematic breed of chaos that
we put through its paces. Now we bring it all to you. Thanks for joining us!
Scentia is an island that is defined by its borders. There’s a border between the towns of the island, Farview and Towertown, and the
wilderness that isolates them from one another. There’s a wavering border between lawful order and anarchy within the civilized areas
themselves. And Scentia itself is one of the outermost islands of the Charter Confederacy, the last speck of land before you reach the
continent of Iziz and the Empire that resides there. And when some or all of those borders are crossed, well . . .
“Scentia, Besieged From Within and Without!” is a continuation of the Pulp! Fantasy line, and like other Pulp! products it is
published under a Creative Commons License. Which means, of course, that you can download and share it for free. All of us at Beer
Star want Pulp! to be played and enjoyed, the more the merrier. If you’ve gotten it for free and like what you’ve acquired for that
choicest of prices consider stopping by BeerStarGames.com and making a purchase. Everything that costs dollars is nice and
affordable, even the ones in dead tree format, and more purchases equals more Pulp! in the future.
Because even if your heroes survive Scentia, there’s a lot more Pulp! Fantasy to be explored. And that’s just the start of what we’d
like to do.
Seamus T. Conneely
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Background
The Charter Confederacy
The Charter Confederacy is spread out over a dense island
chain off the coast of Northern Iziz. Those who have settled
here come from many different walks of life and often have
little in common. It’s only the looming nations of Iziz that
keeps this nation united. The ocean itself serves as a defense
and a distinct hazard to travel and exploration. It constantly
radiates an anti-magic aura shutting down arcane effects or
twisting them in strange ways.
The Empire of Illusion
Situated along a coast of the continent of Iziz is a nation ruled
by a loose collection of secretive wizards. There’s minimal
imperial oversight at the local level, with petty crime and
corruption rampant, but organized crime and revolutionaries
are quickly eliminated by the feared secret police, the Wolves
of Shadow.
The Wolves of Shadow maintain a network of several hundred
adventurers for much of their dirty work. Each adventurer in
this network receives a magical ring that calls when the
Wolves have a need.
The Empire is ever looking to expand, particularly to sate their
appetite for artifacts and ruins from the times of the Old Gods
and the ascendant dragons.
Scentia
A small island in the Charter Confederacy, consisting mostly
of marshes dotted with rocky plateaus. As essentially the last
stop before leaving Confederacy territory, Scentia functions as
the island version of a border town. It is a land of great
commerce, yet serves as the front line of the Confederacy’s
defense. Reflecting this, there are two settlements on the
island: Farview, the trade hub, and Towertown, a fortress built
on the bones of an ancient settlement.
Salty Lutes
This Bardic Guild makes their home base in White Port, but
their members can be found throughout the three empires.
Nearly each island within the Charter Confederacy has a Salty
Lute in their court, making the guild the largest information
unit in the nation.
There is a growing faction within the Lutes, led by the elf
Luskanne, which is pushing the organization to favor the
Empire of Illusion. They see an alliance with the larger empire
as the only way to ensure their power. Older members don't
trust these ideas, and Grand Master Olvier Trout stifled any
such whispers thus far.
Blue-Eyed Wizards
This loose guild of arcanists make their homes on ships
scattered amongst the Confederacy’s islands. They are
particularly interested in the sea’s ability to dampen magical
abilities and they often seek out artifacts or power sources that
might assist them in their studies. Recently acquired
information points to Scentia as the resting place of one such
artifact, drawing the Wizards’ eyes.
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The Hook
Word has spread via the shipping lanes of the southern islands
of the Confederacy that the Mayor of Farview, a town on
Scentia, has put out an urgent call for adventurers. According
to rumors the other settlement on Scentia, Towertown, has
fallen to an attack by the island’s native Marsh Hoppers.
These refugees have poured into Farview on the north side of
Scentia.
The exact nature of the job the Mayor is offering isn’t clear,
although the likelihood of combat seems high, but the offered
payment is substantial and there’s no small amount of prestige
to be won here: Scentia is viewed as an important stop for
trade, and key to the Confederacy’s defense. Whoever helps
stabilize it will attract many potential employers.
Additional Hooks
* Scattered they may be, but the Blue-Eyed Wizards have
become adept at gathering information and lore in their quest
to master the arcane on the dampening seas. A recently
uncovered piece of such lore has led the Wizards to believe
that a Master’s Tear might have found a resting place on
Scentia. Relics of the Old Gods left behind when they were
killed in the War of Claw and Fire, the exact nature of the
Tears is still elusive, but their acquisition is often connected to
stories of great and newly acquired power up to and including
the ascension of several of the New Gods. Perhaps the
Wizards are paying for confirmation of the Tear’s existence
and location, or maybe a player character wants it for
themselves.
* Although Grand Master Trout has largely succeeded in
keeping the bards of the Salty Lutes out of international
politics he has not been successful in every case. Sometimes
those who agree with Luskanne are a little too vocal to be
silenced with private talks and “friendly advice”, and Trout
has had to take stricter measures. This usually means either
stripping a bard of guild membership or effectively exiling
them from the Confederacy. Sometimes both. Mariana of the
Many Faces was one such Salty Lute, last seen sailing for Iziz
never to return to the Confederacy where she might imperil
the Charter’s existence with her whispers. But a recent report
has landed on Trout’s desk reporting a possible sighting on a
ship to Scentia some months back. It would be extremely bold
of her to return to the Confederacy: if she has, Trout wants to
know why.
* While much of the island remains as savage marshland and
sparsely patrolled roads, the civilized population is actually
quite large, with several hundred living in Towertown and
close to a thousand in Farview. Choices of career on the island
are generally limited to soldier, fisherman, sailor, or trader, but
if one gets the idea to become an adventurer it’s an easy place
to leave with all the ships coming and going. But what
happens to an adventurer when called home to find the very
adventure they were seeking? One or more of the player
characters is from Scentia and hears that their hometown has
either fallen or is being threatened, depending on which
settlement they came from. Maybe it has been years, or maybe
they just left home recently, but either way it’s time to take
their experience back to the old homestead.
Sam
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