Incarna is a system of gritty realism. The mechanics promote deadly combat, intense action, and the intended focus is on story, skills, and a mixture of combat and puzzle/problem solving. Some rules herein may reference concepts unique to Incarna - you will need access to the online rule set for specific details. Most GM’s can assess the Incarna specific elements in context and leave or remove them as needed. Where you see this: , the GM must "plug-in" their own materials to round out the adventure in their campaign. It is strong recommended something such as a Gaming Contract be put into place.
Setting: Anywhere (intended for The Steel Realms)
Anywhere the forces can get to.
The PC's have in their possession a MacGuffin/trinket that the forces of Everdark (god of evil and darkness) want.
Keep the trinket safe from Everdark's forces and return it to the authorities for safekeeping.
Orrish warrior and cleric, waterborne encounter (possible), Curse (possible)
The god has granted his followers the Book of Vile Darkness to power a ritual which can allow them to follow the possessor of the “trinket”. The hellish larvae is a connection to the Fiendish power used to transport the boat as well.
Book of Vile Darkness – allowing them to track the theft of the trinket and planeshift
Hellish Larva (for tracking the PC’s; slow unless afraid – attacks at speed anything near when afraid; first attack with long poisonous tongue by surprise) DC 15 CON check or poisoned + d6 piercing; 2nd attack with MAW for 2 D6+2. HD: 5/HP: 25; AC: 10 (hitting it with non-bludgeoning causes acid mist damage on those within 10′ equal to damage > 6); reflex DC 10 save for half if over 6 damage
3 Goblins – larva prodders (to make afraid/angry) AC: 12, HP: 10, short sword D6+4, short bow D6 +4 damage – must prod larva with sharp stick until it engages with a target, then can use short bow
Crill – a young Ork, powerful Cleric 4th of Everdark (but stupid and ego-maniacal; will attempt to get glory for himself at risk of others); Dialogue = “You must be stopped!”, “The thrice accursed watcher in the night has shown us your fate line!”, “We must have the item returned, to appease to grey one and our alliance.”;
AC: 17 (plate), HP: 21; mace; Inspiration x1, Piety 2 (2 blessing = advantage to followers)
2nd: hold person
Initiates: Commands to initiate: When i attack, attack the same target.
Initiate #1 AC: 13, HP: 16; Piety 1 (blessing = advantage); mace
Initiate #2 AC: 14, HP: 17; Piety 1 (blessing = advantage); mace
4 kobold backup trackers (scent) with spears (6 hp each) – mostly loyal to the priest, but will obey Cratus if the priest is dead.
Cratus: A veteran half orc; Dialogue = “I have followed your tracks like a bloodhound!” “You will be like the corpse of the maiden left by a stranger – no one will remember!”, “Your corpse-smell will feed a thousand winds!”, “The flies will feast tonight!” – He is vile and crude and will taunt and retort appropriately.
Oathbreaker Paladin 7th of Everdark; CHA 14 (+2), STR 15, DEX 15; Inspiration x1, Piety 0 (2-2 – used to enhance his Aura of Hate and give skeletons Undead Fortitude + Pact (immunity) vs. Bludgeon AC: plate + shield (junk)= 16; HP: 49; immunity vs. bludgeon; Sword D8+5 hit, +6 dmg, 2 attacks; Tactics: first round Inflict Wounds 4D10 necrotic + Blinding Smite 3D8 radiant + blind on DC 14 CON save.
Items: Cratus carries plain items – he comes from the Darklands of the Steel Realms where materials are few and he is happy with his armor and weapon. He also has rings, nose ring, bracelet, etc. worth 40gp – no more.
Skeletons: 4 skeletons (shield wall) AC 14+1 (shield+wall until only 2 left), spear (D6 +4) HP: 13; If Cratus leads = +2 HP, +2 Damage & Undead Fortitude DC 5 CON check if reduced to 0 that’s not radiant or critical, reset to 1
Destroying the book sends the boat (nobody native to current plane) and trinket if within 100’ back to Steel Realms Darklands on the boat. If the character boards the boat, when they unboard, there is a 10% chance that the trinket falls off. The crew may allow them to board and take the boat to return to their own lands, but will constantly jostle them and one of the goblins will pick pocket the item (DEX 14) and escape.