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