This is an introductory adventure for My Evil Is Law. The PCs find themselves embroiled in someone else’s trouble that then becomes their own. The adventure is meant to offer social roleplay, investigation, and combat, as well as introduce the overall setting. It is intentionally brief, but also open for expansion from gamemasters to expand upon, possibly through use of the Dungeon Generator or City District Generator.
See previous My Evil is Law posts here: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and 11.
I’ll also add that this is the last of the My Evil Is Law posts! Hope you all enjoyed these. If you used anything from it in your own games, please let me know in the comments!
Environment:
Cage Dancers (both terrestrial and alien)
Loud Music (heavy bass vibrations)
Lively Crowd (seeking to forget the pain of life)
The Meet: The PCs arrive to meet a Contact. The nervous teenager says he knows of a Time Portal but needs help rescuing his girl from a nearby Psycher Camp, from which he recently escaped. If asked about the Time Portal, he says that he glimpsed its arrival on this world when destroying another timeline. He has no money, having spent it all arranging off-world passage.
Bounty Hunters: Bounty hunters (as MOOKS [# = to PCs]) arrive to arrest the teenager and bring him back to the Psycher Camp. Unless the PCs hand over the kid, violence ensues.
Accept the Teen’s Deal: The teenager thanks the PCs and leads them to the edge of the Psycher Camp.
Refuse the Teen’s Deal: The teenager parts ways and says that he’ll figure it out himself. Later on, the PCs overhear a someone (bartender, bouncer, cage dancer, etc) compliment the PCs, saying that they’re smart because off-world passage is always just a scam and that teenager will just wind up back in the camp.
Environment:
Exterior Landscape (rocky badlands, withered vegetation)
Walls (chain link; single entrance)
Buildings (guard posts, kitchen, and barracks filled with drugged psychers)
Guards (complacent and comfortable; appearance as randomly determined MOOKS)
Giant Antenna (Psychers are hooked up via headsets. Together they power a dimensional breaker)
The Situation: The teenager brings the PCs to a small overlook that spies down upon the camp. While offering little tactical advantage, the PCs can see enough the the camp, and can be provided an approximate layout by the teenager. A direct attack will prove difficult, but subterfuge can be employed to allow access within the camp. Allow the PCs to execute any plan they wish, likely granting them a round to ambush the enemies. A number of MOOK GANGs, equal in number to the PCs, defends against the PCs.
Scion Arrival: With timing and pacing of the gamemaster’s discretion, a MOOK BOSS arrives/emerges from a guard post to join the fight. If the PCs are near the possibility of dying, a Psycher tears free their head collar, and makes the MOOK BOSS’s head explode. An airship can be seen in the distance, assuredly filled with reinforcements. It bears the insignia of one of the Scions. Now is the time for the PCs and any Psychers to escape.
The PCs will be sought by offended Scions and have a large bounty placed on their heads. The PCs are safest if they venture into the wilds while to let the heat cool off. If the teenager survived, he tells the PCs of a time portal that he had a vision of and where he believes it to be (roll on Region tables). However, the vision came while he was connected to the Psycher Machine so the Evil Overlord must also know of the portal.
Offworld Passage: Are any of these legit? Can the scams be stopped?
Psycher Safety: Where will the freed psychers go?
Scion Schemes: Do the Scions now have a personal vendetta?
Time Portal Rumor: Was the teenager right and can the PCs find it?
To those who’ve an interest in My Evil Is Law, what kind of other situations might you envision for an introductory adventure?
June 26-28 in Denison Texas. I’ll be running games, but so will one of the creators of Dark Sun: Troy Denning!
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