2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />
multiple Simulacra How will the PCs be sure that<br />
they’ve killed them all<br />
Brave New World: A Transformer with delusions of<br />
grandeur is breeding a new master race. Unwanted<br />
Changelings and Abominations have been loosed on<br />
the world, posing a threat to travelers, isolated farms,<br />
and even small settlements. The individual horrors<br />
must be wiped out (or restored to normality) before<br />
more innocents die, while a major expedition must be<br />
mounted to take on and destroy the Transformer and<br />
minions in their lair before an army of Abominations<br />
is created and unleashed.<br />
Manimal: The region is afflicted with an outbreak of<br />
outlawry (or piracy). The true identity of the rogue is<br />
unknown as he uses Changeling magic to transform<br />
his features. The raids will become more daring as the<br />
Transformer takes advantage of animal and monstrous<br />
forms. Allies and enemies may become (un)<br />
willing recipients of transformation.<br />
The Body Snatchers: Graves have been desecrated and<br />
the locals suspect an Undead infestation. Actually<br />
Reanimators are despoiling the graves to create Amalgams.<br />
Anyone who finds out the truth is either killed or<br />
converted into a Living Amalgam. The Reanimators’<br />
eventual aim is to control the town/city – with their<br />
Living Amalgams as puppet rulers. The PCs must<br />
discover the truth and stop this evil plan.<br />
The Broken Bargain: Years (perhaps even decades) ago,<br />
a Paladin or other good individual volunteered to<br />
become the animating life essence of an entity, so that<br />
he might continue to serve his cause. However the<br />
entity is governed by a Glyph and has now fallen into<br />
the ownership of an evil master who uses it for his own<br />
dark purposes. The entity will need help to destroy its<br />
master and win its freedom. For a twist, perhaps the<br />
spirit isn’t what he claims – perhaps he is really a<br />
demon who has been imbedded to forestall his own<br />
evil.<br />
CONSTRUCT COMPANION<br />
The Little People: The star attraction of a travelling circus<br />
or carnival is its theatrum mundi. Instead of being an<br />
elaborate Machine Automaton, the miniature actors<br />
are actually tiny Golems, Constructs, or Simulacra.<br />
During the day, they entertain the crowds. At night,<br />
they are employed as burglars, spies and even assassins.<br />
Their small size allows them to slip unnoticed, while<br />
mechanical contraptions and magical abilities make<br />
them deadly opponents.<br />
The New Machines: Breakthroughs in Automata design<br />
are imminent. The PCs may include an Artificer or be<br />
employed to protect an Artificer. The campaign may<br />
involve acquiring a suitably wealthy patron, building<br />
and testing the Automata, and conducting and combating<br />
the fantasy equivalents of industrial espionage<br />
and sabotage. If the Automata are a novel form of<br />
transport (submarine or flying vehicle), successful<br />
trials may lead to voyages of exploration to new lands.<br />
The Return of the Creator: A long time ago, a powerful<br />
creator fashioned a veritable army of Golems and/or<br />
Constructs to defend a stronghold, city, or temple. A<br />
hereditary caste of Keepers became the entities’ masters,<br />
while the creator disappeared. Now generations<br />
later, the creator has secretly returned and is using his<br />
supremacy (in countermanding orders from their<br />
masters) to infiltrate and subvert the entities. The<br />
authorities and/or PCs may slowly come to realize that<br />
something is subtly wrong, but unraveling the truth<br />
should form the basis for a series of conspiratorial /<br />
mystery scenarios.<br />
The Spirit Trap: An alchemist is trapping Spirits within<br />
Golems. This is disturbing the magical balance of the<br />
region as the imprisonment of Totem Spirits and<br />
Shaman Spirits prevents them from helping their tribes<br />
and the ideals that the totems represent are fading<br />
from the world. Perhaps the alchemist is doing this<br />
deliberately. The Spirits must be freed and it is up to<br />
the PCs to accomplish this.<br />
105