Streets of Darkness
by David Caraley
originally published in Earthdawn Journal #4

This adventure is designed for three to five adepts of first through third circle.
 

Introduction

For the past few months the townsfolk of Jerris have been locking their doors and staying inside once it becomes dark. People have been disappearing. Not in large amounts, but in steady numbers.

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.


The Sooty City

Overview

This encounter lets the heroes get the feeling of the city, and taste the fear and despair that is spreading through the local populace. It lets the heroes find a place to stay, and introduces them to some of the local people.
 

Setting The Stage

After spending the past week on the road, making camp under the trees, washing in cold streams, living in sweaty, stained clothes, and eating travel rations, you see the city of Jerris standing before you. A cloud of black-grey smoke seems to hang suspended above the walled city, but even that does not discourage you as images of warm food and cool ale make their way through your thoughts.

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."
 

Behind The Scenes

The heroes should understand the feelings of fear felt by most of the local populace. They should be curious, but they should not be personally involved yet.

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.
 

Troubleshooting

There is little that can go wrong at this point. The heroes could try to stay at another inn, but you could have them booked up due to the people's fear of being out at night.

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.


The Morning After

Overview

This scene takes place the following morning. Carina never returned to the Grounded Drakkar. Livia and Siri will arrive safely, and will be able to tell that Carina walked them home safely. Borig Mastmender will be both furious and concerned. Carina is part of his "crew" and he will feel responsible. He will attempt to hire the heroes, hoping that they will be able to find his missing barmaid.
 

Setting The Stage

Though the Grounded Drakkar would never be mistaken for a high-class inn, you wake up refreshed. You were able to sleep inside, eat warm food, drink cool ale, and even got to hear music and tales.

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.
 

Behind The Scenes

Prices in Jerris are average. It is a merchant city so almost all goods and services are available.

Borig is worried, and has three Booster Potions that he will let the heroes use if they get injured while working for him.
 

Troubleshooting

The only problem that can arise is if the heroes don't take Borig up on his offer. If this looks like it is going to happen, Borig will inquire into why they won't help. Are they too afraid? If they refuse even the 200 silvers offer, Borig will get mad and kick them out of his inn. He will also tell his fellow innkeepers of the heroes' cowardice and unwillingness to lend a hand. They will be overcharged by 20% in any other inn or tavern in Jerris for the next week or so.

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.
 


A Hunting We Shall Go

Overview

After preparing themselves and buying whatever equipment they needed during the day, the heroes should be ready to spend the night hunting whatever monster has been taking the townsfolk.

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.
 

Setting The Stage

Read this to the single hero or the pair of heroes being used as bait.
 
It has been several hours since the sun went down. The streets seem deserted as you make your way through the smoky fog. The shops are all closed, with the shutters drawn tight. Every alley and every side street seems filled with ominous shadows. Suddenly, movement catches your eye as a dark clad figure leaps from an alley mouth. Another leaps from a low roof, and you can hear another behind you. They all have large clubs in their hands and quickly advance towards you.
 

Themes and Images

The streets should be dark and spooky. There should be the occasional noise coming from an alley or the screech of an owl. Let the heroes see odd shadows every now and then before describing the shadow as a stray dog. Remember, they should be expecting some sort of monster.
 

Behind The Scenes

This is the slaver party that has been causing the disappearances. There are 3 Human Ruffians and 3 Ork Ruffians. They will only attack the heroes if there is a group of one or two, and will attempt to attack with surprise. If they are interrupted, they will attempt to flee, letting it look like they were typical muggers. Mylic will observe, while remaining hidden behind some old crates. He will attempt to Surprise Strike the person putting up the most resistance. Remember, they are trying to take victims alive, so they will be using the Stun rules.

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.
 

Troubleshooting

If things have gone wrong, and the heroes have either been captured or defeated, there are still ways to make this work out.
 
If it looks like the entire party of heroes are about to be defeated, have a town watch patrol show up, forcing the ruffians to flee.
 
If one or two heroes are captured and the rest of the party does not observe the ruffians loading the victims into the barrels and carting them off, things become more difficult. The captured heroes will be taken to the holding cells under the warehouse. From there, they can try to organize an escape, but that is left to the storyteller.

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 Warehouse of Doom

Overview

After locating the warehouse where the ruffians have been holding the missing townsfolk, the heroes should be ready to try and free them. This will involve entering the warehouse, getting past the ruffians on guard, finding the secret way to the basement, freeing the slaves, and confronting Mylic. Once all this has been done, the heroes should encounter the Horror Drathig'nar and hopefully defeat him.
 

Setting The Stage

Read this if the heroes managed to follow the cart with the barrels:

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.
 

Themes And Images

At this point the heroes should believe that the mysterious monster is really a bunch of ruffians busy kidnapping townsfolk. During the first part of this scene, let everything seem normal and mundane. This will make the appearance of the Horror more frightening and unexpected.
 

Behind The Scenes

The warehouse used to be set up for holding cattle, horses, and sheep. The interior is in as bad a shape as the outside. Beams have fallen, and the old stall walls are collapsing. There are three ruffians seated at an old table playing cards.

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.

  1. The large double doors are old and rotted, with paint peeling down to the bare wood. They seem to be mounted on tracks and are designed to slide into the walls. These doors are locked with a simple hook and eye latch on the inside. However, it is impossible to access from the outside. The Lock Pick talent can still be used.
  2. The door seems in no better repair than the rest of the building. The wood seems worn and faded, but the door resists opening. You can see the tarnished brass lockplate surrounding the keyhole. The door is locked, difficulty of 7 to open.
  3. This wooden door is old but sturdy. There is a small window near the top of the door, and the glass is cracked. Looking in, you can make out what used to be an old office. The door resists your attempts to open it, and you realize it is locked. The door is locked, difficulty of 7 to open.
  4. The room is musty and dark. An old desk lies half-collapsed in one corner, and the warped wooden shelves mounted on the wall seem filled with rotting papers. There is another door partially opened at the far end of the room. Suddenly, you hear a low growling. This room is what used to be the warehouse office, though it is falling apart with neglect. The papers are rotted and the ink has run, but what is left seems to be records dating back to when the warehouse was in use. The low growling is coming from an attack dog that the slavers keep as a pet. This dog will attack any intruders, barking loudly as it does so. The loud barking will attract the ruffians in area 5 after 3 rounds.
  5. Read this if the dog in area 4 has not alerted the ruffians:

  6. There is light coming from the main hall of the warehouse. You can make out the sounds of voices, and can see three human men seated around an old table playing cards. They have swords lying on the table next to their coins.

    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.

    The three men are more ruffians working for Mylic. They are on watch, but usually not very attentive since there has never been any trouble. If the heroes ambushed the slaver party earlier in the evening, these guards will be very alert, otherwise they are automatically surprised for one turn if the heroes have been quiet. Of course, should the dog in room 4 have been disturbed, the guards will have gone to area 4. There are 48 silvers and 24 coppers on the table.
     
  1. The corner of this section of the warehouse is filled with the same sort of barrels as are on the cart. Hidden behind the barrels is a secret door, needing a 9 to find on a Perception test. Some of the barrels swing away on a sturdy hinge, and you can make out the faint outline of a door. You see no locking mechanism, and it opens to a simple push.
  2. You can make out stairs leading down into the darkness. An old lamp holder at the top of the stairs probably held a lantern to light the way, but it is empty now. The only light is coming from the bottom of the stairs almost forty feet below and is very faint. There is a trap halfway down the stairs. It can be disarmed by twisting the lamp holder at the top or the bottom of the stairs.
Pit Trap
This trap has three steps that give way and dump any intruder into a ten foot pit with spikes covering the floor.

Detection Difficulty: 7
Disarm Difficulty: 7
Trigger Condition: Pressure plate
Trap Initiative: 8
Trap Effect: Damage Step 10
 

  1. You reach the bottom of the stairs, and can see the light coming from the lanterns hanging from the walls. As you start forward, you can make out the sound of voices. This section of the underground has several cots, a large table with benches, and a cooking fire. There are also four more ruffians, 2 human and 2 ork. These men will be easy to surprise if the heroes have been stealthy, but they will be ready and waiting if the heroes have tripped the trap at 7. Hanging on the wall near the door to 10 are the keys for the cells in area 9. If a fight breaks out here, Mylic will use Silent Walk to emerge from 10 and Surprise Strike whoever is the easiest target. The ruffians are aware of this, and will fight a retreating battle into area 9 to give Mylic a chance of approaching the heroes from behind. The heroes should think that this is the big, final battle so they should be all the more surprised by the Horror's upcoming attack. Mylic will attempt to Surprise Strike his first opponent, and then enter combat. He will fight to the best of his abilities, with no thought of escape. At this point, the Horror finds him expendable, and wishes to stop the heroes at all cost.
  2. You can see numerous holding cells, and most are holding one or two dirty looking people. They look out of the bars at you, hoping and praying that you are here to save them. A voice calls out, "Hey, it's about time." You turn and see Carina, looking ravishing in her slightly torn barmaid outfit, staring out from one of the cells. The cells are locked, needing an 8 to open, but the keys are hanging on the wall by the door to 10. The people are assorted humans, dwarves, and a single t'skrang. They will all be grateful for their release and will help spread the heroes' tale. Carina will accompany the heroes until she is returned to the Grounded Drakkar. She will pick up one of the ruffians' swords.
  3. The door is half open, and you can easily see into the room. The furniture and plush rug leaves you little doubt that it belongs to whoever was in charge. The bed is large and looks comfortable, and there is a beautifully carved wardrobe against one wall. A matching desk and carved trunk make up the rest of the furnishings. The bed is comfortable, and there is a hidden dagger (+4 damage steps due to being forged by a weaponsmith adept) under the pillow. The desk has writing paper, inks, and pens. In the top drawer is the record book showing the sales of people to a slave merchant in Vivane. Underneath it is a small pouch with 2 rubies (worth 75 sp each). The trunk has several changes of clothes, and a simple wooden box (containing one Healing potion). The wardrobe contains extra boots, and several cloaks of different colors (one of which is a Dwarf Winternight Cloak in deep blue, needing a Perception test, target of 6 to notice). Once the heroes start searching the room, there will be a horrendous crashing noise as part of a wall falls in. Striding out through the rubble will be the Horror Drathig'nar.
  4. 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.
     

  5. This rough, natural cave glitters with a light of its own. Scattered on the floor are coins and other items. The air reeks of decay, and every now and then a low rumbling can be heard. This room is where Mylic threw all of the profits from the slaving operation. He worshipped the Horror and considered all of his wealth as offerings for his "Passion". There is 240 assorted coppers, 452 silvers, 36 gold, an unused Absorb Blow charm, and one dose of Kelia's Antidote.
 

Troubleshooting

The only thing that can go wrong is that the heroes can all die. This would be a bad ending of the story, so there are a few precautions that can be taken. Give the players time to use their Recovery Tests. Let them find the Healing Potion before the Horror attacks. Lastly, remember that the Horror is enraged and will not attack logically. Split its attacks up among the players so that no single character takes too much damage.

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.
 


Back Onboard

Overview

The heroes return to the Grounded Drakkar, returning Carina to her friends. The heroes will be toasted, and Borig Mastmender will throw a huge party. Tales of the heroes' exploits will circulate through the town as the newly freed prisoners tell their family and friends about the rescue. People will come to see the new heroes, and drinks will flow. Borig Mastmender will pay the reward he promised.
 

Setting The Stage

You make it back to the Grounded Drakkar, Carina by your side. As you enter, Livia and Siri gasp, and call for Borig. The troll comes out from behind the bar, a grin so wide it looks like he could swallow a windling whole. Borig calls out, "Drinks on the house!" and a cheer goes up from the patrons. He gathers Carina up in his arms and almost crushes her. He then turns towards you.

"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."
 

Behind The Scenes

Borig will throw a huge party. Many people will come and gawk at the heroes as Brooz, the dwarf musician retells the tale over and over again. Borig will give the heroes free rooms (two to a room) and free food and drink for a week. He will make up this money by the amount of people who will come in to hear the tale and see the heroes. Carina will be grateful, and may be open to advances from charismatic hero types.
 

Troubleshooting

There is little that can go wrong here. The heroes should be able to relax, heal up, and enjoy the attention that comes with doing heroic things. And once they are rested, they should be ready to continue building their legends.
 

Legend Points

Award Legend Points at the end of the adventure. The following is a general guideline:
 

Completing Adventure Goal

Ending the slaver operation 150 points per hero
Freeing the townsfolk 75 points per hero
 

Defeating Opponents

Ruffians 60 points each
Attack Dog 50 points
Mylic Urbin 160 points
Drathig'nar (Horror) 400 points
 

Acquiring Loot

Drathig'nar's horns 200 points
 

Creative Roleplaying

Use your own judgement, but the average award should be 75 points per hero who roleplayed well.
 

Total

A well played character in a party of five should earn approximately 600 legend points.


Cast of Characters

Human Ruffians
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.
 


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