Doom in Prevelberg – 1

Sophia Brandt recently posted a link to a nice, little story-telling game: To the Temple of Doom! The rules are only 2 pages and very inspiring. I decided to give the game a try. This first session was preparation: character creation and a draft of the challenge.

I defined these three settings that seemed interesting to me:
1. Middle-East around 1900
2. Central Europe soon after WW2
3. The Baltic Sea – 2017

I rolled the second one: Central Europe soon after WW2

  • The Ancient Evil

[in the game, one should define in advance a number of tracts of the Ancient Evil. I only defined three, that I will handle as “rumors”. Each of them has a 50% probability of being replaced something different]

What is the most terrifying aspect about me?
Game Master Apprentice cards (GMA): Blind, stinking drunk
Those who breath my stench must blindly obey me forever. They are completely demented, with no will of their own.

What is the source of my power?
GMA: meet impending relative
My telepathic link with my siblings on other planets.

What is my greatest weakness?
GMA: deviate distant parent
My father is now so remote that we need a powerful radio system to keep in contact. If that link should be broken, I would immediately be destroyed.

  • The Archelogists

I rolled these characters, who all work at the Kornatonic University.

Cora, Milena and Isaak

Cora Welanoski
Heroic:2 Booksmart:3 Streetwise:1
Speciality: Gems and Metals
Reputation: Senile
Motivation: Brotherhood
Artifact: a Viking amulet found in a ship burial in the North Sea.
During the war, Cora secretly opposed the pro-nazi collaborationist regime, helping the resistance and spying for the allies. Now she is one of the most respected professor at the Kornatonic.

Milena Ruciz
Heroic:3 Booksmart:1 Streetwise:2
Speciality: Secret Signs / Symbols
Reputation: Genius
Motivation: Fatalism
During the war, Milena fought with the resistance. She helped decipher a complex code of the nazists.

Isaak Kafter
Heroic:1 Booksmart:2 Streetwise:3
Speciality: Architecture
Reputation: Rulebreaker
Motivation: Ideology
During the war, Isaak was in the USA. He was expelled because of his communist sympathies. When he arrived at the Kornatonic, he had a brief affair with Milena.

[I decided to give the character an extra stat point: 6 instead of 5. But only Cora has an artifact ]

  • The location

This building, located near the village of Prevelberg, about ten miles from the Kornatonic.


Cora has heard rumors of people disappearing near this building. Someone also speaks of poisonous gases. The building is supposed to have been a military radio-plant. For some reason, it was not destroyed by the massive bombings during the war. It is now abandoned.
Cora asks her younger colleagues to come with her to the building. They will all wear gas-masks, just in case.

Eve of Tschai 10 – Theft in Orugis

Prior Events: [1] The two scouts Eve Reith and Titania Waunder are sent in a small ship to investigate the surface of an unknown planet. Their mother ship is destroyed by a mysterious missile. When the scouts crash-land on the island of Vord, Eve breaks a leg. In the following weeks, she is cured by a Pnumekin (a human servant of the Pnume aliens), R2714, who also teaches her the basics of the language of planet Tschai. The underground Pnume settlement is attacked by the Dirdir, a different alien race. Eve escapes and reaches the surface, but she is wounded. [2-4] She is taken prisoner by a man, Zutiz; they sail Northward on an artificial canal towards the city of Osomena, on the Northern shore of Vord. [5-6] In Osomena, Eve fails a trial at the temple of the pink moon Az and is ordered to leave before the next day. In a tavern, she meets a girl, Caj, who tells her that her scouting starship was embarked on a ship directed to Dima, in Southern Charchan, also stopping in Bamarsa in Eastern Kachan. [7] Caj has her own ship, the Qumberina. She offers to sail with Eve and Zutiz to Bamarsa, in order to collect some Viz, a material that can be sold well in Charchan. From Bamarsa they will sail to Dima. They embark a fourth member of the crew: Kodr. [8] While sailing East, the Qumberina is stopped by an air-raft manned by Wannekmen from the city of Azez. A Wannekman tries to frame them for smuggling Dirdir drugs. Eve talks with a Wannek and convince him of their innocence. [9] After a few days of sailing, they are reached by a swimming Wannek who delivers a message: they must steal the sacred black cup in the ruined city of Orugis. Eve and Caj enter the temple where the cup is, but are stopped by the cultists. 

Q: Do Eve and Caj agree that they should leave Orugis? NO AND they both think they must find a way to steal the black cup.
Eve’s goal: to steal the sacred black cup.

The Qumberina stops in a bay a few miles north of Orugis.

Game Master’s Apprentice cards: “The growing rumble of hooves…” “Military weapons”
At sunset, two barbarians (named Guino and Fenko) on six-legged heap-horses reach the bay and call the crew of the Qumberina. They are sent by “the black ones” (the Wannek) with laser guns for Eve and Caj. They have been informed of a secret passage in the temple of the six-legged lizard, where the cup is kept.

Fenko on his leap-horse

Kodr and Zutiz are again left in guard of the ship, and the four ride into the night towards Osomena.
Q: Can they surprise the lizard cultists? YES: they only meet one and they easily put him out of combat under the threat of their guns.
Q: Can they reach the room where the sacred black cup is kept? YES AND it is unguarded.
Q: Can they steal the cup this time [with advantage, given the two successes in the previous challenges]? YES BUT [GMA: “Quarantined!”] as Caj reaches for the cup, she is stung by a needle springing out of the altar. They reach the Qumberina at dawn. Guino and Fenko bid the crew farewell. The Qumberina immediately leaves. After a few hours, Caj begins to be unwell, with fever and hallucinations.