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CaratAndStick Final
CaratAndStick Final
Acknowledgments
his module would not have been possible without the
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design and layout work done by Akash.
I would also like to thank Ishan for his valuable inputs on
the story.
Image Credits
Synopsis
he Savant – Multi-millionaire, antiquities smuggler, a
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master burglar, and CYCLOPS operative. Using his wealth hePCswillreachNewDelhibyplane.Fromthere,theywill
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andcharm,theSavantinfiltratedLondon’shighsociety.Due proceed by car. On the way,thePCswilltakeawrongturn
tohisposition,heisvirtuallyuntouchableandhidinginplain and wind up in a different reality. T he PCs will find
sight. FIST believes he is behind multiple heists involving themselves in front of an ancient stepwell instead of a
occult artifacts and ancient treasures. He has been modern city.
possessed by Vyxar when he touched the Blue Diamond. n going through the portal at the bottom of the stepwell,
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yxar Khazdûr – An evil sorcerer who wishestoruleover
V thePCswillemergeinDelhiduringtheRevoltof1857,when
mankind,youknowthetype.Fivehundredyearsago,Vyxar Indians rebelled against colonial rule. T he PCs must fight
triedtocaptureapowerfuldjinn.T heDjinnwassavedwhen through this time to proceed to the next and final stage.
his lover threw themselves in front of Vyxar’s soul-steal he PCs now find themselves in the Lost City of Delhi–a
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attack. T he Djinn then ensured Vyxar was exposed before city buried by the shifting sands of time. T he PCs must
the emperor, who promptly executed him for stealing the navigatethistwistedplacetofindtheDjinnandVyxar.Ifthe
diamond and practicing the dark arts. However, Vyxar had PCs side with the Djinn, they can destroy thediamondand
hiddenthediamondaway,andhissoullivedoninit,waiting defeat Vyxar. If they ended up believing Vyxar and helping
for the right moment. him, they would have doomed the World.
he Djinn – A supernatural being stuck on Earth as he
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mourns his beloved. T he Djinn has sworn todestroyVyxar
The Clock
and will not rest until he accomplishes this task. Vyxar, o build a sense of urgency and impending doom, Game
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however, performed a ritual that prevents the Djinn from Masters(GMs)shouldusea10-segmentclock(8segmentsif
finding him. T he Djinn must now rely on mortals to you want to raise the tension further) like those used in
accomplish his revenge. Blades in the Dark or some Powered by the Apocalypse
games.
Background
n impending solar eclipse represents the clock in fiction.
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YCLOPS occultexpertsworkingdayandnightmanagedto
C PCs will be able to see the moon starting to cover the sun
unearthasingulartaleofadiamondfromIndia,whichissaid when they reach the stepwell in Act 1. PCs should
to hold immense power. Further research led to the understand that they fail the mission if the eclipse is
conclusion that said diamond wasnoneotherthantheBlue completed.
Diamond, the Crown’s prized possession.
yxar'sritualiscausingtheeclipse.DefeatingVyxarwillend
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nter the Savant. As an established operative in London,
E the eclipse.Onesegmentoftheclockisalreadyfilledatthe
Savant’smissionwastorecoverthediamondfromoneofthe startofthemission,indicatingthattheritualhasbegun.T he
most secure locations on Earth – the Crown’s Secret Vault. GMadvancestheclockbytwosegmentswhenthePCsenter
hejobwentsmoothly,asSavantandhisteaminfiltratedthe
T Act2andbythreewhentheyenterAct3.PCswillnoticethe
Vaultwiththeeaseoftakingyourwalletoutofyourpocket. eclipse progress as the clock advances. GMs have four
But instead of handing over the diamond to CYCLOPS, segments to fill at their discretion(oncepereveryAct).Fill
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t hese as a consequence of bad rolls - failures and partial t he air around themwillbecomecalm.T hestepwellitselfis
successes. dry with no water (for now).
MT ip-Keepanactualclockwhileplaying.Settheclock
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initially to 2306 hours. Everytimeasegmentisfilled,the
clock advances by 6 minutes. When the clock hits
midnight, the PCs have failed.
ost GMs will be reluctant to fill out the final segment of
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theclockonafailedroll,asitcompromisesplayeragencyto
dice rolls. However, we suggest going ahead with it. Vyxar
goes from being a menace to being a supervillain, and the
PCs must now defeat him. T he module addresses this
potential complication at the end (page 7). Lastly, GMs
should fill the clock if the PCs deliver the Djinn to Vyxar.
SendyourPCshurtlingbacktotherealworldasVyxarputs
his plan of world domination into action.
he stepwell is 60 meters long and 20 meters wide. While
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The Language Barrier the masonry work is simple, the 110-step deep well has a
certain air of mystery and dignity about it.
ll characters except the Djinn and theSorcererVyxarwill
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speaktothePCsinHindioritsvariousdialects.So,havinga t the bottom of the steps, a group of 2D6 Dune Warriors
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PCofIndianoriginorsomePCwiththePolyglottraitonthe blocksthewayforward.Behindthem,theairshimmers,and
team is very useful. itisimpossibletoseebeyond.T hewarriorsareguardingthe
portal forward. T heir bodies are madeoutofsand.T heyall
lternatively,FISTcouldprovidethemwithatranslator(say
A
wearmedieval-eraarmor,commontothesubcontinent.T he
a history professor), who could also provide the PCs with
ground here is wet. The earthy smell of rain dominates here.
important historical context that only the GM might know
when the need arises.
Dune Warriors (HP not applicable, 2D6 appear)
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hether they think it will work or not.PCs may try to
w a mbush the redcoatsfromabove,apartialsuccessonaroll
negotiatepassagebyofferingsomethinginreturn,appealing toleapacrosstheroofsleavesaPCdanglingasbulletsfly,or
to their morality or warrior code, logical arguments, etc. perhaps a failed roll brings a PC tumbling down to street
Unfortunately, their words have little value for men who level.
lived and died by the sword.
astStand:Rebelswilldiefightingratherthanfleeevenif
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outnumbered. HPbecomes10andsworddamagebecomes
1D6 + 2.
s the PCs navigate through the city, roll 2D6 on the
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Encounter Table to find out what they come face to face
with.
Roll Encounter
British officer accompanied by 4D6 soldiers and
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2
a canon.
3 Ambushed by 1D6 rebels
barricaded street. Turn back or cut through
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4
a house?
5 Ambushed by 1D6 redcoats
6 Get the drop on 1D6 redcoats
7 1D6 CYCLOPS grunts fighting 2D6 rebels
8 Get the drop on 1D6 CYCLOPS grunts
eprovidetwowaysforthissectiontoend.Choosetheone
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9 A rebel cornered by 1D6 redcoats that fits the tone of your game and table.
10 A dying rebel As the players round their final corner onto the main
–
11 A civilian being chased by 1D6 redcoats street, they will find themselves sandwiched between the
chargingredcoatsononesideandtherebelsontheother.As
12 An empty street lined with corpses
all seems lost, a door of one ofthehouseswillopen,anda
round 3 or 4 encountersaregood.T hePCsshouldnotbe
A woman will yell atthePCs,“Idharse!”(Throughhere!).T he
taking every fight. But depending on how your PCs are PCswillnotbeabletoseeherfaceorthankherbecausethe
doing,youmaywanttoadjustthenumber.Wewouldadvise momenttheycrossthethresholdofthehouse,theywillfind
havingatleastoneencounterinvolvingCYCLOPSinthemix themselves transported elsewhere.
so that the PCs know that CYCLOPS is here. T he PCs turn to find themselves in the main street with
–
the redcoats ready to fire atonesideandtherebelsonthe
British soldier (8 HP, 2D6 appear) other. T hey fire,theworldgoesblack,andthePCswakeup
– Enfield Rifle (1D6 damage) clutching where their wounds would have been in the next
scene.
– Canon (3d6 damage, only if holding a position)
M T ip: If you’re picking the second ending, we suggest
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– British redcoat uniform
concluding the session ortakingabreakwhenthebullets
ompany trained: British soldiers will fight as a unit,
C ‘hit’ the PCs. It will serve asanicecliffhanger.Whenyou
synchronizingactions.Whenafiringlineissetup,damage begin again, give a quick recap and then reveal howthey
byriflefireincreasesto2D6butwillbedividedamongthe wake up clutching their ‘wounds’.
PCs.
our PCs may not stick to the streets and try to parkour
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over the roofs of Delhi. T he Encounter table is still useful,
although some GM creativity is required. Maybe the PCs
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ct 3: The City of Djinns
A a nd a gold royal scepter will drop unceremoniously on the
floor.
(CLOCK: Add 3 ticks) oom 5 - Fountain Room: A hall with an ornate marble
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he PCs will find themselves in a large hall (R
T oom 1) of a fountaininthecenter.PCswillhearsoftlaughteraroundthe
dilapidated medieval palace. Signs of its now-lost grandeur fountain. Drinking the water will heal 1D6 hit points
canbeseeninthepeelingmurals,marbleinlayswithmissing (minimum3pointsonfirstdrink).Onsubsequentdrinks,the
precious stones, and high arches marking the doors. T he amount healed decreases by 1,tillitdropstozeroie1D6-1
stillness of this place is almost suffocating, and any sound on the second drink, 1D6 - 2 on the third, and so on.
the PCs make echoes in the silence. oom 6 - Mirror Room: Mirrors of different shapes and
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he palace exists only in thememoriesoftheSorcererand
T sizescoverthewalls.Touchingamirrorsurfaceteleportsthe
the Djinn. As such, its layout makes little sense (Refer to PC to a random room within the palace (roll 2D6 to
Page 9for the map). determine the room number. If the result is a 5, the PC is
teleportedtoRoom14).Anyobjecttossedatamirrorsuffers
the same fate. Removing a mirror from the wall without
touching its surface is possible. Once removed, the mirror
functions like a regular mirror.
Cs will also notice a full-length mirror that has fully
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degraded. No reflection can be seen in it. On closer
examination, PCs may notice skid marks on the floor,
indicating that the mirror can slide along the wall. Pushing
the mirror to its right will reveal stairs that descend into a
corridor. From here, the PCs can access Room 8 (Pillar
Room).Atorchholderatthebottomofthestairscanbeused
to close the mirror door.
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t he shield and join the fight against the PCs. On a critical YCLOPSgrunts.T hecarnageistheworkoftheDjinn,and
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success, the image will join the fight in favor of the PCs. his room lies in this direction. Alert PCs should recall the
warning of the Chess player (Room 2) and proceed toward
llstatsoftheimagewillbethesameasthePCwieldingthe
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the source of the carnage to meet the Djinn. If the PCs
shield.T heimagewillpossessthesameequipmentasthePC
examinethebodiesofthefallenCYCLOPSsoldiers,theywill
butwillnothavetheshield.T heimagevanisheswhenitsHP
find a few pairs ofhandcuffswithrunesengravedonthem.
drops to zero or if the fight is over.
T hese were given to the CYCLOPS soldiers by Vyxar to
capture the Djinn, and he will give them to the PCs as well.
oom 13 - Vyxar’s Chambers: A large and richly furnished
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room. Several tables with manuscripts strewn on them line
the room. A chandelier provides light. T he carpet on the
floor has been pushed aside and arcane runes have been
drawn on the floor.AnyPCwithaWizardorWitchtrait(or
anyotherrelevanttrait)willbeabletotellthatasummoning
ritualisbeingpreparedhere.Arollisrequiredtolearnmore
about the ritual. A secret door leads to Vyxar’s dungeon
(Room 14).Here the PCs will come face to face with the
Savant,ormoreaccuratelyVyxarinSavant’sbody.T hePCs
will recognize the Blue Diamond in the amulet around
Savant/Vyxar’s neck. T he Savant’s eyes haveturnedyellow
because of Vyxar’s possession. PCs should be told the eye
color if they recall the manuscript from the Library(Room11).
hePCswillnaturallybehostiletowardsSavant/Vyxar.T he
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Sorcerer will try to put them at ease. T he Sorcerer needs
someonetocarryoutthedirtywork,forheistrappedinhis
chambers by forces unknown to him. It is possiblethatthe
magic produced by the sacrifice of the Djinn’s beloved
confinesVyxarhere.Itisalsopossiblethatitisaside-effect
of the ritual that Vyxar did to hide his presence from the
Djinn.
yxar will claim to be an agent of the late emperor, still
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doing the duty assigned to him.Heclaimsthattheemperor
askedhimtogetridofallthedjinnsinthelandastheywere
oom 10 - T he Library: A library with rows of rare
R behindaplaguethatravagedtheempire.Vyxarwilltellthem
manuscripts wrapped in silk and linen. A gold-encrusted thathedoesnotknowhowhecametopossessthisbody. It
manuscript carries several miniature paintings. One such could be theresultoftheemperor'sunfulfilledwish,hewill
paintingshowsthecaptureandexecutionofanevilsorcerer muse.
with yellow eyes ( Vyxar). Any PC who can readPersianor
yxarwilltellthePCsthathehasallbutsucceededandonly
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the translator will learn about Vyxar's capture and
one djinn remains. According tohim,thisdjinnisextremely
execution, and how the diamond was stolen by Vyxar but
powerful and raised such a storm thatheburiedthecityin
never recovered. T he other manuscripts carry information
sand. He will call the PCs divinely sent heroes and request
onstatefinances,provincialreports,eventsinthecourt,and
them to capture the djinn and bring it tohim.Hewillclaim
so on. The books may also be worth something if extracted.
that by destroying the djinn the‘curse’overthecitywillbe
oom 11 - T he Crypt: A cold, stone-linedcryptwithmany
R broken and things will go back to normal. If the PCs ask
open and empty sarcophagi. Every sarcophagus has holes Vyxarabouttheritualheisperforming,hewillliethatitisto
lining the bottom. A CYCLOPS scientist who has lost his lift Djinn’s curse.
sanity sits here, laughing maniacally. If a PC climbs into a
yxar will tell the PCs that anything the Djinnsaysisalie.
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coffin and lies in it, the lid will magically shut itself. Spikes
Hewillgivethemaspecialpairofhandcuffsengravedwith
willfillthecoffin,instantlykillingthePC.T hePC'sbloodwill
variousrunes,similartotheonestheycanfindonthebodies
flow out from the holes at the bottom.
of the CYCLOPS soldiers. T hese prevent the use of magic
yxar's Ritual: Every CYCLOPS grunt or PC killed so far
V andaretobeusedtorestraintheDjinn.Wouldbeashameif
hasfedtheritual.Onceenoughbloodhasflown,Vyxarwill someoneweretoputthemonVyxar,wouldn’tit?IfthePCs
be able to bind the Djinn and absorb him. Ironically, by ask him why he has not captured the djinn himself, he will
killingtheCYCLOPSgruntsVyxarsenttocapturehim,the tell them he is not powerful enough to do so.
Djinn has only aided Vyxar. I fthePCsaskVyxaraboutthediamond,hewillclaimitwas
agiftfromtheemperor.Hewillrefusetopartwithit,andif
total party kill(TPK)willbeenoughtofueltheritualto
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the PCs push the subject, may attack them.
completion. FIST will have to dispatch another team to
defeat a more powerful Vyxar. oom 14 - Vyxar’s Dungeon: If the PCs end up here
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somehow, they will hear the cries of those who were
I f the PCs figure out the true nature of the ritual and
torturedhere.AhiddendoorleadsstraighttotheSorcerer’s
confront Vyxar about it, he will attack them.
chambers upstairs. If the PCs endupfindingtheSorcerer’s
chambers from here (after having been teleported here by
oom 12 - T he Courtyard: T he central courtyard of the
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theMirrorRoom)theSorcererwillbetakenbysurpriseand
palace. From their right, the PCs will hear ritualistic
may attack the PCs (CHOKE 3), believing them to be
chanting. Vyxar’s chambers are in this direction. If thePCs
assassins.
look to their left, they will see the bodies of several
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oom15-T heDjinn’sroom:T heDjinnhasbuiltashrinefor
R – Vyxar needs to speak andmakesignstocasthisspells.If
hisbelovedhereandmournsher.Otherwise,theroomitself somehow restrained or gagged, he is essentially powerless.
is plain and undecorated. T he Djinn killed the CYCLOPS
agentssentbyVyxartocapturehimandtossedtheirbodies (BOSS) The Djinn (45 HP, 3 ARMOR, CHOKE 1: Invisible)
out.
– Cloth pants, a red jacket, and a gold armband
he Djinn has a hawk-like face, and straight hair, and is
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– Translucent body
well-built and bare-chested. He is also translucent. T he
players will know this is the Djinniftheyhavespokenwith – Brawler (2D6 damage)
the Sorcerer.
I nvisible: Turns invisible when attacked or when he
hentheplayersentertheroom,theDjinnwilllookatthem
W perceivesathreat(CHOKE1).BossMovescannotbemade
andturninvisible.Hewillthenaskthemwhotheyareandif if the Djinn is invisible, only brawling damage is allowed.
they are an agent ofVyxartheSorcerer.Hewillwarnthem Taking any damage breaks the invisibility.
thathecantellwhensomeoneislying,althoughthismaynot
be true. hirlwindofBlades(BOSSMOVE):Atornadoofswirling
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blades. 2D6 damage on failure to dodge and 1D6 damage
I f the PCs play their cards right, they can speak with the on partial successes.
Djinnandlearnhisstory.T heDjinnisnotamalevolentbeing
andwilltellthemthetruthaboutthesorcerer.T heDjinnwill andstorm (BOSS MOVE): T he Djinn puffshischestand
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also tell them that he weeps in the memory of hisbeloved, blows a sandstorm, forcing PCs to cover their eyes and
whose soul was trapped in the sorcerer’s diamond when turnsinvisible.ObservantPCswillbeabletotrackhimby
they sacrificed themselves to save him. the footprints he leaves in the sand.
heDjinnwillrequestthatthePCsslayVyxar.“Thecoward
T ammerT ime(BOSSMOVE):AvailablewhentheDjinnis
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hashiddenhimselffromme!”theangryDjinnwillswear.He reduced to half HP (below 22 HP). T he Djinn pulls out a
will also tell them that Vyxar cannot beproperlydestroyed flaming hammer and attacks with it (3D6 DAMAGE).
withoutdestroyingthediamond.T heDjinnwillwarnthePCs
that the diamond can extract souls and trap them within it. T he diamond is unbreakable by conventional means. If a
–
PCpossessesaspecialweaponorequipmentthatcanallow
he Djinn will make an offer similar to the one made by
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them to destroy the diamond,thentheycantry.Otherwise,
Vyxar to the PCs. Capture or slay Vyxar, bring him the GMs should rule that they can't do so. On a successful
diamond, and he will destroy it, releasinghisbeloved’ssoul attack, there is a 1 in 1D6 chance of the diamond breaking.
and freeing them all from this place. If the PCs accept, a On a critical success, the chance is 3 in 1D6.
brand willappearontheirchest,formalizingtheagreement.
Shall anypartybacktrack,theywillspontaneouslycombust. M Note – Afterthebattle,ifaPCpicksupthediamond
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IfthePCsrefuse,hewillgivethemsometimetoreconsider. withbarehands,Vyxarwillpossessthem,triggeringanew
If they attack him, naturally he will fight back. battle with Vyxar's stats matchingthepossessedPC'sHP
and ARMOR.
Ms should note that the cautious Djinn will stay invisible
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till the PCs bring him the diamond,tillheisattacked,ortill
I f any PC is unfortunate enough to have been struck by
the PCs agree to help him.
Vyxar’ssoul-stealattack,theycanberevivedprovidedtheir
teammates bring their body and the diamond to the Djinn.
The Final Battle
hedecisionforthePCsshouldbeano-braineriftheyhave
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paid attention to the hints so far. If your PCs decide to
believeVyxarandfighttheDjinn,letthem.OncetheDjinnis
defeated and taken prisoner, fill up the clock leaving only
one segment. If you have only one segment left, save it.
ncetheDjinnisdeliveredtoVyxar,hewillbeverygrateful
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to the PCs. Iftheydemandthediamondfromhiminreturn,
things are boundtogetuglyveryfast.Vyxarwillattackthe
PCs if threatened and they are unlikely to survive a fight
with Vyxar after having fought the Djinn. Alternatively,
Vyxar could present them with afakeandletthePCsleave
viaaportal.T heninthenextsession,youintroduceVyxaras
a super-villain. Time to clean up the mess guys!
erearesomepossiblewaysthePCscangainanadvantage
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during their fight against Vyxar, provided they apply their
mind
– Since the diamond shoots a beam of light before sucking
the soul of its victim out, PCs can use mirrors (or any
reflectivesurface)toreflectitawayorevenuponVyxar!PCs
can easily find mirrors in one of the many rooms in the
palace. The Djinn can also give them one if they ask him.
– T hefactthatVyxarispreventedbymagicfromleavinghis
room could beexploitedbythePCsincombat.However,he
may retreat to his dungeon and set up an ambush there if
they try to abuse this too much.
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he Djinn knows how to release a soul and guide it into a
T yxar is not a fool. He is not going to raiseanarmyofthe
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vessel. deadorsummondemonstoenslavehumanity.Hewillsimply
start replacing world leaders with doppelgangers who are
he Savant’s body would likely have sustained so much
T boundtohimbymagic.Notcontent,Vyxarwilldecidethata
damage that his soul would notbeabletobeputbackinit. much bigger ritual is needed for himtoascendtogodhood.
However,theinsaneCYCLOPSscientist(R oom10)maybea And what better way to sacrifice lives than a nuclear war?
fitting vessel if for some reason the PCs want to do so.
Alternatively, if the PCs successfully subdued the sorcerer, o protect himself, Vyxar will hide the diamond away in a
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the Savant’s soul can be returned to his own body. GMs secure location. It could be anywhere from Fort Knox to a
should note that a captured Savant will try to givethePCs secretpyramidfulloftrapsanddemonsinthemiddleofthe
the slip as soon as the opportunity arises. T he Savant will Sahara. T he challenge for FIST operatives will be to get in
never join FIST, they can never provide the lifestylehehas and destroy the diamond once and for all.
become accustomed to. YCLOPS may offer to assist FIST in this rare instance, as
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Vyxar is a threat even to them. T his could range from
( BOSS)VyxartheSorcerer(35HP,2ARMOR,CHOKE3:
Paranoid) offeringintelaboutthelocationofthediamondtoproviding
operativestoaidinthemissiontorecoverthediamond.But
CYCLOPS being CYCLOPS will likely backstab the PCs and
– Flowing robes of black and gold
use the diamond to gain leverage over the Sorcerer.
– Talisman of Protection (2 ARMOR)
I fthePCssidedwiththeDjinn,theDjinnmayreappearina
– Sorcerer’s staff (1D6 damage) latermissionwhenthePCsareindirestraitsandneedhelp.
IfGMsseefit,theycanhavesomeofthefollowinggiftsfrom
– Blue Diamond amulet
the Djinn waiting for the PCs when they get back to base
oul-steal (BOSS MOVE): T he Sorcerer will unleash the
S T heVajra–Abeautifultalwarmadeofwootzsteel,setina
–
power of the Blue Diamond, instantaneously sucking the deep red scabbard with ornate designs. T he blade has a
soulofitsvictimoutofitsbody.T heattackistelegraphed distinctflowingpatternandcancutthroughalmostanything
by a small, pale beam of light first marking the target. (3D6 DAMAGE, treat ARMOR ofopponentasoneless).For
Partialsuccessonsavescountsasfailure.T hePCisoutof example, treat ARMOR 1 as zero, ARMOR 2 as one, and so
thegametilltheirsoulisreleasedfromthediamondintoa on.T hehiltisdecoratedwithancientrunesandprayers,and
suitable vessel. Vyxar willtargetarandomPC.T hismove the sword produces a humming sound if one listens closely.
can be made at most4timesbeforethediamondreaches
its capacity. Talisman of Protection – Protects its wearer from
–
supernatural threats (1D6 + 1 DAMAGE to supernatural
ireball (BOSS MOVE): Any PC hit with its full blastwill
F enemies). It will shatter protectingthewearerfromdamage
suffer2D6+1DAMAGEandcatchfire.PCswhomanagea once, and negating lethal damage.
partial success on their dodge attempts still take 1D6
damagewitha3in1D6chanceofcatchingfire.AllPCson – Several (1D6, reroll if the result is a 1) gold bricks
firetake1D6DAMAGEeverytimetheyactwithoutputting Aboxofsweets–Grantsonerandomtrait.T henumberof
–
out the fire. No dice rolls are required to put out the fire. sweets equals the number of PCs.
I llusion (BOSS MOVE): Vyxar creates 2D6 copies of A pouch of herbal medicine – Green, round, and bitter
–
himself (1 HP, 0 ARMOR, 1D6 DAMAGE) to distract the balls of medicine. Restores 2D6 HP or clears one affliction
PCs. like poison, infection/disease, or paralysis among others (3
uses total, after which the pouch is empty).
ist (BOSS MOVE): Vyxar casts a thick mist within his
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room, hiding himself from view. PCs trying to attack him Until next time, operative.
suffer a -2 to -4 penalty (GM discretion). T he mist
dissipates in some time.
fter reviving the PC, the Djinn will prepare to break the
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diamond.PCsmaywanttokeepthediamondormaywantto
knowifthereisanywaytounbindVyxar’ssoulfromit.T he
Djinnwillremindthemoftheirpromiseandtheirbrandswill
begin to burn a little.
he Djinn will then produce a flaming hammer andbringit
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down on the diamond. T he diamond will be irrecoverably
destroyedandallofthetrappedspiritswillflowout,evenas
Vyxar’s painful cry rings across the palace. For some
melodrama, GMs can have the final scene be that a spirit
appearsandreachesouttowardtheDjinn.T hetearfuldjinn
will touch the extended arm and the spirit will vanish. T he
DjinnwillthankthePCs,andasthepalacebeginstocrumble
around them, open a portal back to their world.
The End?
ither side they pick, the PCs will re-emerge in
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contemporary New Delhi. If they choose Vyxar, they will
soon know they messed up when FIST tells them the
diamond is fake.
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GM Reference Sheet
luid:Conventionalweaponscannothurtthem,andsimply
F oul-steal (BOSS MOVE): T he Sorcerer will unleash the
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pass through. power of the Blue Diamond, instantaneously sucking the
soulofitsvictimoutofitsbody.T heattackistelegraphed
oalesce: T he warriors merge to form one large mass
C by a small, pale beam of light first marking the target.
such as a wall, or a fist (2D6 damage). Partialsuccessonsavescountsasfailure.T hePCisoutof
thegametilltheirsoulisreleasedfromthediamondintoa
suitable vessel. Vyxar willtargetarandomPC.T hismove
can be made at most4timesbeforethediamondreaches
its capacity.
Indian Rebels (8 HP, 2D6 appear)
ireball (BOSS MOVE): Any PC hit with its full blastwill
F
– Enfield Rifle (1D6 damage)
suffer2D6+1DAMAGEandcatchfire.PCswhomanagea
– Talwar/ Curved Sword (1D6 damage) partial success on their dodge attempts still take 1D6
damagewitha3in1D6chanceofcatchingfire.AllPCson
astStand:Rebelswilldiefightingratherthanfleeevenif
L firetake1D6DAMAGEeverytimetheyactwithoutputting
outnumbered. HPbecomes4andsworddamagebecomes out the fire. No dice rolls are required to put out the fire.
1D6 + 2.
I llusion (BOSS MOVE): Vyxar creates 2D6 copies of
himself (1 HP, 0 ARMOR, 1D6 DAMAGE) to distract the
PCs.
British soldier (8 HP, 2D6 appear)
ist (BOSS MOVE): Vyxar casts a thick mist within his
M
– Enfield Rifle (1D6 damage) room, hiding himself from view. PCs trying to attack him
suffer a -2 to -4 penalty (GM discretion).
– Canon (3d6 damage, only if holding a position)
– British redcoat uniform
8
9
Player
Handouts
BEGIN RECORD