Nights of the Plague


(Cibola City, South America) Cibola City is a notorious haven for monsters, and teems with a vast population of enslaved humans. These unfortunate souls endure a second-class existence, reduced to serving as menial laborers and low-level bureaucrats for the city’s monstrous inhabitants. At the helm of power in Cibola reigns Inix, an enigmatic alien intelligence who commands a legion of godlings and other horrifying creatures. Safeguarding the city’s perimeter are formidable Gatherers and Pincer Warriors, while vigilant Pogtalian Dragon Slayers keep watch for any encroaching dragons.

As a City, it is always compelling. But every day in Cibola City, I give thanks that I am alive.

Despite its formidable defenses, Cibola has attracted the attention of Ah-Pekku, a master vampire with an insatiable thirst for the city’s slave population. To fulfill his nefarious objectives, Ah-Pekku has enlisted the aid of a notorious band of mercenaries known as The Order of Phantoms. Their mission is to infiltrate Cibola and strategically emplace totems throughout the city. These totems, crafted from bone and ensconced in elixir-infused linen, are adorned with various animal parts and trinkets commonly employed by necromancers.

The Order of Phantoms must exercise utmost caution to evade detection and capture while executing their mission. Placing the totems demands utmost care, without ever unwrapping the bindings to reveal their hidden contents. With the fate of Cibola’s enslaved populace hanging in the balance, the stakes have never been higher.

Gather the Bones

The totems encapsulate subdued secondary vampires, immobilized through staking. However, these creatures are far from defenseless. Swathed in linen in a manner reminiscent of the creation of zombies and mummies, the totems are adorned with charms, talismans, and artifacts commonly employed by necromancers.

To activate the totems, Ah-Pekku relies on the services of Mário Lobo Rezende, a Rift Runner of modest prowess. Mário imparts a charge to the ornaments, which are, in truth, pseudo-Necromancer Transdimensional (TW) devices enchanted with the capability to assemble bones and animate body parts. These assembled parts possess the strength to remove the stake from the secondary vampire’s chest, effectively resurrecting it.

This process not only captivates with its macabre fascination but also proves highly efficient in creating a formidable army of undead creatures. The combination of necromancer artifacts and the expertise of Ah-Pekku and Mário yields a lethal alliance. The totems should not be underestimated, for they possess the capacity to unleash havoc upon any unsuspecting victim.

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(Part One) Speak Low Tiny Mouse

Mouse, an advanced Full Conversion Cyborg affiliated with the Order of Phantoms, possesses an unfortunate propensity for verbosity, particularly when regaling others with details about his squad’s recent enigmatic assignment in Cibola City. These clandestine deliveries of mysterious bone bundles are a subject Mouse can hardly resist divulging, particularly after a few libations have loosened his lips.

Intrigued by the revelations, Exus, a skilled Phlebus Ley Line Walker and Vampire Hunter, finds himself accompanied by his two trusty Werejaguar comrades, Huracan and Muluc. Eager to learn the complete tale, they yearn for every detail. Recognizing the gravity of the situation, Exus concludes that the most viable course of action is to engage the services of a proficient team capable of infiltrating Cibola City and rooting out the vampires responsible.

To undertake this arduous undertaking, Exus deems it imperative to secure the aid of Gathos, a True Atlantean Undead Slayer. Having collaborated with Gathos in the past on a similar mission, Exus holds steadfast confidence in the Undead Slayer’s capacity to validate his worst suspicions concerning the origins of this enigmatic modus operandi. Assembling this formidable assemblage of skilled individuals, Exus stands ready to embrace the challenge and unveil the truth concealed within the enigmatic bundles of bones.

Even the Mercenaries among them are like Fat Bulls.

Within the ranks of the Order of Phantoms, Caipora Redmane, the resolute squad leader, confronts a pressing dilemma. Troubled by Mouse’s garrulous tendencies and the potential exposure of sensitive details concerning their recent assignment for Ah-Pekku, Redmane senses the need for decisive action. Concerned that the divulgence may have reached the ears of unintended listeners, he deems it necessary to neutralize any perceived threats, including Exus and his two Werejaguar companions.

Redmane stands as an indomitable force, possessing an array of exceptional skills and abilities that render him a formidable adversary. As a Feral Free Born Boxer Psi Hound, he commands supernatural endurance and excels as a paratrooper with unrivaled prowess in piloting Robot Power Armor. Moreover, he is an elite combatant, having undergone rigorous training in hand-to-hand combat within his imposing mechanical exoskeleton.

Redmane’s unwavering dedication and formidable skill set attest to his unwavering commitment to the fulfillment of his duties. His resolute demeanor and formidable capabilities render him an invaluable asset to the Order of Phantoms, leaving no doubt that he will employ every means at his disposal to ensure the triumph of their mission.

(Part Two) The Death Mask of Gathos

To locate someone skilled in eluding detection proves to be a formidable challenge. Gathos, a master of evasion, possesses a mysterious past devoid of any traceable activities or exploitable weaknesses. He is an enigma, a phantom among the shadows. Yet, Exus possesses a crucial lead on Gathos—the True Atlantean once donned a renowned mask known as The Mask of the Messenger. Fashioned from pure gold and embellished with fur, bones, feathers, and claws, Gathos wore this mask for half a century before its disappearance. Fortunately, Exus may possess knowledge of its whereabouts.

Within the City of Gold, Manoa, sprawling cave systems were once cleared out by Gathos and an army of Amazonian Warrior Women and fellow True Atlanteans. Rumors have reached Exus’s ears regarding a Lizard Man Mage named Truak, who claims possession of the elusive Mask of the Messenger. Exus does not intend to abscond with the mask; he only requires its presence to facilitate a Remote View and ascertain Gathos’s location. Alternatively, Exus can employ the Locate spell should Gathos fall within its effective range.

However, Truak, the Lizard Man Mage, presents Exus with a prerequisite before revealing the mask. Exus must retrieve Truak’s comrade, Acimua, a Lizard Man Gladiator who currently seeks refuge in Manoa’s bustling Market Square. Acimua, prone to attracting trouble, finds himself pursued by a group of Mercenaries affiliated with the Order of Phantoms. He remains indebted to them, and unearthing this information may furnish the adventurers and Exus with invaluable insights regarding the enigmatic bone bundles within Cibola City. Engaging in discourse with the Mercenaries proves challenging, as they are reticent to divulge information to strangers, particularly in the wake of their leader Redmane’s recent defeat.

Presently, Gathos roams somewhere on Maga Island, a locale familiar to Acimua, who eagerly offers assistance in locating him. However, chartering a boat becomes an immediate necessity for the adventurers to venture northward and evade pirate-infested waters. Fortuitously, Acimua acquaints them with Vankrox, a Shaydor Spherian Explorer who captains “The Growler” and readily agrees to charter his vessel to the adventurers. Vankrox’s fees prove fair, and his ship is soundly maintained. Accompanying him are two additional Shaydor Spherians—a Warrior and a Healer—alongside a contingent of Lizard Men Sailors and three Techno-Wizard Dwarven Brothers entrusted with the ship’s maintenance and repairs.

(Part Three) Silence at Sea

Embarking on a coastal voyage entails an arduous and treacherous endeavor, fraught with peril at every turn. The waters teem with a variety of threats, ranging from the menacing Horune and NautYll D-Bee Pirates to the capricious whims of unpredictable weather and lurking sea monsters. With each passing hour during the three-day, eight-hour passage to Naga Island, the crew must remain vigilant, as any moment may bring unforeseen challenges.

Navigating the Kingdom of Lagarto proves particularly hazardous, as its shores offer little respite, instead harboring the constant threat of capture and a lifetime of enslavement and anguish. Lagarto’s relentless patrol boats diligently scan the coastline, rendering it exceedingly difficult to pass undetected. Even with Vankrox’s vessel, The Growler, equipped with a cloak of invisibility, the maintenance of such concealment necessitates a substantial reserve of P.P.E. To sustain the cloak, the three Dwarves aboard the ship cannot shoulder the burden alone. It falls upon the practitioners of magic to engage in the ritual of empowering the Techno-Wizard Devices embedded within the ship’s cloaking system.

Notwithstanding their concerted efforts, certain patrols within Lagarto’s waters possess the disconcerting ability to discern the unseen, amplifying the peril of an already treacherous journey.

In dire circumstances, the crew may find salvation in the form of a Horned Whale, provided it perceives benevolent intentions from those aboard The Growler. This magnificent creature may lend its aid, offering a glimmer of hope amidst the perils of the sea.

Upon arriving at their destination, Gugh Burim, a Stone City Port nestled along the eastern shore of the Island, the crew is greeted by Kaggil Windbraid, a Dwarven Port Master. Kaggil and his contingent of Dwarves had been bracing themselves for an imminent pirate raid, their apprehensions triggered upon spotting the small vessel docking at one of their piers. Unfortunately, their worst fears materialize as three imposing Hover Yachts, each laden with over 30 D-Bees and Undead Pirates, converge upon the port. Alerting the crew to the imminent danger, Kaggil reveals that the raid is led by the nefarious Dread Necromancer Pirate Captain Eshu Huur, a Changeling who manipulates a Puppet Body through the arcane practice of transferring life force. The Puppet Body in question originates from a colossal Titan Giant, and the majority of the D-Bee Pirates under Huur’s command consist of Lizard Men, Goblins, Orcs, and a small contingent of Trolls. Accompanying Captain Huur are two human accomplices—a Mystic Knight named Babalu and a Temporal Mage known as Ogun. Ogun’s visage is marred by severe deformities and scars, reminiscent of a burning inferno.

Delving deeper into the verdant expanse of the jungle canopy, the pirates soon find themselves in a relentless confrontation with a tenacious group of Faeries. Harnessing their mystical powers, the Faeries diligently employ their enchantments to thwart the encroaching invaders, determined to repel their advances and preserve the sanctity of the jungle realm.

The group of Dwarven Warriors is armed with TW weapons and Nuhr Rune armor, making them formidable fighters with exceptional combat skills.

(Part Four) Whispering Trees

Gathos resides near a grove of Trees of Wisdom, inhabited by Biomancers, Jungle Elves, and various D-Bees. Intruders with an alignment from Anarchist to Evil face intense resistance upon entering the jungle. The Trees unleash psionic bursts, employing bio-manipulation, empathic transmissions, and hypnotic whispering voices to drive away these individuals. If the intruders persist, Jungle Elves armed with bioweapons descend upon them, demanding their departure.

Despite the adventurers’ request, Gathos declines to join their mission to eradicate the vampires in Cibola City, citing pressing matters on Maga Island. However, the reason for his reluctance remains unknown.

Clever adventurers uncover that Gathos is guarding a Great Dream Snake named Lyzzossinth (Liz), plagued by a mysterious curse. Gathos hunts the necromancer responsible for the curse but has been unable to lift it even after the necromancer’s demise. The adventurers learn that the curse should have expired by now according to magical lore. Liz sustains herself by consuming feral pigs that wander into her cove.

Unable to identify the cause, the adventurers may explore the cove and encounter Quadruplets Toad Stools. These mischievous imps taunt and provoke the adventurers, attempting to curse them with warts. They lie, manipulate, and insult, but attacking them would anger other fairies in the jungle. Adventurers with empathy and telepathy can discern their lies and their knowledge of Liz’s suffering. However, the toad stools never reveal the origin or cause of Liz’s condition. Detecting evil in the toad stools only confirms their wicked nature.

The adventurers discover a collection of bones, feathers, and random objects concealed by the toad stools. Only a few items exhibit magical auras, while Creature of Magic Lore identifies bones and feathers from unicorns and Pegasus. Annoyed, the toad stools summon fog and employ entangling plants to hinder the adventurers’ escape.

Evil fairies in the jungle harbor hidden agendas.

During the night, a Pucara Mind Mage launches an attack on the toad stools, armed with M.D.C. stone weapons and armor. The fight spills into the jungle as other fairies join the fray. The toad stools instigated the mind mage, who withdraws if the attacks cease. Observant adventurers note the involvement of various fairies, including a disguised puck named Mungo, who cursed Liz. Capturing Mungo proves challenging, but through coercion, the adventurers learn that he forced Liz to swallow him and stabbed her with a cursed unicorn horn as he passed through her digestive system. Mungo refuses to disclose the source of the cursed item, fearing reprisal.

Someone must navigate Liz’s digestive tract to locate and remove the cursed item without touching it. Gathos then surgically extracts the brave volunteer. Once the cursed horn is removed, Liz recovers in 20 days, unless a “Remove Curse” spell is cast on her.

Grateful for their assistance, Gathos rewards the adventurers, with a special prize for the individual who retrieves the cursed item. He offers a collection of biomancy items, weapons, and armor and agrees to join Exus and his party of vampire hunters.

(Part Five) Unmasking Hidden Terrors

While sailing along the Tocantins River, the crew of The Growler spots smoke rising above the northern tree line. As they draw closer, both the captain and the adventurers notice a solemn procession of mourners. The mourners are accompanied by a display of a dozen caskets of different sizes. In the town nestled within the vibrant rainforest along the Tocantins River, a prominent pyre stands at the center of the square, visible from the docks and leading up the hill to the village.

Serra de Açor, the remote village shrouded in mystique, exudes an enchanting ambiance with its rustic stone structures harmonizing with the lush surroundings. Led by the captivating Exus, the adventurers embark on a quest to unravel the village’s deep-seated mysteries, forming bonds with initially wary villagers. Enthralled by Exus’s irresistible charisma, the villagers gradually open up, offering fragments of their harrowing tale.

Within the unforgiving depths of the jungle, a relentless monster ravages the land, leaving behind a trail of devastation and shattered families. In response, the elders of Serra de Açor dispatched a brave group of warriors to confront the savage creature, yet none have ever returned. As the adventurers navigate the village, they chance upon intriguing scenes—families, selected by wealthier villagers, being directed towards the northern horizon dominated by a towering bluff and cascading waterfall. Fueling their curiosity, the adventurers delve deeper, seeking answers to the purpose behind these mysterious journeys, only to be met with evasive responses from the enigmatic elders.

Enraged by the presence of the nearby monster, which callously snuffs out innocent lives, Gathos steps forward, offering to eradicate the threat himself. If the adventurers choose to join him, they embark on a perilous journey, eventually encountering and ambushing the true culprit—a guiltless Anti-Monster named Ow-Ow. Unbeknownst to the villagers, Ow-Ow has been hunting down the actual culprits responsible for the village’s suffering—the Cibolan Pincer Warriors sent to pilfer from the local mine. Confronting Ow-Ow about the mine, he unveils the long-held secret concealed by the town’s elders. The village’s survival hinges upon the exploitation of a transient phenomenon—a Fade that materializes for a single day every 28 days. Ow-Ow, entrusted with this knowledge for nearly a century, has safeguarded the secret and protected the people of Serra de Açor since its inception.

The adventurers witness the tragic aftermath of the family’s encounter with the Pincer Warriors atop the bluff, their remains serving as a grim testament to the warriors’ brutality. Infused with a newfound determination, Ow-Ow, and Gathos, fueled by their rage and driven by their unparalleled skills, set out to track down the Pincer Warriors and engage them in a fierce battle. In a display of seamless synergy, the two warriors, who had only met hours before, fight as one, unleashing their fury upon the Pincer Warriors with unyielding determination.

Returning to the village with the remains of the fallen family, Ow-Ow reveals his true identity to the locals after a century of secrecy, introducing himself not as their enemy, but as their hidden protector, the guardian who has watched over their ancestors since the village’s inception. Grateful for his unwavering vigilance, the villagers embrace Ow-Ow as their savior and pledge their support to the adventurers’ cause.

As the adventurers reveal their primary mission to destroy the vampire nest in Cibola, Ow-Ow, driven by a shared history with the Order of the Phantom Mercenaries, offers to join them and take the fight to Enix. Recognizing the significance of their alliance, Ow-Ow eagerly accepts the invitation, ready to confront their mutual enemies and unveil the secrets that lie within the vampire-infested city of Cibola.

(Part Six) Infiltration and Reconnaissance

The adventurers, led by Exus, along with Huracan, Muluc, and joined by Gathos and Ow-Ow, arrive at the outskirts of Cibola City, knowing that they must proceed with caution to avoid detection by the local military and Iridna’s vampire hunters. They devise a plan to sneak into the city and gather information on the locations of the secondary vampire nests.

As they enter the city, they encounter enhanced patrols by security forces and occasional skirmishes with wild vampires. The security forces are ill-equipped to confront the vampires, struggling with the merger weapons they are armed with to hold back the losses and advances of the undead demons.

The security forces are eventually joined by vampire hunters, specialists hired by Cibola City to destroy the vampires. However, it becomes apparent that the vampire hunters care very little for the lives of the security forces or the civilians who might get caught up in the conflict.

The adventurers face notable vampire hunters during their infiltration:

  1. Amnestria Daekas: A D-Bee Vampire Hunter and Mystic who specializes in archery. She is a tall female elf with exceptional beauty and intellect, yet possesses a venomous tongue.
  2. Saywa Pari: A grizzled veteran of countless vampire hunts. Saywa is a burly Loup Garou with a muscular build strong enough to wield twin battle axes coated in Silver, weapons as deadly to him as they are to the Vampires he hunts. His axes do the talking for him.
  3. Jade Blaque: A human Vampire Hunter and Mind Melter/Dominator, who has seduced a small entourage of Pecos Bandits to act as her bodyguards. In a former life, Jade was an enforcer for the El Oculta, but now enjoys the life of an undead slayer.
  4. Phaeron Shade: A human Necromancer/Vampire Hunter with a circle of zombies and mummies to help him seek out and destroy vampires and their minions. He is twisted and sadistic, even with his vampiric enemies, whom he loves to torment and make suffer.

(Part Seven) Showdown with Iridna and her Hunters

As the adventurers gather information on the vampire nests, they receive little assistance from the uneducated slave locals. However, an alchemist, Xialin, who realizes that Gathos is a True Atlantean and Undead Slayer, discreetly invites the party for a meeting. Xialin, a local business owner, alchemist, and tea shop owner, has vital information on the whereabouts of the vampire nests throughout Cibola City. Xialin is a disguised Chiang-Ku Dragon who, inspired by Gathos being a True Atlantean, offers assistance without revealing his true identity.

Xialin provides insight and information on the vampire nests:

  1. The Luminous Nexus of Itzalcoatl: Nestled within Cibola City, the Luminous Nexus serves as a sacred meeting place, where the energies of light and knowledge converge. Itzalcoatl, the revered patron of illumination, is honored in this grand structure filled with crystalline formations and holographic displays. Unbeknownst to the city’s inhabitants, the vampire nests have found sanctuary amidst the mesmerizing radiance of Itzalcoatl’s domain.
  2. The Harmonic Cascades of Xochimalli: Flowing gracefully through the heart of Cibola City, the Harmonic Cascades of Xochimalli symbolize the eternal harmony between nature and civilization. Named after Xochimalli, the goddess of balance and abundance, the cascades blend waterfalls, bioluminescent flora, and shimmering energy currents. The adventurers must navigate the ethereal pathways surrounding the cascades, aware that the vampire nests have cleverly integrated themselves within this naturalistic haven.
  3. The Celestial Clockwork of Tonalmalli: Towering high above Cibola City, the Celestial Clockwork of Tonalmalli stands as a testament to the divine artistry of the ancient civilization. Revered as the domain of Tonalmalli, the deity of cosmic order and time, this grand mechanism intricately weaves together the movements of celestial bodies with the city’s rhythm. Concealed within the gears and interlocking mechanisms, the vampire nests lurk, exploiting the hidden chambers of Tonalmalli’s magnificent creation.
  4. The Resonant Chambers of Iztliyotl: Deep beneath the surface of Cibola City, the Resonant Chambers of Iztliyotl lie dormant, carrying the echoes of forgotten rituals and ancient wisdom. Dedicated to Iztliyotl, the enigmatic deity of inner strength and endurance, these chambers harbor ancient artifacts and resonating crystals that harness powerful energies. Unbeknownst to the city’s inhabitants, the vampire nests have taken refuge within the shadows of these resonant chambers, basking in the mystic energy that pulses through the underground depths.

However, their actions to eliminate the vampire population attract the attention of Iridna’s vampire hunters. Iridna sees Exus and his party as interlopers threatening her control over the vampire situation in Cibola City. To test them and assess their strength, she dispatches a squad of Pincer Warriors to corner and weaken the intruders.

As the story progresses, the adventurers find themselves engaged in a head-to-head confrontation with Iridna’s hunters. The battle is intense, requiring them to split their focus between the vampires and the second vampire hunting party.

(Part Eight) The Final Confrontation

Just as the adventurers unravel the locations of the vampire nests and prepare to strike, Ah-Pekku, the Mayan Master Vampire, arrives in Cibola City. Recognizing the threat posed by both parties of Vampire Hunters Ah-Pekku takes matters into his own hands to rectify the losses he has suffered.

The city becomes a battleground as the party faces a two-front conflict: on one side, they must contend with Ah-Pekku and his minions, while on the other, Iridna’s vampire hunters continue their relentless pursuit. The adventurers must navigate the chaos and make strategic decisions to maximize their chances of success.

Unbeknownst to all, including Inix and Iridna, Ah-Pekku has established a hidden lair deep within the labyrinthian catacombs beneath Cibola City. Protected by an army of loyal minions, his stronghold stands ready to repel any force that dares to challenge the Master Vampire.

The adventurers must descend into the treacherous catacombs, navigate winding tunnels and evade deadly traps. They soon find themselves confronted by relentless hordes of vampire minions, unwavering in their mission to safeguard their master.

At the heart of the lair, Ah-Pekku awaits, adorned in ancient Mayan regalia infused with powerful Necro-Tech spells. The climactic battle unfolds, with Ah-Pekku unleashing a pair of Techno-Terrors, supernatural monstrosities fully under his command. These fearsome creatures are designed for all-out combat, driven by unwavering obedience to their master’s orders and ready to fight until their final breath and beyond.

Let us not forget, Ah-Pekku is a formidable Master Vampire, capable of holding his own against the Vampire Hunters. Only death itself can bring an end to this monstrous entity, as he wields his deadly powers and dominates the battlefield with relentless determination.

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