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D&D and Government Corruption

* = party/player action.

BEFORE YOU PLAY
Each player must create a level 10 character. At least one rogue and one monster creature are required. 3 players or more required
INTRODUCTION
You’re part of an apocalyptic futuristic society. The Kingdom of the Eagle and the Clan of the Rising Sun are all that’s left out of billions. This is due to the massive earthquakes that have plagued the world for one hundred years. Only the truly strong or magical remain. Sorcerers control all aspects of life in the Kingdom of the Eagle. They reign like gods by using fear tactics and supply hoarding in order to control the few that are left. New land has sprouted up around the globe after being buried under water from the massive tsunamis. Re-population is beginning, and the Sorcerers are the only ones permitted to do so.
 However, there is a group who is enraged by the lack of concern shown by their government for the world disasters. You are a part of this group, and you have come upon the knowledge that there is something hidden in the mountain to the west that the sorcerers try to keep secret.
It’s your job to investigate. Good luck.
You begin in the common dining hall. Because food resources are so scarce, clerics are called upon to use their magic to create meals. Seated next to you are two of your friends, and thus your mission begins.

Part One : THE TOWN
* spot checks - you see posters posted up around the dining hall that read "The situation is under our control - trust your government is doing all they can", a wanted poster for the now resigned leader of national security, and health notices about disease control & subsequent isolation centers for severe radiation victims. There is a waitress whose hands are shaking and a crowd of important looking suits at a table nearby.

* listen checks on the suits - You can hear them somewhat, but they are keeping their voices low on purpose. Words like "damage control" and "dangerous persons" are heard floating around in their conversation. Clearly you wont be getting any information out of them.

* talk to the waitress- she will tell, if asked the right question, that she heard of a group of rebels coming to try and overthrow the government. She is worried about her child at home who is suffering from severe radiation and cannot walk on his own. She says her home might be foreclosed because, according to the official notice she received, it's in prime "disaster recuperation" territory. Offhandedly, she says that her house is located in one of the few areas left with a freshwater well running underground.

You know from your assigned mission that you have to head west out of town.

When party leaves dining hall, tell them there's supply shops across the way and the residential area is to the south (bring up the map on the computer).

Permitted weapons:
* No guns, because there are no more factories to create bullets and gunpowder. Sorcerers do not need weapons, so a lot of items are scarce.
* Supply shops contain two broadswords, two daggers, and a shield. The people there know of your mission so they give you the weapons freely.

If for some reason the party wants to go to the residential center..
You approach the door. A guard is standing out front, looking severe.
* talk to the guard - The guard glares at you. He informs you that it's the lunching hour and that no citizens are permitted back into their rooms before the hour is up.

Inform the party that waiting would hinder the little time they have left to leave before being noticed.
If they still want to wait to go into the building, allow the party to go to their designated bedrooms to rummage for supplies.
They will find:
- Empty water bottles
- Clothing
- Bedsheets/bedspread
- Pocket change

By this point there is nothing left in the town to explore.
If the party waited and went into their rooms, all members must roll a hide and move silently check. If one member rolls high enough(DM rules), the whole party can escape. If not, they must wait until the following day in order to leave town.
or
If they did not wait to go into their rooms, the party can freely sneak out of town.

The only direction you can head is west, to the east there is only ocean.

THE BEACH
You and your friends head west, quickly and quietly, along a crude path made through the mountains of sand. Even though you have made it out of town, you are by no means in the clear as of yet. To your left is the water front, to the right is miles of sandy beaches.

Tell the party to roll a spot check. The rogue may want to go ahead. Give them a chance to plan their course of action, remind them that they are in danger.
If the party rolls high enough, let them know..
You see a man off in the distance. He looks haggard and confused.
Ask the party what they want to do. Approach or attack from afar? There are many different options.
If the party attacks:
Remember the party members are level 10.

Enemy:
Michael DeWayne Brown
Male Human Fighter 5
Lawful Evil

Strength
16
(+3)
Dexterity
14
(+2)
Constitution
18
(+4)
Intelligence
11
(+0)
Wisdom
13
(+1)
Charisma
11
(+0)
Size:
Medium
Height:
5' 5"
Weight:
210 lb
Skin:
white

Eyes:br

Hair:br

Total Hit Points: 59
Speed: 30 feet
Armor Class: 16 = 10 +4 [chain shirt] +2 [dexterity]
• Touch AC: 12
• Flat-footed: 14
Initiative modifier:
+6
= +2 [dexterity] +4 [improved initiative]
Fortitude save:
+8
= 4 [base] +4 [constitution]
Reflex save:
+5
= 1 [base] +2 [dexterity] +2 [lightning reflexes]
Will save:
+2
= 1 [base] +1 [wisdom]
Attack (handheld):
+8
= 5 [base] +3 [strength]
   Weapon Finesse:
+7
= 5 [base] +2 [dexterity]
Attack (unarmed):
+8
= 5 [base] +3 [strength]
Attack (missile):
+7
= 5 [base] +2 [dexterity]
Grapple check:
+8
= 5 [base] +3 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages:
Common
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]

Feats:
• Alertness

• Combat Reflexes

• Improved Initiative

• Lightning Reflexes

• Rapid Reload

• Weapon Finesse

Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise
Int
0 =
+0

Balance
Dex*
2 =
+2

Bluff
Cha
2 =
+0
+2

Climb
Str*
3 =
+3

Concentration
Con
4 =
+4

Craft_1
Int
0 =
+0

Craft_2
Int
0 =
+0

Craft_3
Int
0 =
+0

Diplomacy
Cha
1.5 =
+0
+1.5

Disguise
Cha
0.5 =
+0
+0.5

Escape Artist
Dex*
2 =
+2

Forgery
Int
0 =
+0

Gather Information
Cha
0 =
+0

Heal
Wis
1 =
+1

Hide
Dex*
2 =
+2

Intimidate
Cha
0 =
+0

Jump
Str*
3 =
+3

Knowledge (geography)
Int
2 =
+0
+2

Knowledge (history)
Int
2 =
+0
+2

Knowledge (local)
Int
2 =
+0
+2

Knowledge (religion)
Int
2 =
+0
+2

Listen
Wis
3 =
+1

+2 [alertness]
Move Silently
Dex*
2 =
+2

Perform_1
Cha
0 =
+0

Perform_2
Cha
0 =
+0

Perform_3
Cha
0 =
+0

Perform_4
Cha
0 =
+0

Perform_5
Cha
0 =
+0

Ride
Dex
2 =
+2

Search
Int
0 =
+0

Sense Motive
Wis
1 =
+1

Spot
Wis
3 =
+1

+2 [alertness]
Survival
Wis
1 =
+1

Swim
Str**
3 =
+3

Use Rope
Dex
2 =
+2

* = check penalty for wearing armor

If the party wants to approach silently, roll a spot check for Brown to see if he notices them from afar.

Sneaking around him is possible if they head toward the coast.
If they approach him normally to speak..

* talk to Brown - "How did you find me here?" he says. He tells you to go away.

Have party roll a knowledge check. If high enough, the member recognizes him as the guy who the government is out looking for (the wanted posters in the dining hall).

* talk to Brown - "Yeah? Your point? You've got one of the Mutated with you and you're threatening me? I did everything I could to stop them and they found out about me. That's why they're lookin' for me I tell you.

At this point, it is entirely up the party what they want to do. Question him, torture him, find out what he's talking about, etc. That's the beauty of D&D.
However, for the purposes of this project, Brown is the guy who pretty much failed in the US gov't scandal with Katrina. In game, he'll tell you something like that, and, most likely, the party will take pity on him for his utter stupidity and weakness.

If the party avoided Brown all together and decided to go to the coast..

You decide to avoid the strange figure and head towards the coast. It's peaceful now, but soon you know it'll be consumed by another tsunami.

Have party roll spot checks. If high enough, they see three mermaids climbing out of the water towards them, preparing to strike.
If they do not see them, mermaids get an attack of opportunity before rolling initiative.

Female Mermaid Bard 9
Chaotic Evil

Strength
16
(+3)
Dexterity
9
(-1)
Constitution
11
(+0)
Intelligence
18
(+4)
Wisdom
13
(+1)
Charisma
15
(+2)
Size:
Medium
Height:
7' 0"
Weight:
350 lb
Skin:

Eyes:

Hair:

Total Hit Points: 36
Speed: 30 feet
Armor Class: 9 = 10 -1 [dexterity]
• Touch AC: 9
• Flat-footed: 9
Initiative modifier:
-1
= -1 [dexterity]
Fortitude save:
+3
= 3 [base]
Reflex save:
+5
= 6 [base] -1 [dexterity]
Will save:
+7
= 6 [base] +1 [wisdom]
Attack (handheld):
+9/+4
= 6 [base] +3 [strength]
Attack (unarmed):
+9/+4
= 6 [base] +3 [strength]
Attack (missile):
+5/+0
= 6 [base] -1 [dexterity]
Grapple check:
+9/+4
= 6 [base] +3 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages:
Aquan Common Synad Kuo-Toa (? 2 more)
Gauntlet [1d3, crit x2, 1 lb, light, bludgeoning]

Feats:
• Agile

• Power Attack

• Cleave

• Water Heritage

Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise
Int
4 =
+4

Balance
Dex*
1 =
-1

+2 [agile]
Bluff
Cha
2 =
+2

Climb
Str*
3 =
+3

Concentration
Con
0 =
+0

Craft_1
Int
4 =
+4

Craft_2
Int
4 =
+4

Craft_3
Int
4 =
+4

Decipher Script
Int
16 =
+4
+12

Diplomacy
Cha
14 =
+2
+12

Disable Device
Int
10 =
+4
+6

Disguise
Cha
14 =
+2
+12

Escape Artist
Dex*
13 =
-1
+12
+2 [agile]
Forgery
Int
4 =
+4

Gather Information
Cha
2 =
+2

Heal
Wis
1 =
+1

Hide
Dex*
-1 =
-1

Intimidate
Cha
8 =
+2
+6

Jump
Str*
15 =
+3
+12

Knowledge (nature)
Int
16 =
+4
+12

Listen
Wis
1 =
+1

Move Silently
Dex*
-1 =
-1

Perform_1
Cha
2 =
+2

Perform_2
Cha
2 =
+2

Perform_3
Cha
2 =
+2

Perform_4
Cha
2 =
+2

Perform_5
Cha
2 =
+2

Ride
Dex
-1 =
-1

Search
Int
4 =
+4

Sense Motive
Wis
1 =
+1

Spot
Wis
1 =
+1

Survival
Wis
1 =
+1

Swim
Str**
15 =
+3
+12

Use Magic Device
Cha
14 =
+2
+12

Use Rope
Dex
-1 =
-1

* = check penalty for wearing armor
Decipher Script >=5 ranks gives +2 on use magic device checks involving scrolls.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Zero-level Bard spells: 3 per day

First-level Bard spells: 4 (3+1) per day

Second-level Bard spells: 4 (3+1) per day

Third-level Bard spells: 2 per day

Merfolk:

• Aquatic fish-tailed people

Bard:

• Bardic Knowledge

• Bardic Music

• Can know only limited numbers of spells

• High charisma gains bonus spells daily

On the mermaids person are three vials of magical healing potions that restore all party members back to full health (necessary for boss fight)

After this, you continue on to the mountain.
You find your way to the base and see a small cave that leads to the inside.

Once you are inside, however, you wish you had never gone in.

Roll initiative, here it is.

Elder Earth Elemental Size/Type: Huge Elemental (Earth, Extraplanar) Hit Dice: 24d8+120 (228 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 22 (–2 size, –1 Dex, +15 natural),, touch 7, flat-footed 22 Base Attack/Grapple: +18/+37 Attack: Slam +27 melee (2d10+11/19–20) Full Attack: slams +27 melee (2d10+11/19–20) Space/Reach: 15 ft./15 ft. Special Attacks: Earth mastery, push Special Qualities: Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits Saves: Fort +19, Ref +7, Will +10 Abilities: Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11 Skills: Listen +29, Spot +29 Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Usually neutral Advancement: 25–48 HD (Huge)

Once you take down the elemental, you and your party make your way back to town, wounded.

Upon your return you expect total chaos. You have discovered the secret of the sorcerers and you want to out them.

However, once you return, you see nothing has changed. Days, weeks, months go by and the earthquakes and tsunamis haven't stopped.

Either the sorcerers have another trick up their sleeves, or maybe the government has nothing to do with natural disasters at all…

Analysis: 

The type of game I chose to do was a Dungeons and Dragons campaign.
For those unfamiliar, D&D is a lot about your own imagination. You create your character, and while the Dungeon Master has created the world, it is up to the player to imagine themselves in it.
However, for the purpose of this assignment, I have created elements of the world so that my own vision comes more into play.
Coming up with a topic for the required rhetoric was difficult, but I decided to make my campaign a dramatization of the politics involved with natural disasters.
The first thing I heard about the disaster in Japan was "Well, what effects will this have on the economy in the United States?" (http://opinion.inquirer.net/inquireropinion/columns/view/20110315-325479...) I was appalled by the lack of human nature. Not to mention the idea that maybe other governments would take advantage of a country in economic duress.
However, the ending of my game is also a critique on media portrayal of the government during natural disasters. Maybe as a part of our human nature we are constantly looking for someone to blame. Government has control over a lot of things: war, diplomacy, tax cuts/increases, but there is one thing they cannot control: Mother nature.
My game plays devils advocate against itself. It does not just have one villain, it's not cut and dry. There are two sides to everything and I chose to use rhetoric to do just that; show both sides.

Mockup: 
Other Images: 

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