First up is my initial adventure for our Swords of the Four Taverns Campaign that we ran last year. This followed Bill's death, so I think a lot of the content was actually pretty dark. He had been running the campaign before that and I started running it to keep the group going. Because Bill's favorite module the Harn adventure 100 Bushels of Rye by Garry Hamlin, my plan was to run that for everyone. Most of Gamandria is not European fantasy and even the Vaaran Kingdoms are a far cry from that in many respects. But Palus was close enough in tone to Harnworld to work, so I chose that as the location.
I re-read 100 Bushels of Rye a bunch of times, and was initially going to run it straight as it appeared in the text. It is a really good module and makes great use of a location that is fairly simple and plausible but still quite interesting with lots of bits to interact with. However I realized I had to make some adjustments to fit it to Sertorius. Eventually I just decided to go ahead and make a new adventure that was very loosely inspired by and based on 100 Bushels of Rye. This is what I ended up with.
My maps are famously pretty shoddy so I hope you will forgive the quality of the ones that appear here. They are necessary for understanding the adventure notes, so I had to include them.
SWORDS OF THE FOUR
TAVERNS CAMPAIGN: THE IMMORTAL ARCHITECT
Enemy Present: Goresios
Maorides.
Hamil Kar-Harba and the Immortal Architect
Hamil Kar-Harba (brother of the King) wants the Pillar of Druba* which supposedly
contain the final words of Dosikan. The Order of Justinian (also known as the Children of Nong
Sai) are willing to pay 125,000 gold for it because they believe it contains
the totality of Sertori thought. However in order to acquire it safely he needs
to find the Architect of Nong Sai, an immortal elf who lived during
Dosikan’s reign and has somehow ended up a prisoner in the castle of Tyrna
Hauch.
Ultimately Hamil Kar-Harba is seeking the money to fund a
campaign against the Gru and Warngel invaders. His brother intends to place him
in charge of coordinating and organizing defense the Eastern River with the
regional Maorides (i.e. Lords) and he wants to use dwarven mercenaries to deal with the
threat. His plan is to invade the Warngel and create a buffer zone.
My regional map of Palus |
Adventure Background
Darios Tyrna Maorides was once a good man but became
consumed with the riddle of Nong Sai, the mystery of Dosikan’s final words to
his people. He eventually learned through ancient texts recovered by his men
that Dosikan’s final words were written on a pillar of stone somewhere in
Tongasha.
He then heard rumors of an elf living in Caelum who some called the Architect of Tongasha. They said he had been present in Dosikan’s final days and knew the location of the pillar. Darios Tyrna spent half his wealth bribing Caelan Senators desperate for war funds to send the Architect to him in chains. A deal was struck and Mangrai of Nong Sai became his prisoner (background: in our campaign with Bill, Caelum was divided by civil war).
Darios went to the ruins to find the Pillar himself but it was too great a challenge. He was unable to find the location and was attacked by the Dunger-Gel. During the battle he cast too many spells and transformed into a Grim Beast when he lost control of his magic, becoming a Minotaur (ee Darios Tyrna Maorides entry below). When he returned to Tyrna
Hauch he was changed but still obsessed with the Riddle of Nong Sai and is working on extracting more information from Mangrai.
One of Hamil’s men heard about the architect from a contact
at Tyrna Hauch. Hamil knows the value of the Pillar, and decided to steal the
Architect and send men to obtain the Pillar Drabu.
Intro
The PCs receive a note asking them to come to Shahr-Tel for
a lucrative partnership at The Four Taverns (Drak Varna in Vaaran).
When and if they arrive, there is already a room ready for them
(expensive and large). Hamil Kar-Harba arrives with an Ogre guard. He asks them to:
-Rescue Mangrai from Tyrna Hauch and get him to help them…
-Find the Pillar of Drabu in Tongasha
Why he needs Mangrai:
-The ruins are hard to locate
-The ruins are trapped
-Ruins very cold, former Nong Sai capital, and dangerous
What he can offer:
-A key ally with the king’s ear to protect them from Sertori
hunters
-Generous stipends (up to 400 Silver a month) if they agree
and remain in his service
-A chance to help Sertori in Palus.
*Druba is a Gruskel name for Dosikan
THE FOUR TAVERNS (Drak Varna)
Owner: Bat-Eshqart and his three brothers (Bat-Eshgild,
Bat-Eshka, Bat-Eshbal).
Location: Shahr-Tel
The four taverns is so named because it includes a tavern
and three shops: a blacksmith, a butchery, and bakery. The tavern is run by
Bat-Eshqart, the blacksmith is Bat-Eshgild, the Butchery is operated by Bat-Eshka
and the Bakery by Bat-Eshbal).
Bat-Eshqart receives a secret stipend monthly of 200 Silver
from Hamil Kar-Harba.
Meals
Boar Stew (14 Silver)
Herb-filled pork bread (8 Silver)
Roasted Vaarworm (a kind of rodent) 6 Silver
Drinks
Vaaran Wine (8 Silver a cup)
Ronian Wine (30 Silver a cup)
Rooms
25 Silver a night
60 Silver a night (delux)
TYRNA HAUCH AND GLAVER
Tyrna Hauch is the castle of Darios Tyrna Maorides. It rests on a large hill overlooking
the small village of Glaver, a farming and fishing community. (a note about castles in Palus: HERE).
My crude map of Tyrna Hauch and Glaver |
Glaver
Darios Tyrna Maorides is lord of Glaver but he delegates his
Authority to the Eparkos, Gregorian. There are about 120 people living
in Glaver, mostly farmers and a few craftsmen. They harvest barley and oats.
They also fish for trout and pike in the river. In additional to weekly duties
working Tyrna’s own fields, the inhabitants of Glaver must abide by his rules
and work three times a year in the Tin Mines located near Glaver Hauch (a small
fort north of Tyrna Hauch controlled by one of Tyrna’s Archons named Medarius). There are also 20
slaves living in Glaver.
Darios Tyrna Maorides has four rules all must obey:
- No villein may leave Glaver without his express permission
- All Villein’s must before their twentieth birthday
- All male Villein’s and slaves must work the mines three times a year for two weeks at a time
- No Villein may enter Tyrna Hauch at any time unless invited by Darios Tyrna directly.
Glaver Hauch
This is a small fort that protect the Tyrna Tin Mines and is
where the miners stay during their two week obligation three times a year. It
is controlled by Archon Medrius a punctual and dry man who has served Tyrna for
12 years.
Tyrna Hauch
This is Darios Tyrna's Castle. There are twenty soldiers behind the wooden walls (12 humans, 4 Gru and 6 Dwarves). Luthos Varda (an archon) is Tyrna’s
right hand and heads the guards. Two other residents of note on the castle
grounds are Tendal Smith, the chief blacksmith of the fort and The Tribos,
Branas, who is the master builder and mainly in charge of keeping up the
building. Branas has born the brunt of Tyrna’s transformation, even being
having his face singed by the beast (minotaurs in Gamandria breathe fire). He claims to have fallen in a fire while
drunk but many suspect this is a lie.
Tyrna Hauch |
Maoris (Lord) House: A simple rectangular building with a circular
stone hearth dividing the eating chamber from the receiving area. A set of
stairs winds around the wall leading to a mezzanine which serves as Tyrna’s
bedroom.
Chapel: A chapel dedicated to Ramos and Druza.
House of the Luthos: This is where Varda lives. He sleeps
with his sword under bed and fancies himself a man of learning, having many
scrolls on the old Ronian Empire.
House of the Tribos: This is where Branas lives. He is
dishelved and hasn’t slept much. Increasingly he worries about a beast he
believes roams the castle grounds but is afraid to speak about it. He had a run
in with the beast and his face was burned by the encounter.
Tendal Smith: The black smith. He knows Tyrna hasn’t been
right for a while now, since they brought back the architect and placed him in
the tower. But he attributes it to an unhealthy obsession with the Nong Sai
Ruins.
Soldiers (20)
Defenses: Hardiness 7*, Stealth 3, Evade 4, Parry
5, Wits 6, Resolve 7
Skills: Heavy Melee 2d10, Medium Melee 2d10 or
1d10 (Axe), Wrestling 1d10, Muscle 1d10, Speed 1d10, Detect 1d10
Damage: 3d10 (Axe), 2d10 (club/mace)
Wounds: 2
*Leather Armor
The Tower
There are two guards at the doors. The floors all have
windows but they are narrow, only big enough for a Halfling to fit through or
similar sized creature. Scaling the walls without equipment is a TN 7 Athletics
check every floor.
Door: The door is locked taking a TN 7 Skill roll to open.
Once inside there is a 1 in 10 chance in each room of
encountering 1 of the 5 guards in the tower.
One (Entry Way): Upon walking in here
there is an arched doorway into the other room and a set of wooden steps
leading up. There is a statue of Helvos Tyrna here in the corner he holds one
hand forward pointing toward the stairs. The hand can be moved up or down to
disarm the blade trap.
TRAP
(BLADE TRAP):
Type:
Attack
Detect
TN: 8
Attack:
2d10 against Evade
Effect:
6d10 Damage
Disarm
TN: 8
A
massive blade slices down through the archway at anyone passing by who does not
move the hand of the Tyrna Statue.
Two (Ante-Chamber): This room contains
a fresco on the floor depicting some Nong Sai ruins. It also has a set of
stairs leading up to the second floor of the tower. The floor has soot and
there is a burned article of clothing on the ground.
Three (Library, Lower Level): This
contains scrolls on the final period of Nong Sai’d history, with several works
specifically covering the Pillar of Drabu.
Sample Titles
The Lore of the Pillar of Drabu (Latar)
The Lost Account of Dosikan’s Riegn (Singh)
The Great Exodus (Ronian)
There is also a locked chest here with some relics. It is
obvious from scratches on the chest that someone recently tried to open it with
brute force using a bladed weapon or implement.
Trapped Chest
Detect TN: 9
Attack: 3d10 against Evade
Effect Poison: Naga Venom (Lethality 1d10 days, Speed 1d10
Minutes), temp, Med TN 9, Potency 3d10, P and C.
Disarm TN: 7
The chest contains The Toga of Fire and 2 Blue Gemstones
worth 4,000 GP each. These were found inside Nong Sai. There is also a rusty sword here. It
functions normally except that it does damage 1 automatic wound to all magical
creatures (including Sertori).
Four (Dungeon): This
is the cell they keep Mangrai in. There is always a guard in the next room.
Inside is Mangrai and a bowl of oats.
Five (Dungeon
Entrance): This room is guarded by a soldier and has an iron bar door that
opens to the dungeon cell (Integrity 4, TN 9). The guard always has the key to
the cell.
Six (Ante-Chamber): Stairs
lead below to the first floor and a corridor leads across the way to the
library. There is a statue of Frimbria here wearing a Ronian style veil and her
hands held up in reverence with her head bowed. Raising her head disarms the
trap in the corridor.
Spear Trap
Type: Attack
Detect TN: 8
Attack: 2d10 against Evade x 2
Effect: 3d10 Damage
Disarm: 8
Seven (Stairway)
Eight (Library,
mid-level): There are two tables in this chamber, with a scroll open on one
of them. In it Tyrna has been penning his great work on the Pillar of Drabu
called On the Pillar of Drabu (Me Tinevrisu Pylona Tu Drabu). There is also a
scroll on the table written by Sanan of Rai titled the Final Pillar. This
explains that the Pillar of Drabu contains Dosikan’s final words before death.
Other Texts
The Rise of Caelum by Gaius Plaucones
The Life of Gesara
The War of Vohar
The Light of Ramos
On the Pillar of Drabu (Me Tinevrisu Pylona Tu Drabu)
There are forty pages written so far, explaining that Darios
Tyrna is the writer and that he developed an interest in the Pillar of Drabu after
his mother’s stories about Nong Sai. He mentions that a text recently acquired
by one of his men reveals that the Pillars of Drabu contain the final words of
Dosikan. However the last five pages are strange and contain the following
entry:
I made my fourth
venture into Tongasha. This time I brought with me knowledge supplied by
Mangrai. Apparently I did not find the pillars, but I do not remember leaving
them either. Most unusual. Perhaps some old magic from the Ogre Kingdoms
muddled my mind. I shall return after my inspection of the mines.
Nine (stairwell)
Ten (Library, Upper
Level): This contains all of Tyrna’s official business material. It covers
things like the records of people living and dead in Glaver. It also is where
he keeps personal letters. There are several retained from his mother where
they speak fondly to one another about Nong Sai. In his accounting ledger there
is a reference to a voyage to Helvarum in Caelum and it seems an exchange of
15,000 silver was made. There is an entire scroll case that has been burned
here.
Eleven (Stairs)
Twelve (Watch Tower):
This is the watch tower. There are always two soliders here.
DARIOS TYRNA MAORIDES
Sertori minotaur
Defenses
Hardiness 6/10
Stealth 5/3
Evade 4/4
Parry 5/8
Wits 8/6
Resolve 7/10
Key Skills
Gore: 3d10
(Damage 6d10)*
Bite: 2d10
(Damage 3d10 Open)*
Breath: 2d10
(Damage 5d10)*
Medium Melee: 2d10
Speed: 1d10 (40
feet)
Athletics: 2d10
Muscle: 1d10/5d10
Trade
(Architecture): 2d10
Survival
(Wilderness): 2d10
Detect: 2d10
Deception: 1d10
Empathy: 0d10
History (Nong
Sai): 3d10
Institutions
(Military): 3d10
Institutions
(Political): 2d10
Language (Ronian): 3d10
Language
(Latar): 2d10
Language
(Singh): 2d10
Qualities
Wounds: 8
Powers
Spells (Misos 3, Penthos
1):
Bend Gravity (Athletics), Earth Mastery (Muscle), Immolation (Survival), Bridge
(Trade: Architecture), Mourning Glory (Empathy), Shattering
Deathless: Like all Grims,
Minotaurs must be laid to rest to truly be destroyed. Darios can only be laid
to rest by being buried in Tongasha.
Immunities: Only affected by Magical
Attacks.
Burning Breath: A Minotaur can breathe
an arch of fire at anyone Target in a 10 foot range. This does 5d10 Fire
Damage.
Gore: The horns of a Minotaur
do 6d10 Damage.
Devour: The bite of a Minotaur
does 3d10 Open Damage as it literally eats the flesh off its victims. Every
Wound it inflicts restores its health by 1 Wound.
Shape Change: Anytime a Minotaur has
reason to be angry, roll between 1-6d10 against its Resolve. If the amount
equals or exceeds its Resolve Rating, the Minotaur changes into its bull form.
Beast Strength (x2): Minotaurs are very
strong. Their Base Lift is doubled and they can exceed capping limits on Damage
Rolls for Physical Attacks.
Present
Darios Tyrna is the son of Helvos Tyrna a man loyal to the
Hanno-Kar line. Interested in the Riddle of Nong Sai since he was a child,
Darios became a Minotaur when he tried to unearth the Pillar of Drabu himself
from Tongasha. He has only vague memories of these events and believes he cured
himself of a terrible affliction in the process, being unaware of his
transformation.
Darios’ men fear him, when he grows angry he feasts on them
and burns their skin. Terrified of reprisal from their recently changed Lord they
try to keep him happy and avoid causing him to change. When someone dies they
blame the Dunger-Gel.
Past
Born into a wealthy and prestigious family, Darios’ mother
Fimbria was an adherent of the Church of Light and helped hide her son’s
condition from the growing sentiment against Sertori in his youth. She
instructed him to conceal his nature. She also filled him with a love for Nong
Sai. She was a scholar in her own right on the matter and entertained young
Darios with stories of the ancient kingdoms.
Darios’ mother and father both died in a terrible fire when
he was a young man. He soon inherited their holdings and responsibilities and
set to work serving King Hanno-Kar, investigating Nong Sai in his spare time.
Future
Darios’ future is dark. Since becoming a Grim Beast, he
can’t control himself and it is likely he will attract the Sertori Hunters’
attention.
Mangrai The Architect of
Tongasha
Elven Scholar
Defenses
Hardiness 3
Stealth 3
Evade 3
Parry 3
Wits 9
Resolve 9
Key Skills
Wrestling: 1d10
Light Melee: 1d10
Athletics: 0d10
Speed: 1d10
Muscle: 0d10
Detect: 2d10
Deception: 3d10
Persuade: 1d10
Empathy: 0d10
Reasoning: 3d10
Survival (All): 2d10
Trade (Stone): 3d10
Trade (Architecture): 3d10
Language
(Singh): 3d10
Language
(Agarian): 2d10
Language
(Pasaali): 2d10
Language
(Gruskel): 2d10
Language
(Latar): 3d10
Language
(Khubsi): 3d10
History (Varian
Sea): 3d10
History (Sea of
Aetorus): 3d10
History (Gulf of
Anja): 2d10
History (Midbar
Region): 1d10
Places (Varian
Sea): 3d10
Places
(Klammerskel): 2d10
Places (The Sea
of Aetorus): 3d10
Religion (Senga):
3d10
Religion
(Sarilla): 3d10
Script (Sai): 3d10
Script (Latari):
3d10
Script (Pasar): 1d10
Creatures
(Sertori): 3d10
Wounds: 2
Present
Mangrai is an ancient elf, perhaps the oldest in Gamandria.
He witnessed the destruction of Nong Said first hand and knows the location of
the Pillar of Drabu (an ancient artifact believed to contain Dosikan’s final
words). However Mangrai has a thorny personality, having experienced the worst
of the world in his 1,852 years. He doesn’t like to talk about the fall,
regarding it as a sacred period that purged great evil from the world. He also
feels those curious about it are just inviting the same kind of evil. He is
happy to talk about the failings of Dosikan or the personal flaws of anyone he
is having a conversation with.
Over the years Mangrai has sustained a number of permanent
injuries. He is missing his left hand (lost at the fall of Nong Sai), his eyes
were gauged out in Rashua leaving him bling, and he is missing his right arm (taken
in Caelum). Presently he wears an iron hand on his right arm that is capable of
scooping up objects.
Past
Born in 400 AA, Mangrai was the chief architect of Tongasha
and well liked by Dosikan. The feeling was not mutual as Dosikan was known for
his temperament and executed Mangrai’s father, Pho Khun, for using the wrong
color stone in a project. But Mangrai was adept at survival and concealed his
rage.
Mangrai’s family had remained in Nong Sai after the Elven
exodus. After so long in slavery they had no use for Ranua or her tricks and
didn’t trust the elves to lead them to prosperity.
Mangrai helped bring Tongasha to a new age, vastly improving
its infrastructure. He also oversaw many burial projects including the Temple
of the Emerald Snake where he created a special chamber for The Pillar of
Drabu.
By luck Mangrai escaped death when Nong Sai fell. One of the
lucky few, he knew where to hide in the city. However he did lose his left hand
in the destruction to infection.
In the wake of the disaster he travelled south and lived
among the Halflings for a many years. There he eventually found his way into
the court of King Ashqart (helping design fortifications during the war for
control of Rashua). He served three generations of kings, until the reign of
King Ashqart III. In 574 King Yaum-Kar came to power and put many of the Ashqart
loyalists to death. Mangrai was merely blinded and sent back to Shahr where he
stayed for some time before going to Agra where he remained for about three
decades. By 780 he heard of an Orc empire to the west and was curious. He
travelled there and became a Client of the Senator Pollio Agrippa. He served
long in the family, becoming good friends with Agrippa’s great-great-great
grandson Pollio Gaius (later known as Pollio Basto). While serving one of
Basto’s descendants, a political crisis led to a series of trials in which
Mangrai was wrongly implicated. His arm was taken as punishment for “treason”
and he was made a slave. Still his skills were well known and he came to the
attention of Juventar Tadarus a young but ambitious Senator who knew well the
reputation of Nong Sai. Tadarus had recently been made an Aedile and purchased
Mangrai to help him revolutionize Caelan architecture. Caelum was already quite
advanced but with the help of Mangrai Tadarus created a more workable sewer
system and perfected the public baths. Mangrai remained in the Juventar family
until the civil war, when he was sold by Juventar Carus to Darios Tyrna
Maorides of Palus.
Future
Mangrai’s future is cloudier than most. He has lived so long
and has such little ambition of his own that deciphering his future is quite
difficult.
HAMIL BORA KAR-HARBA
Halfling Jack of all Trades
Defenses
Hardiness 3
Stealth 3
Evade 3
Parry 3
Wits 9
Resolve 7
Key Skills
Wrestling: 1d10
Light Melee: 1d10
Small Ranged: 2d10
Large Ranged: 2d10
Athletics: 1d10
Speed: 2d10
Muscle: 0d10
Ride (Horse): 2d10
Endurance: 1d10
Detect: 1d10
Deception: 1d10
Persuade: 2d10
Empathy: 1d10
Reasoning: 2d10
Survival (Wilderness): 1d10
Trade
(Mechanical): 2d10
Trade (Alchemy):
2d10
Language
(Khubsi): 3d10
Language
(Ronian): 1d10
Language
(Gruskel): 3d10
Creatures
(Sertori): 1d10
Read Script
(Khubsi/Gruskel): 3d10
Read Script
(Singh): 2d10
History (Varian
Sea): 2d10
Religion (Church
of Ramos): 2d10
Places (Varian
Sea): 2d10
Places (Gulf of
Anja): 2d10
Places (The
Midbar Region): 2d10
Places
(Klammerskel): 2d10
Institutions
(Political): 2d10
Institutions
(Academic): 2d10
Institutions
(Sertori): 1d10
Wounds 2
Present
Hamil is the brother of Hanno-Kar the king of Palus. He is
in his 50s and spent most of his life travelling and studying before serving
his brother as a vital right hand. Hamil is fascinated by Sertori and intrigued
by rumors that they are “numinous entities”. He rejects the teachings of
Gesara, is highly skeptical of the Church of Ramos, but is fearful of losing
his position or placing his brother in danger.
Hamil is married to Jessa Voia, and her son he has adopted
as his own.
History
As a child Hamil travelled with his uncle Hurin to the
southern part of the world. He spent many years in places like Shahr, Dakia and
Ronia. When his brother came to power, Hamil’s contacts and knowledge proved so
useful that he was given post after post as needed by the family.
Married Jessa because her husband had plotted against the
king. This protected her from execution. He then adopted her son Theodore,
which placated his brother because it expanded the Bora influence in Pallus.
Future
Hamil’s future is safe if he doesn’t make an overt move
against Gesara. Doing so could put his life in jeopardy.
Pillar of Druba
A stone pillar with Singh text wrapped along its surface.
These were the final words of Dosikan before he died.:
These are the words of
he who holds the 12 silver cities in his right hand and carries the sun upon
his left like a lamp. All shall know that I am the greatest king who walked the
earth because I butchered armies and cut the throat of a god.
My powers are
unrivaled but now the storm of vengeance is upon you all. What I have done is
right. It is truth. It is good. It leads to paradise. It is an act of mercy and
kindness that required blood. That requires more.
I will seek no
forgiveness from you. I will not take a single absolution. Instead I have one gift to pass. Hear my words
and watch as time shapes them into reality.
Today my body dies and
the glory of my kingdom fades. Fire, smoke and demons will come and feast upon
your bones. No one deemed guilty can escape. All here are doomed.
One day I shall walk
again among you, but no more a king.
Alone there is but one
path and upon it many things.
A legion of forgetful
beggars who yearn for my crown yet cannot speak a single name.
A spear held by mortal
hands lancing the heavens and one wound that will not heal.
A bursting crown of flame
and gold awakening the sky as the reclamation begins.
A silent orb of
neither light nor dark sings a song for all to hear:
The Serpent comes to
feed once more when our time is at hand
Ten times one thousand
years to pass before her feast begins
A trail of fields to
harvest long the work of gods and men
No one knows but one
is true and yet no one understands
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