Another entry in my campaign notes series. I post them so folks can see how I've managed and run Sertorius and Wandering Heroes of Ogre Gate.
These are my notes for the adventure following the party's attack on Goff-Tan (the notes for the attack are HERE). After that adventure they took over his tower and united with the Sertori prisoners they found, establishing a powerful group. They called their organization the Ser-Vel and set out to destroy the influence of the Gesarians. This adventure was meant to be the challenges they faced the first week. I will post my notes for the second week separately.
The GM log of this adventure is HERE.
SWORDS OF THE FOUR TAVERNS: FIRST WEEK OF THE SER-VEL
ADVENTURE PREMISE
These are the initial events and situations surrounding the
Ser-Vel on their first week.
- Vaela learns that an assassin is on his way, traveling from Holta Gash. It is a Sertori. His name is Rasimon but he may go by another name.
- Vaela quickly establishes a network of informants in the village and learns that Ruega is Narna (this is Goff-Tans daughter who escaped the slaughter)
- Vaela intercepts message to Sertori in Yortel.
- Belga raises troops and forms connections with the Varpen.
The Assassin
Rasimon arrives in Goff-Tel within days and presents himself
to the party as a healer of great skill and enemy of Gesara. Goes by the name
Phra Nuntha.
Vaela |
Finding Ruega in Narna
Vaela receives word that Ruega was seen at the Church of Ramos
in Narna and that his contact (Kolga) has observed meetings between Ruega
and several people in her tavern.
Narna: This is a
village of 600 people under the authority of Goresios Maorides. They have ties
to Goff-Tel, as the villages trade with one another. The population is mainly
Kash humans but there are Gru here as well. The village is divided into a
number of clans: Ruebel, Holtabel, Harntabel, Greebel, Parshgruga (Gru) and
Barnskarga (Gru). The people of Narna do have a Vel of six, but the council
answers to the Eparkos Lucas (the
son of Goresios Maorides). Eparkos Lucas
is terribly bored and not very interested in local events. He hasn’t even
noticed the presence of Ruga or the Bloodcult, instead spending most of his
time drinking with his men at the Stewed Pulpatoon. He has 20 soldiers to
assist him.
There are two inns here: The Stewed Pulpatoon and the Red
House of Narna. The Stewed Pulpatoon is owned by Horaff a Gru with ties to
Goresios. The Red House of Narna is owned by Kolga, a human informant of Vaela.
There is also a Church of Ramos here managed by Mother (Ulami) Karima. Mother Karima has ties to the Blood Cult. The
Church is a Ronian Thelos structure (a round temple with a circle of pillars on
the interior). Homes in the village tend to be round houses made of thatched
roofs and daub and wattle or wooden walls.
Narna grows beets, chestnuts, oats, squash, beans, carrots,
parsnips, cabbage and barely (all dependent on the time of year). Livestock are
common here as well and include: sheep, pigs, and chickens. They also raise
large numbers of rabbits and are famous for their rabbit stew.
The nearby hills afford excellent pastureland for herds and
many of the locals are shepherds.
LUCAS
Defenses:
Hardiness 9*, Stealth 3, Evade 4, Parry 6**, Wits 7, Resolve
7
Skills:
Heavy Melee 3d10, Medium Melee 2d10 or 2d10 (Long Sword and
Javelin), Wrestling 1d10, Muscle 2d10, Speed 2d10, Detect 2d10, Languages (Ronian, Gruskel,
Khubsi) 3d10, Read Script (Latari, Yoshaic) 2d10
Damage:
Short Sword (3d10), Javelin (2d10)
Wounds:
2
Equipment: Shahri Pearl Armor* (absorbs one wound from
swords and daggers), Light Shield**, Short Sword, Javelin
SOLDIERS
(20)
Defenses:
Hardiness 7*, Stealth 3, Evade 4, Parry 6**, Wits 6, Resolve
7
Skills:
Heavy Melee 2d10, Medium Melee 1d10 or 2d10 (Long Sword and
Javelin), Wrestling 1d10, Muscle 1d10, Speed 1d10, Detect 1d10
Damage:
Short Sword (2d10), Javelin (2d10)
Wounds:
2
Equipment: Leather Armor*, Light Shield**, Short Sword, Javelin
Church of Ramos
The church of Ramos is a circular Tholos structure, built
long ago by one of the early kings to thank an ancestor of Goresios. It hasn’t
been well kept over the years. The peak holds a statue of Druza and the floor
has a sun mosaic with a bird. There is a second floor supported by the pillars
and made of wood beams. This is where Mother Karima is keeping Ruga with the
blood acolytes. Mother Karima herself resides in a small wooden home nearby.
RUEGA
Defenses:
Hardiness 3, Stealth 6, Evade 5, Parry 4, Wits 7, Resolve 6
Skills:
Wrestling 3d10, Medium Melee 2d10, Speed 2d10, Muscle 2d10,
Athletics 1d10, Swim 2d10, Detect 3d10, Empathy 3d10, Deception 2d10, Trade
(Fabric) 3d10, Medicine 3d10, Institutions (Criminal Orders) 3d10, Language
(Gruskel) 3d10, Language (Ronian) 1d10, Survival (Wilderness) 3d10
Wounds:
5
Emotions:
Deimos 3, Misos 1
Spells/Thauma:
Flight (Swim), Vortegan’s Whirling Catastrophe (Survival),
Screaming Surge (Speed), Smoke (Speed)
Personality: Cautious,
Meticulous and Agitated
BLOOD ACOLYTES (2)
Defenses:
Hardiness 6, Stealth 4, Evade 4, Parry 5, Wits 7, Resolve 8
Skills:
Medium Melee 2d10, Light Melee 2d10, Small Ranged 2d10 or
3d10 with Cross Bow, Wrestling 2d10, Muscle 2d10, Speed 2d10 (50 feet), Detect
1d10, (Alchemy) 2d10, Talent (Tattoo) 3d10, Talent (Poison) 2d10, Medicine
2d10, Survival (Wilderness) 2d10, Deception 2d10, Command 2d10, Empathy 1d10,
Language (Gruskel) 3d10, Language (Ronian) 3d10, Language (Latar) 3d10, Religion
(Church of Ramos) 2d10, Creatures (Sertori): 2d10, Magic (two types) 2d10,
Damage:
Short Sword (3d10), Dagger (2d10), Cross Bow (2d10)
Wounds:
2
Each blood acolyte has one major Blood
Tattoo and wears a sertori skin, or has two powers. Using the tattoos is
depleting, draining a point of temp Hardiness for 10 minutes each time.
2. Katina Val-Qart (Assassin), Dwarf
Earthbound: Roll 1d10 against a target’s Evade, on a Success their feet
are rooted to the earth or stone (Muscle TN 7 next round to escape).
Bone
Sword of Gel: Anyone struck by sword keeps bleeding
for 2 rounds (taking 1d10 damage each round). Damage: 3d10.
6. Mother Karima, Human
Spirit
Form: She can take the form of a spirit and
while in that form is immune to mundane attacks and can drain 1 Hardiness on a
successful Wrestle Roll.
Wail: This causes so much pain to the ears and body that it
freezes people in their tracks so long as she maintains it. 1d10 against
Resolve.
BLOOD CULTISTS (6)
Defenses:
Hardiness 4, Stealth 4, Evade 4, Parry 4, Wits 7, Resolve 7
Skills:
Medium Melee 1d10, Light Melee 2d10, Small Ranged 1d10 or
2d10 with Cross Bow, Wrestling 1d10, Muscle 1d10, Speed 1d10 (40 feet), Detect
1d10, Trade (Alchemy) 1d10, Talent (Tattoo) 2d10, Medicine 2d10, Survival
(Wilderness) 2d10, Language (Gruskel) 3d10, Language (Ronian) 3d10, Religion
(Church of Ramos) 2d10, Creatures (Sertori): 1d10, Magic (One Type) 1d10.
Damage:
Short Sword (2d10), Dagger (1d10), Cross Bow (2d10)
Wounds:
2
(4) Flame: Can create a burst of fire
that does 3d10 damage.
(1) Smite: By touch, causes 4d10 damage
against Sertori and causes them not to cast spells for 1 round.
(1)Retribution: If successfully
attacked by a spell and survive can cast it back at exact same effect on
caster.
To the Sage and
Pius Gesara Namburi of Palus,
Disaster has
arrived. Father was attacked by the Sertori of the House of Bora and the
entirety of the cellar. They killed him and Ruegar. There are many of them and
you must tell to the king to prepare for conflict. I will go North to Qelna. It
is our only hope of containing the Sertori. Before you send men to stop me know
this: Qelna is no legend, nor is it the ruin the world believes. I have seen it
with my own eyes, for it is visible to our kind upon close inspection. There is
a weapon there, an artifact that only we can wield. With the sword I will be more
powerful than an army and impervious as stone. Have no fear Gesara, father
trained me well. I know the temptations, I know the limits of my own spirit. I
will not succumb but defend the Kingdom from this evil horde.
Ruega
*This note was a trap to get the party to go to Qelna. Ruga wanted it to be intercepted.
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