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The party travels through the Dreamlands, confronts encounters en route to Mnar and the Great Library, then learns and inscribes the “Sigil of the Ancients” on a chosen valuable item. 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His pet cat Timmy is said to have spurred the kingdom’s action, and the party must investigate to find the only thing that can save him.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How does the party prepare to rescue Lord Karma?",{"text":117,"@type":113},"They must go to Mnar, enter the Great Library, learn the “Sigil of the Ancients,” choose what is most valuable to Lord Karma, inscribe the sigil upon it, and then follow the trail it creates.",{"name":119,"@type":110,"acceptedAnswer":120},"What choices does the Man on Three-Side-Island offer, and what are the consequences?",{"text":121,"@type":113},"The Man offers two options: take Lord Karma out of the Dreamlands themselves or petition the god Nodens. Taking him out is extremely dangerous to the players but safer for Lord Karma, while imploring Nodens is safer for the route but results in certain death to Lord Karma.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},515419,1792158998,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":8,"category_name":10,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":81,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":39,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":143,"read_time":144},2336477974920,"https://ap-avatar.wpscdn.com/davatar_155a257f0dc6eb9ab79c44ca47cae57d","Lord Karma Has Gone Insane A Call Of Cthulhu Adventure  \nThe court of Lord Karma is surprised to find that he is suddenly babbling unintelligibly and unable to comprehend the most simple thing. There's nothing for it but to embark on a mission to find the only thing that can possibly save him! A Call of Cthulhu Dreamlands adventure for five players, originally run at Vaticon 2000.  \nIntroduction  \nThis scenario is set in the Dreamlands. It is centers around a group of the King's advisor (Lord Karma who is a Cthulhu Investigator). The poor man has gone insane, his own pet cat (Timmy), has spurred the kingdom into action. (don't worry about the specific logic, ITS A DREAM !)  \nThe Characters  \nTimmy: The Ambassador of the Cats ofUlthar, a cat himself, a dreamer  \nLady Jane: The shapely and bodacious mistress of Lord Karma, she too is a dreamer.  \nLord Borik: A large Viking-type Warrior and Lord Karma' general, he wears furs made out of zebra-skin and carries a huge axe  \nSir Vito: The Sage, think ADND wizard. Vito is a wise old man who knows much about the Dreamlandsand the Mythos  \nAdmiral Andy: Lord Karma' only warship Captain, a now-dead dreamer  \nScene One: Lord Karma has gone mad  \nAll the characters are dressed as courtesans and are to attend a ball in Lord Karma' honor. Describe the tables and ballroom extensively, including a number of thing Lord Karma likes very much (don't emphasize on it too much though, describe a number of things: the Purple Velvet Drapes, the Swords on the walls, the Table itself, the Crown on its pedestal, etc…(it'll all be important later)  \nHowever, when the Lord shows up, he is but a babbling idiot. SOMETHING IS WRONG!!! Let the Players try and sort it out, but eventually call for a Dream Lore Roll. Someone should make it, otherwise suggest to them via NPC-JOE, that most idiots and babbling people have been cured by the Man on Three-Side-Island.  \nScene Two: The Trip  \nThe Trip through the Dreamland should be easy, and you may decorate the scenario here with a few strange (but Sanity-Safe) encounters (its a dream). They will have to travel on Zebras for speed, until they reach Celephais and from there, take Andy' ship to 3-side Island.  \nEmbarking on an oar-ship the PCs will reach 3-Side Island. From there, it is very easy to find the Man.  \nThe Man will listen to what they have to say, not asking any question and finally speak. He will tell the players that their Lord has been indeed the victim of a serious threat, but not one he can speak of now.  \nHe will offer the players two choices: Either they themselves take Lord Karma out of the Dreamlands and save him from whatever is threatening him or they might petition the god Nodens to save him. Taking Lord Karma out of the Dreamlands is extremely dangerous for the players, but safer for Lord Karma. Going to implore Nodens has a somewhat safer route, but means certain death to Lord Karma.  \nThe Man will not go further until the PCs have made their choice.  \nSo in both case the players must do the following:  \n-Go to Mnar and enter the Great Library, then, they must learn the 'Sigil of the Ancients' from a book.  \n-They must take that which is most valuable to Lord Karma and inscribe the Sigil upon it  \n-Follow the trail  \nScene Three: Mnar  \nThere are two ways to go to Mnar: Land-based or sea-travel.  \nThe Seas are dangerous because of the numerous Black Galleys ofthe Moon-Beasts. If they go by sea, they will be attacked by some Pirates from Leng (stage a fight, but don't kill anyone), the Pirates will retreat as they find the opposition too strong to  \nOn land, have the PCs encounter the thieving Zoogs. Though not dangerous, these little creatures from the Enchanted woods will snag most of the PCs possession (no, they can't take away clothes or belts, but they may untie swords THEN take them away. Have some fun, make this mysterious. If the PCs have Lord Karma favorite item, them the Zoogs will DEFINETLY take it away !  \nOnce they reach the Libr","cbCairswycbjSIS4","https://ap.wps.com/l/cbCairswycbjSIS4","pdf",37442,"English","# Introduction\n## The Characters\n# Scene One: Lord Karma has gone mad\n# Scene Two: The Trip\n# Scene Three: Mnar\n# Scene Four: Lord Karma' Favorite item\n# Scene Five: Lord Karma' House\n# Scene Six: The Ball","[{\"question\":\"What triggers Lord Karma’s sudden insanity at the ball?\",\"answer\":\"The scenario describes the court noticing Lord Karma babbling unintelligibly and unable to comprehend simple things. His pet cat Timmy is said to have spurred the kingdom’s action, and the party must investigate to find the only thing that can save him.\"},{\"question\":\"How does the party prepare to rescue Lord Karma?\",\"answer\":\"They must go to Mnar, enter the Great Library, learn the “Sigil of the Ancients,” choose what is most valuable to Lord Karma, inscribe the sigil upon it, and then follow the trail it creates.\"},{\"question\":\"What choices does the Man on Three-Side-Island offer, and what are the consequences?\",\"answer\":\"The Man offers two options: take Lord Karma out of the Dreamlands themselves or petition the god Nodens. Taking him out is extremely dangerous to the players but safer for Lord Karma, while imploring Nodens is safer for the route but results in certain death to Lord Karma.\"}]","Lord Karma Has Gone Insane - A Call of Cthulhu Adventure - Scenario for Five Players | PDF",1791313690,12]