V I A D O L O R
O S A :
S Y S T E M : A D & D
C A T E G O R Y : H I S T O R I C A L
BY MARIO MOSCALINI
- - - -
This adventure is written for 2nd through Nth level characters (only
one character, the Savior, qualifies for Nth level experience), preferably
Lawful Good to Neutral alignment. For larger groups, neutral to Lawful
Evil characters can be incorporated. This adventure is intended to be
part of a much larger campaign, but typically involves the new creation
of characters over time. Several new characters will likely need to
be created for this campaign.
This adventure takes place in city of Jerusalem,
33 A.D., and should not be relocated. The city is good-sized, and with
a strong occupying military presence, which should not figure into this
adventure, but is a good chance for new or inexperienced players to
create characters of the occupying force (Roman), as they have only
limited engagements, and mostly at the end of the adventure.
For the duration of this adventure, the DM should be referred to as
G-D. This can be continued for the remainder of the campaign, but is
This adventure can be played many ways. The abbreviated version provided
here is suggested for the inexperienced or less devout. The goal of
the adventure is for the Savior to successfully communicate His Wishes
to his followers (up to twelve are allowed). He then undergoes an arrest
(assign life event Accused of Crime: 20), and is condemned for crucifixion.
The Savior must successfully resurrect to remove spell of Original Sin
that afflicts all other characters. Original Sin is a -4Cha, -5Wis spell
which cannot be undone after death of Savior (provided he fails to Resurrect),
and reduces Resurrection Chance to 0% and eliminates access to the Kingdom
The Temple Debate
Our adventure opens with a confrontation between the Savior and the
Sadducees over issues of the Savior's prophecies. This confrontation
can be resolved with a simple role, with 1d6:5+ rewarding the Savior
with a rhetorical triumph. All other roles result in the Savior leaving
the temple, with rolls to establish level of damage (not necessary as
this does not increase his XP). A expansion set is available for a detailed
exchange between the Savior and the Sadducees (this requires the Theological
Debate conversion tables for Weapons and Ideologies). After the Savior
exits, the Sadducees and Pharisees roll to arrange cost of betrayal
of the Savior by Judas.
Last Supper/Mount of Olives
This is a good opportunity for players to build wisdom and gather food
and provisions. The Savior offers each an opportunity to Eat of His
Flesh (2d8:6+), and Drink of His Blood (2d8:6+). Apostles who fail this
request may continue with this adventure, but moving forward in the
campaign, they are ineligible for Peroration or Sermonizing. Each player
has option to ask of the Savior if they betray him. A roll of 2d8:8+
will affirm betrayal.
Garden of Gethsemane
In the Garden, the Savior may attempt his Appeal to DM. A roll of 2d6:3+
or less will result in the Savior drinking from the cup, as the DM's
will commands. Peter is stationed on watch. A roll of 2d6:8+ is necessary
to stave off sleep. Once Peter fails and sleeps, Judas approaches the
Savior with Roman Soldiers. A roll of 3d8:8+ results in Identification
of Christ and his arrest. Peter may strike at Roman Soldiers, but is
handicapped by the Savior's wishes. A roll of 1d6:2+ results in nominal
damage (loss of ear) regardless of hit points.
Council of Sanhedrin
During this meeting, Peter must roll three times to Deny the Savior.
Rolls of 2d6:4+, 2d6:8+ and 3d6:12+ are necessary to deny the Savior.
If Peter fails, he is arrested and sent to the council. A roll of 4d6:16+
will result in his release; otherwise, he is crucified with Jesus. Meanwhile,
the Savior must role to determine his fate: 2d6:2+ will result in crucifixion.
Way of the Cross
The Way of the Cross is the pathway to Calvary, which involves the Savior
and minor characters only. Up to ten encounters can be used. DM is discouraged
from using the Savior Falling encounter more than three times, and Simon
of Cyrene must roll of 2d6:4+ to carry the cross one encounter. He may
roll again, but a 2d6:10+ is required to continue. Roman soldiers should
intervene, and with a 2d6:3+ roll, return Simon to the sidelines. For
each event, all rolls by the Savior will result in forward progress.
The Savior cannot invoke and saving throws in the stage, and can only
mitigate his suffering temporarily.
At Calvary, the Savior is nailed to the cross. Any Roman soldier characters
in play roll for the Savior's garments. The Savior cannot use any food
in his kit, except for vinegar. At this time, the Savior may invoke
his Appeal to Not Be Forsaken. A 3d8:20+ roll will delay his death,
but will not give him freedom. Any other rolls result in the Rending
of the Temple, and Opening of Graves. Any characters of the Saint class
from prior adventures are granted Resurrection.
After three days, allowing rest time for the secondary characters, the
Savior must roll 3d6:6+ or better to resurrect. DM may intervene to
insure resurrection if longer campaign is planned. Otherwise, if Savior
is unable to successfully use Resurrection Saving Throw, all remaining
characters remain stricken with Original Sin. If the Savior rolls successfully,
he encounters each of his followers, Peter being the first, provided
Peter managed to invoke Denial Saving Throw. Thomas must roll 2d6:6+
or better to overcome his Immunity to Illusion and embrace the Savior.
Kingdom of God
The Savior spends forty days spreading His Words. Other players should
take this time to build skills, espeically Peter. At the end of 40 days,
the Savior is assumed into the Kingdom of God and Adventure closes.
It is suggested that this Adventure be followed by the Acts of the Apostles
Jesus Christ (aka the Savior)
Hum/Cler/Lawful Good/M/XP:Nth; AC 2 (muslin); MV 50; hp 2; THAC0 2;
Weapon Proficiencies: Staff (can only be used against inanimate objects)
Non-Weapon Proficiencies: Carpentry, Reading, Writing, Spellcraft, Divination
Saving Throws: Resurrection: 50 Appeal to DM to
Not Be Forsaken: 2 Walking on Water: 17
The Savior character is interesting because of his unlimited powers;
many inexperienced players are frustrated with the restriction on their
use. The DM needs to be wary of gamers attempting the Appeal to Not
Be Forsaken repeatedly or out of turn. The best course of action is
to ignore all requests after first failed roll.
Hum/Thief/Lawful Evil/M/XP:1; AC 10; MV 10; hp 2; THAC0 10; Dmg 2d6
Weapon Proficiencies: Lantern (hooded)
Non-Weapon Proficiencies: Appraising, Forgery, Set Snares
Saving Throws: Conscience: 22
Judas is the most intriguing, as he is the only Evil character. He successfully
hangs himself with a roll of 2d6:3+. His money is used to establish
the Field of Blood. After his death, player is given option to create
a new character, Matthias.
John (aka the Baptist)
Hum/Figh/Lawful Good/M/XP:9; AC 10; MV 12; hp 7; THAC0 3; Dmg 2d6
Weapon Proficiencies: Staff (can only be used against inanimate objects)
Non-Weapon Proficiencies: Swimming, Prophecy, Muckracking
Saving Throws: Baptism: 10 Lust for Salome: 5
Peter (aka Simon, the Rock)
Hum/Bard/Lawful Good/M/XP:3; AC 12 (Denial); MV 15; hp 5; THAC0 22;
Weapon Proficiencies: Rock (can only be used rhetorically); Sword
Non-Weapon Proficiencies: Reading/Writing, Oration, Logistics
Saving Throws: Denial of Savior: 12.