Elemental Wars

Border patrol.

The Plan

The characters have been on this world for long enough to learn the local common language.

They have been working for the army of Water for some time now and have proved themselves to be competent soldiers. So they are all called in to meet Grand Marshal Frost. He gives them an assignment to patrol along the river of the trackless forest. They are warned not to enter too deeply into the forest because it is easy to get lost in the enchanted wilderness. There have been reports that Wind Cultists have been active in the area. Should any be found they are to be eliminated, but try to capture their leaders alive so they can be questioned on their activities in the area. This assignment is considered to be secret, so only a small team are to be sent.

Frost dismisses the characters and they are brought to the barracks to gear up and be introduced to the rest of their team.

see NPC Tracker for the team of NPCs assigned to their command.

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The Wind Callers

The Plan

The party has the location of the wind cultists and their followers.

If they decide to do a head on attack of the area, they will get ambushed and things could get ugly.

A mine will go off under the vehicle causing an immediate driving check at -4. If the roll is passed, the vehicle will suffer a collision as if driving at 20”... IE: 4d6 damage… 2d6 if the drive check gets a raise. Also follow the damage rules on page 110.

If the roll fails, then the vihicle suffers the full damage AND must immediately roll on the ‘Out of Control’ Chart on page 114.


Land Crawler

Acc/TS : 15/35 Toughness: 18(5) Crew: 1+12

Six Wheel Drive vehicle with extra armor plating to increase toughness. This vehicle can climb over most low obstacles and treats each inch of difficult terrain as 1.5(instead of 2).


If the vehicle is damaged or crashes, then the characters must get out of it and find cover as the wind cultists open fire upon them. It will be a tough fight to get into the cave and thus save the children.

If the party decides to check things out a little and scout, give them notice checks to see the hidden wind cultists. If they get a raise, you can have them witness the cultists planting the bomb. If they attack at this moment, they may get the jump on the cultists who are not prepared for the early attack.

Once the wind cultists are eliminated on the outside of the cave, the party can proceed into the cave if they wish. The main entrance will be clear of any booby traps. Once inside, they will notice that there is alot of wind in these tunnels… perhaps even more than you would expect. As they approach a ledge, they will hear the chanting of the wind cultists. What they witness in the main chamber is the main wind priest and his conclave chanting in front of a swirling mass of wind. The children are sitting in a circle around this mass of wind apparently in a trance. If the party attacks the wind cultists at this point, they will have to deal with an air elemental. If they wait, they will witness the end of the chanting and the elemental seems to disapear. A notice check with a raise will reveal that one of the children gasped suddenly just as the elemental dissapeared.

When the chanting is interupted, either before the or after this initial ritual, all the children will slump over and remain comatose. Medical aid will not seem to help them at all.

After the party has captured or killed the cultist leaders, they can bring the children back or contact the village to come and retrieve thier children.

Back at the village after the children have been returned, the village elders decide to ship them to Fluetia by boat to see if the healers there can cure their strange maladie. They also beg the party to bring one of the children with them back to fluentia as there is not enough room for her on the barge they are sending.

If the party agrees, the villagers will thank them very heartily. If they refuse, they will be given the cold shoulder for as long as they stay there or until they agree to take the child back.

If the party leaves without the child, when they return to fluentia, they will discover that it has been attacked by a large group of Wind Elementals that were possesing the children.

If the party leaves with the child and allows their medic to try and help her, then they will discover that she has been possessed by a Wind Elemental that attacks the party immediatly. There is a chance that it will leave every two rounds. Lets say a 2 in 6 chance.

If the party states that they will hurry back to fluentia to warn the people there, then they will arrive just shorlty after the barge does. If the characters act quickly enough, then they will thwart the wind cultists plans and the water priests will be able to safely remove the Wind Elementals from the children. If they do not act quickly enough, the wind elementals will be released and all hell will break loose.

From there… who knows. :)

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The Funeral

The Plan

After the crisis in the city is resolved, there is a funeral held for Sahliel. The party will be asked to speak if they wish. Afterwords, the ceremony will continue as the water priests perform the burial ritual… consecrating the body to the water god. Partway through the ceremony Cornelious Frost suddenly appears. The priests grow silent.

He asks to speak, “Sahliel was a great Denorain. And he never sacrificed his morals to gain prestige on this wretched world. He was a true pacifist, as all Denorians were when we first arrived here. He spent many years in prison for refusing to join the battle… fighting and killing for the Gods of this realm. His compassion and heroism led him into the medical feild and that became both his calling and his power.

When he was finally released he was still required to serve in the army of our ruler, but he chose the roll of medic… never losing sight of his principles. I once thought him to be a fool for holding on to the old ways of my peoples, but now I realise that he stayed true to the path. Perhaps I was the fool for straying from it.

Sahliel died helping others. A truly noble and selfless act. For that, I solute Sahliel of the house of Theonotia for his courage, his compassion, and his commitment to his principles.”

Frost turns to the casket and solutes. He then places his hand on the caskets cold, hard surface.

His final words, “Farewell Sahliel… my son.”

All the player characters must make a spirit roll (except troy). Those who do not make a raise are overcome with a sudden intense feeling of grief that is not their own. A failure results in unconciousness for 1d4 hours. Anyone who passes will see General Frost look to the skies, his hands clenched as he grimaces angrily… and then he just dissapears. The seemingly indiferent crowd that had first arrived are now a blubbering mass of wailing and weeping souls. The entire city is in a shambles for several minutes.

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The Trial and the Mission Part 1

The Plan

After the funeral the characters are all gathered up and put in the brigg. They are told they must stand before the military tribunal and explain certain parts of the mission and their behaviour during the mission. Essentially they are on trial for crimes agaisnt the rule of law concerning the treatment of prisoners. Willhelm is also going to be questioned in the treatment of certain members of his team… the female member that is.

No matter the outcome, they are given a notice to meet a man at the Sea Horse Tavern. Once there, they are led to a private room where a tall cloaked figure waits for them. As he pulls back the hood it is non other than General Cornelious Frost himself.

“Hello Gentleman”, he smiles, “please… be seated.”

Frost continues, “I must first appologize for my emotional outburst earlier today at the funeral. I usually keep my feelings in check for… obvious reasons.”

Allow players to ask any questions they want.

Frost is grieved by his sons loss. He could accept the loss of his morals… his soul… but not his son. He knows of a way to leave this world. Of portals that can send those taken back to their respective worlds, but they are under the protection of the gods themselves. He believes that there is a way to defeat them, as he has been studying this for several hundred years. There is a legend that hints at a way to create a weapon to defeat the gods, but it is all vauge and uninteligible gibberish mostly… the meaning long lost to the ages.

But of course General Frost did not bring the characters here to appologize and make small talk. He has a mission for them. A secret, off the record mission.

The party must go to the contested city of Blueport. The ‘official’ reason for going there is to support the war effort with more officers. The real reason is to get ahold of a map that is said to be hidden in the water temple in the heart of the city. The info on where it leads will be obvious when it is retrieved.

When the group finally gets to the city they discover that the temple is currently located in a wind cult controlled area. It is nigh impossible to get through the deffences.

The party will have to decide whether they want to lead a force to liberate the temple before they enter it and search for the map, OR they could try to infiltrate the area and get into the Temple through stealth.

Once the temple is either liberated or the party sneaks in, the group was instructed to find the monks quarters and find a room with a painting or etching of the water god on a south facing wall. Their orders are to break the wall down. If there are any water priests present they will protest, but back down with any threat whatsoever.

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