Tuesday, February 8, 2011

Cremation Valley

Cremation Valley

Campaign Themes: Western, Historical Fantasy, Characters Influence Setting, Heaven and Hell

Description:

Set in an alternate version of Yellowstone, Cremation Valley is known as one of the last true frontiers of the United States. Its plateaus are filled with precious ores, Its forests are stalked by primeval beasts, and the people drawn here are those who see prospect in danger. The frontier towns are rife with escaped criminals, vicious bandits, and lawmen brave (or crazy) enough to deal with them. Surrounding this chaos is an older evil, glimpsed in the ruins of some pre-Columbian civilization, in the whispers of the trees, in the sulfurous smell off the hot springs and geysers.

The players start the game as a standard western: gunfights with outlaws, horseback chases across vast grasslands, raids on criminal hideouts... But behind the scenes, Cremation Valley is the site of a holy war. Both Heaven and Hell have selected the land as their battlefield, and draw individuals of great power to battle in their staid. Another power works its interest in the valley: the Trickster, an ancient god of the Native Americans. He is Coyote, Raven, Rabbit, and it is his force that corrupts men into madness.

How's it Work?

Cremation Valley could be played with a modern game mechanics (d20 Modern, for example), or a magic-lite fantasy setting. Instead of armor, classes should have class bonuses to defense. Introducing a variety of cheap and valuable guns is absolutely necessary.

For a d20 Campaign, I recommend allowing Wisdom to be added to defense versus Ranged Attacks (to replace shields, in essence), and to damage with firearms.

The campaign can start out as a standard Western, with the characters acting as a New Law in the land (or just your standard adventurers). But as the campaign progresses, the characters should be individually approached by two different figures. These figures will offer the character some sort of special ability if they take on a task in his favor. The characters might assume that these figures represent the Devil and God... when in reality, these figures represent the Devil and the Trickster.

Some system of Corruption should be introduced to the campaign. Corruption Points can be spent on the abilities that the Devil and the Trickster grant characters, but should also hold some sort of penalty: health damage, occasional bouts of blindness, uncontrollable rage, physical transformation, bloodlust, etc.

If a character should refuse the offer, the DM will secretly keep track of his Faith Points. Faith Points work like divine intervention: when the character is the victim of a critical hit, fails a saving throw versus poison, is surprised by an enemy, or regrets some action, the DM should offer to spend a Faith Point to re-do the action or cancel the effect.

However, should a character with Faith Points take a deal from the Devil or Trickster, he loses all Faith Points.

Example:

Tammy has created a British gunslinger named Victoria Kingsolver.

Mark has created a Shoshone medicine man named Tohopka.

While investigating the disappearance of the Sheriff of Tumbleweed, Kingsolver and Tohopka wind up exploring an ancient cave. Within the network of caverns bubble foul mudpots, and occasional blasts of hot air reveal the presence of underground geysers. At some point in the cave, the characters must avoid the sudden burst of a geyser "trap." The DM turns to Tammy, and asks Mark to ignore all he is saying.

DM: Victoria, after leaping away from the underground geyser, you find yourself surrounded by thick, hot mist. The walls of the cave are slippery and warm to the touch. There is a throbbing echo in the cavern- you think it's your heartbeat, but fear it could be the pulse of some terrible beast. Suddenly, a shadowy figure approaches. What you take for Tohopka reveals itself to be a different Indian. Short and skinny, his skin clings tightly to the sharp bones of his face. He has bright yellow eyes, and wears a hood made from a coyote skin. He winks at you and laughs. 'Well now little lady, that was quite a blast,' he howls. 'It's easy to get lost in this cave when the mists come. I can help you find your friend, if you just follow me.'

Tammy: There's no way I'm trusting this guy. 'Who the bloody hell are you?'

DM: The figure only laughs. 'You don't trust nobody, do you? Lissen- I'll point the way to your friend, for free. But I'll give you something more if you do me a favor. I lost a special little bone in this cave- I've been trying to find it, but my eyesight's no good anymore. It's a leg bone covered in old carvings. If you find it for me, I'll give you something special.'

Tammy: Victoria is still suspicious. 'What are you offering?'

DM: The figure winks at you. Tammy, if Victoria finds this bone, she will gain 10 luck points. You can use these points to cancel out a critical hit.

Tammy: Oh, that rocks! Victoria nods.

DM: As soon as you nod, the mists part, and you see Tohopka.

Later in the cave, Tohopka and Victoria will find the ancient leg bone. As she exits, Victoria will again be surrounded by mists and approached by the figure. When she gives him the bone, he will grant her the Luck Points... only the DM will then tell Victoria to write them down as Corruption Points.

As the campaign goes on, Victoria continues to make deals with the Trickster. As she gains more Corruption Points, the other characters notice strange effects. She barely has to sleep at night. Her footsteps are silent, even through dry leaves. And her teeth are growing sharp. Meanwhile, the town of Tumbleweed continues to fall into chaos. It seems that every time Victoria makes a deal, some figure of authority or order falls sick, gets stabbed in the night, or turns evil. Could Victoria's actions be destroying the town she's sworn to protect? And is she willing to give up her power to save it?

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