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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.
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.
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."
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 |
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!"
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: 6
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 | |