Loading...
Menu

She will rise again: An Adventure for Fragments of the Aftermath

She will rise again

 

a player-mastered adventure for
Fragments of the Aftermath

 

 

 

© 2015 by Gabriel Just

 

 

 

Fragments.

That’s all there’s left.

Fragments of earth, fragments of life, fragments of truth.

Fragments of us.

 

 

More than 200 years after an event called “the Invasion”, humanity still struggles. The Invaders are long gone, but the change and destruction they left is ever-present. In their wake many other alien races visited earth, trying to pick the bones of whatever was left of the planet. Now humans are only one of the many species who fight for dominance over this world. They scavenge ancient ruins for powerful artefacts of a long forgotten civilization, try to reclaim lost knowledge as well as territory and have to fight tooth and nail for their survival.

 

 

 

This is an adventure book for the post-apocalyptic pen and paper role playing game Fragments of the Aftermath.

To play, you will need the rulebook of Fragments of the Aftermath, available via Amazon.

 

This is a player-mastered adventure. That means you will need a game master in order to play. Only the game master is allowed to read the description of this adventure and will relay the important information to the players. It is also the job of the game master to control all the NPCs as well as enemies and even the whole environment as a reaction to each player’s actions.

 

If you want to play solo or in smaller groups without a game master, there are also auto-mastered adventures available.

 

“She will rise again” is the follow up adventure to “The Lost Archive” and centers about Professor Walstrom, a possibly insane scientists, whose motives and goals are completely unknown. Find out who he really is, what he is trying to achieve and stop him, no matter the cost. In order to do so you will have to explore ancient ruins, fight your way through dangerous Xenos and ultimately learn that your actions will only delay the inevitable. She will rise again.

 

 

 

Part 1 – Academy

Part 2 – The Hideout

Part 3 – Ruins

Part 4 – Shelter

Part 5 – Beneath the Broken Tower

 

 

 

Part 1 – Academy

 

This adventure is the follow up adventure to “The Lost Archive”, an adventure that can be found in the Fragments of the Aftermath rulebook. It is not necessary to have played “The Lost Archive” before this adventure, but highly recommended.

The group starts this adventure in the Academy, a big settlement controlled by the Savant and centered around research and the uncovering of lost knowledge. A week has passed since the events of “The Lost Archive”. The master of the Academy, Professor Linda Knight, has summoned the group to her office, because she needs the help of adventurers to find out what exactly happened to Professor Walstrom. If the group already played “The Lost Archive”, they feel responsible for what happened and decide to help out. If the group never played together before you can tell them that they were all looking for a mission in the Academy and decided to work together. The adventure starts the moment the group walks into Professor Knight’s office. You can read italic text, like the one below, to the players.

Professor Knight’s office is relatively small, compared to the big laboratories all around the Academy. Apart from her desk and a few bookshelves the room is empty and provides barely enough room for all of you. You close the door behind you and Professor Knight addresses you in a calm voice.

Thank you all for coming here. The Academy needs your help in a delicate matter. And we are willing to reward you for your time and effort. Your mission will be quite simple. Find Professor Walstrom. He ran away a week ago with an unknown and possibly powerful artefact. We believe he is armed and dangerous, possibly even insane. All we know for sure is that he is up to something and possibly endangering himself as well as others. If there is no other way to stop him, then you will have to kill him. The Academy is willing to pay each of you 200 rounds, if you are successful. Do you accept this terms?”

You agree and Knight continues to explain.

We already suspected that Walstrom is not who he claimed to be, but now we are sure. We found proof that he has a secret hideout in the ruins to the north. We do not know if he is there, but it might be a good idea to start your search there. You can have this map, it will lead you to his hideout. Be careful, there is no way to know what you will find.”

The players will now have the opportunity to talk to Professor Knight. Haggling with her is impossible, since the reward she promised you is not her decision alone. However, if the players come up with a really good idea she might be persuaded to give them 50 rounds in advance. If asked about Walstrom she will say that she believes that he simply went mad, but that his delusions make him dangerous. She doesn’t know much about his hideout, only that it is a hut inside the ruins and possibly protected by traps.

Now the players have time to prepare for the adventure. You can give them a few ideas on what to do in this city, before they travel to the hideout. They can either stay together or separate, but there will be only time for one of the following things for each individual or team.

 

*
p<{color:#000;}. Ask around the other labs to find out more about Walstrom

*
p<{color:#000;}. Search Walstrom’s old lab

*
p<{color:#000;}. Visit a doctor to heal wounds from previous adventures

*
p<{color:#000;}. Visit the marketplace

*
p<{color:#000;}. Have a big meal

*
p<{color:#000;}. Use your own ideas or ideas from the players

 

If they ask around they will hear all kinds of stories. Now that Walstrom disappeared, everyone has an explanation for it. Some say he conducts a secret experiment, others say that he joined some kind of cult. Some people believe that he was a Pilgrim spy all along, trying to sabotage Savant research. The people who worked closely with him think that he simply went insane and that his insanity may have been caused by the long hours of working alone in his lab or some strange substance he came into contact with.

Searching Walstrom’s old lab will reveal that it is a big mess. Most of the equipment is nonfunctional, his notes do not make much sense. He wrote down a lot of numbers without any explanation what they mean. Some schematics he drew look as if they came directly from a nightmare. On some pages he lists something like ingredients, but apart from “human blood” you have never heard of any of them. Four words are repeated on nearly every page. “She will rise again.”

For healing wounds there are two possibilities in the Academy. There is always the option to let the new doctors train on you. This is free and can heal minor or major wounds. However, there is a certain chance that the wounds come back in the first combat after the treatment. At the beginning of the next combat, roll 2 d6. If you score 4 or lower, your wound comes back. The safer option is to pay a qualified doctor, who wants 50 rounds to treat a minor wound and 150 for a major wound.

The marketplace is relatively big and has many different things to offer. The most important place may be the weapons dealer. He sells all equipment classified as “starting equipment” in the rulebook. Primary weapons are 150, secondary are 100 rounds. Haggling is only possible if you buy more than one weapon. If the players are good at negotiating, the trader might be willing to let them have two secondary weapons for 80 rounds each. Other than that, traders offer the following consumables for 40 rounds each.

Armor Piercing Ammo

Use: Your next attack is armor piercing.

 

High Velocity Ammo

Use: Your next attack is inescapable.

 

Explosive Ammo

Use: Your next attack is unpredictable.

 

Bandages

Use: Heal yourself or an adjacent ally for 4 points.

 

 

 

Traders in the Academy also have the following rare consumables for 60 rounds each.

Blast Grenade

Use: Push 1 an enemy at Range 5 or closer. Deals 3 damage.

 

Heavy Ammo

Use: Your next attack that deals damage deals 5 damage more.

 

Premium Ammo (4x)

Use: Your next attack that deals damage deals 1 damage more.

 

 

If the players decide to have a big meal, that have to pay 10 rounds each and can start the next (and only the next) battle with 2 HP more than usual.

After every player has done what he or she wanted, the players start their journey to the hideout.

h1<{color:#000;}.

h1<{color:#000;}.

 

Part 2 – The Hideout

 

After a short walk you see the outskirts of the northern ruins. Nobody remembers what had been here centuries ago. Maybe a city, maybe something entirely different. Now it is just a large concrete wasteland, full of debris and the remainders of old buildings. It stretches as far as you can see. There are no paths in the cracked floor, humans try to stay away from the ruins. Ruined buildings do not only provide shelter, but also a hunting ground for those who do not need protection. You ready your weapons and venture forth, following the map, Professor Knight gave you. Suddenly you see some movement behind the remnants of a small wall. You want to open fire, but realize that it is only an old scrapper, who tries to hide from you.

The players can now approach the scrapper, try to scare him away or come up with a completely different action, in which case you might need to improvise. If attacked, provoked or otherwise frightened, the scrapper will run away and hide somewhere, where the players can not find him. If the players talk to him calmly and explain that they want him no harm, he might come out of his hiding place and share some information. He will urge the players not to go any further north. There are not only dangerous creatures, but he also saw strange people gathering there. If the players explain that they are still going to go north he wants nothing to do with them and runs away.

You continue on your way north until you come to a destroyed statue, one of the landmarks on your map. According to it, Walstroms hideout is close by. You see that one of the buildings close to it is in much better condition than the rest. The roof is patched and there are wooden doors in the doorframes. You approach them and see that both of them are locked. The windows of the small building are boarded up and you can’t see inside.

There are two doors that lead into the building, both look sturdy. The players can decide on how to open them and also if they want to open the left one, the right one, or both simultaneously. Kicking them in by force requires a STR-2 test, or a STR-1 test if the players use some kind of tool. It is also possible to pick the locks, thin metal pieces to use as a lock pick can be found everywhere in the rubble. This requires a DEX-1 test. If the players open at least one door, a battle starts and the players get the first turn. If the attempt to open the door fails, the enemies break the door and the battle starts nevertheless, however in that case the enemies go first.

 

Battle:

Battlefield:

For every player there is one Leaper somewhere inside the house. The character who attempted to open the door starts on the tile directly outside, other players next to him or her.

 

Leaper

Behavior: Basic Instinct

HP: 8

Abilities:

[_ Description:_]

Leapers are about the same size as carapacebugs, but they lack their chitin plates. This makes them more mobile and difficult to hit. The attack by leaping at a target and then hopping back to safety.

 

An opened door can be closed again as a free action if a character is adjacent to it. The enemies can however destroy the door permanently as a free action and will do so if they can otherwise reach no opponent. The battle ends if all enemies are defeated.

Every character is awarded some experience points, depending on how injured the most injured party member was during combat.

Nobody had less than 15 HP: 15 EXP

Nobody had less than 10 HP: 10 EXP

Somebody had less than 10 HP: 5 EXP

 

After the combat, the players have time to search the building. It is relatively small, apart from a bed and lots of debris it seems to be empty. However, the players manage to find a trapdoor that leads to a secret cellar. The players can search this cellar using their lightsticks. Add the intelligence of every player together and divide this number through the number of players, rounded up. Now roll a D6 and add it to the result. This number now determines what the players will find:

 

6 or less: lab book, note

7-8: lab book, note, book

9-10: lab book, note, book, flask

11-12: lab book, note, book, flask, bandages

13 or more: lab book, note, book, flask, bandages, ritual dagger

 

Lab book:

This cellar was obviously used as a laboratory of some kind, although you have no idea what kind of experiments were performed here. The air smells bitter and there are all kinds of strange equipment on the floor. On a small desk lies a note book. You examine it and think it is Walstroms lab book. Most pages were torn out, but you can still decipher the last few entries.

I finally located some Kerrium. It is stored inside an old bunker. I know how to get inside, but I think it will be dangerous. However my position inside the Academy will make it simple to hire somebody to get it for me. No questions asked. I may tell them something about their precious Archive. Poor Savant, always chasing a dream. Their weakness shall be our strength.”

The next entries are strange drawings you cannot decipher. A few pages are missing, then there is again a readable entry.

I have the last ingredient. The pheromones seem to work. I will leave some of them here. Let my new masters deal with any possible intruders. Now I need to go, probably never to return. The chambers underneath the broken tower will either be my new home or my eternal resting place.”

Note:

Near the lab book you also find a note. It is written someone else’s handwriting. The decoration looks like it was written by Pilgrims. First you think it is some kind of prayer, but it is much more likely a secret message, somehow encrypted. It reads:

Brother of nights, ordain your disciples new king.

We offer strength.

We offer hatred.

You have enlightened the last days of our kind existence.”

This is a piece of the global puzzle of Fragments of the Aftermath, a giant puzzle, with pieces that can be found in different adventures. It is not necessary to solve or decrypt this note in order to progress in the adventure and it may take longer than an average game session, but may be very rewarding as solving the complete global puzzle will reveal an unknown truth about the whole world of Fragments of the Aftermath.

Book:

Hidden in one of the drawers under a lot of paper you find a book in very good condition. It is titled “The day she will rise”. The inside of the book is however written in a strange language, nobody of you even recognizes. However, there are a few pictures that give a rough idea what the book is about. A giant entity devours people, buildings, cities and in the end the whole world.

Flask:

There are many flasks in the laboratory, but all of them are broken, except for a few. You find them hidden beneath a book inside a shelf. They contain an orange liquid and are labeled “Pheromone B”. You assume it is the pheromone that Walstrom wrote about in his lab book and that it might be useful. There is one flask for each of you.

Pheromone B

Use: Push 4 target enemy. Can only be used during this adventure.

 

Bandages:

One of the tables in the cellar looks as if Walstrom performed strange experiments on it. There are all kinds of tools you have never seen before and bits of chitin that may be from a Xeno. Additionally there is a lot of cloth on the table. Some of it looks clean and can be used as bandages.

Bandages

Use: Heal yourself or an adjacent ally for 4 points.

 

Ritual dagger

You search the wall of the cellar and find a loose brick. Behind it is a small compartment. Inside you find a strange dagger. The blade is made of some kind of black metal and you cannot tell what material was used for the handle. Delicate symbols are carved in, but you have no idea what they mean.

 

 

Ritual dagger

 

 

After they have investigated Walstroms lab, the players can search for the chamber beneath the broken tower that Walstrom mentions in his notes.

h1<{color:#000;}.

Part 3 – Ruins

 

The players can now investigate the ruins around the hideout in order to find the broken tower.

You search the ruins for a short time but cannot find anything that looks like a broken tower. You continue your investigation until you come to a rubble field that looks very suspicious to you. It is a huge field with no building and no wall left intact. First you think it was simply bombarded from orbit a long time ago, but then you notice the small craters all around you. Nobody dares to move. You walked right into the middle of an old minefield. The mines are tiny, but can be seen, now that you know they are there. As you try to find a route out of this area you see something move, very close to you.

 

Battle:

Battlefield:

This area is full of mines. Players who enter or traverse a tile adjacent to a mine automatically take 4 unavoidable damage and the mine is destroyed. Players can also disarm mines. For this battle, every player has access to the following ability:

 

For every player there is a thornbug at the northern or southern edge of the battlefield. Half of them (rounded up) are at the northern edge, half of them (rounded down) are on the southern edge.

 

Thornbug

Behavior: Basic Instinct

HP: 8

Abilities: Move, Thorn, Smell, Step, Needle

[_ Description:_]

Thornbugs can shoot small thorns over vast distances. They are not particularly dangerous, but often attack from afar and try to take advantage of their high range.

 

The players start in the middle of the battlefield. The battle ends if all enemies are defeated.

Every character is awarded some experience points, depending on how injured the most injured party member was during combat.

Nobody had less than 15 HP: 15 EXP

Nobody had less than 10 HP: 10 EXP

Somebody had less than 10 HP: 5 EXP

 

After this battle the players learned a lot about moving carefully in dangerous terrain. For the cost of one skill point they can learn the following ability:

 

Access to this ability is permanent, that means that the players don’t have to learn it right away. They can also learn it next time they level up, again for the cost of one skill point.

The players can also try to gather some of the mines on the battlefield to use at a later time. Disarming these mines in a way that they can be reused is however tricky. They can not be used as mines again, since the triggering mechanism needs to be destroyed, but can be used as improvised grenades. Gathering a mine requires a DEX-1 test. For every mine they gathered it gets more difficult to gather the next. The second mine will require a DEX-2 test, the third a DEX-3 test and so on. Let the players decide who will try to disarm them. They can gather mines until they fail one DEX test. In that case the mine explodes and whoever tried to disarm it has to start the next combat with 3 HP less. For every mine the players successfully disarm they get one of the following consumable:

Reused mine

Use: Ranged Attack. Range 3. Deal 4 unavoidable damage.

 

h1<{color:#000;}.

 

Part 4 – Shelter

It is slowly getting dark and you still have not found the broken tower Walstrom mentioned in his journal. Ruins are a dangerous place during the day, but during the night they become death traps and you don’t want to risk spending the night out in the open. Fortunately you find some kind of shelter. It is a small house in relatively good condition. Some walls look as if they were repaired quite recently and also the doors and windows look new. The door is not locked, so you carefully take a look inside. Obviously somebody lived here, but now the place is abandoned. It is perfect for hiding during the night. And you still have more than an hour of daylight left to make it even more save. However, before thinking about fortifications you search the whole house for valuable or useful items. Two of the rooms have beds, there is a small fireplace and an old desk. Everything of value was obviously taken away, but you manage to find a letter on the desk.

I hope this letter reaches you in time. Brother Stormwal succeeded. He has all the ingredients. I spoke to him. He is sure he is able to raise her. He said he will face the guardian and resurrect her. I know that it needs to be done and that her reign will be glorious, but now that the day has finally come I am afraid. Afraid of losing you. Deep down I know that our life is worth nothing and that dying for her cause is the greatest honor one can dream of, but somehow I only dream of spending the rest of my life with you, far away from here. If she really rises she will head south and you will be one of the first to perish. I beg you, run away with me. Away from Stormwal, away from her, away from everything.”

The players have now time to prepare for the night. Here are some ideas what they can do, but of course they can come up with own ideas.

 

*
p<{color:#000;}. Barricade windows and/or doors

*
p<{color:#000;}. Hunt small Xenos for food

*
p<{color:#000;}. Build traps or fortifications around the house

 

The house has an entrance, a back entrance and one window in each direction. It is possible to barricade all of them, or only some of them. Since the players have enough time this requires no test.

Hunting small Xenos is more difficult. The ruins are full of smaller creatures that hide in the rubble but catching them is not that easy. There are a few ways to be successful. Building a trap requires a WIS and a DEX test. If both tests are successful, the player manages to catch a Xeno big enough for a medium meal for every player. If only one test succeeds they only get a small meal. When hunting with weapons the most difficult thing is finding prey. Let the hunter roll 2 dice to decide what he finds

7-: nothing

8-9: a tiny Xeno

10+: a medium Xeno

Tiny Xenos can be cooked for a small meal, medium Xenos are enough for medium meals. Alternatively you can let them play a real battle against a Xeno of your choice that you find suitable, to determine if the hunt was successful.

Traps and fortifications can be built all around the house, there is enough material lying around. Small walls can provide cover, all kinds of traps are at least difficult terrain and maybe even deal damage when stepped on (game masters choice, depending on how convincing the players describe their trap design).

After the preparations the player eat their rations or even a small or medium meal if they managed to find one. Small meals provide 1 additional HP for the next combat, medium meals 2 HP. Then the players can decide who sleeps in which room. Sleeping in a bed alone provides 1 additional HP for the next battle, sharing a bed or sleeping on the floor provides no benefits.

The players now go to sleep.

The sound of gnawing wakes you in the middle of the night. You look around but cannot see where it is coming from. Dust rains from above and small pieces of concrete fall down. Moments later a strange creature jumps through the hole in the ceiling.

 

Battle:

Battlefield:

The players start in the room they spent the night in. For every player there is a concreater on an adjacent tile. The enemies get the first turn.

Opening a closed door is a free action, opening a barricaded door is a full action costing “Any”, both can be done from adjacent tiles. Windows do not block line of sight, unless they were barricaded. Place additional cover, traps or fortifications around the house, depending on how the players prepared.

Concreater

Behavior: Basic Instinct

HP: 10

Abilities: Move, Bite, Thick Skin, Step, Gnaw

[_ Description:_]

Concreaters can be often found in ruins, where they devour solid concrete. They are a little bit smaller than carapacebugs in order to squeeze easily through the holes they make. They also use this ability in combat in order to attack or escape.

The battle ends if all enemies are defeated.

Every character is awarded some experience points, depending on how injured the most injured party member was during combat.

Nobody had less than 15 HP: 15 EXP

Nobody had less than 10 HP: 10 EXP

Somebody had less than 10 HP: 5 EXP

 

After this battle the sun rises and the players decide to look for the broken tower in the north, where it should be according to the letter they found.

 

h1<>{color:#000;}.

 

h1<>{color:#000;}.

Part 5 – Beneath the Broken Tower

 

The players will now head north. The weather is much better today and soon they find something that resembles a broken tower. They head towards it.

That must be it. A big tower made from steel and concrete. Once it must have reached up into the sky, now it lies broken, like most things on this planet. Still it resembles a tower and you are sure this was the one Walstrom was writing about. You search for some kind of entrance, but don’t find anything. Just before you give up you spot a suspicious hole in the ground. It looks as if rubble was removed from it only a short while ago. Under dust and pieces of concrete you see an old staircase that leads down, beneath the broken tower. There is no light underneath, so you use your lightsticks and explore the tunnel. It is old, most likely dug by your ancestors, but you have no idea for what purpose. In front of you, the tunnel branches into two different directions.

The players can now decide whether they want to go left or right and if they want to stay together or separate.

The right tunnel is blocked by a large gate. It can be forced open with a STR-test or a STR+2 test if more than one character tries.

In the left tunnel there is a huge crater that is too steep to climb down. However, somebody put a wooden board over it that can be used as a bridge. Balancing over it requires a MOB-test. Failing this test makes players slip. They can climb up the other, less steep, side of the crater, but have to start the next combat with 1 HP less.

After that the two tunnels meet again, so no matter which side the players choose, they will always end up in the next section of the tunnel.

There is a bend in the tunnel section ahead of you. You go forward and suddenly spot a body on the ground. You run towards it and check his pulse. He is dead and already cold. You look at his face and see that it is Walstrom, or Stormwal, as his cultist brothers call him. In his hand are the remains of a broken bottle and residue of a green goo. The last prediction he made in his life, that this chamber will be his eternal resting place was apparently correct.

The players can search Walstrom’s body if they want to. He carries nothing of value, except for a small Invader pistol.

 

Walstrom’s Pistol

 

 

 

Additionally there is a note in his pocket.

Brothers! If you read this, then I have failed. You need to finish what I started. She lies dormant, deep underground. I told many of you how to brew the potion that wakes her. When she was awake she nearly devoured the world and brought eternal peace. She will rise again.”

If one of the players has a healing ability (apart from “Stabilize”), they can determine the cause of death. Walstrom was killed by a blunt instrument, but also has tiny bite marks all over his body.

When the players end their investigation they hear a growling coming from the next chamber. They run towards it and a battle starts.

Battle:

Battlefield:

The right and left edge of the battlefield are considered high ground, since there is a small elevated walkway of some sorts. All over the battlefield are smaller pits. They are filled with bug larvae. These pits are dangerous terrain and traversing them, stepping in or stepping out of such a tile deals 1 unavoidable damage to the players, but not to Her Guardian. The concrete pillar is blocked terrain.

 

Her Guardian

Behavior: Basic Instinct, Boss

HP: 10 for every player (= 40 for 4 players)

Abilities:

 

Description:

Her Guardian is a huge bug, similar to a big hiveguard. He moves slowly on two feet but has very strong armor. A weak spot in his defense can only be reached from above. Once in melee range he is extremely dangerous. His loud growling invokes such terror, that people are often forced to run in panic.

 

Boss: Her Guardian is considered a boss. That means that he gets more turns than normal enemies. After every turn of a player, a boss immediately gets one turn. This means that he can act three times when fighting against three players in the time a normal enemy would only have one action. Note that this also means, that status effects do not last as long on bosses.

 

Her Guardian has a very simple combat tactic. First he will use “Growl” to push players away from high ground, into larvae pits and possibly into his melee range. Her Guardian will use this ability every X turns, there X is the number of players. (So every second turn against two players.) After that he will try to get into melee range and attack if he can. When he can’t move because he was pushed he will simply use “Armor Up”.

The battle ends if Her Guardian is defeated.

Every character is awarded some experience points, depending on how injured the most injured party member was during combat.

Nobody had less than 15 HP: 15 EXP

Nobody had less than 10 HP: 10 EXP

Somebody had less than 10 HP: 5 EXP

 

After the battle you can read this text:

After a long battle, the enemy finally collapses. With his dying breath he makes one last screech. It sounds completely different from the sounds he made during battle. He does not want to scare you away. It sounds more like a cry for help. Moments later there is an answer, coming from deeper down the tunnel. The screeches of dozens of bugs, maybe even hundreds make the walls of the tunnel tremble. Bits of concrete fall from the ceiling, the battle made the already unstable walls even weaker. You see movement in the distance and many eyes reflect the light of your lightsticks. Far too many to fight. The big concrete pillar in the middle of the room took some damage during the last fight and now has huge cracks all over it. Knowing that this might be the only way to escape, you open fire. The cracks in the pillar get bigger and bigger and suddenly it completely collapses. Dust fills the air and you run for your lives, without looking back. You sprint through the tunnel and reach the staircase, moments before the tunnel completely comes down. You were lucky, everyone made it out alive. Walstrom’s body and “She”, whoever she is, are now entombed inside these chambers. Yet, somehow you doubt her rest will be eternal.

The players can now head back to the Academy, since they successfully found Walstrom. Professor Knight will pay them what they agreed on and even pays them 100 rounds for every flask of “Pheromone B” they have left.

Additionally the players made sure that none of Walstrom’s associates can continue his work and that “she” will not rise again. Not today, at least.

The adventure is completed and every character gains an additional 15 EXP.

Congratulations!

 

 


She will rise again: An Adventure for Fragments of the Aftermath

Fragments. That’s all there’s left. Fragments of earth, fragments of life, fragments of truth. Fragments of us. More than 200 years after an event called “the Invasion”, humanity still struggles. The Invaders are long gone, but the change and destruction they left is ever-present. In their wake many other alien races visited earth, trying to pick the bones of whatever was left of the planet. Now humans are only one of the many species who fight for dominance over this world. They scavenge ancient ruins for powerful artefacts of a long forgotten civilization, try to reclaim lost knowledge as well as territory and have to fight tooth and nail for their survival. This is an adventure book for the post-apocalyptic pen and paper role playing game Fragments of the Aftermath. To play, you will need the rulebook of Fragments of the Aftermath, available via Amazon. This is a player-mastered adventure. That means you will need a game master in order to play. Only the game master should read the description of this adventure and will relay the important information to the players. It is also the job of the game master to control all the NPCs as well as enemies and even the whole environment as a reaction to each player’s actions. If you want to play solo or in smaller groups without a game master, there are also auto-mastered adventures available. “She will rise again” is the follow up adventure to “The Lost Archive” and centers about Professor Walstrom, a possibly insane scientists, whose motives and goals are completely unknown. Find out who he really is, what he is trying to achieve and stop him, no matter the cost. In order to do so you will have to explore ancient ruins, fight your way through dangerous Xenos and ultimately learn that your actions will only delay the inevitable. She will rise again.

  • ISBN: 9781311215994
  • Author: Gabriel Just
  • Published: 2015-10-15 20:50:12
  • Words: 5604
She will rise again: An Adventure for Fragments of the Aftermath She will rise again: An Adventure for Fragments of the Aftermath