Flowers in Her Hair
Transcription
Flowers in Her Hair
Flowers in Her Hai r When a spring maiden is abducted the Adventurers find themselves in a race against time because more than just her life is at stake. local girl is offered up as a spring maiden to be won. After a series of challenges, representing clan myths, the winner gains the right to a year’s marriage to the spring maiden. This is a scenario for 3-5 novice level Adventurers. The party are expected to be either traditionalist Orlanthi or sympathetic to their cause. The Flower Festival is more than just a good time, it is mythically bound to the land and the clan. The festivities help ensure the continuance of the stippleberry and the return of spring from Valind’s hoary grasp. If anything should go wrong then the stippleberry crop may fail later that year, spring may be delayed or even, as in the terrible Two Year Winter, cancelled. This year, the spring maiden is Jennfa Spearmansdotta and she is the keeper of a secret that could imperil centuries of tradition. Background The Izzalti clan have scratched out a hardscrabble life halfway up the Stormwalk Mountains since the Dawn Age. Their tula is awkwardly sandwiched between the Trolls of the obviously named Troll Woods, the encroachments of the EWF and the unforgiving peaks of the Stormwalks. The rigours of carving out a life has kept the clan small in numbers and given them a conservative mindset. Their tula has provided them with one great gift: the stippleberry bush. Growing almost exclusively in their tula, the stippleberry is tasty and prodigiously fertile. Each autumn the clan musters every able-bodied member to go berry picking then spends the winter making jams, pickles, chutneys and every kind of preserve. Even better for the clan, the wasp riders (a pygmy aboriginal species) trade exclusively with the Izzalti for a type of oil made from pressed stippleberries used for purposes they are closedmouthed about. It is the stippleberry that allows the clan to eke out its life in this hard land and at the start of each new year they celebrate with a “flower festival” held at the clan seat: Stippleberry Stead. A market is set up, festivities ensue and a The scenario starts during the evening after the festival. Jennfa’s hand has been won by Goodman Lort, a sturdy son of the soil who has been without a wife for 10 years now. The Adventurers are presumed to be either clan members, relatives, or guests of Izzalti clan members who have travelled to Stippleberry Stead for the festival. As the evening progresses, much good-natured boasting, eating, drinking and gambling ensues. All agree it is has been a good festival, Lort is a lucky man and the omens for the year ahead look promising. Tomorrow the wedding will be held. It is traditional for all attendees to have very sore heads and the clan is nothing if not traditional. Then, before dawn, the news spreads, Jennfa’s been kidnapped! All clan members and friends are rousted out to find her. More than just her life is at risk; if she can not be brought back for the wedding before the end of the week, the festival will have failed. Outline Scene 1. The evening after the festival. A chance to meet the locals and drink them under the table. Scene 2. Kidnap! The Adventurers are asked to hunt along the high pass for the trolls who have kidnapped Jennfa. Scene 3. The High Road. It is a difficult route but the Adventurers soon start to see signs that it may be the right one. They may also notice others appear interested in them. Scene 4. Ambush! As the Adventurers discover the kidnappers have doubled-back towards the troll lands they are surprised by an attack by dragonewts. Although unlikely to be fatal, this adds to the impression that all is not as it seems. Scene 5. True Love’s Course. Jennfa’s supposedly murdered childhood sweetheart, Ronvig, stumbles into the camp. He tells them the truth: he and Jennfa staged a kidnap in order to elope together. However they have been betrayed and Jennfa is to be traded to trolls. He begs the Adventurers to help him save her. Scene 6. The secret in her eyes. The Adventurers confront Jennfa’s kidnapper and, most likely, an albino troll shaman. Somehow they have to free her while not getting themselves killed. Just when all seems lost, Jennfa reveals her secret and suddenly everything changes. A giant pumpkin may also show up… Scene 7. In which the Adventurers well be left with a dilemma or a corpse. Scene I – The Evening after The “Flower Festival” has just been held at Stippleberry Stead and Jennfa Spearmansdotta, the flower bride, has been won by Goodman Lort – a sturdy ploughman who held the cauldron of boiling water over his head for longer than any man ever has before him. (Secret – his hands have no feeling after years and ploughing and the death of his wife three years ago.) During the evening festivities there is time for drinking and dancing and all sorts of fun. It is a cold early Sea Season night with a chilling gale blowing from the Stormwalk mountains, one of those types of nights that make you wonder if perhaps this year spring might not happen. But inside the longhouse at Stippleberry stead the fires are roaring and so are the celebrants. Kostardos the chieftain is sitting at the high table with his most trusted thanes. Beneath the salt the carls are drinking and boasting, musicians play to occasional mockery, two alynxes lie by the fire and the ale is flowing freely. This is the Adventurers chance to mingle, enjoy the hospitality and make an impression. Orlanthi culture is not one where modesty and humility is prized; it is one where tales grow in the telling, and where passion and excitement and the impulse to act now and reflect later is bred in the blood. Encourage the players to get involved. They might tell or sing a tale of personal heroism (if necessary they can make one up on the spot about something that happened in their background) or a great joke or a local legend. Have them make a Culture, Influence, Sing or Lore (Regional) and add a bonus for good roleplaying. Other things they might get up to could include: Games Master Notes This scenario is meant to be introduction point to both RuneQuest and Glorantha and is quite linear. Scene I, as well as introducing the major Non Player Characters can also be used to teach various kinds of skill rolls. During the chase, it is possible to spend a little time explaining the relationship between myth and everyday life. The climax however is a lot more free-form. The players will have to be smart and come up with a decent plan. On a one-to-one level the main Non Player Characters are likely to outclass the Adventurers; this is deliberate as Glorantha is not a place where the opponents you meet just happen to be the same level of competency as the Adventurers. During the climax it is important, however, to ensure the players drive the action as it is easy to fall into a trap where you the Games Master speak to yourself for 30 minutes. Finally, take time to ensure that the Adventurers understand the likely ramifications of their actions and choices. This may be only a small corner of Glorantha but there is a lot at stake. 2 Arm Wrestling: Always possible and usually a chance to gamble. Use Brawn versus Brawn rolls. If one character has a damage modifier greater than his opponent’s, he gets +20% if one step higher, +40% if two steps higher and so on. Dance for the ladies: The Orlanthi love a good stomp. Make a good dance roll and you may attract some welcome attention. A game of mumblety peg: Another popular one. One person has a knife and the other places their hand palm down with fingers spread on the table. Knife wielder must plunge the knife between the gaps and the fingers quicker and quicker while the person with the hand at risk must not flinch. Keep making Persistence and Dagger rolls at successively bigger minuses until one person fails or someone chickens out. Knife throwing competitions: Opposed throwing dagger skill. Wrestling: Using unarmed combat; rather than doing damage the aim is to get a grip combat manoeuvre and then pin the opponent. Extra kudos for doing it naked. As the night goes on, more ale is drunk and everyone gets progressively larger penalties to their actions. If the players are new to RuneQuest this scene gives you a chance to walk them through the basics of the system while moving on with the scenario. In the meantime, various vignettes may occur. Use some or all of these to bring: ♦ ♦ ♦ ♦ ♦ ♦ ♦ Ronvig leaves the party early. Locals know that he had wanted to enter the competition but was too young and that he and Jennfa were inseparable as children. In conversation he manages a clearly false “I’m happy for Jen. Honest I am.” Mollo Spearman. Even by his standards he seems grumpy. Sansan the Wasp rider. Stays detached from the festivities. He and his retinue take their leave before midnight. Has no interest in conversation and will have anyone who tries to strike up a conversation watched by one of his riders. Hrayf Fineman. Will tell anyone who cares to ask that he could have won but did not really want to. Jennfa’s a cold one; as stony-faced as her father. Kostardos. In good spirits; this is his first flower festival as chieftain. Will give a flowery speech about the Old Ways returning and the power of tradition and drink a toast to Mollo Spearman and his daughter. Goodman Lort. Drunk out of his tiny skull. He is a quiet drunk. A sympathetic conversation may get him to admit that he is not sure he is worthy of Jennfa. Eriapheles the jester. Will tell the listener exactly what he or she wants to hear. With an Insight of 90% he is good at this. His favourite conspiracy theory is the trolls are trying to breed a dragon in order to break the trollkin curse. After the festivities conclude ensure the players have a copy of the “who’s who” handout (see page 12); the scenario is not meant to be a memory test. Then have them make Resilience tests. Anyone who fails spends all tomorrow with one level of fatigue (“Winded”). Anyone who fumbles throws up and spends the next day with two levels of fatigue (“Tired”). Scene II – Kidnap! It is not yet dawn and the Adventurers are woken by shouts and disturbances. It is not clear what is going on but a successful Perception roll will reveal Jennfa’s been kidnapped by trolls. One of them may have been riding a giant moth. If no one succeeds at a Perception roll then have them stumble blearily into the stead centre where they are caught up in a general morass of shouting, waved torches, barked orders to get to the walls and some of the more impetuous souls starting to cast common magic. If the Adventurers do not take the initiative Mollo will cast a Light spell and then Kostardos will use Thunder’s Voice to get everyone’s attention. Then the story unfolds. Jennfa’s ‘aunt’ (Grisa Freehand) was woken by screams just in time to see a dark shape taking off into the night. Then she found Ronvig dying of his wounds who said trolls had kidnapped Jennfa. Grisa is very upset, Ronvig was too wounded to save and the rest of the women in the women’s hut awoke too late to see anything. Naturally this story enrages the men who look to Kostardos for leadership. He tells the thanes and carls to get their mail shirts and spears and to muster in the longhouse and shouts out that all friends of the clan can prove their friendship by joining them. At this point the players get a chance to see the location and take whatever actions they wish. They may decide they want to question Grisa further or see if they can help Ronvig. If they wonder why no one else seems to be doing that, remind them the Orlanthi way is to act first and ask questions later. Any Orlanthi initiates should make a Pact roll: on a success they will run to join the posse unless the player wishes to act against the character’s normal nature. If the Adventurers hang around to ask questions or investigate further some of the things they might find out are as follows: ♦ ♦ ♦ Checking the scene. A difficult perception or easy Tracking roll will show no signs of any flying creature but the ground is heavily churned. Asking Grisa for more information. She thinks she saw something like a giant moth taking off but is not sure. A successful Influence roll will have her admit that it could have been a wasp. If the players wish to make an Insight Roll then it is secretly opposed by her Persistence of 65%. If the Insight roll wins then it becomes clear she is not telling the whole truth. Where’s Ronvig? Jerristan has already taken the body and some of the clan members are planning to get him back home immediately. The Adventurers, as outsiders, will not be allowed to see the body. Adventurers who wish to check the crime scene can see some blood in the 3 mud. An Adventurer with Healing skill who specifically wishes to examine the blood and succeeds at a difficult Healing skill test realises it is not human blood. It is in fact goat’s blood. Particularly suspicious players may start to realise that something is up though it will be hard to get concrete proof and even harder to persuade anyone else to take this seriously. Confronting Grisa directly will make her clam up; her last line of defence is to question their manliness and wonder why they are standing around asking a woman questions when they should be at the muster. Confronting Jerristan will be difficult. He is an accomplished liar and will pointedly remark about a Hillcat being murdered while under Izzalti protection. He will say that he does not want this to turn violent but imply that violence is always an option if he is pushed. Presuming the Adventurers join the muster – there is no scenario otherwise – Kostardos has a role for them. He is sending a warband led by himself and Mollo east to the troll lands. They will recover Jennfa by force if needs be. However he knows trolls can be cunning. He wants a small force to travel west on the High Pass towards the ruins of Whitewall and towards EWF territory and he picks the Adventurers for this (see possible reasons below). He is also ensuring that some men stay behind to guard the stead and another group to head south down the valley just in case. The muster is a loud, boisterous affair. Each man will pledge his loyalty to Kostardos and vow not to rest until Jennfa is recovered. Some players may find there is too much talking and not enough action so stress the importance of such vows in this culture and encourage Adventurers to take part if appropriate. The Adventurers may have suspicions but they are swimming against the tide and are more likely to make enemies than converts. If they mention the wasp riders might have been involved that does cause a halt. Three of Kostardos’s men know Flight and one of them knows Extension. He will detail them to take the route towards The Wasp Temple that they have seen the wasps take. It is dangerous and will need flight. Kostardos will thank the Adventurers for their intervention with warm words. Then it is time for the chase. Why are the Adventurers going west? Choose one of the following explanations or something that best fits the Adventurers and the actions they have taken so far. • 4 If they are outsiders Kostardos does not really know them and does not really expect the west route to have been taken. For that reason he is only travelling with his most loyal warriors and sending outsiders on what he suspects will be a wild goose chase. • If they are insiders, Kostardos needs people with local knowledge who he can trust to take the difficult, hard to follow, trail. He will be frank, he suspects that if there is fighting to be done that it will be in the troll lands but he cannot risk leaving any road unexplored. Finally, the Adventurers have time to get equipment. The pass is difficult but they can take a mule if they have one and the weather is bitterly cold. They will need winter clothes, should take camping gear as it is a good 2 to 3 days to Whitewall (Kostardos can provide all this if needs be) and should be reminded that any bows should be unstrung, helmets not worn and so on. Make sure the players realise that they are about to take a difficult, demanding path and will need their wits about them. Traipsing through mountains in full plate is really not a good idea. Scene III – The High Road The primary opponent at this stage is the weather. It is cold and blowy. It is not intended for the Adventurers to die of exposure or get frostbite, the aim is purely to give a sense of atmosphere. The first day should start with a flurry of activity but then become a hard slog. Have one Adventurer make a Lore (Regional) or Easy Survival test to see how well they can follow the trail. Do not forget to allow assistance. On a success they make good progress, on a failure they have to double back more than once. Ostentatiously note this as it will keep the players wondering. During mid-afternoon randomly select one Adventurer to make Perception roll. On a success they see a stippleberry flower growing and realises this is odd. If they fail, tell them you will explain later. (What has happened is that they have seen flowers from time to time but have not paid any attention to them.) Also, ask the party to nominate a lead tracker (if they have someone with that skill). The lead tracker can try a Difficult Track roll (–20%) with assistance. On a success they see some human tracks but it has been a hard frost and difficult to see how many exactly or how recent they are. On a critical success? These tracks are recent, three people and a mule passed this way since the last snow fall. On the first night nominate a lead wilderness guy to make a Survival roll to set up camp well. If they fail then everyone has to succeed at a Resilience in the morning or have a level of fatigue all day due to the cold and miserable night. During the night one Adventurer on guard randomly chosen makes a perception roll opposed by a skill of 120%. If the Adventurer wins he see an alynx which will fade back into darkness. If he succeeds but loses, he hears something during the night but is not sure what. (This is Jerristan’s companion alynx.) On the second day everyone sees flowers and realises, if not before, that they have been seeing them on and off since yesterday. In fact a successful Insight (+20%) or Perception roll will lead them to realise that the plants are more common at the more difficult parts of the trail. Call for Lore (regional) or Lore (plant) etc. The flowers are alive yet not rooted and the plants only flower in Dark Season. One random Adventurer gets Perception roll at –40% to notice an alynx on a higher ridge watching them. (Note the expectation is for them to fail but for the players to feel that something is going on.) Later that morning they also find the remains of a camp site. Definitely 3 people. By midday they will have crested the high point of the pass and are coming down a valley. They can see Whitewall in the distance from a ridge. They can also see signs of EWF activity, with a Wyrm twisting in the spring air. The flowers, however, double back into the mountains away from Whitewall onto a very poor track. At this point the lead tracker can make an easy Tracking (+20%). There are lots of tracks. It is very confused but any sort of lore based around the EWF or dragonewts (or a critical track roll) will reveal there are lots of crested dragonewts tracks (small reptile tracks); at least one big dragonewt and one set of tracks might be dinosaur (on critical and with appropriate knowledge – it is a demi bird). A successful Lore (regional) reveals that the tracks are heading towards the troll lands. Players specifically looking for potential ambushers or lookouts can make a group test (the best Adventurer rolls with assistance from others) versus a Crested Dragonewt stealth group test (Skill of 40%, +20% for position). On winning they become aware that they are being watched. On a success but losing they realise that there are a lot of places they could be being watched from. Night 2. Make a Survival test with the same results as yesterday, however no one will become double fatigued on failure. It might be worthwhile to spook Adventurers a bit with talk of possible trolls. What happened here? The party of three met up with the dragonewts as prearranged. When they start heading away from EWF territory, Ronvig and Jennfa complained only to realise they had been betrayed. There was a brief struggle but they were easily subdued. And what is the deal with the flowers? By this point the players are likely to want to know more about the flowers. On closer inspection they are growing but not rooted. Yet this is completely the wrong season. The flowers are most definitely not thrown down. From the outside it makes no sense. Mythologically, however, it all becomes clear. Jennfa has taken the role of the spring bride and now she is being kidnapped and about to be sold by the forces of Winter and darkness. The world is thus playing out the myth around her because like any spring bride, where she steps flowers bloom. Of course she does not know she is being kidnapped at first but the resonance of the myth has been activated by the events and the flowers she is associated with are the flowers of the stippleberry plant. The fact that the world regards her as the spring bride, despite her ‘secret’ may become important later when the Adventurers come to make decisions. And the kidnappers? They have not seen the flowers because they bloom after they have passed on. One crested dragonewt has seen them and is now making a bracelet out of some of them. Scene IV – Ambush! It is early on day three and the party have been scrambling through difficult terrain. They have been tracked for a while by dragonewts and now they will spring an ambush. Their aim is to scare off the pursuers or at least pin them down. Menk has sent the beaked dragonewt, In Blood I Wade, and a group of crested dragonewts (2 for each Adventurer plus an additional 1d3). Menk is expecting In Blood I Wade to lead the attack but the dragonewt has determined that it would not be Right Action to do so. Instead, it has ordered the crested dragonewts to set up behind a ridge and attack with slings. The attack is meant to be a minor inconvenience and to give the Adventurers a taste of combat. Missile fire from surprise is intimidating and the idea is to challenge the players ability to overcome a disadvantageous position. It should also give them an idea of the threat posed by massed slingers. The Adventurers emerge from a gap to see a view open up in front of them. A steep slope to their left acts as a ridge and some 30m away the dragonewts have taken position. They will wait until the Adventurers are far enough out of the gap that they can get 2 to 3 sling shots off. Their aim is to drive the Adventurers back into the gap and then hold the pass. When they encounter starts, have the Adventurers make a group Perception test versus a Dragonewt group stealth test with the Dragonewts getting +20%. The Dragonewts automatically gain surprise unless the Adventurers win the test. If the Adventurers lose and fail the roll then the Dragonewts have had time to cast Speedart 1 on one sling stone each. Crested dragonewts live a life of constant anxiety about whether they are engaging in Right Action and these are no different. Each time the Adventurers attempt some sort of plan the Dragonewts should make a Right Action test: use a 5 single roll for the whole group. If they succeed at their Right Action test then they will react in the most tactically sensible manner to the players’ actions. If they fail they will act in a manner which is sub-optimal in some way. Choose depending on the needs of the scenario or else roll randomly. Dragonewt Disposition 1d6 1 2 3-4 5 6 6 Disposition Cowardly. Will break and flee if Adventurers have engaged in close combat. Fanatical. This is our day to die. Some Dragonewts may charge suicidally. If in hand to hand combat they will fight to the death. Pragmatic. Accidentally choosing the right tactics Poetic. While most of the Dragonewts are acting pragmatically, something about the scene inspires some of them. Some may fluoresce lurid shades, others may make almost musical chirruping sounds, yet others may form an unusual pose. Resigned. One Dragonewt very obviously lets a Adventurer kill it. This will only happen once. The rest of the time treat any roll of a 6 as a 1 (cowardly). Possible player tactics. If they try to charge the ridge it will take a good couple of combat rounds due to the unsteady ground. Have the Adventurers make Athletics rolls each round: on a fail they make slow progress, on a fumble they fall, on a critical they run like the wind and can make it in a single round and even gain a charge bonus. While they are running the dragonewts will pelt them with slingstones (at -20%). If they get CMs and are acting with Right Action they will either aim for an unarmoured location, try to trip or, if the Adventurers are very lightly armoured, will choose stun location. Adventurers may try to climb the cliffs to their left. This is perfectly do-able. There is one dragonewt overlooking the scene (this is the lookout who has been keeping an eye on the Adventurers) who will warn the rest of the Dragonewts. Still, they can get positions in the rocks and either try to flank the dragonewts by approaching from more than one side or start a ranged combat where both sides have decent cover. In this or any other extended missile engagement, the Dragonewts will concentrate their Disruptions on any character looking particularly well-armoured. They may try missile fire from the entrance to the gap. This will require them continually moving into the open to get a shot and facing up to the fact that the Dragonewts’ lower bodies are in cover from the ridge. There are many possible tactics the players could try other than just charging and hoping for the best. However, the end result is likely to be the dragonewts fleeing at some point. Meanwhile any Adventurers looking will see a Beaked dragonewt on a demi bird watching 2 to 3 km away through a pass. Appropriate magic or very good ears will let them hear it shout “crash” at them. It is too far away to chase but is not in the least concerned about whether it is seen or not. In fact, it is hoping to lead the Adventurers by the wrong path. After the ambush, the Adventurers will realise that surviving dragonewts understand only Auld Wyrmish and have little they can say. They have little on them but their utumas are worth money to collectors and one dragonewt has a carved bone flute of exceptional quality. For the rest of the day they may end up chasing In Blood I Wade and waste a lot of time. If they manage to avoid that temptation, they will see an alynx following from a distance. A critical perception roll (or a Hero Point if someone wants to spend one) will convince the appropriate Adventurer that this is Jerristan’s alynx. Finally, as the afternoon winds up, assuming that the Adventurers are on the right path, they will feel the temperature plummeting. There will be snow during the night. As they head to the boundaries of the troll lands it is almost as if someone has stolen spring… What’s up pussycat? This is indeed Jerristan’s alynx. The cat is a gift from Yinkin and is an awakened familiar with whom he can speak (See Cults of Glorantha page 247). The alynx was meant to keep an eye on the lovers. Now that the situation is clearly not going as planned, the alynx is being a typical cat and waiting for developments. It cannot speak with any other humans and will not let the Adventurers get close. Nor will it lead them to the lovers (after all it does not know any more than the Adventurers). Basically it is trying to decide whether to run back for Jerristan or to follow the Adventurers hoping they will solve the problem. Do not at any point have the alynx run up and join in the fight however, for dramatic effect, sometime during the third night you can have the sound of a very angry cat mauling a scared sounding Dragonewt. Scene V – True Love’s Course It is the morning of the fourth day in the mountains and Ronvig (“I thought you were dead!”) appears through the early-morning freezing mist. He is in a bad way; he has been stumbling through the freezing night and has various scrapes, bruises and several levels of fatigue. At first he will not make a lot of sense and he is not expecting to meet anyone here. Assuming the Adventurers do not fill him full of arrows at 100 paces he will explain what has been going on. He and Jennfa eloped with help from a trader called Menkalrum Far Stride. Adventurers from the local area will know his name and may have met him. The plan was to go to the Dragon Lands beyond Whitewall while pretending they had been kidnapped by trolls. The day before yesterday, when they met up with all the dragonewts, they realised they had been betrayed. There was a brief scuffle then he and Jennfa were tied up and the company doubled-back into the troll lands. Last night he overheard Menkalrum giving instructions to the Warrior Dragonewt (called “In Blood I Wade”) to send scouts towards a meeting point where Jennfa is to be handed over to the “white witch”. When it asked about Ronvig, Menkalarum said “Offer him for free. If she doesn’t want him, then kill him.” As far as Ronvig can tell, the meeting point is Old Jack’s Tower in the unclaimed area between Izzalti lands and the troll wastes. Ronvig happens to know where this (it is by a bottomless, haunted lake) and only about a day from Stippleberry Stead. It is one of those places that young men like to go to prove how brave they are. Later that night Ronvig managed to free himself but was not able to do anything about Jennfa. She told him to go and find help. There is no direct route back to Izzalti lands so he 7 is retracing his steps. Now he is sick with worry about what is going to happen. He did not expect to meet anyone out here though (depending on how the ambush went) that explains where some of the dragonewts went for a while. Now maybe with the help of the party they can intercept Menkalarum at Jack’s Tower. Ronvig knows a path from here that might get them there before Menkalarum. Naturally the rest of the scenario assumes that the party takes Ronvig up on his offer. If they head back to Stippleberry Stead then they will arrive at Jack’s Tower far too late. If they follow the path rather than taking Ronvig’s shortcut then they will not get to Jack’s Tower before midnight. In that case Jennfa has been handed over and Menkalarum will be camped. You may wish to have them attack and try to capture the treacherous trader. In theory they could try following troll trails but that is a scenario for another day and the trolls will have gone underground. The party are likely to have various questions which they may ask Ronvig before setting out or on the trail. Remember, he is in a tricky situation and is trying to tell as little as possible that will incriminate anyone else involved, especially Jerristan. What he will tell is the elopement was planned because he knew he would not be able to win the contest. They had help from various people from both clans to stage the abduction. The trolls bit was to try to ensure everyone went to the troll lands. Yes he knows it is not a very good plan but Menkalarum said he could get them safe passage north where they could live together. It cost quite a lot. Now it seems that Menkalarum has betrayed them but he does not know why, presumably he has been paid a lot of money. There are some things that he glosses over. How did he know what Menkalarum said to a dragonewt? Ronvig understands a little Auld Wyrmish though he cannot speak it. He will not admit to having Wyrmfriend sympathies but Adventurers ought to be able to figure that out. Menkalarum did not know that Ronvig knew a little Dragon speech but Ronvig knew that Menkalarum was really a EWFer which is why he and Jennfa eloped with him – they believe they will have freedom to live together in the dragonlands. Who is with Menkalarum? One warrior dragonewt and a lot of scouts (he will give a number roughly equal to three times the number of Adventurers plus a few more). There is one thing that he will not tell under any circumstance: Jennfa’s secret. He also will not mention they have heard that EWFers can change genders. Naturally the Adventurers may take pretty strong measures if they suspect that they are not being told the whole truth. At this point they have no reason to suspect anything about Jennfa but if they do, no amount of threats or actual pain will make him give up the truth. If at any point the Adventurers start mistreating Ronvig they will hear the coughing call of an alynx and will see it in the 8 distance. If they continue mistreating him, the alynx flees back towards Stippleberry Stead. By the end of the scene the, Adventurers have some decision making to do. They have taken a loop to get here but it is still more than a day to get back home. They may be about to risk their lives for a EWF sympathiser (if they have figured that out). If they trust Ronvig, they can get to the haunted tower by late afternoon. If not they will arrive too late and, once Ronvig realises what is going on, he will panic, attempt to steal a weapon and run off to Jack’s Tower to save her by himself. Similarly if they decide to head back to the stead, Ronvig will realise it is going to be too late and attempt to get to Jack’s Tower by himself. He will not survive the attempt. Scene VI – The Secret in her eyes Assuming that they end up at Jack’s Tower in time to make a difference, various options present themselves: sneaking up and rescuing, assault, negotiation, giving up and going home. The map shows a view of the lake with the abandoned tower on the left. The trolls will approach from the right on the other side of the lake. They are faced with a force of three times the number of Adventurers in crested dragonewts plus any survivors from the ambush, a beaked dragonewt and Menkalarum. Jennfa is most likely tied to a handy tree and if Ronvig is with them, the Adventurers may need to ensure that he does not go dashing off to rescue her. Menkalarum does not want a fight so if Adventurers negotiate rather than attacking he will reveal that girl is a EWFer and he is simply helping her escape. If he discovers that Ronvig is there he will try a different tack and attempt to turn the Adventurers against the lovers. Finally he will offer them 500 silvers to leave and he will promise to deal with Ronvig if needs be. Sneaky Adventurers may use this as a means of getting close enough to spring a surprise attack. If the Adventurers try to play hardball so will Menkalarum; he will claim that Jennfa’s buyer does not mind if she is alive or dead and, if he is pushed, he will cut off an ear to prove his point. If they attempt sneaking then the crested dragonewts are alert and nervous. In total each person will need three successful sneak rolls. The first at +10% (through the undergrowth on the near side of the lake, the second normal (through the scrubby area to the left) and the third at -20% (to get up to Jennfa’s position). Failure means they are seen. Successful diversions may give a small bonus. A straight forward assault is not a good idea. They will not have any sort of surprise and it will take at least 3 combat rounds to get around the lake even running at full speed. They are probably out of common magic range though may have divine spells able to reach the foes. In the meantime Menkalarum will threaten to kill Jennfa. In Blood will charge to the attack on his demi bird with a handful of scouts in attendance. The rest will subject the Adventurers to a sling barrage and also disruptions once the Adventurers are in range. In an absolute emergency Menkalarum will remove an ear “Do you really want to go to war when I have Jennfa’s ear?” as above and, if that seems not to stop them, he will slit her throat and head for the hills leaving the dragonewts to do the fighting. Presuming the Adventurers have not charged head first into combat, the trolls arrive with the “white witch.” She is Szogd the White, an uz shaman. With her is a great troll and some trollkin (2 for each Adventurer plus 1d6). They have come for Jennfa. Assuming they see the Adventurers, Szogd’s initial belief is this is a trap. Menkalarum will call out in his stilted Darktongue that the Adventurers are attacking him to steal Jennfa and at this point many things might happen. To successfully run this encounter, remember the various motivations. Szogd wants the flower bride for two purposes: firstly to eat and maybe delay spring locally; secondly as part of a ritual that might help reduce the number of trollkin births. She has travelled outside of her normal boundaries and is committed to seeing this through. Menkalarum is here for spell trading. He has been promised darkness spirits and spells and also the chance to proselytise to the trolls. He is a bit of 9 a troll obsessive, he thinks that if he can make troll converts to the EWF he can make a bid for power and fame. Jennfa wants to escape and she is a ballsy lass. Given half a chance she will smack a dragonewt with anything to hand. Ronvig wants Jennfa and if there is even a slightest chance that no one else will rescue Jennfa, he will do so heedlessly. As for the Adventurers, try to ensure they have a goal. It is easy for them to end up here with no real plan. What is likely to happen is a three-way stand-off. Menkalarum will try and convince the trolls to attack the Adventurers but he knows if he attacks the Adventurers the trolls are likely to stand back and simply eat the survivors. The trolls will take up a position to defend themselves against both forces. If the Adventurers let their enemies ally against them they will be in mortal danger. Encourage the players to roleplay shouted conversations, bribes and so on. Opposed Influence rolls, modified by the strength of proposed arguments can be used to try to sway the balance of opinion. Spectacular displays of magic power or martial might can be used to intimidate. Some characters may be tasked to sneak off – it is certainly likely that Jennfa’s tree is going to popular destination point. Clever use of magic might help: possibly Befuddle or Babel, perhaps Demoralise or something like Thunder’s Voice to impress. Only one thing is certain: this will not end well for someone. Optionally, there is a fourth force. Little Jack. Should you wish it, Little Jack will rise from the lake, intrigued by all the excitement. It has been watching for a while and seeing as everyone else wants Jennfa, has decided that she must be a tasty snack. Jack’s role here is to tilt the balance. If the Adventurers are having it easy then Jack uses his Draw Prey ability on Jennfa, if they are struggling then Jack decides to protect Jennfa so it can eat her itself. At some point the tower may come into play. There is only one safe floor left and a portion of that has crumbled away into the basement area. The tower is open to the elements and badly overgrown. The basement houses many skeletons, most of them many centuries old. Little Jack cannot meaningfully animate them but he can still rustle their bones and, should he wish, he can make his mindspeech sound as though it is coming from the skeletons. Adventurers can search to find 1D6*100 silvers each worth of antique coins and jewellery. The big reveal At a suitable moment, possibly when all seems lost and it is clear the trolls plan to eat the young woman, Ronvig (if he is still alive) will shout to Jennfa to reveal the truth. At this point there will be one of those timeless moments when everything seems to stop. Jennfa at that point will reveal himself. She is a he. This changes everything. Only a girl (female virgin to be 10 precise) is good enough for the trolls and Jennfa has something they do not want. Now they believe that that Menkalarum has cheated them. Menkalarum is appalled for it turns out he has nothing to bargain with. Depending on what has happened to date he may try and side with the Adventurers against the trolls, again using Jennfa as a bargaining chip. What the Adventurers do now is up to them. The trolls want revenge but not at the risk of suffering bad losses themselves. Menkalarum wants to get out alive. It probably will not require the Adventurers to go toe to toe with the trolls but if all else fails and Menkalarum has no options left, he may tell the dragonewts to attack the trolls in an attempt to force the issue. Scene VII – Aftermath Assuming success, the Adventurers have to decide what to do with this pair of lovers. Back to the clan for justice? Leave them to escape? The pair are completely in their hands. Suitable Culture or Lore (Law) rolls can tell the players what traditional culture says about the lovers. Jennfa will tell her story. And remember, there is likely to be an alynx around watching. One thing though, really smart players will note that the myth of the kidnapped spring indicates that the ‘world’ accepts Jennfa as a woman. If the Adventurers let the lovers go free they will have to return to the Stead and either tell the truth, which is not going to go down well, or come up with a convincing story. If they do tell the truth. they will have made an enemy of Mollo and the clan chief. If they try to tell a lie such as claiming they did not find anyone or even that they did but that they were too late to save Jennfa the clan may well be suspicious. Secretly make Insight rolls for the chieftain or Mollo with modifiers depending on the players’ roleplaying. On a success they do not fully believe the players. On a critical success the Adventurers are publicly accused of lying. Smart players will learn who was in on the plan and try to approach them first, especially Jerristan, to gain help. If the Adventurers return the lovers alive then the truth soon comes out. Mollo is appalled and snaps. He will head for the hills and, to all intents and purposes, go mad. Korstardos will convene meeting and ask the law speaker for judgement. Players may wish to speak on behalf of the lovers. The outcome is that Jennfa will be outlawed. Ronvig’s clan will refuse to accept that the Izzalti have any jurisdiction over Ronvig and will threaten violence if he is not returned. They are likely to accept Jennfa though this will create even more bad blood. There will be no spring either way and the Izzalti will suffer starvation in the year ahead. It is possible that the Adventurers may be able to use the flowers as evidence that the world accepts Jennfa as a symbol of spring. As far as the world is concerned, Jennfa is a perfectly good woman. Successful use of Culture and Influence rolls at -20% will help make this point. This is probably the best possible outcome. Jennfa is accepted as a woman, spring comes and although she must still spend one year married to Goodman Lort he is a reasonable man who treats it as a marriage in name only. As to what happens next. The Adventurers are likely to have made some friends and some enemies and been presented with a problem that does not have a solution. Their actions and decisions will become widely known and affect how they are received. In a living world like Glorantha, this is likely to have more meaning than whether they found a magic sword or ring. Jennfa’s story He did not know he was a boy for many years as his mother (Mora) brought him up as a girl. When he got old enough to realise that something was different his mother told him the story. Back in their own lands, their clan (the Errinmachi) was betrayed and attacked in the night by bitter rivals (the Corrodaolsi) who had joined with the EWF. She and Mollo had two young sons at the time. During the attack, Corrodaolsi warriors broke into their house and killed her sons in front of her, purely because they were boys. At the time Mollo who was a young Orlanthi brave was facing someone in single combat rather than guarding his family. He blamed himself for the death of his sons and never forgave himself. Friends saved Mora, who was being abused by the warriors. After the defeat, the remnants of the clan fled in many directions. Shortly after Mora discovered she was pregnant. She did not dare give birth to another boy in case history repeated itself so she told everyone who needed to know, including her husband, that Jennfa was a girl. The pregnancy was difficult, she almost died and was not able to bear any more children. Obviously some of the women knew but they agreed to keep her secret. The marriage cooled; Mollo wanted a son but it was clear Mora could not provide one and he still blamed himself for the death of the others. In penance he became an Elmali shield warrior and devoted himself to protection. However he paid no interest to his daughter for the first 10 years of her life. When Mora died he realised just how much in reality he missed her and started to become very overprotective of Jennfa. She herself feels a mixture of love and anger towards her father but the real love of her life is her childhood sweetheart, Ronvig. Jennfa has lived all her life as a girl. Just because she is ‘built differently’ she knows who she is and what she feels. When she was told she would be the flower bride she was both honoured and appalled. The former because she knew how important it was, the latter when she realised that her secret pledge to marry Ronvig when old enough would be broken. Jennfa’s non-story There is one thing that has never occurred to Jennfa. What if she is not Mollo’s daughter? Has Mollo wondered this? If he has he would rather die than admit it. And Mora? If she gave birth to a son who did not look like Mollo, what would his reaction have been. A daughter was far safer. If the Adventurers think this through and want to press her (or anyone else) on it, they are going to cause a lot of distress for no obvious benefit to anyone. Awards The rewards for this scenario lie more in the relationships the Adventurers may build (or sunder) by their actions than in gaining magic items or loot. That said, each surviving Adventurer should gain the default award of 2 Hero Points and 3 Improvement Rolls. Some possible modifications are: If one or both of Ronvig and Jennfa die as a direct result of Adventurer actions (or inactions) then those Adventurers most involved should gain 1 fewer Hero Point. If the party are able to drive off Little Jack, then those Adventurers most involved get an extra Hero Point each. If the party is able to persuade the clan that Jennfa is a woman and has been accepted as such by the land then the whole party gets an extra Improvement Roll each. Bringing back Jennfa alive but keeping her secret gains the party the gratitude of the Izzalti and each Adventurer will be able to freely gain an extra point of Common Magic (up to Magnitude 3) from the list of Orlanthi common magic spells. For players more interested in loot than moral dilemmas, this scenario may be a bit frustrating. Smart Adventurers may be able to take Menkalarum alive and gain his ransom. Reckless Adventurers may be able to sell the Beaked Dragonewt’s skin as armour, however it will chase its slayer to the end of space and time. Amoral Adventurers may be able to loot Menkalarum’s body and mule. Fearless Adventurers may consider the merit of diving into the lake to see if Jack has stored any treasure but that is really for another time. Hungry Adventurers who used the sunder Combat Manoeuvre against Jack will be able to retrieve a good 2D6 kg of proto-pumpkin flesh. It is remarkably nutritious and they will be able to get good money from the local sages (50 silvers per kg) or simply hang onto it themselves. 1kg is enough to feed a human for two weeks with no other food. Admittedly it gives them strange dreams and they start to hear whispers in the dark. 11 People at the Flower Festival Stippleberry Stead – Izzalti clan Clan chieftain - Kostardos Brandigsson and his wife Rane Tender Heart. Korstardos is young for a chieftain and a little daunted by the demands that have been placed on him in the last year since he took over. Hrayf Fineman. Pre-competition favourite to win Jennfa’s hand. Tall and arrogant, took defeat badly. Mollo “The Spear” Spearman. Weaponthane and Korstardos’s right hand man. He is a widower and the father of Jennfa Spearmansdotta. His wife was Mora Goodwife. A dour, distant man in his late 30s. Never talks about himself, ferociously (over-)protective of his daughter and has extremely traditionalist views: he is very hostile to any EWFer. Lore (Regional) His accent places him as non-native. Locals know that Mollo was originally from a clan east of Whitewall that was broken by rivals who joined the EWF. He and his wife fled and found sanctuary here. Mora died about 6 years ago. It seemed to be a very loveless marriage. Borngeld Drogosson. An Uroxi weaponthane. Brawn 85%, STR 16 SIZ 17, Damage +1D4, Resilience 75%, Unarmed 80%. Always up for a spot of arm wrestling, a drinking game or a full-on wresting match. Goodman Lort. A woodsman & carl. Winner of the Flower Festival. Does not socialise a lot. Grisa Freehand. Sister to Korstardos and unofficial aunt of Jennfa. An Ernalda acolyte. 12 The Hillcats – closest clan They have had a problematic relationship with the Izzalti over the years. The clans occasionally ‘foster’ children to each other in order to promote harmony. Kostardos has ended this practice for being untraditional. The Hillcats, as the name suggest, have a stronger tradition of Yinkin worship than normal. Izzalti traditionalists regard the Hillcats as somewhat dissolute. Gregga The Sharp. Named after his skill with a dagger. Up for a game of Mumblety Peg. DEX 15, Dagger 85%, Persistence 75%. Jerristan Softpad – Rune Lord of Yinkin. Something of a rake and emotional even by Orlanthi standards: a good ballad will reduce him to tears. Main go-between for the clans; does not take part in the Flower Festival because he is “too likely to win”. Ronvig Kittlesson – fostered by Mollo Spearman and Grisa Freehand. He and Jennfa became secret childhood sweethearts. Guests, visitors and hangers-on Eriapheles the jester. An unfeasibly old trickster wandering the Marzeel River. Believed to have powers of mystic insight. Does not. Rue Down the duck – the worst bard in Sen Serenen. Supposedly. Will guarantee to lose a singing competition. Sing 3%, Influence 65%. Sansan Sorrel Zenzo Sonson – Wasp rider emissary. His wasp – Savage Joy. Big by wasp rider standards (SIZ 7) and almost friendly (he is basically just xenophobic and paranoid rather than being overtly homicidal). Two un-named wasp riders and their wasps accompany him. He refuses to introduce or name them. NPC stats Menkalarum “Menk” Far Stride Acolyte of Issaries The Cleft Tongue Menk is formidable magician but as with most EWFers he uses his magic sparingly. His Draconic Magic is quite weak because he gains it from allied cults. In a tight corner he will use Babel against potential spell casters and Laughter as his main attacking spell. Primarily his magic is defensive or helps augment his communication skills. Characteristics STR 8 CON 10 SIZ 13 INT 14 POW 15 DEX 10 CHA 15 1D20 1–3 4–6 7–9 10–12 13–15 16–18 19–20 Hero Points Combat Actions Damage Modifier 1 2 None Magic Points 10 (15) Movement 8m Strike Rank +12 Hit Location R Leg L Leg Abdom Chest R Arm L Arm Head AP/HP 0/5 0/5 0/6 0/7 0/4 0/4 0/5 Typical Armour: Non-descript travelling clothes (0 AP) Traits: None Skills: Athletics 18%, Brawn 18%, Commerce 59%, Courtesy 39%, Dance 25%, Disguise 29%, Drive 25%, Evade 40%, Evaluate 59%, First Aid 24%, Influence 70%, Insight 79%, Lore (Uz) 48%, Lore (Regional) 78%, Perception 29%, Persistence 30%, Resilience 20%, Ride 25%, Sing 30%, Sleight 25%, Stealth 24%, Survival 39%, Swim 18% Common Magic 80%:Abacus (1), Babel (2), Countermagic (5), Darkwall (2), Glamour 4, Golden Tongue 4, Heal 4 Divine Magic: Issaries The Cleft Tongue (Pact 60%, Lore 68%): Blessing 2, Dismiss Magic, Laughter, Spell Trading Draconic Illumination 59%: Combat Meditation 2, Mystic Sight 1 Languages: Theyalan 79%, Auld Wyrmish 69%, Tradetalk 80% Equipment: Mule with 1000 silvers of trade goods; Pouch with coins and gems to value of 1500 silvers. Personal Ransom of 5500 silvers Combat Styles: Harmless Peddler (Staff, Dagger) 38%, Unarmed 18%, Weapons Type Quarterstaff Dagger Size M S Reach L S Weapon Skill 90% 65% Damage 1d8 1d4+1 AP/HP 4/8 6/8 13 In Blood I Wade Beaked Dragonewt Wyrmfriend In Blood knows three words in Trade Talk which it likes to shout when angered: “Sorry,” “Crash” & “licorice.” It has never explained why but appears to take great enjoyment in shouting these words, especially licorice. Should it Lose the Path while casting a Dragon Magic spell, it will attack to the death, using all its Combat Actions offensively. Although it has an Utuma it refuses to use it in combat, saving it for the ritual. In Blood is obsessed with utuma. It has scarred itself several times ‘practising’ and deliberately weakening the stomach hide. Observant PCs may use this knowledge. Dragon Magic is broadly similar in its effects to that outlined for the EWF in the Glorantha Second Age core book. Characteristics STR 19 CON 17 SIZ 22 INT 13 POW 13 DEX 12 CHA 14 1D20 1–2 3–5 6–8 9–11 12 13–15 16–18 19–20 Hero Points Combat Actions Damage Modifier 1 3 +1d8 Magic Points 13 Movement Strike Rank 8m +13 Hit Location Tail Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Typical Armour: Dragonewt Hide. 6 AP, no Armour Penalty Traits: Reincarnation Skills: Athletics 71%, Brawn 56%, Culture (Own) 56%, Dance 76%, Drive 35%, Evade 44%, Evaluate 27%, First Aid 25%, Influence 28%, Insight 26%, Lore (Demi Bird) 56%, Lore (Regional) 56%, Perception 26%, Persistence 26%, Resilience 74%, Ride 75%, Right Action 76%, Sing 27%, Sleight 26%, Stealth 25%, Swim 36%, Utuma 60% Dragon Magic: Combat Meditation, Deafening Cry 2, Fire Claws 3. It has Combat Meditation 2 & 5, Deafening Cry 2 and Fire Claws 3 available as triggered spells. Languages: Auld Wyrmish 77% Equipment: Klanth, Gami, Ptsasth, Dragonbone Bow, 20 arrows, Utuma, pet rock Combat Styles: Klanth & Gami 86%, Ptsasth 61%, Bow 78%, Unarmed 71% (Medium/Short) Weapons Type Size Klanth (1H/2H)L Gami M Ptsath (1H) M Bone Bow – 14 Reach L M L – AP/HP 6/8 6/8 6/8 3/9 6/10 6/7 6/7 6/8 Damage AP/HP 1D10/2D6+1D8 4/12 1D6+3+1D8 4/8 1D8+1+1D8 4/5 1D10+1D8 8/8 Range – – – 200m Load – – – 1 In Blood’s Demi Bird Characteristics STR 32 CON 13 SIZ 26 INT 3 POW 11 DEX 17 Hero Points Combat Actions Damage Modifier Magic Points Movement Strike Rank 1D20 1–3 4–6 7–9 10–12 13–15 16–18 19–20 0 2 +1D12 11 12m +12 Hit Location Right Leg Left Leg Abdomen Chest Right Wing Left Wing Head AP/HP 4/8 4/8 4/9 4/10 4/7 4/7 4/8 Typical Armour: Feathers and Hide. 4 AP, no Armour Penalty Traits: Formidable Natural Weapons Skills:: Athletics 49%, Brawn 58%, Evade 34%, Perception 74%, Persistence 32%, Resilience 56%, Stealth 30%, Survival 54% Combat Styles: Big Bird (Peck, Kick, Glare Evilly) 50% Weapons Type Peck Kick Size L H Reach S M Damage 1D8+1D12 1D6+1D12 AP/HP As for head As for leg Size & Reach are different from that given in Monster Coliseum (p118). Crested Dragonewts These should be used as underlings. While under close supervision of In Blood, the Crested Dragonewts are disciplined enough to focus a battery of Disruption castings at a single, heavily-armoured foe. Characteristics 1D20 Hit Location AP/HP STR 7 1–2 Tail 1/4 CON 11 3–5 Right Leg 1/4 SIZ 7 6–8 Left Leg 1/4 INT 14 9–11 Abdomen 1/5 POW 7 12 Chest 1/6 DEX 16 13–15 Right Arm 1/3 CHA 11 16–18 Left Arm 1/3 19–20 Head 1/4 Hero Points Combat Actions Damage Modifier 0 3 –1D4 Magic Points Movement Strike Rank 7 8m +15 Typical Armour: Dragonewt Hide. 1 AP, no Armour Penalty Traits: Reincarnation Skills:: Athletics 53%, Brawn 18%, Evade 62%, Evaluate 25%, First Aid 30%,Perception 41%, Persistence 14%, Resilience 22%, Sleight 27%, Stealth 40%, Right Action 51%, Utuma Ritual 18% Common Magic 48%: Disruption 2, Speedart 1 Equipment: Utuma, sling, 10 bullets Combat Styles: Utuma 43%, Sling 52%, Unarmed 33% Weapons Type Utuma Sling Size M – Reach M – Damage 1D6–1D4 1D8 AP/HP Range 4/12 – – 200m Load – 1 15 Ronvig Kittlesson Orlanthi romantic Characteristics STR 13 CON 11 SIZ 12 INT 15 POW 8 DEX 11 CHA 9 1D20 1–3 4–6 7–9 10–12 13–15 16–18 19–20 Hero Points Combat Actions Damage Modifier 0 3 None Magic Points Movement Strike Rank 8 8m +13 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head AP/HP 0/5 0/5 0/6 0/7 0/4 0/4 0/5 Typical Armour: None Traits: None Skills:: Athletics 44%, Brawn 24%, Evade 42%, First Aid 26%, Influence 18%, Insight 23%, Perception 33%, Persistence 16%, Resilience 42%, Ride 19%, Stealth 26%, Survival 23% Common Magic 57%: Bladesharp 1, Coordination 1, Mobility 1 Divine Magic: Orlanth (Lore 30%, no Pact) Equipment: Clothes and undying love. If given a weapon he will fight like a mad-man to rescue Jennfa. Treat him as fanatic if Jennfa is being obviously threatened. When first met, he has no weapons. Combat Styles: Sword & Shield 44%, Spear & Shield 34%, Javelin 32%, Unarmed 34% Jennfa Spearmansdotta Delicate flower Characteristics STR 7 CON 9 SIZ 10 INT 14 POW 17 DEX 11 CHA 11 16 1D20 1–3 4–6 7–9 10–12 13–15 16–18 19–20 Hero Points Combat Actions Damage Modifier 0 –1D2 None Magic Points Movement Strike Rank 17 8m +13 Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head AP/HP 0/4 0/4 0/5 0/6 0/3 0/3 0/4 Typical Armour: None Traits: None Skills:: Athletics 18%, Brawn 16%, Evade 32%, First Aid 35%, Influence 22%, Insight 61%, Perception 41%, Persistence 64%, Resilience 18%, Ride 28%, Stealth 35%, Craft (Woman’s work)25%, Seduction 28% Common Magic 68%: Heal 2 Divine Magic: Ernalda (Lore 28%, no Pact) Equipment: Clothes, secrets and love Combat Styles: Unarmed 18% Szogd The White Uzko Shaman and Initiate of Kyger Litor Szogd is a dangerous foe but has no great desire to risk her spirits or herself in combat. In an emergency Beetle will be commanded to protect her. If her foes are not too magically powerful she will command Chalk to Discorporate the biggest warrior, otherwise Chalk provides support through casting common magic. She will not call her spirit allies unless it seems that it will make the difference between life and death. Mostly she sends her horde of trollkin to do her work. Characteristics 1D20 Hit Location AP/HP STR 17 1–3 Right Leg 2/6 CON 10 4–6 Left Leg 2/6 SIZ 17 7–9 Abdomen 5/7 INT 13 10–12 Chest 5/8 POW 17 13–15 Right Arm 2/5 DEX 8 16–18 Left Arm 2/5 CHA 14 19–20 Head 2/6 Hero Points Combat Actions Damage Modifier 0 2 +1D4 Magic Points 16 (17) Movement 8m Strike Rank +9 (+11) Weapons Type Size Great Hammer H Tusks S Reach L T Damage 1D10+3+1D4 1D4+2+1D2 Typical Armour: Troll Hide 2 AP (no Amour Penalty), Ringmail Hauberk 3 AP Traits: Darksense, Sun Cursed Skills:: Athletics 45%, Brawn 47%, Dance 62%, Evade 16%, Evaluate 37%, First Aid 41%, Influence 68%, Insight 30%, Lore (Genealogy) 66%, Lore (Regional) 56%, Meditation 64%, Perception 40%, Persistence 64%, Play (Drums) 42%, Resilience 20%, Sing 41%, Sleight 22%, Stealth 21%, Survival 30%, Swim 27%, Track 43% Common Magic 71%: Boon of Lasting Night 3, Countermagic 3, Fanaticism (2), Heal 4, Second Sight (3) Divine Magic: Kyger Litor (Pact 25%, Lore 56%): Dismiss Magic Gift – Command Obedience. Compulsion – Music Lover Spirit Magic: Spirit Walking 77%, Spirit Binding 81%, (Bind 27 POW, Damage 1D10) Fetishes: Guardian Spirit: Neutralise spells 7 Magnitude or less (POW 21 Persistence 105%) Beetle: +2 APs. (POW 18, Persistence 90%) Hombolite: +30% to Play Drums (POW 23, Persistence 115%) Spider: provides Wall Walking trait (POW 21, Persistence 105%) Spirit Allies (Not bound. Will perform one service then leave. Take 1D6 minutes to arrive after a successful Spirit Walking costing 1 Magic Point to summon them.) Makartnee (INT 11, POW 15, CHA 13. CA 3, SR 12, Damage 1D8, Discorporate 75%, Spectral Chomp 75%, Persistence 60%. Will attempt to possess elfs (and only elfs). If successful, will sit down and start to eat itself. Chiller. (INT 12, POW 16, CHA 14. CA 3, SR 13, Damage 1d10, Discorporate 80%, Spectral ice-spear 80%, Persistence 64%. Skills. Wrack (Cold) 80% (1D8 damage – capable of 6 points of Manipulation). If asked, Chiller will happily cast its Wrack spell on as many targets as wanted. It likes Wracking things and will spend all but 1 Magic Point doing so before returning to the spirit plane. It will not normally Discorporate opponents Combat Styles: Hammer Time (1H and 2H hammers) 45%, Unarmed (Tusks)45%, AP/HP 4/10 As for head Range – – Load – – 17 Szogd’s Fetch - Chalk Characteristics STR – CON – SIZ – INT 14 POW 14 DEX – CHA 11 1D20 Hero Points Combat Actions Spirit Damage 0 3 1D8 Magic Points Movement Strike Rank 14 20m flying +13 Hit Location Not applicable AP/HP Typical Armour: Not applicable Traits: Life Sense, Magic Sense, Possession Skills:: Influence 42%, Insight 48%, Lore (Darkness) 42%, Lore (Spirit World) 64%, Perception 58%, Persistence 52% Spirit Skills: Discorporate 48%, Spectral Hammer 65% (1D8) Common Magic 65%: Bludgeon 3, Disruption 4, Heal 4 “Ouch” – a Great Troll His game plan is to hit things until they stop moving then hit them one more time, just to make sure. He always hits them one more time. If anything closes with him he’ll drop his maul and try to grip them instead. Once gripped he uses his Brawn skill instead of Unarmed; figure that he gets +20% to keep a grip on any opponent of STR 16 or less. His name is not “Ouch” – that’s just what the trollkin who have to handle him say. Characteristics 1D20 Hit Location AP/HP STR 26 1–3 Right Leg 5/9 CON 19 4–6 Left Leg 5/9 SIZ 26 7–9 Abdomen 7/10 INT 7 10–12 Chest 7/11 POW 10 13–15 Right Arm 5/8 DEX 10 16–18 Left Arm 5/8 CHA 7 19–20 Head 9/9 Hero Points 0 Combat Actions 2 Damage Modifier +1D12 Magic Points Movement Strike Rank 10 8m +4 (+9) Typical Armour: Troll Hide. 3 AP, no Armour Penalty, Hard Leather Greaves and Vambraces AP 2 limbs, Scalemail Hauberk AP4 body, Massive Plate Helm AP 6 head Traits: Dark Sight, Night Sight, Earth Sense, Light Blindness (All skills reduced to 17% in full daylight or equivalent), Sun Cursed (Demoralised in Direct Sunlight) Skills:: Athletics 56%, Brawn 95%, Evade 20%, Perception 17%, Persistence 20%, Resilience 88%, Stealth 17% Equipment: Troll Maul; armour; slobber, slobber and a bit more slobber Combat Styles: Clobbering Time (2H clubs, Unarmed) 56% Weapons Type Troll Maul Unarmed 18 Size H M Reach L S Damage 2D8+1D12 1D4+1D12 AP/HP 4/10 As for location Range – – Load – – Trollkin A horde of happy underlings. These should be treated as underlings except they will fight to the last wretched wretch while Szogd is present. Characteristics 1D20 Hit Location AP/HP STR 7 1–3 Right Leg 1/4 CON 10 4–6 Left Leg 1/4 SIZ 9 7–9 Abdomen 2/5 INT 9 10–12 Chest 2/6 POW 10 13–15 Right Arm 1/3 DEX 13 16–18 Left Arm 1/3 CHA 7 19–20 Head 1/4 Hero Points 0 Combat Actions 2 Damage Modifier –1D2 Magic Points Movement Strike Rank 10 8m +10 (+11) Typical Armour: Trollkin hide 1 AP, no Armour Penalty, Pathetic rags 1 AP chest and abdomen Traits: Dark Sight, Night Sight, Earth Sense, Light Blindness (All skills reduced to 20% in full daylight or equivalent), Sun Cursed (Demoralised in Direct Sunlight) Skills:: Athletics 30%, Brawn 17%, Evade 56%, Perception 49%, Persistence 20%, Resilience 20%, Stealth 52% Common Magic 57%: Multimissile 2 Equipment: Shortspear, sling, 10 stones Combat Styles: Suicide Squad Style (2H spear, sling, unarmed) 45% Weapons Type Shortspear (used 2H) Sling Size H – Reach L – Damage 1D8+1–1D2 1D8 AP/HP 4/5 – Range – 200m Load – 1 19 Little Jack Characteristics STR 35 CON 25 SIZ 41 INT 7 POW 24 DEX 5 CHA 9 1D20 1–20 Hero Points Combat Actions Damage Modifier 0 1 +2D8 Magic Points Movement Strike Rank 24 1m hovering +6 Hit Location Head AP/HP 7/33 Typical Armour: Tough Skin AP 7 (no Armour Penalty Traits: Life Sense, Magic Sense, Draw Prey Skills: Influence 42%, Insight 48%, Perception 58%, Persistence 82%, Resilience 75% Common Magic 100%: Mindspeech 2. Combat Styles: Get in mah belly! 75% (Tongue, Chomp) Weapons Type Size Reach Damage AP/HP Tonge M VL 1D6 (no modifier) As for head Chomp L T 1D10+2D8 see below Notes Can entangle Can only be used against people grabbed by the tongue Combat with a giant pumpkin has a few twists and turns… If he gets stuck in combat then Little Jack uses his tongue as an entangling weapon rather than trying to cause damage (although being tongue-slapped by Little jack is not a pleasant experience but he only gets half his damage bonus). This means that when he attacks with it a target must either Evade, parry with a shield or counter-attack with a weapon. A successful shield parry means that the shield has been grabbed. A successful counter-attack means that the tongue takes damage. It has 7 Armour Points; if the tongue takes any damage in excess of its APs then Little Jack must make a Resilience roll (opposed by the counter-attack roll result). If the Resilience roll fails, Jack sucks his tongue back in and doesn’t use it again. Chomping: an entangled person almost certainly can’t parry and certainly can’t evade any Chomp. Spending a Hero Point and having a suitable weapon (sword or spear for example) will allow the victim to ‘counter-attack” by using the old trick of sticking it upright as the mouth bites down. If they get a Combat Manoeuvre and can choose Impale this will all the attacker to use Little Jack’s damage modifier instead of their own. The inside of Jack’s mouth has no APs. Anybody who has been chomped will automatically get swallowed on Jack’s next action. If somehow they are still capable of movement they can try to oppose their Brawn skill against Little Jack’s Hunger (75%) to hang onto a tooth or revolting squashy thing. If they do get swallowed and against all odds are not in several pieces then they are immersed in weak acid, asphyxiating, reduced to 1 CA per round and any action is opposed by 75% of foul intestines. Should anyone ever cut themselves out of Little Jack they immediately gain +1 POW and a Hero Point. 20