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Display a Printer Friendly Version

Implamps R Us
[comments:(3), views:(5640), rating:(8.7)]

Author: Luke Twigger
Homepage: http://www.geocities.com/luke_twigger/
System: GURPS
Type: Scenario
Category: Science Fiction
Requirements:


A GURPS Discworld Adventure. This is an introductory scenario set in Ankh-Morpork. A crackpot inventor (Saurat Dibbler, brother of the famous CMOT Dibbler) has plans to fit Implamps round Ankh-Morpork to "make the streets safe to walk at night", he also stands to make a small fortune if the installation goes ahead as he is the only manufacturer of them.

Contents

  1. GM's Introduction
  2. PC's Introduction
  3. Checking Saurat's Story
  4. Going to Work
  5. Encounters
  6. Distractions
  7. Alternative Storylines
  8. NPC Profiles
  9. Credits


  1. GM's Introduction

    Saurat Dibbler, brother of CMOT Dibbler, is a wizard specialising in Imp-powered devices. His latest idea has been to cross-breed a Technician Imp and a Salamander to create an Implamp for use as a streetlamp. CMOT has lent his marketing skills to the cause and between them they have persuaded the Patrician to undertake a trial use of some Implamps with a view to fitting them across the whole of Ankh-Morpork.

    Saurat and CMOT obviously want the trial to be a success as they stand to make a great deal of money if they win a contract to fit them to the remainder of the city. Things aren't going entirely according to plan though.

    Some of the Implamps have failed to come on simply because the Imp "forgot how to glow" or fell asleep. The biggest problems however, have been caused by theft. It is suspected that the Thieves Guild, although officially in favour of the lamps, have unofficially requested their members to remove them. Also, certain members of the public, particularly student wizards, have removed a few as souvenirs. The biggest problem is an underground protest group known as the Imp Liberation Front who have been systematically freeing the Imps. Finally, the Lamplighters Guild is strictly opposed to the scheme as it will force its members out of business, it has organised its own action plan to disrupt the Implamp demonstration.

    The thefts and opposition have forced Saurat to work round the clock preparing replacement Implamps, but they are being removed as fast as he can make them. The Patrician will be making an inspection of the Broadway lighting in a week's time and Saurat needs help in ensuring that as great a number of Implamps are in operation as possible. He can't guard the lamps personally as he is too busy creating replacement lamps for the lost ones. He hires the PCs to try and protect his work so that he doesn't lose his contract with the Patrician.


  2. PC's Introduction

    In a fairly stereotypical way, the PCs will be approached by Saurat as they are sat in an inn somewhere in Ankh-Morpork. He will briefly explain the following points:

    • He maunfactures Imp-powered devices, specifically Implamps
    • The lamps are currently on trial with the Patrician in order to assess their effectiveness.
    • A large number of Implamps are being stolen, broken or dismantled each night
    • He suspects the Thieves Guild and the Lamplighters Guild to be involved
    • He will pay them to guard the Implamps as effectively as possible
    • There will be a bonus if the Patrician deems the trial a success and orders more Implamps*
    • The City Watch are too busy to guard the Implamps

    Hopefully the PCs will accept the job!

    * - astute PCs may realise that they don't need to actually do any guardwork in order to earn their bonus, they just have to persuade the Patrician to expand the scheme. Good luck to them if they try this!


  3. Checking Saurat's Story

    Suspicious PCs may want to find out more about Saurat before accepting the work. They may see what the "word on the street" is, make use of Contacts or make official enquiries at the Patricians' Palace or Unseen University. Depending on who they ask, they may learn some of the following pieces of information.

    • Everything Saurat told them is true
    • Only Saurat knows how to make Implamps
    • You may wish the PCs to find out some information about the Imp Liberation Front
    • The City Watch are keen on the Implamps but have too few resources to devote guards to solely keep watch on the Implamps

    If the PCs have been in Ankh-Morpork for some time they may already be aware of the Implamps. If you are planning to run other scenarios in Ankh-Morpork prior to this one you may wish to weave in some references to the Implamps.

    • Most likely, the PCs have seen the Implamps being installed
    • Perhaps they have witnessed Implamps being stolen
    • It may even have been a PC who did the stealing!


  4. Going to Work

    Assuming the PCs have accepted Saurat's offer, they will probably want some more information to help them decide on a plan. Saurat will tell them some of the more important facts:

    • The Implamps are currently fitted along the Broadway from the Hubwards Gate, down Upper Broadway, along both Turnwise Broadway and Widdershins Broadway as they go round the Patrician's Palace, across the Brass Bridge and along Lower Broadway and finishing off at the Opera House.
    • The thefts have typically occurred during the night and have affected lamps along the whole of the Broadway at one time or another.

    No doubt devious PCs will come up with all kinds of madcap schemes for guarding as many Implamps as possible, the GM may find the Map of Ankh-Morpork a useful aid at this time (there is also a partial map of this area on GURPS Discworld p87). There are probably two main methods of protecting the Implamps, both approaches have their good and bad points:

    • For the PCs to patrol up and down the Broadway, keeping their eyes open for any suspicious behaviour.

      The effectiveness of randomly patrolling is up to the individual GM as to how many encounters he wishes to involve the PCs in.

    • To set up watch posts at good vantage points, possibly on roofs overlooking the Broadway

      You should be aware that some of the buildings along the Broadway will not take kindly to having inquisitive PCs climbing on their roof - the Patrician's Palace being an obvious example - other notables include the Thieves Guild, Assassin's Guild, various temples and watch houses! Just hope the PCs are very selective with which rooftops they hang out on!


  5. Encounters

    As mentioned in the GM's Introduction there are several factions for the PCs to contend with. Exactly how many of each are up to the individual GM, I would recommend at least one encounter with each faction just to keep the PCs on their toes. Depending on exactly how the PCs deal with an encounter could lead onto further adventures e.g. if they seriously annoy the Thieves Guild in some way ("First they try climbing on our roof, then they hospitalise half the guild, they definitely need an appointment with the Ankh while wearing a pair of concrete boots.").

    The exact tone of the encounters may also vary depending on what your PCs are. Wizard PCs and PC members of the Thieves Guild may have advantages in the relevant encounters.


  6. Distractions

    Of course, things would be far too straightforward if everybody the PCs meet are in some way involved with the Implamps! For realism and to really keep the PCs on their toes, I would recommend introducing some of the following encounters. Use them as red herrings, distractions, hassle and as general flavour of Ankh-Morpork's nightlife. Mind you, don't overdo it, make sure the PCs have enough opportunity to resolve the main storyline unless they are making a real mess of it.


  7. Alternative Storylines

    • Instead of being hired by Saurat, perhaps the PCs are hired by a rival who wishes to discover the secret of creating Implamps for himself. They must then break into Saurat's laboratory and steal his equipment and spellbooks.
    • Perhaps the PCs are hired by the Lamplighters Guild to break as many Implamps as possible in an effort to discourage the Patrician from approving their use.
    • As a extended prelude to this adventure, maybe the PCs are approached by Saurat who would like them to go on a quest to collect some Salamander specimens. After they return there may be a break of a few months while he invents the Implamps and the PCs get involved in other adventures before Saurat recontacts them for help again.
    • Perhaps Saurat and/or CMOT owe some money to some loansharks but are unable to make the repayments unless they earn the expanded Implamp contract. Perhaps the PCs witness and/or prevent a loanshark attack. This would be an alternative way of introducing them to Saurat who then mentions that he needs help with the Implamp problem. They may also acquire some Enemies depending on how thoroughly they fought the loansharks.
    • A follow-on adventure idea that I plan to develop into a full scenario is that there is another wizard who knows a great deal about Imps, possibly the rival mentioned above. This wizard creates his Imps for criminal purposes as they make ideal burglars given their small size yet they remain loyal and don't take a percentage of the spoils. The burglar Imps are currently targeting houses near where Implamps are situated. At some point, possibly if he hears that Imps are under suspicion for the thefts, the wizard will then plant some stolen goods in an Implamp and he will then make sure that the Watch find out, thus framing Saurat for all the burglaries. For added interest, one of the burglary victims could well be Cohen the Barbarian who wakes up to find that his diamond false teeth have been taken.


  8. NPC Profiles


  9. Credits

    This work is the copyright of Luke Twigger, you are permitted to reproduce this for your own private use and to distribute it so long as you pass it on intact with no alterations (you must include this copyright notice).

    This scenario would not have been possible without the work of Terry Pratchett in creating the Discworld and writing all the novels and also Steve Jackson Games for producing the GURPS Discworld rulebook. If I have used copyrighted names and trademarks in this material without consent, no challenge is intended to that copyright. You will need a copy of at least the GURPS Discworld rulebook to use this scenario. You may find the Discworld Companion, Map of Ankh-Morpork and/or the Map of the Discworld useful. I would recommend reading as many of Terry Pratchett's Discworld novels as you can. You may also need various other GURPS supplements, especially the GURPS Basic and GURPS Magic books.



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