Fptrrl #1 C (i), Introducing Uncle Rupee
Da' Vane
Posted: Nov 6 2009, 01:04 PM


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Encounter FPTRRL #1 C (i): Introducing Uncle Rupee

As the PCs approach the Western Pool, they will see a sign clearly forbidding entry to the forest clearing. However, no attempt has been made to secure or prevent entry to the pool, and the PCs can enter quite freely.

Shortly beyond the sign, the PCs will come across a large pool of still water. The water itself appears clear when examined, and can be removed and consumed easily enough with no apparent effects, yet the depth of the pool cannot be determined by observation. PCs can enter the pool and dive beneath the surface is they wish, but will be unable to reach the bottom of the pool no matter how long they try. The only clue to be gained from exploring the pool in this way is that the interior wall of the pool is constructed of ancient masonry of excellent contruction, and appears to be naturally watertight.

The edge of the pool appears to be surrounded by grass, but a simple excavation will reveal that the edge of the pool is actually stonework of similar excellent construction, and appears to extend in a ring about 8 ft. (2 squares) around the circumferance of the pool. The outer edge of the ring can be excavated with a successful DC 15 Construction skill check, but the stonework appears to continue into the earth without end. The exterior wall of the ring, if fully excavated (DC 25 Construction skill check), will reveal a series of alcoves roughly 8 ft. (2 squares) below the top of the ring, and further similar alcoves at regular intervals every 12 ft. (3 squares) further down. An entrance into the ring can be found roughly 12 ft. (3 squares) down into the earth. This entrance is only 4 ft. by 4 ft. (1 square x 1 square), and appears to be sealed by an unmovable stone pillar. If the PCs decide to excavate further down, a similar entrance can be found roughly 36 ft. (9 squares) down, and is blocked the same way. The entrances are all on the southern facing side of the ring, and form a perfect vertical line. The exterior wall is also surrounded by regular decorative bands and ridges at roughly 4 ft. (1 square) intervals, which can aid climbing, and as such scaling the side of the wall requires only a DC 10 Climb skill check. These bands are all decorated in faded yellow, but those over the entrances are covered in faded red instead.

On the southern edge of the stonework around the pool, a small yellow disk can be excavated (DC 12 Construction skill check). This disk is covered with ancient markings. The disc cannot be removed in any way, but a successful DC 12 Intelligence check allows the PCs to deduce that this disk is directly above the stone pillar blocking the entrances into the stonework. There is no way of activating the disk at this time, and standing upon it has no purpose.
GM Note: The Western Pool is in fact the top of an incrediably large stone tower, although this is only revealed in the second module. As the PCs throw rupees into the pool at the behest of Uncle Rupee, the tower will erupt from the ground to reach ever increasing heights, and is a massive 35 miles tall. As the tower erupts, the disk remains at ground level, and serves as a lift to the top of the tower. If the PCs are stubborn in excavating this strange structure, refer to the notes in other modules or the gazeteer entry for the Western Pool for details where the entrances would be.

Give the PCs a little time to explore the area. After an hour or so, or if the PCs throw anything into the pool, the disembodied voice calls out to the party, urging them to look into the pool and focus. Shortly thereafter, an image of parting clouds is reflected in the pool, revealing a small scrawny humanoid with a wiry frame standing in the clouds. The figure is naked apart from a few rags. The figure's most dominating feature is his impossibly large rupee-shaped head, upon which a white goatee and moustache are sported. A minute or so after this image materialises in the pool, the clouds above the clearing part to reveal an identical figure looming over the party.

The figure introduces himself as Uncle Rupee, in the same disembodied voice as before, and claims he is a rupeemaster. Uncle Rupee offers the PCs a chance for eternal happiness and whatever they desire. All that they need to do is reach Rupeeland, and they can do this by collecting rupees and throw them into the Western Pool. He offers the PCs 10 rupees each as a goodwill guesture of his intentions, and urges them to throw some rupees into the pool to start their adventure. Uncle Rupee simply waves his hand at the party, and the party will discover that they have each gained 10 rp when they later check their inventory. These rupees will simply materialise in whatever container the PCs have, preferably one which already holds rupees.

Uncle Rupee also offers the PCs his blessing as a rupeemaster. If any PCs accept, Uncle Rupee fires a tingling, but harmless, bolt of magical energy at them, turning their clothing and equipment a bright green colour. This colour change in their clothing is permanent, but the clothing can be removed or concealed as normal. The blessing itself only has the effect of allowing the PC to enter the Rupeemaster PrC without the required amount of rupees, as long as all the other requirements are met. If any PCs accept the blessing, Uncle Rupee will insist on calling the blessed PCs Tingle and calling the party Tingles until the end of the adventure, jokingly referring to the tingling nature of his blessing.

After this, Uncle Rupee disappears, leaving the party to do whatever they wish. Any blessed PCs will discover that they have a Tingle Tuner in one of their newly-coloured containers (a backpack or belt bouch, for example) if they examine their inventory. The PCs can throw rupees into the pool if they wish, but they are unlikely to have enough to activate the pool at this point.

Rewards: The PCs are rewarded with 10 rp each by Uncle Rupee just for turning up at the Western Pool as a goodwill gesture. This appears instantly in the PCs inventory, ready to await a pleasant discovery later on when they search their inventory.

Uncle Rupee's Blessing isn't really a reward as such, but rather a flashy show of Uncle Rupee's power, although the PCs should not know this without the use of abilities such as detect magic. It makes the rupeemaster class slightly easier to enter.

GM Note: In the video game, Uncle Rupee's Blessing forces the hero to become a Tingle, as a way of setting up the gameplay differences inherent in this title. However, it is bad ettiquette to force any PC to choose to take a class, particularly one as radical as the Rupeemaster.

Any PC that accepts Uncle Rupee's Blessing is also rewarded with a Tingle Tuner. This is a small, handheld device that allows the relevent PC to recieve (but not send) messages from Pinkle and her transmitter in the Aeros Ruins. A limited two-way transmitter can be found in Tingle's Home. Successful use of the Tingle Tuner requires a DC 12 Use Technological Device skill check. Because of the limited nature of the device, a Tingle Tuner is worth only 50 rp on it's own if sold to an artisan specialising in technological devices. However, it could be theoretically useful to artisans interesting in developing gadgets based around radio technology, particularly if the two transmitters are also discovered.

Development: If the PCs refuse Uncle Rupee's offer, but then later return to the Western Pool, Uncle Rupee will make the offer again with the same terms, although the 10 rp goodwill gesture is not offered again. If Uncle Rupee has become suspicious of the PCs activites and thinks they are about to confront him, Uncle Rupee will simply not appear.

Any excavation work that the PCs do in the Western Pool will remain untouched, but if the PCs later cause the tower to erupt by throwing rupees into the pool, the eruption will have a chance to damage or destroy the excavations. Refer to the specific encounter for more information about this.


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