|
So far, no large group has disappeared. Only small groups or single travelers. The town watch has been unable to stop the disappearances, or even find any clues. Rumors are beginning to spread that there might be a Horror lurking somewhere in the city.
The truth of the matter is a little different. A fifth circle Thief Adept named Mylic Urbin has started a slaving operation. He has hired some disreputable thugs, and uses them to abduct people wandering the streets in the middle of the night. He and his men only attack groups of one or two, and will retreat if things are going badly. Of course, any failed attempt looks like a typical mugging that went bad.
Once Mylic's gang have subdued their targets, they load the victims into barrels, and cart them off to a warehouse. Once there, they are unloaded into an underground holding area. Once a dozen or so people are collected, they are drugged, reloaded into barrels, and carted off to Vivane. They are then sold on the open market for a decent price.
What even Mylic's gang doesn't understand is the fact that Mylic is possessed by a Horror named Drathig'nar. Drathig'nar feeds on the suffering and fear of others, and is busy feeding on both the people who have been enslaved, and the fear spreading throughout Jerris.
Drathig'nar's physical form is in a hidden chamber connected to the underground holding area. It is in a very weakened condition, barely able to remain in Barsaive since the decline of the magic level during the Scourge. He is barely a shadow of his former self, and is unable to leave his current lair. He now lives vicariously through the possession of others.
The adventure starts with the heroes arriving in Jerris (after the end of another adventure, or to resupply, or for whatever reason currently works for your campaign) and getting rooms at the Grounded Drakkar, a small inn. Once night falls, people will start leaving the tavern section of the inn, heading for home. Within an hour after sunset all that will be left in the inn are those who have rented rooms, and the staff. The heroes will then start to hear the assorted tales of things that are lurking in the night-shrouded streets of Jerris. It should be obvious that the people are nervous, even a little scared.
During this time, the heroes should get to know Carina Ridley, one of the barmaids. She will be a flirt, and will listen to whatever tales of adventure the heroes are willing to tell. She should be played as a curious, flirtatious lass with a streak of wildness.
At midnight cleanup will begin, and then the various barmaids will head home. They will leave in a group, believing that there will be safety in numbers. Carina will go with them, feeling that she can protect them from whatever danger is lurking out on the street. She will promise to return in an hour, since she sleeps in the common room. She will never make it back. Instead, she will be the next victim of Mylic's slaver crew.
The next morning Borig Mastmender, the owner of the Grounded Drakkar, will be furious. Carina never returned and he suspects the worst. He will try to hire anyone who will promise to try and find out what happened to his barmaid. He considers his staff to be his "crew" and feels responsible for them. He can afford a week's free room and board to anyone willing to help, and a bonus 200 silvers when they find out what is going on and put an end to it.
At this point, the heroes will have to come up with a plan. Since it is well known that anyone travelling in a group seems safe from attack, the heroes may have to split up, using some of their members as bait. They can then witness Mylic and his thugs at work. Of course, if they are attacked, they will retreat and try to escape through the alleys and back streets. If the heroes allow the abduction to continue uninterrupted, they will see a cart be brought out, the victims loaded into barrels, and taken away.
If the cart is followed, it will be taken to a warehouse, and the heroes will know where to start investigating. It will eventually lead to a raid on the warehouse, the discovery of the underground holding area, and the rescue of the imprisoned townsfolk.
It should also lead to a confrontation with the Horror Drathig'nar and his defeat, freeing Jerris from the fear and despair he was causing. And it should leave the heroes with a feeling of accomplishment.
Half an hour later finds you passing through the city gates. The town guards in their hardened leather armor look you over as you go by, but offer no resistance to your entry into the city. They look worn down. You make your way through the sooty streets, looking for a place to wash the dust from your throats when you come upon a faded, two story wooden building with a single mast and rotted rigging on the roof. A faded and peeling sign shows a small airship embedded into the ground. Written underneath are the words "The Grounded Drakkar". You push the door open and head inside.
Your eyes get accustomed to the dim light of the old light-quartz lanterns that used to hang on various airships from long ago. You see a wooden, brass trimmed bar behind which stands a large troll. The other patrons of the inn sit in small groups, talking quietly, while various serving girls dressed in tight pants and loose shirts tied at their midriffs move about the tables carrying food and drinks. In a corner a single dwarven musician plays a lute while whistling sailing tunes.
There are rope ladders and netting hanging on the walls, while old brass bells and other brass ship fixtures make up the rest of the decorations. As you catch your breath and take in the sights, a beautiful dark-haired girl in a barmaid outfit strides up, looks you over, and says, "Need a table, mates?"
Allow the heroes time to get settled and arrange for rooms. They will have to deal with Borig Mastmender, the owner, to arrange for rooms. Borig is a former troll skyraider who enjoys a well told tale and a good drink. Play him as large, loud, and friendly. The heroes can get food and drink, and get settled. Once the details have been handled, continue with the narration.
It is late in the day, and you all feel more rested. The ale was cool, though not particularly noteworthy, and the food was warm and plentiful, if a little plain. There have been some games of chance, and the dwarf in the corner has continued his medley of sea shanties and air sailing tunes. Occasionally, patrons have gotten up and told stories of their exploits.
The sun went down a little while ago, but instead of getting more raucous, the inn has grown quieter. Many of the patrons have left, and it seems that the only people left are a few people who have rooms, and the inn's staff.
The barmaid who met you at the door, a beautiful lass named Carina brings your table another round of drinks. She smiles.
If anyone asks why there seems to be no one around, or where everyone went, Carina will get the dwarf musician Brooz to tell the following tale:
The common room grows quiet as Brooz pulls himself into the crow's nest, a small area used by those wishing to tell tales.
"Gather around, me hearties, and a tale you will hear. Some folk say the city of Jerris is cursed. This may be true. But lately, the curse has gotten more active."
"Many months ago, people traveling the streets at night started to disappear. At first, no one noticed. It was only the occasional straggler, or some beggar no one would miss. But as time passed, more and more people turned up missing. Tradesmen, craftsmen, even the occasional town watchman. And there was never a trace."
"Now, most of the city is afraid to go out after dark. It seems that travelers are only safe if they move about in numbers. Some folk claim that there is a terrible monster, able to swallow people whole. That this monster can not stand the light of the sun, and can only come out at night. They even say that it is growing stronger and more powerful, and more and more people are disappearing. So be good, and pray to the Passions, or the monster might just get you!"
Some of the patrons laugh nervously, but you can tell that there is a hint of fear in the air. Carina smiles at you and says, "Of course, those of good heart and strong will aren't frightened by these tales used to frighten children into going to bed early. It is a pity that there are so few of them in Jerris."
Time goes by, and eventually the tavern starts to shut down. When the cleanup is complete, the barmaids get ready to head home. Carina looks at Borig and says, "Be back in an hour, you ugly troll. I'm going to walk Livia and Siri home."
The troll waves and watches them head into the night. Eventually he
shuts and bars the door. "Get a good sleep everyone, and see you in the
morning."
The Grounded Drakkar serves simple meals of cheese, bread, and fruit for 3 cp, and average meals of fatty meats, bread, cheese, fruit, and a mug of average ale for 1 sp. Drinks consist of average ale for 5 cp, and bottles of wine for 5 cp. The only oddity it serves is Yarg, a powerful liquor favored by air sailers and crystal raiders, for 1 sp a glass.
Lodging consists of hammocks in the common room for 5 cp a night, and small, private rooms with a rope bed that can fit two people, a trunk, and little else, for 1 sp.
The inn opens an hour after sunrise when Borig manages to stagger down
from his room, rouse some of his "crew," and unbar the door. It closes
at midnight when the last tavern patrons are kicked out, the hammocks are
strung up, and people retire to their private rooms.
The only other thing that could go wrong is if someone wants to walk the barmaids home. If this happens, have Carina act insulted, as if the heroes don't think she can handle herself. She has walked Livia and Siri home every night and nothing has ever happened to her.
You seat yourselves at one of the huge tables in the common room, and wait for the bread and cheese to be served. You see Siri and Livia wiping off the tables and bringing in some of the food and drink, but Carina is no where to be seen. Every one seems a little preoccupied.
Suddenly, a shadow looms over the table. You look up and see Borig Mastmender. He puts down the platter of bread and cheese, and looks you over.
"You are heroes, yes? Looking to make names for yourselves, and perhaps make a little silver in the process? I have a problem and was hoping that you could help me. Are you interested?"
If the heroes show interest, Borig will sit down and continue.
"Carina never returned last night. Now, I know she's a big girl and can take care of herself, but I'm a little worried. There have been a lot of people who have disappeared at night, and I don't want part of my crew being one of them."
"The town watch have been little help. They patrol the streets at night, but have yet to see any sign of whatever is happening to these people. I want to hire you to find Carina, or at least find out what happened to her. Business has been bad lately, people do not want to come drinking at night when they think there is a monster lurking about, eating travelers, but I can offer a week's food and lodging and 100 silvers if you're willing to help."
Let the heroes talk over the offer. They can try to bargain with Borig, but the best he can offer is 200 silvers. The only information he has is that the monster only takes people who are travelling alone or in pairs. It only happens when it is the dark of night. No one has seen it. It apparently avoids any large group. Borig will pay half of the money up front.
Once the negotiations are finished, Borig will have to return to work,
especially since he is short handed. The heroes can go into the city to
buy supplies and see if they can find anything out, but there is little
known. The people who are missing were of different races and sexes, though
they were all healthy. Rumors tell of a strange, tentacled monster that
has been grabbing people, or a strange, winged creature that grabs people
and flies off with them, or any other wild tale you care to give them.
There will be no real action until midnight.
Borig is worried, and has three Booster Potions that he will let the
heroes use if they get injured while working for him.
If they do take the offer, Borig will point out that the only time anyone
is taken is if they are single or only a pair. As a former crystal raider
who has had to survive in the wilds, Borig knows that to be successful
when hunting something, you need the right bait.
They will spend many fruitless hours looking for a monster that doesn't exist unless they decide to use some of their members as bait, allowing them to wander singly or in pairs. If they do this, one of the single members or one of the pairs will be attacked a little past midnight. There will be six ruffians armed with clubs who will attack to stun. Mylic Urbin will remain hidden, only coming out if it looks like he needs to Surprise Strike a difficult opponent.
Once the victims are subdued, the thugs will pull a cart filled with barrels out of an alley, load the victims into the barrels, and head for the warehouse. If they are attacked during the ambush or any time after it, they will retreat into the alleys and back streets of Jerris.
The heroes' best option is to follow the cart and see where it goes.
If the heroes refuse to split into small groups, nothing will happen to
them the entire night.
Mylic will remain hidden as long as possible. He will only attack if necessary, and he will attempt to do so by surprise. He wants his victims alive, so he will attack to stun unless his group is under attack. In that case, he will do normal damage. Mylic will escape if things are going badly.
The outcome of this encounter should provide the heroes with a place
to investigate, either from following the cart with the barrels to the
warehouse, or by capturing one of the ruffians and forcing him to talk.
If it looks like Mylic is going to be captured by the heroes, let a
few more ruffians show up, giving Mylic a chance to escape. Remember, Mylic
will not risk being captured, preferring to flee.
The cart has turned down numerous side streets, past closed shops, and through dark alleys. Finally, they come to an old warehouse in the merchant section of the city. The paint is old and peeling, but you can still make out the faded sign above the double doors that read "Livestock". The doors slide open and the assorted ruffians push the cart inside. They take a quick look around, and then shut the doors. You realize that there are still several hours until sunrise.
Read this if the heroes have found out the location of the warehouse from one of the captured ruffians:
It seems as if the ruffian was telling the truth. The warehouse took
a while to find, but you are now standing at a street corner, looking it
over. The warehouse is old and peeling, but you can still make out the
faded sign that reads "Livestock". You realize there are still a few hours
until sunrise.
If the heroes followed the cart here, the ruffians are relaxing and not expecting any trouble. This will give the heroes a good chance of surprise. If the heroes found out the location by questioning a captured ruffian, the ruffians here will be more alert.
There are several ways into the warehouse. There are the large double doors that the cart was brought in through, there are two single doors, and numerous upper windows about twenty feet above the ground (with a climbing difficulty of 9). The windows are small, no more than one foot wide by two feet tall, and there are no windows on the side with the hidden stairs.
Read this if the ruffians were alerted by the dog in area 4:
There is light coming from the main hall of the warehouse. You see
an old table covered with assorted coins and a deck of playing cards.
Detection Difficulty: 7
Disarm Difficulty: 7
Trigger Condition: Pressure plate
Trap Initiative: 8
Trap Effect: Damage Step 10
When it seems that the heroes are relaxed, read the following:
You hear the sound of stone cracking and rubble falling. A cloud of dust sweeps through the room and your ears are deafened by a shriek of hatred. You turn to see a grossly formed, worm-like body on which sits a disgusting, horned head. Its mouth is filled with small, razor sharp teeth, and its five eyes are oozing a pinkish goo. It reaches forward with a clawed hand.
The Horror Drathig'nar is angry. Mylic was one of its favorite servants,
and it is enraged over Mylic's demise. Normally, the heroes would stand
little chance of defeating a Horror of Drathig'nar's power, but since the
decline of the magic level Drathig'nar is barely a shadow of his former
self. It is only a matter of time before he would cease to be able to hold
a physical form. Because of all of these factors, Drathig'nar will attack
with blind rage, fighting until either the heroes or his own form are destroyed.
Also, remember that being a hero is a dangerous occupation. Heroes die. If a character is going to die, let it die a heroic death. Let the hero make a Willpower roll with a target of 6 to get one last attack off after he has been killed.
On the other hand, if the heroes look like they are going to trounce
the Horror too easily, use one of its actions to make a recovery test,
using a Karma point to augment its Recovery Die. The final fight should
give the heroes no time to catch their breath. The should feel a little
afraid, and their hearts should be pounding.
"Greetings and well met, my friends. You have done me a great service.
Please, sit and have some ale to quench your thirsts. And then you must
tell us the tale of how you managed this rescue."
| DEX: 13: 6/D10 STR: 13: 6/D10
TOU: 13: 6/D10
PER: 9: 4/D6 WIL: 10: 5/D8 CHA: 10: 5/D8 |
|
| Initiative: 6/D10 | Physical Defense: 7 |
| Number of Attacks: 1 | Spell Defense: 6 |
| Attack: 9/D8+D6 | Social Defense: 6 |
| Damage: Fist 6/D10, Club 9/D8+D6,
Short Sword 10/D10+D6 |
Armor: 2 |
| Number of Spells: N/A | Mystic Armor: 0 |
| Spellcasting: N/A | Knockdown: 6/D10 |
| Effect: N/A | Recovery Tests: 2 |
| Death Rating: 35 | Combat Movement: 30 |
| Wound Threshold: 9 | Full Movement: 60 |
| Unconsciousness Rating: 27 | Legend Points: 60 |
| Skills: Melee Weapons 3: 9/D8+D6, Streetwise 2: 6/D10, Unarmed Combat 3: 9/D8+D6 | |
| Equipment: Short sword, club, dagger, leather armor | |
| Loot: 1D6 x 10 silvers | |
| Notes: None | |
Ork Ruffians
| DEX: 12: 5/D8 STR: 16: 7/D12
TOU: 14: 6/D10
PER: 9: 4/D6 WIL: 8: 4/D6 CHA: 9: 4/D6 |
|
| Initiative: 5/D8 | Physical Defense: 7 |
| Number of Attacks: 1 | Spell Defense: 6 |
| Attack: 8/2D6 | Social Defense: 6 |
| Damage: Fist 7/D12, Club 10/D10+D6,
Short Sword 11/D10+D8 |
Armor: 2 |
| Number of Spells: N/A | Mystic Armor: 0 |
| Spellcasting: N/A | Knockdown: 7/D12 |
| Effect: N/A | Recovery Tests: 3 |
| Death Rating: 36 | Combat Movement: 33 |
| Wound Threshold: 10 | Full Movement: 65 |
| Unconsciousness Rating: 28 | Legend Points: 60 |
| Skills: Melee Weapons 3: 8/2D6, Streetwise 2: 6/D10, Unarmed Combat 3: 8/2D6 | |
| Equipment: Short sword, club, dagger, leather armor | |
| Loot: 1D6 x 10 silvers | |
| Notes: None | |
Mylic Urbin
5th Circle Thief Adept
| DEX: 16: 7/D12 STR: 10: 5/D8
TOU: 10: 5/D8
PER: 13: 6/D10 WIL: 10: 5/D8 CHA: 13: 6/D10 |
|
| Initiative: 7/D12 | Physical Defense: 9 |
| Number of Attacks: 1 | Spell Defense: 8 |
| Attack: 12/2D10 | Social Defense: 7 |
| Damage: 9/D8+D6; Surprise Strike: 16/D20+D8 | Armor: 3 |
| Number of Spells: N/A | Mystic Armor: 0 |
| Spellcasting: N/A | Knockdown: 5/D8 |
| Effect: N/A | Recovery Tests: 3 |
| Death Rating: 56 | Combat Movement: 38 |
| Wound Threshold: 8 | Full Movement: 75 |
| Unconsciousness Rating: 42 | Legend Points: 160 |
| Karma Pool: 10 | Karma Die: D8 |
| Equipment: Short sword, leather armor, 2 daggers | |
| Loot: None | |
| Talents: Avoid Blow 3: 10/D10+D6*, Climbing 3: 10/D10+D6,
Detect Trap 3: 9/D8+D6, Disarm Mechanical Trap 3: 10/D10+D8*, Durabiliºty
5, Fence 5: 11/D10+D8*, Karma Ritual 5, Lock Pick 5: 12/2D10*, Lock Sense
3: 9/D8+D6, Melee Weapons 5: 12/2D10, Picking Pockets 3: 10/D10+D8*, Silent
Walk 5: 12/2D10*, Surprise Strike 5: 12/2D10*, Thread Weaving 4*, Trap
Initiative 5: 12/2D10*
* Can use Karma |
|
| Notes: Can spend Karma on Perception rolls | |
Attack Dog
| DEX: 5/D8 STR: 5/D8 TOU:
5/D8
PER: 6/D10 WIL: 3/D4 CHA: 3/D4 |
|
| Initiative: 4/D6 | Physical Defense: 7 |
| Number of Attacks: 1 | Spell Defense: 7 |
| Attack: 8/2D6 | Social Defense: 4 |
| Damage: 7/D12 | Armor: 0 |
| Number of Spells: N/A | Mystic Armor: 0 |
| Spellcasting: N/A | Knockdown: 5/D8 |
| Effect: N/A | Recovery Tests: 1 |
| Death Rating: 31 | Combat Movement: 22 |
| Wound Threshold: 8 | Full Movement: 43 |
| Unconsciousness Rating: 22 | Legend Points: 50 |
| Equipment: None | |
| Loot: None | |
Carina Ridley - Human Barmaid?
| DEX: 16: 7/D12 STR: 10: 5/D8
TOU: 10: 5/D8
PER: 13: 6/D10 WIL: 10: 5/D8 CHA: 16: 7/D12 |
|
| Initiative: 7/D12 | Physical Defense: 9 |
| Number of Attacks: 1 | Spell Defense: 7 |
| Attack: 10/D10+D6 | Social Defense: 9 |
| Damage: Fist 4/D6, Shortsword 9/D8+D6 | Armor: 0 |
| Number of Spells: NA | Mystic Armor: 0 |
| Spellcasting: NA | Knockdown: 4/D6 |
| Effect: NA | Recovery Tests: 2 |
| Death Rating: 31 | Combat Movement: 38 |
| Wound Threshold: 8 | Full Movement: 75 |
| Unconsciousness Rating: 22 | Legend Points: 60 |
| Equipment: Clothes, smile, shortsword (hidden in the common room of the Grounded Drakkar) | |
| Skills: Acting 4: 10/D10+D6, Avoid Blow 3: 10/D10+D6, Bartending 2: 7/D12, Flirting 3: 10/D10+D6, Lock Picking 2: 9/D8+D6, Melee Weapon 3: 10/D10+D6, Silent Walk 2: 9/D8+D6, Singing 1: 8/2D6, Streetwise 3: 8/2D6, Unarmed Combat 3: 10/D10+D6 | |
| Loot: 2D6 silvers | |
| Notes: Carina is hardly the typical barmaid found in taverns and inns throughout Barsaive. She is a complete scoundrel who is convinced that Borig has a fortune hidden away somewhere in the inn. She searches whenever she gets a chance, and is biding her time, waiting for Borig or Cyrus to slip up and mention where they have the treasure hidden. Carina is a beautiful dark-haired young woman in her early twenties. She is dressed identically to the other barmaids, in tight pants, and a loose shirt, and cuts quite a dashing figure. She sleeps in a hammock in the common room at night. She is a flirt who is always looking for an angle to riches. She actually has become quite fond of the inn, and will fight to defend it, though she will only use her short sword as a last resort. Her shortsword is hidden behind a loose board in the common room. | |
Drathig'Nar - A Horror
| DEX: 9/D8+D6 STR: 9/D8+D6 TOU:
8/2D6
PER: 8/2D6 WIL: 8/2D6 CHA: 8/2D6 |
|
| Initiative: 9/D8+D6 | Physical Defense: 11 |
| Number of Attacks: 2 | Spell Defense: 10 |
| Attack: 11/D10+D8 | Social Defense: 10 |
| Damage: 12/2D10 | Armor: 5 |
| Number of Spells: 1 | Mystic Armor: 3 |
| Spellcasting: 10/D10+D8 | Knockdown: 9/D8+D6 |
| Effect: Special | Recovery Tests: 3 |
| Death Rating: 60 | Combat Movement: 60 |
| Wound Threshold: 13 | Full Movement: 120 |
| Unconsciousness Rating: NA | Legend Points: 400 |
| Karma Pool: 8 | Karma Die: D12 |
| Equipment: None | |
| Loot: 2 horns worth 100 silvers each. This loot counts as legend points. | |
| Notes: Drathig'nar was once much more powerful than he is now. The decline of the magic level has seriously weakened the once mighty Horror. It is only a matter of time before he would be forced to retreat back across the planes, but until that time, he has been causing as much fear and despair as he possibly can. In his prime, all of his Step Numbers would be increased by 5. Drathig'nar is an odd creature with the body of a worm, two arms with clawed hands, and an almost human head crowned with two horns. He is a disgusting shade of pinkish flesh, with five eyes of pitch black. His one spell attack is the ability to cause despair. If his Spellcasting test is successful, the target will be at -3 steps to all his actions due to the feelings of despair. The effect lasts 10 rounds or until the target can make a Willpower roll of 9 or better as his action for the round. | |