Don’t Talk About It


A Rifts RPG Adventure

The adventurers are in Ohio, away from any known settlement. Tower Nebh (Cincinnati, DX2, p125) is 50 miles east of the ruins of Cincinnati. The crenelated tower stands 475 feet high and is 80 feet in diameter. The tower acts like a Nexus Point, allowing mages to draw 20 P.P.E. from it, double at Midnight, and for an additional 1d4 minutes after midnight. The tower itself is mystically locked and sealed, and protected by a powerful forcefield that regenerates 1d4x100 MDC per melee.

A small assembly of Tolkeen refugees has gathered around the tower, relying on the tower’s protection and additional P.P.E. to protect themselves. These refugees are joined by volunteers that work with them, and by stragglers also looking for a place to belong. Population: 90 people, comprising an equal mix of humans and DBees (common to Tolkeen.) There are an additional 20 aid workers volunteering to help the refugees to settle in.

Key People: Miramar, a D’norr Devilman Rogue Scientist (CW: SonT, pg 127), Pheobe Ray, Human Female Mind Melter, Wiz Little: Human male Earth Warlock, and Tov Love: Human female Air Warlock. They accept barter, accept all people as equals, and will render aid and assistance wherever possible and within their capacity.

A case of missing persons rocks the small encampment.

Refugees living among the Tower Nebh encampment are disappearing. At first, it was believed many grew dissatisfied with the living conditions or management of the camp, and simply deserted. But as the numbers grew, it has become more certain that people are disappearing, likely abducted.

Ethan Wheeler has seen something, but he’s afraid to talk.

Ethan Wheeler, a young Wildnerss Scout, noticed a small group of refugees leave the camp and return a few days later, but with fewer people than those who left. He identifies a young woman, Diana Ford being one of the people in the small group. She returned two others.

If questioned, Diana and two others will vanished without a trace shortly after being interviewed. The story they will tell is one of lies and fabrication, not at all reliable if investigated.

Inspiring rifts RPG storylines and how to use them– If you are new or returning to either the Rifts RPG or tabletop roleplaying games check out this article to learn more about Rifts storylines, how to use them and other articles to start with on the site.

The search for the missing people uncovers a grim discovery.

Four Psi-Stalkers working with the Tennessee Headhunters (MercTown ) have learned of a splinter group affiliated with the Grim Reapers, called the Di Infiri. The necromancer group is hiding amongst the Tower Nebh refugees.

The Psi-Stalkers intel suggests that the Di Infiri have joined forces with the Soul Harvesters – a group of evil Necromancers. Miramar has heard of the Di Infiri but thought them to be a hoax or a fabrication to add fear to the group of refugees. It was meant only to make everyone stick together and not wander off into the unknown. If there is a Grim Reaper member amongst the refugees, no one knows their identity.

The Psi-Stalkers are quickly able to track the activities of Diana Ford and her two accomplices, Rush Noy and Detlef (human male and D’norr Devilman male.) Finding a barn 10 miles away, they locate a mass grave containing the remains of many refugees who once lived among the encampment. Also in the mass grave are a few civilian aid workers, and several ‘yet unidentified’ persons. A number of the victims can be seen with the customary ceremonial wounds associated with the Harvesters of Souls.

In the shadows, a young man watches the Psi-Stalkers. The observer is Wilt Ford, Diana’s younger brother. Wilt is an undercover Cyber-Knight, protecting his identity. He’s been looking for his sister, having learned that she’s been in trouble and possibly entangled with an evil mage named Scotus. Scotus is a powerful Necromancer and Harvester. He seduced Diana, now Manes, and her two companions, Vergol (Rush Noy) and Silman (Detlef) to become Necromancers and work with them to increase their power.

Unknown to anyone, but suspected by a few, Scotus plans to sacrifice them once they’ve grown in power. If he is not stopped, Scotus’s power can grow and rival that of the most powerful mages in the magic zone.

There are more dark times ahead.

But their activities haven’t gone unnoticed, as the barn is ambushed by a pack of 4d4 Darkhounds, attracted by the scent of carrion, and the presence of Psi-Stalkers.

Making matters worse, the weather is marred with severe thunderstorms that rage day and night, with brief periods of stillness and calm air, but the ever presence of thick gray clouds in the air.

Recent Posts