SOLAR EMPIRES EXPANDED
CAMPAIGN SETTING: ENDORIAN ANOMALY
Black Arts Studios brings you a gaming experience like no other!
An adventure for slightly-too-advanced characters, Endorian Anomaly pits the galaxy’s rulers against an ancient evil.
Note: Characters from a science-fiction milieu may find this context particularly unnerving, portraying as it does a preindustrial civilization with annoying mystical abilities. They may draw their own conclusions. For some, a sufficiently advanced form of magic will prove indistinguishable from technology. For others, it will stir strange sensations of other lives lived and emotions forgotten, or mayhap deliberately pushed aside, on the not unreasonable premise that magic is for the primitives, the losers, and the gaywads of the galactic backwater. It matters not; the Endorian Anomaly scenario contains all game items and all game rules.
Note: Solar Empires ’ Embarkation mode allows you to leave your ship and play as an individual unit, so you can board an enemy ship or venture forth onto the surface of a planet. In fact, it’s an inheritance from the game engine’s original function as a dungeon adventure game, repurposed to add an exciting gameplay mode to your Solar Empires experience.
You consult the tracking device. There is a clear signal coming from far to the east. The group is silent as they fly over lands where they fought on horseback, moving a thousand times faster than the fastest horse ever could. Down below it is somehow still—still!—the fucking Third Age, its final end delayed for long, long eras as the Heroes busy themselves elsewhere. As you travel, the landscape below you changes from forestland to grassland to dark ocean. From high above you can see the shadow of a leviathan surging in the depths. At these speeds it is only an hour before you set down on the pebbled shore of an unknown continent. Outside, the day is warm and muggy, but you can smell the not unpleasant smells of grassland and forest and… adventure.
“Is this… what anybody was expecting?” Lisa asked.
“All that matters is we find it, right?” Don said. “And we can fix it?”
“Yes,” Lisa said. “It’s just weird.”
Darren shook his head and said, to no one in particular, “Simon, what did you do?”
Wise adventurers prepare for danger. The orbiter’s loadout includes a pair of blasters. Galactic empress Ley-R4 carries the ceremonial blade of her office even though she hasn’t drawn it in centuries. Loraq, of course, scorns all conventional weaponry. Pren-Dahr leads the party inland, flaunting his overland movement rate. It’s been so long since he’s had a ground movement rate, let alone an armor class! Brendan Blackstar lingers on the beach, trying to recall a half-remembered prophecy. A warning, wasn’t it? Well, it’s too late now.
It is not long before you encounter…
THE TOMB OF DESTINY
BY
SIMON BERTUCCI
What lies in the depths of Black Arts’ oldest and shittiest dungeon?
BACKGROUND
The Four Heroes reunite after many wanderings to discover at last the resting place of the legendary warrior-magus Adric and the accursed sword Mournblade. The Fortress of Adric lies in the far northern reaches of Endoria, amid the half-melted bones of the Great Ice Serpent, who lived far into the Third Age. The site has been abandoned for untold millennia, ever since the long-ago Correllean empire fell (see Correllean Dreams, various authors, Orbit, 1994).
Warning: This adventure is for high-level characters only. Naught but doom and defeat await you below! So you know.
KEY TO DUNGEON MAP
Starting Location
Aboveground, a mere two dozen slabs of stone in the mossy ground sketch the outline of what was once the mightiest fortress in the known world. Alert players (INT check at −4) will observe a small crater a few hundred yards to the east containing a half-buried capsule bearing the markings CCCP and the decayed shreds of a parachute. The capsule is empty. Loraq lingers at the site a moment longer than the others.
After a search, characters will notice a dozen stone steps leading down to a pair of doors built of the same stone as the rest of the fortress. A dwarf or experienced thief—although either would be an odd choice to go on vacation with—will observe that the gates have been opened and resealed several times.
Level 1: The Shallows
The stone complex is a simple maze built to no obvious purpose, terminating in a set of stone stairs leading downward. The air is dry and cold; the rooms are lit by gaps in the ceiling. Its ornamentation is sparse. There are crudely carved mossy granite and marble gargoyles and dry fountains in the larger rooms. The maze is empty and silent. Its floor plan resembles what you would draw in the last fifteen minutes of Western civ, which ought to at least have some cool castles in it, but what do you expect? Things never turn out the way you think.
Level 2: The Maze
Similar to the first level, but the walls and rooms form a more complex pattern, presumably a second layer of defense or the work of a more confident designer. You see the bodies of four or five ampers piled in one corner, mummified in the dry air. Once they were mysterious items of punctuation crawling through the dark; now, in color and three dimensions, they are, disappointingly, revealed to be thuggish bald men with tusks, wearing vaguely tribal leather gear. They were slain long generations ago, evidently by fire.
Level 3: Hall of Pillars
An airy hall of open construction punctuated by two rows of broad pillars that lead to a pair of white marble thrones on the far wall, the seat of absent monarchs. The air is growing warmer, with a hint of moisture. There are more dead ampers here, but these have rotted away to broken skeletons.
This may once have been an audience chamber, although not a very conveniently located one; maybe it’s there to congratulate people who can get through two pretty easy mazes. This marks the last point where anybody remembered constructing what was supposed to be a historical building rather than just going and drawing whatever they wanted.
Level 3: Inscription
You emerge into a set of corridors that form the puzzling words Darren Rules in cursive Roman characters (far away, its designer high-fived an associate producer). The hallways are mossy, and the air grows humid. Here and there a trickle of water flows down the walls and forms a running stream along the corridor.
Here you see what may be your first living ampers. It is unlikely they will stand up well to blaster fire. Ley-R4 draws her sword, which hums menacingly, a vibro-blade from the days when dueling was a deadly feature of life among the Martian aristocracy.
At the base of the second cursive e , adventurers will encounter a figure sitting upright against one wall. It is a corpse, long decayed, wearing a dark robe that survives, stiff with age. A staff surmounted by a broken animal skull lies a few feet from its outstretched hand. Players knowledgeable in the history of the Realms will recognize this as Dark Lorac, once the most feared wizard in this plane of reality. Characters of above-average intelligence may spot (20% chance) an additional set of small finger bones at rest nearby.
[I was startled by a cold pressure on my left hand. Lisa was handing me a Mountain Dew.]
Level 4: Pentagram
The passages form a five-pointed star surrounded by a circular corridor. This area of the complex has no obvious purpose other than to make it slightly more badass and reinforce the popular association between fantasy gaming and satanism. Observant adventurers will become aware that your grandmother is an insane bitch and even after a year your mother is not any closer to getting her head together, and the later you can stay at Darren’s each night the better the chance they’ll all be asleep when you get home, or maybe they’ll be dead or they’ll forget you ever existed (does that happen?) and you can live at Darren’s forever or maybe get your own place.
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