Lejendary Adventure Moon Slaves.pdf

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Essentials
Moon Slaves
An Introductory Lejendary Adventure Game Module
no longer, and, bringing the vial to his lips, hastily swallowed the
contents.
The rage subsided immediately, before even the grotesque after-
taste had ed his senses. Arnold smiled a slow and satised smile
as he sank slowly into darkness.
“How long will he be out this time, Gady?” asked the tall
cloaked gure that emerged from the forest several moments later.
“About a day and a half, as you requested lord,” replied the
small fellow. “…and I have a name… it’s Bradford.”
“You are nothing but a small stinging insect to me, Gady,”
replied the tall, almost skeletally thin gure in its dark cloak.
“…and you would do well to remember that should I ever cease
to appreciate your sting, you will be exterminated with but a
moment’s thought. Now, bring your fellows and take this human
refuse to its chamber. There is work to be done this night.”
Arnold awoke in his room, knowing instinctively that some-
thing was wrong. He glanced at the window of his bedroom and
knew the answer to his unease. The moon shone fully through the
lattice of his unglazed window. Close to panic, his eyes swept the
room quickly, searching for an answer he knew he would not nd.
As he began to rise from the bed, however, his small friend’s voice
intruded from beside his pallet.
“Fear not, m’lord, I knew that the moon’s power would shorten
the respite offered by the elixir. I have prepared another, and have
it here for you.” A small vial was held in the outstretched hand of
Arnold’s strange benefactor.
Greedily, in terror, Arnold seized the vial, prised open its top,
and gulped down its contents in a swallow. With great relief he
felt his rage lessening, his surroundings blurring. As his senses
ed, however, he heard the small man relate a brief message.
“It is unfortunate that you managed to escape your quarters
before I was able to replenish your supply… but then… the best
laid plans….”
The forest glen was calm and tranquil, cool and inviting. Small
creatures occasionally scampered through the undergrowth, or
through the overhanging branches of the surrounding sycamores
and oaks. Arnold also came here in search of peace, but he
had been waiting nearly twenty minutes, and time, for him, was
running out.
The sun was now beginning to set. Arnold had scant minutes
before the change would occur, the change that would rob him of
his intellect, his memory, and his humanity. The transformation
that would cause him to become a creature of the hells, and that
would most probably damn his soul likewise. Where was that tiny
man? The sun now appeared as little more than a ruby crescent
upon the horizon.
“Nervous, m’lord?” came a small voice from the bushes to
Arnold’s right.
With a shudder of relief, Arnold saw his strange friend, a short
but sturdy man of only three feet in height. His dark tan skin and
green and brown clothing made him nearly imperceptible in the
gathering gloom. Arnold would never term him handsome, but he
now viewed this enigmatic little Alfar as his savior, and thanked
divine providence that he had arrived in time.
“Fear not, I have brought the elixir,” he nished, handing
Arnold a small opaque bottle. Arnold took the ask, but hesitated,
remembering the particularly vile taste of the potion within. In
that moment, however, he felt the rage begin within his breast, still
faint, but bringing the promise of terror to come. He hesitated
Forward to the Lejend
Master
Fear not, noble Lejend Master, Moon Slaves is not a typical
werewolf tale, and, in fact, it has little to do with werewolves. The
story of this adventure is one of intrigue, betrayal, and nefarious
activity. Within its bounds plots lie within plots, and very little
is as originally appears… but it is all nicely packaged so as to
be playable in one or two gaming sessions of three to four hours
each.
What follows is an explanation of that which is really occurring
in the little community of Simton, and this information should not
be relayed to the players of this adventure other than in piecemeal
fashion, and of course, only as they use their wits to discover the
truth. As the players ascertain the truth of the mystery, there will
be a need for hard blows and stealthy plans, but a well-rounded
group of Avatars will be required to properly solve the mystery of
Moon Slaves, and to rescue the town of Simton and its people.
For those starting campaigns, Simton lies on the southern bank
of the Danhood River, in the Monyar Forest, some 28 miles
southeast of Byvaci. It is normally a resting point for travelers and
merchants both on and off the Danhood that are headed towards
Lyris, Kossally, and the Kingdoms that border the eastern Middle
Seas, an area that prospers from the commerce of the slave trade.
Unbeknownst to Arnold, a small and vicious group of Ulfs
is operating in the area, culling the merchant trafc as it passes
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The Role Playing Game
through Simton of a portion of its passing travelers, and selling
these unfortunates into slavery downriver. They hide the missing
merchants behind the rumors of a local werewolf, and have set up
poor Arnold to play the patsy for their crimes.
Arnold believes that he is a vicious murdering werewolf, unable
to control his animal desires. He relies on a small male Alfar,
a “Gnome”, that rst explained his memory lapses to him in a
manner that he could understand. The little “Gnome” has no name
that Arnold is aware of, but he brings him a strong drug that
nullies the beast within his breast at the rising of the full moon.
What Arnold does not realize is that the “Gnome” has been
drugging him from the beginning, rst by placing a drug inducing
rage and hallucinations in his food clandestinely, and later by
offering Arnold another drug as a means for escaping his supposed
lycanthropy. Several livestock murders were staged in order to
cement Arnold’s belief in his own guilt, and Arnold is slipped
a dose of the rst drug, then sent into comatose slumber by
administration of the second, any time that the Ulfs wish more of
the travelers through Simton to “all prey to the werewolf”.
This ruse has the inhabitants of Simton looking for an answer
to their werewolf problem, and leaves them oblivious to the slave
smuggling ring of the Ulfs.
Not all of the townspeople are innocent either, but we shall
explore the full cast of players in this nefarious charade as our
adventure develops. It is recommended that the Lejend Master
read through the entire adventure before play, and the he familiar-
ize himself with all of the various Non-Avatar Characters before
they are encountered by the players as the tableau unfolds.
Items written in bold face type should be read aloud to the
players. Text that is written in standard script is for the eyes of
the Lejend Master alone.
thorp proffered itself just as you began to tire, and so you nd
yourself seated at the local tavern (The Savory Swine) enjoying a
ne if moderate supper as the day draws towards its close. It is
slightly more than an hour before sunset.
The tavern is a modest one, with good if uninspiring wine,
and usually serving an evening repast of a hearty stew made from
wild game, with fresh herbs, roots, and mushrooms with plenty of
crusty bread to go with it. Several townspeople sit at tables near
you, talking in low and friendly tones, and three young lads run
from table to table replenishing food and wine. A short and stout
woman stands behind the tavern’s counter with a stern but friendly
face, and what could only be her husband makes an occasional
appearance from a backroom that, by the smell of it, is the kitchen.
The only cloud hanging over this otherwise typically rustic scene
is a single customer that sits alone in the corner, obviously miser-
able over his untouched plate of food.
The patrons at The Savory Swine, it being named for the
excellent roast wild boar it often serves to customers, are several,
both local folk and travelers stopping here along their way. hey
are here described in some detail hereafter so that when they are
approached by anyone in the Avatar party the Lejend Master will
have information at hand:
Sylvester Mulhaven: Health 45, Precision 50, Speed 9; Abili-
ties: Commerce 50, Evaluation 40, Pantology 30, Pretense 30,
Weapons 20. Attack: Long dagger at 30 Weapons score for 1-20
Harm; Defense: 3 for half cloth garment.
This is the middle-aged, rather pinch-faced and sour-looking
man that runs the local General Store. His plump form and expen-
sive garments silk show that he is quite wealthy, and Sylvester
is never averse to showing that off in public, making a habit of
so doing whenever possible. If questioned or engaged in conversa-
tion, he knows of the local werewolf tales, and believes them
wholeheartedly, insofar as anyone asking is concerned. In truth,
Sylvester works with the local Ulfs, providing them intelligence as
to the arrival of merchant caravans in Simton. Sylvester will do
his utmost to cast suspicion on Arnold, the miserable customer
that sits alone in the corner of the tavern, claiming that the only
reason the town does not drive Arnold from the village is because
Introduction to the Players
It is late afternoon on a typical sunny summer day as you travel
southeast through the Archduchy of Temare. The road has been
smooth and broad, and you have not hurried your pace, for no
urgency drives you towards your destination. A small but inviting
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Essentials
there is scant proof of his supposed guilt. If pressed on the
matter of why he does not see justice done on behalf of the
town, perhaps confronting the “werewolf” personally, Sylvester
will claim cowardice. Sylvester will offer to give the Avatar party
some incredible deals at his general store, and will be particularly
nosey as to the Abilities and Orders of the Avatar party, asking
pointed questions in that regard if given the chance. Sylvester’s
servant, a small man with tan skin, will say nothing if questioned
or greeted by the Avatars, instead looking towards Sylvester for
direction. Sylvester will reply on his behalf that, “Wily doesn’t
say much, do you Willy?” Avatars that make a (-15% bonus to
the roll) check against Learning, Rustic, Scrutiny, Urbane, or other
applicable (LM’s discretion) Ability will note that the servant is
either a Dunnie, or at least partially of Dunnie blood.
but has been invited to dinner by Sylvester , who is paying for the
meal. (She normally eats privately). Leah lives in an isolated cot-
tage the forest outside of Simton, although she visits regularly for
supplies and to barter the rare herbs she gleans from the Monyar
Forest. She will agree to accompany the Avatar party, for a fee of
$200 per day, should they decide to investigate the rumored lair
of the brown bears. Larl will be quite upset should she make this
offer, for he fancies Leah, and he will make his displeasure known
loudly, be looking for a st-ght.
She carries a short bow, a quiver of 12 arrows, and a dagger.
Leah wears custom leather armor that provides her with 6 points of
armor protection but does not slow her Speed.
Leah knows the following extraordinary activations: Disrupt
Power, Unexplained Noise, Cloak In Shadows, and Flame Gout.
Arnold Slocum: Health 20, Precision 25, Speed 11; Abilities:
Pantology 50, Rustic 40, Hunt 30, Weapons 25; Attack: Heavy
knife for 3-20 at score 25; Defense: 0.
This is the miserable man sitting alone in the corner and not
eating. He normally has rather handsome features, but now he
is drawn and worried. Avatars will nd him to be meek and
withdrawn, saying little about himself other than that he carves
wooden gures and toys for the children of the area in order to
make his living. Arnold is fearful of confessing his supposed
guilt as a werewolf, as the normal means for expiating a werewolf
involves a public burning at the stake. If pressed for information,
Arnold will politely excuse himself and make his way to his own
home as rapidly as possible, barring the door from within.
Granger Helverson: Health 65, Precision 58, Speed 13; Abil-
ities: Hunt 58, Weapons 50, Archery 44, Rustic 38, Ranging
17, Pantology 40. Attack: Strong bow for 3-20 +4 at score 74
close range, 64 medium, 54 otherwise, axe for 4-20 at score 55;
Defense: 8 for full leather armor.
This average-sized man in his late 30s with leathery complex-
ion and rugged face is a full member of the Forester Order (he
knows the Order’s recognition signs) that runs the local Livery and
Cart Repair. He is an honest fellow of simple wants, hardworking
and forthright in his views. He is suspicious of Arnold, and
believes that indeed he might be a werewolf, but is hesitant of
accusing the man unfairly. Granger lost two mules to the depreda-
tions of the “werewolf” however, and is certain, as a Forester, that
no natural beast killed his stock. As no attacks have been directed
at the animals in his care for some time, however, he is loath to
pursue the matter further. His shop is full of carts and wheels
for repair at this time (business is good) and he has little time for
anything else.
He dislikes Sylvester, thinking him crude, pretentious, and
grandiose. Sitting with him is a merchant who regularly visits this
tiny community, Silver Masterson, and two of his guards.
Larl and Phillip Edmunds: Health 54 and 50, Precision 50
and 53, Speed 12 and 13; Abilities: Archery 50 and 55, Hunt 50
and 45, Ranging 35 and 30, Rustic 30, Weapons 30, Unarmed
Combat 20 each; Attack: Crossbow for 3-20 +5 at score 68 and
73 close range, belt axe for 2-20 at score 42—when attacking
unarmed; 3 x hand for 1-4 +4 or 2 x foot for 1-6 +4; Defense: 2
for Unarmed Combat Ability.
These two are local hunters and fur trappers that work the forest
to the north of town. One look at their woodsmen’s garb of brown
and green shows that. They do not believe that Arnold is guilty
and will claim that they no longer trap the woods to the south of
Simton as they have seen a family of huge brown bears prowling
just west of the road leading south. They are convinced that it is
the bears that are responsible for the murdered livestock and the
disappearance of traveling merchants. Arnold, they feel, is simply
too meek to defend himself against the accusations of some of
the other townsfolk. Should the Avatars ask the brothers to escort
them to the lair of the brown bears, the pair will politely refuse,
imparting that the courage required for such an act is beyond their
means. An Ilf also sits with the two trappers, a rather attractive
female Ilf.
Kurt Mannerheim: Health 44, Precision 38, Speed 10; Abilities:
Commerce 50, Weapons 65, Evaluation 40, Waterfaring 35, Phy-
sique 30, Scrutiny 25, Waylaying 20. Archery 10; Attack: Hand
catapult for 1-20 +1 at score 86 close range 66 otherwise, cutting
sword for 6-20 +3 at score 75; Defense: 9 for full leather armor.
This merchant is a big robust man of middle age who hails from
Itherland and is not a bad person at heart. He will reluctantly
admit to having supported himself through river piracy in his
youth, although he will immediately claim to have become a fully
legitimate businessman should this confession be wrung from him
either through persuasion of the copious application of free wine.
Kurt Mannerheim knows nothing of the werewolf rumors, but is
condent that he and his guards can protect his two-wagon caravan
from any threats the road might offer.
Leah Oveleaf: Health 55, Precision 42, Speed 13 (AEPs: 56);
Abilities: Enchantment 55, Arcana 45, Weapons 40, Hunt 35,
Stealth 30, Rustic 30, Pantology 25, Archery 20; Attack: Light
bow for 1-20 +2 at score 47 close range, 42 otherwise and long
dagger for 1-20 at score 52; Defense: 6 for full light leather armor.
This Alfar female clad in green and gray garb suitable for a
male, topped by russet-hued leather, is a highly attractive Ilf and a
Magician (11th) Rank member of the Mage Order. Leah is remark-
able in her intellectual capacity and the variety of her Abilities. She
believes neither the rumors of the brown bears or of a lycanthrope,
Guards Herman and Jurgen: Both have identical statistics:
Health 30, Precision 35, Speed 9; Attack: Crossbow for 3-20,
battle axe for 7-20 +2 Harm bonus for Physique Ability at score
40; Defense: 8 for full leather armor.
Tam and Sheila Bromsen: Health 30 and 28, Precision 20 and
18; Speed 9 and 11; Abilities: Commerce 30 each, Pantology 35
each, Physique 30 and 10, Rustic 40 each, Weapons 20 and 18.
Attack: Tam, club for 1-20 +4 at 20; Sheila long dagger 1-20 +1 at
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score 28; Defense: Tam 4 for half cloth garment and Sheila 0.
These two individuals are the proprietors of the tavern. Tam and
Sheila are both of sturdy peasant stock, large boned and husky.
Both dress in rustic clothing, Tam in brown leather knee breeks
with an unbleached linen shirt, a red vest, with a leather apron
over them; Sheila wears a long blue skirt, unbleached linen blouse,
and a gray smock over those garments. They also believe that
Arnold is a werewolf, but he is also an old friend so they say
nothing incriminating. They state that they will not refuse to serve
Arnold, but that they have otherwise put some distance between
themselves and Arnold. They feel pity for, and to some extent fear
of, Arnold.
The Lejend Master should allow the Avatars to converse with
the patrons at The Savory Swine for as long as they desire. Should
they choose to stay at the tavern that evening, their room will cost
$20 per person in the party to share a common room with enough
beds for all. Their evening will pass without event, although
they will nd the entire town locked up tightly once the sun has
set. (The Lejend Master may choose to allow them to explore the
buildings of the town that evening after sunset, but should adjust
the descriptions provided to account for the inhabitants, already
frightened by tales of werewolves, bears, and disappearing mer-
chants, to be somewhat restive, to say the least, when awakened
by surprise by uncalled for intrusion by the party. It is likely that
many will take violent offense to this intrusion, and should combat
follow home invasion, the party is likely to make outlaws of
themselves. Any Avatar with Chivalry Rustic, or Urbane, Ability
will automatically recognize this risk should clandestine nighttime
investigation be suggested by one of the players.) The Lejend
Master may then allow the Avatars to explore the town as they
wish the next morning. Actions outside of town will refer them to
the following encounters:
Should the party decide to proceed out of town, following the
road to the south, or should they choose to camp outside of the
tavern, proceed to encounter #1, An Ambush on the Road.
Should the party wish to investigate the brown bears, proceed to
encounter #2, The Giant Bear.
Should they travel north, inform them that such is the direction
from which they approached Simton....
actually a golden medal-
lion hanging on a leather
thong. The icon it dis-
plays is that of a raven
with a thunderbolt in its
claws above a reversed
“T” shape.
Should there be an
ecclesiast in the party,
or any with Arcana, Chiv-
alry, Learning, Pantology,
Theurgy, or Urbane Abil-
ity add:
It is obviously a holy
symbol of the Tenoric
Pantheon and the god
Thor.
Should an Avatar fur-
ther possess Evaluation or
Commerce add also:
It is actually a rather
cheap trinket, and is
plainly only gold plated. It’s value is in the realm of $20-$40.
The holy symbol may be easily retrieved from its resting place,
and will become signicant only when the Avatars later encounter
Wilhelm the Theurge later at the shrine of Thor. The Lejend
Master should thoroughly read the section on Wilhem, and the
shrine before proceeding, and only then proceed with the Introduc-
tion to the Players. Should the Avatars make inquiries in town, all
of the folk of Simton are familiar with Wilhelm, and the symbols
of his deity, and will direct the party to the shrine. Wilhelm is a
solitary man, and for the purposes of this adventure, will always
be found at the shrine of Thor unless the party convinces him to
help them.
Encounters in Simton
The Savory Swine Tavern
The occupants of this ne establishment have already been
described, and the Lejend Master and provided with Abilities and
statistics. As in all such cases, the Lejend Master is free to alter
such information at will. The tavern is a 2-story building of timber
and plaster set on a eldstone foundation. The personal apartment
of the owners, the kitchen, and common room with bar are located
on the ground oor, and boarding rooms (six) on the rst oor.
There are both a root and a wine cellar beneath the building.
Optional Encounter
As previously mentioned, smaller parties or those not particu-
larly well-equipped for this adventure, might require a bit of help
in order to defeat the plot of the Ulfs. At the Lejend Master’s
discretion, a Shrine to Thor may be added to this adventure.
The shrine has only two inhabitants, an Ecclesiastic Order Non-
Avatar Character dedicated Thor, and his faithful wolf-dog, Molin-
jir (Molly for short). Should the Lejend Master feel that the party
will require the assistance of these two, the following introductory
encounter should occur before the party actually reaches Simton,
when they are a mere 100 yards from the hamlet proper. Read
aloud the following description:
Your party is tired, and well prepared for the gentle ministra-
tions commonly found at the more rural taverns of this region. A
small hamlet lies before you, sporting just such a one. As you gaze
fondly at its worn oak clapboards, however, a glint of gold catches
your eye from a tree near the left side of the road.
If the Avatars proceed into Simton, return to the Introduction to
the Players, if they decide to investigate, continue:
As you approach the tree, you can see that the ‘glint’ is
Livery and Cart Repair
Should the Avatars arrive here during the day, they will nd two
riding horse, two draft horses, and three mules in the fenced area
of this establishment, and Granger Helverson working tirelessly
within on a heavy 4-wheeled merchants wain (he is putting a new
rear axle on it). The horses and mules may be purchased from
him as per the guidelines set out within the rules (price-wise). He
will deal in a friendly manner with the Avatars, but will be unable
to impart any further information than that which they might have
gleaned the previous evening at the tavern (although the Lejend
Master should impart this information at this time if the Avatars
failed to question him at the previously while at the tavern).
Grange is also tanning on the side of his building the hides of
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