The War of the Cross nearly destroyed Théah. In the end, nearly eight million died. Two generations were wiped out. But what many do not know is the secret reason behind the War. It was Novus Ordo Mundi’s first attempt to control all of Théah. And it failed. Just barely.
The Informant tells the story of a high-ranking insider within Novus Ordo Mundi and how they’ve been sneaking information to the Heroes. Your players are put in the position of protecting this informant while moving him to a safe place. But as they soon learn, no place is safe from the claws of the Order.
This is not your typical adventure. It isn’t a straight forward narrative. Instead, you’ll be telling this story through flashbacks. It starts at the climax, then flashes back to the beginning, moving forward to the place you started.
The first scene is the climax of the story: where good and evil meet face-to-face for the first time. That first scene also sets up the rules for the flashbacks, giving you and your players enough information to create the scenes leading up to the big finish.