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Intro Adventure

This page is intended for Game Masters only! Reading this will spoil the fun if you are a player…

This page contains an introductory adventure designed to demonstrate for the GM how to organize and play a game using just the Core Rules. This adventure is a learning tool and it is recommended that new players play this adventure first to help them learn the game.

Light bulb boxes are secret and for the GM's eyes only.

Info boxes should be read or paraphrased to the players at the appropriate time.

The Haunted Tavern

The Adventure takes place in a roadside tavern and contains a short basement dungeon.

Summary: the player Actors must solve the mystery of the haunted tavern and rid the bartender of the “monster” in his cellar that is ruining his business. The GM's job is to motivate the players to try and accomplish that mission.

Setting

The GM should decide what kind of world the tavern exists in: is it a medieval road stop for peasant farmers and pilgrims? Is it a modern cafe along a rural route? Is it on an alien world where those present are from another planet? Because the Core Rules leave the setting up to the imagination, there are no rules to influence gameplay or place constraints on how outcomes are adjudicated.

You arrive at the roadside tavern as night falls, weary from the road outside, and eager for a meal and a cold drink.

Maps

The adventure consists of the tavern main floor map, as well as the cellar below. It is recommended that the GM print this page ahead of time, and fold it in half so only the main floor map is shown to the players as the adventure begins.

Area Descriptions

1 – The Common Room

The common room is dimly lit by lamps that hang from the ceiling overhead, illuminating through the smokey room a few patrons this time of night who are alternatively trying to listen to the performer upon the stage, or talk over her. Tonight's entertainer is over dressed in a tight fitting and sparkly outfit, singing and playing in front off a fireplace that crackles merrily.

As your eyes adjust, you vaguely become aware of the patrons occupying about half of the tables and chairs: a drunk at the bar heckling the stage act, a small group of local workers stopped off for dinner and drinks before arriving home by the looks of them, and a young couple here on a date perhaps.

The bartender rubs a copper mug with a rag as you enter, nodding to acknowledge your presence.

2 – The Bar

3 – The Kitchen

4 – The Cellar

5 – Cold Storage

6 – Dry Storage


Example Play Through


GM:
Player 1:

Work in progress…