T'skrang Trouble
By Devon Schiller
originally appearing in Earthdawn Journal #3


"Never be trustin' a thief Adept. They'll bring ye trouble every time. If it's a t'skrang as well, I say run 'em through on sight. Believe me, I should know. I married one."
-- Varina, Human Swordmaster, Doddul, 1506 TH

T'skrang Trouble is a brief mini-adventure, a set of two encounters which Game Masters may interject into any campaign or other module. This can add a touch of interest or a different flavor to increase the pleasure in any such game. This side track may also be used to start up a campaign or adventure. Enough background material is provided for this purpose. T'skrang Trouble is presented in the same fashion as Mists of Betrayal, Terror in the Skies, and Infected published by Fasa Corporation. These encounters are best suited to a group of six characters from 3rd to 5th Circles.

Overview

These encounters may take place while the PCs are traveling across Barsaive; preferably an uninhabited region with sparse vegetation.

The first encounter occurs right after the PCs have set camp for the night. A strange t'skrang appears, attempting to steal the PCs' weapons and money. He is interrupted, however, by a band of ork scorchers from whom he relieved certain valuables. This is the second encounter.

Encounter 1, Travelling Thief

Setting the Stage

Read the following once the PCs have set camp but before they enter the realm of sleep. Adjust this as necessary for the PCs' position in Barsaive.

You hear it before you see it. It is not your imagination's conjuring this time. Now, as the stars are beginning to speckle the night sky, you are sure that the darkness of Barsaive has spawned some foul beast.

A glow glimmers to life not five feet from you. The green foliage gleams with color in the sparse light. And there, draped in the shadows of night, you see it. Its eyes sparkle with mischief and humor; those dark orbs shifting from person to person within your party. Its body is still hidden by the trees but you can hear the tinkling of gold. It is a t'skrang.

He pushes his way through the greenery to stand in your small clearing. His voice rings loudly in your ears: "Ho, there, fellow Name-Givers! It's about time I found some form of companionship in this cursed land."

Themes and Images

In this encounter the PCs should be haunted by the dark and forbidding wilderness, only to find boisterous fellowship in the manner of a t'skrang. Their senses should be picking up subliminal indications that something is wrong but little of this should be manifest. Vivacity and mirth can often obscure darker motives. The PCs should be caught up in the magnetic personality of the t'skrang.

Behind the Scenes

This t'skrang, by the name T'retia, is running from a band of ork scorchers from whom he stole a sizable sum of elemental coins. By trade he is a thief of both great skill and great ego (not to mention his fair share of panache). He wishes to bed down with the PCs for the night so as to conclude a deal he made with his traveling companion, Argh Belarh. This ork is a leader in the ranks of the scorchers. This twosome planned to evade the orks and gather a touch more useful loot. Just before dawn T'retia intends to steal all of the PCs' valuables then run east towards Parlainth. Argh's job is to arrive just at the right moment and allow both of them to escape with enough of the coins to last ten lifetimes. This will also throw the orks from their trail. T'retia will eagerly provide his name and any other information about which the PCs inquire. However, he will not, under any conditions, reveal that he is a thief. He will tantalize them with a story of glory in which he destroys a ravaging Horror some leagues away. The rest of his party was killed so he requires assistance and companionship for the evening. This should dazzle the PCs with untruths and bluster. This tale is told in the truly t'skrang manner, exaggerated (even though it is false) to the point of ridiculousness. T'retia will also inquire as to the PCs' business, trying to be as friendly as possible. This should provide an interesting role-playing opportunity. If there are any female t'skrang in the party then he will, of course, do everything in his capabilities to seduce one.

Read the following melodramatic story when you feel it is appropriate for T'retia to relate it. Adjust it as need be and add flavor to personalize it for the group of PCs.

"Well, I do lead a dangerous life of glory and passion, as any intelligent Name-giver would desire to do. I fight to destroy the wretched evils that plague this desolate land. In my time I have battled Therans, dealt cold death to beasts, and shed the blood of more Horrors than I can possibly recall. My name is infamous across the land as are those of my poor companions who were maimed cruelly in our last encounter. We sought a Horror by the name of Falsathith. Oh, did he taste the harsh power of my blade! It was a mighty, wondrous battle of triumphant good. You would have cherished the sight of it. My sword caught the moonlight, hurling it outward to pierce the dark night. Blood stained my clothing and scales. Oh, yes! It was a great battle. I hope that the Library of Throal is gifted with a tale of it some day. Aye, that is what brought me here. And now I travel towards the epic ruins of Parlainth to seek my budding fortune. There I hear tale that the Horrors are as numerous as t'skrang on the Serpent River! That city will shake with the power of my deeds. Well, enough of me. What brings you to this desolate region?!"

The t'skrang will engage in a meaningful dialogue with the PCs until it is time to retire for the evening. Near dawn, T'retia will execute his plan. He will wait until approximately one hour before dawn for this attempt. If the PCs have stationed a watch, he will appear to sleep and then strike the guard (Silent Strike, attempting merely to knock him or her unconscious). He will grab up all that he wishes to steal and begin to leave camp. This is when Encounter 2 begins. If the PCs use him for one of their guards during the night he will take the opportunity at that time. The GM will have to move Encounter 2 forward slightly so that it still interrupts his activities. T'retia will silently apologize at length to any female t'skrang in the party for his thievery. T'retia will only take things of extreme value, i.e. magical items, gold or gems, or unique pieces. The requisites for T'retia follow to be used when combat with the ork scorchers begins (or if otherwise needed). Some background is also included so that the GM may provide detailed and challenging role-playing for the PCs.

T'retia
Male T'skrang
5th Circle Thief
This flamboyant t'skrang is bedecked from head to toe in flowing silks of radically vibrant hues which stun the eye. His snout is thin and elegant, and his body lithe and toned with fine muscle. T'retia's scales are of a light blue hue. Flames of pink run up his crest and down his prehensile tail. The dark orbs of his eyes sparkle constantly with mischief and appear to find all humorous in the world . T'retia cherishes life and pleasures himself at every invigorating moment. In his own twisted circle of thieving friends he is known as "The Risk Taker." He never backs down from bet, dare, or commission. Resembling many such Adepts, his word is his bond. T'retia is honorable, however, he also understands the occasional necessity of lies and masks. This t'skrang grew up in a small apropagoi in the souther regions of the Serpent River. He was a constant menace to his family, searching at a young age for freedom and revelling in thievery. At age ten he vanished from home, heading out on a small merchant vessel. It was upon this ship that he found a thief Adept who trained him. In the next five years, he sailed as a pirate, learning many things and experiencing many wonders. His name became quite well known. An important dwarf from Throal found him and offered a commission when he was fifteen. That man's name was never known to T'retia. But he accepted, thinking it an invigorating challenge. He traveled to Vivane where he attempted to infiltrate a Theran house and steal certain documents concerning their government. However, he was caught and imprisoned. It was in that prison cell, where T'retia rotted for nearly a decade, that he met the ork Argh Belarh. Argh had traveled to Vivane in the attempt of finding his lost parents. But when it was discovered that he was a scorcher (adopted due to his warrior prowess) he was also thrown into the dungeon. Both men hungrily sought freedom. It became the most important thing in their lives. And one day they managed to escape and flee back into Barsaive. The ork returned to his tribe and the t'skrang to his home waters. Before this painful separation they took a Blood Oath. They swore that all of the unlawfully imprisoned Name-givers in Vivane would one day be free and the Therans burned to the ground. Today the two have reunited and are attempting to gather the necessary equipment to aid them in their singular attempt. Thus, they have created a detailed plot to steal the elemental coins from the marauding ork scorchers. Although T'retia is not aware of the exact details, he knows that the orks came upon the coins in one of their deadly raids.
 
DEX: (19):8/2d6 STR: (10): 5/1d8 TOU: (12):5/1d8 
PER: (15):6/1d10 WIL: (12 ): 5/1d8 CHA: (16):7/1d12
Initiative: 8/2d6 Physical Defense: 7
Number of Attacks: 2 Spell Defense: 9
Attack: 12 Social Defense: 9
Damage: 11 (ax) Armor: 2
Number of Spells: 0 Mystic Armor: 3
Spellcasting: 0 Knockdown: 9
Effect: N/A Recovery Tests: 2 (5/1d8)
Death Rating: 74 Combat Movement: 45
Wound Threshold: 9 Full Movement: 90
Unconsciousness Rating: 58 Legend Points: 300
Karma Points: 25 Karma Steps: 4
Equipment: Padded Armor, Dagger (Damage: 7/1d12), Scimitar (Damage: 9/1d8+1d6), silk garb, large expandable sack, thieves picks, Legend Book (containing detailed information of all T'retia's successful endeavors)
Loot: Pouch containing various gems (worth total of 900 gp), 15 gp, pouch of elemental coins (10) stolen from the ork scorchers
Talents:
Climbing (5): 13/1d12+1d10
Karma Ritual (4): NA 
Lock Pick (6): 14/1d20+1d4 
Melee Weapons (9): 17/1d20+1d10 
Picking Pockets (12): 20/1d20+1d8+1d6 
Silent Walk (7): 15/1d20+1d6 
Surprise Strike (9): 17/1d20+1d10 
Durability (8) NA Lock Sense (6): 13/1d12+1d10 
Avoid Blow (3): 11/1d10+1d8 
Fence (5): 12/2d10 
Trap initiative (4): 12/2d10 
Detect trap (2): 8/2d6 
Thief Weaving (4): 11/1d10+1d8 
Skills:
Acting (4): 11/1d10+1d8 
Flirting (3): 10/1d10+1d6 
Streetwise (8): 15/1d20+1d6 
Theran Politics (2): 9/1d8+1d6 
Court Dancing (5): 12/2d10 
Read/Write Dwarven (1): NA 
Read/Write T'skrang (1): NA 
 

Troubleshooting

There are two conceivable difficulties. These are: if the PCs do not allow T'retia to join them at the campsite, or if they catch him stealing. The former will require some extensive and theatrical role-playing on the part of the GM. T'retia will say absolutely anything to join them. He will also use his basic charm to best advantage. At the extreme, he will resort to openly weeping in front of the PCs and begging for their help, claiming to be emotionally damaged in his imaginary confrontation with the Horror. The latter problem can easily be solved by interjecting Encounter 2 at the moment of discovery.

Encounter 2: The Scorchers Return

Setting the Stage

Read the following when the PCs see T'retia making his move (after he has already bagged their equipment) or when T'retia has finished.

The mists of sleep slowly evaporate from your chilled body, the tantalizing light of dawn just beginning to warm the earth upon which you sleep. As your eyes flutter towards wakefullness, you see the strange t'skrang heading for the edge of your campsite. A large bag not present the previous evening. hung over his shoulder. Your mind races, stumbling over obscure facts. You reach for your weapon to comfort yourself and find that it is not there. Any action which you had hoped to take is suddenly interrupted as the entire clearing fills with activity. Harsh snorting fills the air, as does the clanking of metal and the sharp hiss of orks. Your eyes dart around you to find large ,gray-skinned beasts, horns shimmering white in the early dawn and saliva dripping from their maws. Thundra beasts! Upon each one is a mightily clad ork, his muscled, dark-olive skin lathered in sweat. Their weapons are drawn. You see the t'skrang stop in his tracks, an unreadable emotion crossing his face. But you can see him set his stance, his hand flying towardsthe scimitar at his hip. One ork rides towards you. His gravelly voice fills the air. "So, Argh Belarh finally finds the thief. I told you we would!" He looks at T'retia and spits to his left. "And look, he has his group of thieves with him. So be it. We'll just have to kill them as well. You, t'skrang, come here!" T'retia puts his hands in the air obligingly, the large pack still clinging to his body. He steps forward slowly. The leader snorts disdainfully and barks, "Get on the beast, scum! My tribe will have the pleasure of dining on your sour bones. Now then, the rest of them." He looks at his men and shouts, "Kill them!"

Themes and Images

The characters should be feeling frightened. Even with their ample powers, they are surrounded by a band of ork scorchers who would seem to want their lives. They also don't have any of their powerful weapons. Also, if they are well-versed in orkish culture, they should sense that something is extremely wrong. Action should be moving quickly now, as a mariad of thoughts whirl through their heads.
 

Behind the Scenes

T'retia and Argh Belarh intend to allow the orks to busy themselves with the characters as they make their getaway. The ork scorchers want the t'skrang dead, and are looking forward to killing him at their camp. They are also hungry for revenge because their most prized possession has been stolen by this cunning t'skrang. They don't realize what role Argh had in this. They will obey Argh and will rush in for the attack. T'retia and Argh will fight together, defending themselves under any circumstances. It was for this purpose that Argh left T'retia's hands unbound. Two rounds into the combat, once there is sufficient havoc and chaos, they will charge out of the clearing and move at full speed for Parlainth where they intend to search for some magical treasure which may aid them in their purpose.

Argh Belarh
Male Ork
5th Circle Liberator
This heavily muscled ork is in his mid-thirties, having spent nearly half his life in the slave-pits or dungeons of Thera. His scar-marred skin is dark ebony in color as is his waxy mass of hair. A slight tongue of gray reaches back from one of his horns. Numerous rings and bands of steel and gold decorate his tall form. Blood stains his travel-worn clothing. He is unmindful of his general appearance but pays special attention to his weapon and armor. He carries a large battle-axe, its handle wrapped in Espagra leather and studded with gems on its pummel. Argh refers to this monstrosity simply as "Marr." His armor has seen numerous battles but he has only acquired it recently (after returning to his adopted tribe). Chips, dents, and rude repairing keeps it in a constant state of griminess. Argh is a rough ork, having spent his youth alone and most of his life doing unbearable labor to benefit cruel masters. Yet he also fought for the dream of Hrak Gron and continues the vision of the Ork Uprising. But once seenm in light of his past it is possible to look beyond such superficialities. In the company of his true friends he is as compassionate as any loving mother. However, the only friends that remain alive are T'retia and a few folk still in Vivane. Those he fights to free. He will do everything in his powers to free their young souls before the end of his life (which he now realizes draws inexplicably near). He never knew his parents. They were taken by Therans near Skypoint shortly after his birth. He was adopted by hospitable ork scorchers who recognized his skill (even at an early age). But his there was insufficient time for his loyalty to grow strong prior to his enslavement. He commands his fellow orks confidently but coldly. He does whatever is necessary. And he will betray them to fulfill his promise and purpose.
 
DEX: (15):6/1d10 STR: (17): 7/1d12 TOU: (17):7/1d12 
PER: (12):5/1d8 WIL: (18): 7/1d12 CHA: (13):6/1d10
Initiative: 6/1d10 Physical Defense: 10
Number of Attacks: 1 Spell Defense: 7
Attack: 16 Social Defense: 7
Damage: 14 (ax) Armor: 13
Number of Spells: 0 Mystic Armor: 1
Spellcasting: 0 Knockdown: 11
Effect: N/A Recovery Tests: 3(5/1d8)
Death Rating: 89 Combat Movement: 40
Wound Threshold: 11 Full Movement: 80
Unconsciousness Rating: 74 Legend Points: 700
Karma Points: 40 Karma Steps: 5
Equipment: Plate Mail, Battle-axe (14/1d20+1d4), Dagger (9/1d8+1d6), Traveller's Garb
Loot: 16 gp
Talents:
Freedom Search (5): 10/1d10+1d6 
Karma Ritual (5): NA 
Melee Weapons (10): 16/1d20+1d8 
Mind Blade (6): 6/1d10 
Mind Armor (4): 11/1d10+1d8 
Ritual of Atonement (7): 14/1d20+1d4 
Durability (8): NA 
Free Mind (4): 10/1d10+1d6 
Unarmed Combat (5): 11/1d10+1d8 
Heart of Freedom (3): 10/1d10+1d6 
Shackle Shrug (5): 11/1d10+1d8 
False Shackles (4): 10/1d10+1d6 
Freedom Weaving (7): 12/2d10 
Lion Spirit (2): 9/1d8+1d6 
Skills:
Acting (6): 12/2d10 
Streetwise (5): 10/1d10+1d6 
Theran History (4): 9/1d8+1d6 
Orkish Racial Lore (5): 10/1d10+1d6 
Read/Write Dwarven (1): NA 
Read/Write Orkish(1): NA  

Ork Scorchers (12)
DEX: 5 STR: 7 TOU:
PER: 5 WIL: 6 CHA: 4
Initiative: 2 Physical Defense: 6
Number of Attacks: 1 Spell Defense: 6
Attack: 7 Social Defense: 6
Damage: 10 Armor: 10
Number of Spells: 0 Mystic Armor: 1
Spellcasting: 0 Knockdown: 6
Effect: N/A Recovery Tests: 1
Death Rating: 32 Combat Movement: 30
Wound Threshold: 8 Full Movement: 60
Unconsciousness Rating: 24 Legend Points: 50
Karma Points: 40 Karma Steps: 5
Equipment: Broadsword, footman's shield, chain mail
Loot: 1d4 sp each
 

Troubleshooting

The possible outcomes to this combat are infinite. The PCs may role-play their way out of the situation, putting Argh and T'retia together and attempting to influence the orks' intentions. At this point Argh will use his persuasive abilities. Or, if the PCs are absolutely compelling, then Argh and T'retia will attempt to escape. They may defeat the orks and chase down the two thieves. If this occurs the two villains will attempt to weasel their way out of their predicament, even willing to return the goods they stole from the PCs. In their minds, the PCs caught them and it would only be fair. On the other hand, they 'outwitted' the orks. The PCs may also desire to join the two compatriots on their quest. In this case, the GM may have a campaign on his/her hands. Simply insure that the outcome is believable. Remember that the two thieves should be able to role-play their way out of almost anything.


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