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HÂRN POTTAGE III WRITER Mike St-Pierre CONTRIBUTERS Dan Bell Dan Greening Dave St-Pierre ART Richard Luschek MAPS Mike St-Pierre SPECIAL THANKS TO N. Robin Crossby For sharing his vision with us Kerry Mould For raising the bar on the quality of fanon and a lot of advice over the years Leitchy For giving me and others a place from where we can share our work with the Hârnic community
INTRODUCTION The third Hârn Pottage article focuses on locations and mini adventures for your enjoyment. Typically generic for use in almost any location on Hârn (or elsewhere), these short articles will provide GMs with enough detail for a quick gaming session with his adoring PCs. Articles are presented with light detail to keep game time to a minimum but can be fattened up if the GM wishes to invest the time. I hope you enjoy the read and your player’s find adventure within these pages.
Table of Contents Article
Pages
Villein ……………………………………………. 1 Keep (Fortified Manor House) …………………. 2-5 Beauty & the Beast (A Love Story) Mini Adventure ……………………………….. 6-12 Khuzan Fringe Inn …………………………….... 13 Village (Generic) ………………………………… 14-17 The Hawk Whistle Mini Adventure ………………………………... 18-22 Wilderness Homestead …………………………. 23 The White Rays (Unsanctioned Fighting Order of Peoni) ……. 24-29 The Noble Inn …………………………………… 30-33 Wolves in Sheep’s Clothing Mini Adventure ……………………………….. 34-40
HÂRN POTTAGE III 1 VILLEIN Basic Facts Timur of Hesen is a 42 year old short man with thinning hair. A competent farmer and good worker he controls 37 acres. Five of the acres are a modest apple orchard which his father planted decades ago with the lord’s permission. Timur is an alcoholic but saves his binge drinking for the evenings. Sadly Timur is a widower having lost his wife to a famine almost a decade ago along with two of his children. Presently living with him is his only surviving son, Gaeb (22 years old) and Gaeb’s immediate family. Gaeb and his wife Mylnn have three young children aged between one and four. Timur is quite a letch and once intoxicated will hang onto any female guest present. When no female guest is available he will pester his daughter in-law but nothing inappropriate has ever happen as Timur is a decent man at heart.
Ground Floor The family area of the house has a simple fire pit in the centre of the room for heat and cooking. Timur wants to add a newer oven along the northern wall but has not had the time. A large table and various supplies are also in the family area. Built into the cottage are five sleeping closets for the family. The two closets to the west sleep the three adults of the household while the children stay in the closets on the opposite side of the room. Shelves above the beds hold the clothing and personal items of each occupant, Timur has a small purse with 17d above his bed as well as a stout staff. The western part of the main house was the old barn but now acts as a tool shed. Many tools and provisions are kept here behind a barred door. There are numerous rabbit and squirrel pelts hung here used for winter clothing which were snared on Timur’s land. Behind the house are a wood shed and an ale house in which Mylnn produces ale and a flavourful cider which Timur enjoys to excess. A social drinker, Timur will share his cider with any guests who may be present. The yard also contains vegetable plots and three chestnut trees which help sustain the family. A small lavatory shack sits to the north; it is cleaned infrequently and is home to many spiders. Circling the yard are thick bramble bushes which act as a barrier for livestock as well as add fruit to the families diet. The northern most part of the yard is fenced off for livestock and holds an oval shaped barn. Inside the barn are three pens which hold the families two oxen, 5 hogs and herd of 17 goats. A ladder leads up to the feed loft where Timur has hidden a sack of rocks which he believes are gold but in fact are just pyrite (fool’s gold). He has plans of living in luxury soon and may divulge this idea while in drink.
Hooks Have I got a deal for you? Timur lets the PCs in on his gold bounty and is willing to trade his treasure for good coin and escort to the closest town. Will the players spot the pyrite for what it is? If they help they will be aiding run away serfs and traveling under darkness is advised. My good friends. An intoxicated Timur has spotted the characters traveling along the road. He greets them as old friends inviting them in for food and drink. He will be quite insistent and free food and drink is an attractive offer to a hungry adventurer.
© 2010, Kelèstia Productions & Columbia Games, Inc.
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HÂRN POTTAGE III 2 KEEP (Fortified Manor House) Details The small keep was built upon a rocky outcrop on the slope of a hill. The natural defences make up for the keep’s inadequacies such as its thin walls and inaccessible areas. Situated well above the town and river the keep commands a spectacular view of the valley. The outbuildings include stables, barns and a hound house. (Note: Although round towers are located on the keep they are not of Khuzan construction, a character familiar with Khuzan work will spot the immediate differences. The keep could also be used as a fortified manor instead).
When banquets are held, tables are placed in the audience hall to make room for up to three score of guests. The entrance to the keep is up a flight of stairs carved out of the rock face. Covered by arrow slits this is a dangerous approach for any hostile force. The door is four inches thick and reinforced with metal bands, difficult to breach. [2] Common Hall: Normal meals are served in this hall and the room is always busy with the hustle and bustle of daily life. Hung on the walls are many animal trophies caught by the lord who adores hunting. Buck and boar heads make up the majority but a large bear pelt is hung behind the lord’s seat. Just to the north of the common hall is the cistern which collects rain water. [3] Storage Room: The ground floor to the tower is used for storage and as the keep’s armoury. Almost anything can be found in this room with furniture and crates stacked nearly to the ceiling.
Ground Floor [1] Audience Hall: The lord holds court and conducts official business in this impressive hall. A large padded chair sits on a raised platform appearing almost throne like except that it is quite plain in appearance. Various benches are about the room so visitors may sit awaiting audience. A curtained-off area usually has a guard secreted behind it who watches the visitors through holes during the lord’s audiences. In addition, the captain of the guard is always to his lord’s right.
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In one of the trunks is a fine winter cloak made of otter pelts. This cloak, cut to fit a female could fetch as much as 800d to the right customer. [4] Kitchen: The kitchen is an orderly place run by Bourge of Chaves, a small thin man from the mainland. Bourge’s use of spices has endeared him to the lord and his lady. Many comment that Bourge could make a gargun palatable. The kitchen itself is serviceable and two assistants aid Bourge in his work. Servants eat in the kitchen and spend what little free time they have here socializing. A minor flaw with the keep design has the drain leading to the cess pool allowing the stench to travel back up into the keep. This situation causes the drain to be covered most of the time in an attempt to reduce the smell. The cess pool its self is cleaned out at least twice a year, a very unpopular time as the stench gets far worst than normal while the work is done. Just off the kitchen is the cold storage where perishables and the ale are kept. Many a couple has snuck in here for some intimate moments as the key is easily attainable by anyone. [5] Servant’s Area: Bourge the cook has the large bed and one bunk is taken by his two assistants, four domestics fill the last two bunks. The servants are worked hard and anyone caught slacking is given extra or undesirable work, physical abuse is common for disrespect.
© 2010, Kelèstia Productions & Columbia Games, Inc.
HÂRN POTTAGE III 3
Second Floor
(see next page for map)
[6] Chapel: Typical for a noble house an area has been set aside for the lord’s patron god/goddess. A marble statue of the deity stands in a corner flanked by a superb tapestry of vibrant colors (value 2000d). Two prayer benches are also present and the lord is found here each morning in prayer. [7] The West Wing: The northern most room is the lord’s council chamber. A fine table surrounded by twelve padded chairs hosts’ local knights at least twice a year. They discuss recent events and to drink fine wines late into the night. Two shelves beside the door hold a collection of books and items of limited interest.
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The larger bedroom is the quarters of the lord’s younger brother who acts as chamberlain. An intelligent man with unwavering loyalty to his brother, he takes care of all the little details leaving the lord to focus on the big picture. Such is his loyalty that the men call him “the pup”, but only in secret. His sturdy chest contains a sum of 1000 coins of personal wealth, of which he intends to spend a portion on a falcon for his brother. The small windowless room sleeps Turan of Guller, the house physician who cares for the lord’s wife. Turan is a skill doctor and expert in maladies of the mind to which the lady of the keep suffers (epilepsy, petit mal). He has some rare herbs and compounds in the chest beside his bed, their value is substantial.
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HÂRN POTTAGE III 4 The lavatories sit directly above the cess pool and have fitted wooded covers for when they are not in use. The northern seat is reserved for nobles. [8] Garrison Rooms: The room next to the stairs belongs to Brisi of Alarmy, the captain of the guard and personal body guard of the lord. Brisi often plays games of chance in his room with selected friends after the household is asleep. It is rumoured that he sleeps less than an hour a night. The room with the three triple bunks is the quarters of the keep garrison. Three men-at-arms sleep here (there is room for nine) although at least one is always on duty, patrolling the keep. [9] Lord’s Chambers: This is the personal chambers of the lord and lady of the keep. Decorated in a dignified fashion the room denotes wealth without being ostentatious. A soft four poster bed and two high back chairs are the only noticeable furniture in the room. Hidden behind a curtain are the clothing trunks of the couple.
The lady of the keep has been pushing her husband to move to the upper tower so she may have a chamber of her own. A young niece would also make a lovely lady in waiting and the lord has agreed to bring her into the household. [10] Solar: The lord’s private solar is clearly a knight’s domain. Various weapons and shields are hung all around the room. The oval writing table has a large padded chair behind it and two simple chairs before it. A solid chest with various valuable items in it is securely bolted to the floor. Very private meetings with the lord are held here. [11] Garden: The garden was added by the lord’s grandfather decades ago and is loved by the present lady of the house. It contains many flowers and rare plants as well as a wishing pond. The smells in the summer are incredible and the garden attracts humming birds and swarms of bees. Unknown to all is that the lord of the keep is allergic to bee stings but so far has avoided being stung.
A simple privy contains a toilet and washing tub. The lady of the keep bathes at least twice a week, her husband, not nearly as frequently.
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HÂRN POTTAGE III 5 Roof [12] Upper Tower: The top floor of the tower is unused at this time. Only the occasional guard passes through here when patrolling the wall. The lord is being pushed to move here by his wife but the lack of a fireplace is foiling her plans. The tower has a peaked roof (not mapped) and no battlement, another one of the keeps deficiencies. [13] Outer Wall & Roofs: The northern walls are low (shown as grey walls) and have no access for defenders. This was a financial oversight, based on the assumption that attackers would not scale 50’ of rock cliff and wall to attack the keep; it has been true so far. The slight incline of the roofs allows snow to build up on them during winter. It is common for the snow to be pushed and shovelled off during heavy snowfall. Last winter, a serf fell off the roof while shovelling and died. The lord then charged the heriot (death tax) to the man’s family but also fined them for incomplete work taking their two largest hogs.
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HÂRN POTTAGE III 6 BEAUTY & THE BEAST (A love story) Back Ground G’Fell was a lesser Gytevsha of Naveh, known as the Shadow Stalker to those aware of his existence. He was dispatched against non believers who displeased the Deity. His superior ability to stalk undetected allowed few to escape his blades (as Navehan law dictates, avoid the hunter for three days and you live). Although usually invisible, he appears as a tall (7’6”) thin man with a goat head and olive skin when visible. His arms are longer than normal nearly touching the ground and possess an extra joint. He wears but a loincloth and body harness to which a dozen daggers are attached. G’Fell was happy in his service to his deity, enjoying the hunt and kills which filled his being. Alas everything changed a decade ago when Sinele, a semi-divine servant of Peoni came to G’Fell’s attention. By the void she was beautiful, so stunning to G’Fell that she haunted his every thought. So distracted was the Shadow Stalker that he failed his master on three consecutive hunts. His punishment was great but he survived the ire of Naveh. Replaced by another Gytevsha as Shadow Stalker, G’Fell became the equivalent of an errand boy for Naveh and the greater Gytevshas. Five years ago G’Fell was given a holy Navehan artefact, the Collar of Compliance to deliver to a mortal Garana (high priest). Seeing an opportunity for true happiness he seized Sinele and enslaved her with the collar. Fleeing to the mortal realm they now travel the world together, hiding from Naveh and others who would do them harm. As a Gytevsha (creature of the void), G’Fell must make a sacrifice once a month to retain most of his power and thus being able to stay hidden on the mortal realm. Each month a newborn baby (less than 6 weeks old) must be drained of its life essence to replenish G’Fell’s (each Gytevsha has a different requirement to stay in the mortal realm). This sacrifice must be made before Dezenaka (end of the month). Because of his sacrifice obligations G’Fell and Sinele were required to move about frequently as to find newborn babies. Then fortune shined upon G’Fell when he came to a tiny village with six pregnant women each due in a different month. Settling down for a lengthy stay he moved himself and Sinele into a local cave. Dangerously close to one of the families [location 10], he murdered the woman and her son quickly. Sinele’s bright spirit was broken after four years of enslavement with G’Fell, suffering his touch night after night unable to resist due to the collar about her neck. Seeing
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discovery by someone as her only escape she set to keeping G’Fell in one spot hoping this would increase chances of agents of their deities finding them. Using her powers she caused all the local women to become extremely fertile guaranteeing a child born each month. This started almost two years of tragedy for the small village. Every child born in the last 20 months has died before its first month, killed by G’Fell. The method of sacrifice is but a simple touch by G’Fell in which he sucks out the infant’s life force. This process takes a few minutes but as G’Fell is able to become invisible it is a simple matter. To date only Tieral [location 4] has seen G’Fell and Garan [location 2] has only felt his presence.
Present Situation The village is cursed, that is what most villagers believe but few say. Healthy babies are just dying in their sleep at night and none know why. Almost all the women of the village are now pregnant and everyone fears for the newborns. Requests to the nearby bailiff for aid has resulted in frustration as there is no proof of any wrong doing. The populace stays locked in their cottages at dusk and don’t leave until dawn. Only the beadle is brave enough to venture out into the darkness although Tieral [location 4] does on occasion venture out as well but out of fear of his father’s hand. When the PCs approach the village the women and children will flee into their homes leaving only the men about. The reeve and beadle will greet the players politely but cautiously. If the players appear to be mercenaries/adventurers (weapons visible, armoured and the like) the men will ask for their help. The reeve will explain about the deaths of the children all starting with the murders of Cyreal and her son Torbin. If the players can stop the ill wind which has swept the village, the populace will reward them 50d (this can be doubled if need be). Of the local geography, they will tell of the cave on Wyvern Roost but say it is empty. The reeve will tell of Cyreal’s cottage in the woods near a small waterfall to the north but insist it is a vacant shell now. If the players accept the offer and investigate the cave on Wyvern Roost they will be greeted by Tieral upon exiting the cave. The teen has information to share with adventurers if they pay him. The boy has seen G’Fell on two occasions, once silhouetted against the moon while he sat on Wyvern Roost and then late one night while stealing vegetables. He has not told anyone because he trusts adults little and is not sure what he’d seen. He describes the demon as a thin spider like creature (confused by G’Fell’s long extra jointed arms) with great fangs (really horns on its goat head). He will tell the PCs of the second cave near the waterfall as a possible den for the creature.
© 2010, Kelèstia Productions & Columbia Games, Inc.
HÂRN POTTAGE III 7 Local Map Key [A] Village Square. Villagers gather here for important meetings. When players enter the village the reeve will greet them here. [B] Common and graveyard. The commons is over run with daisies. These white and yellow flowers are sprouting up every where. A graveyard is in the commons with a disproportionate number of tiny graves. The graves are surrounded by hoards of daisies; the dead are truly in Peoni’s grace. [C] Wyvern Roost. A rock formation jutting out of the forest on the far side of the stream it got its name because a Wyvern was once spotted perched upon it years ago. A small cave is located on the eastern face. The field of daisies [location E] is quite noticeable from the top of the roost. G’Fell often comes here at night to watch the village, sitting for hours in the darkness. [D] Waterfall. This small waterfall has two drops totalling 18’. Before the death of Cyreal and her son, all the village young people use to swim here. [E] Field & Cave. This field is literally a sea of daisies. Tens of thousands of these flowers fill the field, an amazing vision. The cave mouth is not easily noticed unless PCs come within 20’ of the cliff face. Only Tieral knows of the cave’s location and has been as far in as the cavern with the pool. The daisies are being caused by Sinele in an attempt to be noticed by Peoni herself as G’Fell uses much of his powers to avoid direct detection.
The Village Residents
1 VILLEIN – REEVE (Hargin of Quindas) Size: 5
Acres: 30 serf
Hargin is the village reeve and an excellent farmer. A plain looking man of 42 years, he is fair with all the other villagers, even Fimaer. His wife is the ale-wife and is pregnant again after loosing a son last spring. Hargin also has two pregnant daughters (aged 19 and 17) who are due in 3 and 6 months respectfully. His oldest daughter lost a child last fall and Hargin is desperate to end the curse that has befallen the village. A young son of 13 also lives with Hargin and his eldest son lives at location [7]. Hargin has the only two oxen teams in the village but lets everyone use them in turn. The villagers are saving up to buy another oxen team but Hargin will offer the 100d they have saved as a reward for helping the village. Hargin’s daughters are also the town’s shepherdesses who look after the villager’s flock of sheep and cows; they are both quite proficient in the quarter staff.
© 2010, Kelèstia Productions & Columbia Games, Inc.
2 VILLEIN – BEADLE (Garan of Quindas) Size: 4
Acres: 25 serf
Garan is the younger bother of the reeve and is married to the sister of Alarant [3]. Garan is a large man who patrols the village at night. He has never seen G'Fell but has sensed something wrong on occasion when G'Fell has been around. His wife is depressed and does not talk to many people. She has not let Garan touch her since she had and lost a baby last year. Garan has three living children, a daughter who is married to Around [8] and two sons, ages 16 and 11 who live with him. Garan’s youngest son and other village children collect rushes from the bogs for rush lights. They use to go as far north as the falls but do not know of the cave.
3 VILLEIN (Alarant of Aris) Size: 6 Acres: 25 serf Alarant is easily the hairiest person in the village, his hair is totally uncontrollable. Sticks and leaves are a common sight protruding from his beard and hair. His wife has lost two children in the last two years and is pregnant again. They have three living children; two sons aged 17 and 14, as well as a daughter who is just 8. His oldest son is the father of the child Hargin’s youngest daughter is carrying. Alarant’s old and chatty mother rounds out the household.
4 HALF-VILLIEN (Fimaer of Ethsen) Size: 4
Acres: 18 serf
Fimaer is unpleasant man who regularly beats his wife and children. Fimaer was beaten by Garan once for hitting his wife in front of the beadle, but now hits her only behind closed doors. His wife is pregnant and had lost twins last year exactly a month apart. They have two sons ages 13 and 6 who regularly get beaten and starved by Fimaer. The locals give the kids extra food when they know Fimaer is not watching. The oldest boy, Tieral is forced by his father to steal from other’s vegetable plots. Tieral used to be best friends with Torbin [location 10] and together they explored the local caves. Tieral knows of the cave near the waterfall but has not gone deeper than the water cavern. He and Torbin use to hang out at the wyvern roost cave.
5 HALF-VILLEIN (Mergal of Ethsen) Size: 6
Acres: 22 serf
Mergal is the brother of Fimaer [4] but has no resemblance to his brother in looks or attitude. His wife is the mid-wife for the village and is best friends with her sisterin-law. Mergal has two daughters (ages 17 and 15), the
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HÂRN POTTAGE III 8 oldest has lost two babies (having lost the latest baby just last month) and the youngest is pregnant, but her mother does not know. Mergal’s oldest daughter’s husband lives with them as well as his 19 year old son (who is the father of Hargin’s oldest daughter’s child).
6 HALF-VILLEIN (Hongin of Astarl) Size: 6
Acres: 20 serf
Hongin has the youngest living child in the village. At three years old, the toddler is kept within arms reach at all times. His attractive wife has lost three babies since G’Fell came to the village, the latest were twin boys last autumn. Together they have four healthy children ages 3 to 11.
7 COTTAR (Huri of Quindas) Size: 2
Acres: 5 serf
Huri is the son of the reeve and is married to a young woman from a neighbouring village. His young wife has already lost two children and is now pregnant again. Her family wants her to return home believing the village cursed and this has caused much strife within the marriage. Huri will offer his assistance to the adventurers as well as open his door to them. His wife and Arond’s wife [8] are the best of friends having gained strength from each other’s loss.
8 HALF-VILLEIN (Arond of Ethsen) Size: 3
Acres: 18 serf
Arond is an adopted brother of Mergal and Fimaer. His brother Mergal treats him as an equal but Fimaer taunts him often. Arond is a slight man who does not stand up for himself. He married the daughter of Garan [2] and has already lost two children in the last two years. His mother lives with them and she and her daughter in-law make superior wool blankets for all the other villagers. If the players defeat G’Fell each will be rewarded a fine blanket.
10 VACANT COTTAGE This old cottage is run down and empty. It has been neglected for two years and the thatch roof is starting to collapse. This was once the home of Cyreal and her son Torbin. Cyreal was the widow to the former woodward who worked for a neighbouring lord (the far side of the stream is outside the village lands). Her husband disappeared seven years ago and she stayed at this cottage with her son until their deaths at the hands of G’Fell.
[C] Wyvern Roost [1] Entrance: About half way up the eastern face of the hill is the cave mouth. The entrance is low and narrow but clearly visible to those coming up the hill. The cave is known to most villagers. [2] Main Cavern: The cave has a flat floor covered mostly in dirt. An old fire pit sits in the middle of the cave with two log seats placed around it. The cave has seen much use over the years. Its latest use was by Tieral and Torbin as a club house as a get away but that ended when Torbin was killed. Tieral has returned only once his then. [3] The Drop: The cave floor drops down twenty feet over two large boulders. There is a partially concealed area that is not easily noticed unless the boulders are climbed. The area was known to the boys but they never explored it seeing it as a simple pit. Down here are the mummified remains of Torbin’s lost father, who while investigating the cave slipped while climbing over the boulders. Falling over twenty feet onto the rocks below, he broke ribs and a hip. He succumbed to his wounds quickly and was not found in the subsequent searches. A rusty hand axe will be identified by the reeve as belonging to the lost woodward. The young boy never knew how close his father’s remains were.
9 COTTAR (Tirt of Astarl) Size: 2 Acres: 4 serf Tirt is an angry young man and believes in his heart that the village is cursed and should be abandoned. He and his wife have lost four children in the last year and a half. Three of the children were new born babies including twins and the other was their four year old son who died of a fever. His rage and inability to hold his tongue has resulted in the reeve fining him repeatedly and stripping him twice of some land.
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HÂRN POTTAGE III 9 [E] Beast’s Cave [1] Entrance: The mouth of the cave is only noticeable from close by as it is positioned in such a way and covered by vegetation. A narrow fissure cuts into the cliff face about the height of a man. The cave slopes steeply downwards into darkness. [2] Water Cave: Stalactite and stalagmite formations are found in this cave, the largest are marked on the map. A pool of clear cold water takes up the western half of the cave. A faint odour of cooked venison hangs in the air (a roll against the PC’s smell stats are required). The edge of the pool is as far as Tieral explored the cave as he was too scared to go further. The log trap is triggered by a trip wire (75% chance per person crossing it) which will cause many heavy logs to roll down a steep incline into the hapless victim in there path. There is a chance players notice the trip wire or the logs first if they are looking but it is well hidden and a roll of half their awareness is required. A person struck will take d3 hits at B5+1d6 from the logs. It is possible that two or three persons could be struck by the logs (GMs option). Persons hit must also roll against their agility X5 to avoid being knocked into the cold water. If the players are unfortunate enough to trigger the trap G’Fell will hear and will move from location [4] to engage the PCs, arriving in about a minute (see his stats on the following page). [3] Spike Trap: G’Fell’s last line of defence is a vicious spike trap. There is a 75% chance of triggering it. If the first person misses it they will spot the trap itself easily preventing a second person from triggering it. If it is triggered it will cause a single P6+2d6 wound. [4] Beast’s Cave: G’Fell has used animal skins as simple curtains to hide the light from escaping this cave. In fact there are multiple layers of curtains as a precaution. A smouldering fire pit is in the centre of the cave with a crude bed of long grass and hay that sits against the wall. Hanging deer quarters are along the north wall. The most striking feature of the cave is a small hut sitting near the rear wall. [5] Sinele’s Hut: This small hut has been the home of poor Sinele for the last twenty months. It is filled with furniture stolen from Cyreal’s hut. If the PCs open the door the small blonde woman they find here will begin to cry. She will thank the players for rescuing her (having removed the collar herself as the enchantment is broken once G’Fell is defeated). She offers her blessing as reward as she has nothing else of value (see rewards). The collar will lie in a heap on the floor but players will fail to notice it, even if they are searching the hut. After the players leave another Gytevsha will show up to retrieve the collar.
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HÂRN POTTAGE III 10 G’Fell (Lesser Gytevsha) 16 Str 20 Eye 12 Int 17 End 18 Sta 16 Hrg 16 Aur 18 Mov 27 Dex 08 Sml 16 Wil 18 Agl SKILLS 90 Initiative 90 Dagger P5 95 Awareness 110 Stealth ARMOUR B 6/3 E 8/4 P 6/3 F 6/1 The first number is for normal weapons and the second is for arcane, blessed or silver weapons. STRIKE LOCATION 01-02 Skull 42-43 Hand 03-05 Face 44-58 Thorax 06-08 Neck 59-72 Abdomen 09-16 Shoulder 73-87 Hip 17-22 Up Arm 88 Groin 23-26 Elbow 89-95 Thigh 27-32 Mid Arm 96-97 Knee 33-35 2nd Elbow 98-99 Calf 36-41 Fore Arm 00 Foot ATTACKS G’Fell gets two attacks each round with his daggers. All his daggers are balanced for throwing but he will always keep two (he carries 12). NOTES Although G’Fell is a powerful demon he is using a large portion of his power to stay hidden from Naveh and his minions. In addition it is close to his sacrifice date and his powers are waning. He will not be able to turn invisible during combat and must rely on his physical strength to prevail. G’Fell is immune to shock and can not be knocked out. To stop him the characters must kill him by inflicting 102 (End X6) injury points. Once slain, G’Fell will disappear in a cloud of yellowish smoke leaving no trace behind other than a cold feeling.
Aftermath Once players lead Sinele out of the cave they are met by a heavy set woman of middle years who smiles at the PCs and greets Sinele, hugging her closely. She tells everyone that they have been searching for Sinele for years and it is time for her to go home. The woman will thank the PCs and then hand a small crystal vial to a PC (the leader if there is one). She states it must be used on a person in the most severe mortal peril and all will be well. She then takes Sinele’s hand and leads her away into the woods. The Players can do nothing to stop the duo from leaving feeling almost paralyzed and no trail to follow will be left by the women. Unless a villager came with them, returning to the village the PCs will have no proof they defeated the demon G’Fell other than showing the creature’s lair. The villagers will be dubious of the PC’s claims but will give them the reward happily if the next child born survives its first
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month. As the next baby will be born in just two days, the players need to stay only a little over a month. During this time they will be treated as heroes by the villagers, given free lodgings and food. Players may also choose to leave and return in the near future to receive their reward.
Rewards Other than the monetary gains (50-100d) the players may get, they will receive the blessing of Sinele. This blessing’s effect will not be known to the players but its power is life-changing and possibly a lot of fun for the GM. Any male character lying with a woman will impregnate her absolutely within the next month. Any female character will likewise become pregnant if she engages a male within that same time frame. So a typical mercenary adventurer could impregnate dozens of prostitutes over the span of the next four weeks. In addition to the above-mentioned rewards they will have received a tear of Peoni from Yselde (Yselde is the semi divine servant of the Goddess Peoni that appears as the heavy set woman who takes Sinele away). The tear, if dropped into the mouth of an injured person will heal them immediately and completely. That would include any disease that person may have had even if it was not the cause of their present dilemma. Even a person dead less than three minutes can be brought back. The players receive only one tear.
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GM MAP
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HÂRN POTTAGE III 12
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PLAYER MAP I
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HÂRN POTTAGE III 13 KHUZAN FRINGE INN Size: 4
Quality:
Second Floor
Prices: Very High+
History & General Facts Throughout Hârn are numerous of these hidden Khuzan hostels, especially between Azadmere and Kiraz. Most were sealed and abandoned after the Carnage of Kiraz 600 years ago but about a score still operate along important trails used by the Khuzdul. All inns are operated by clans who have run their respective inns for generations. Due to their importance, all inns are subsidized by the Khuzan government and the fringe families are well respected by their kinsmen. FOODS STEW GOAT ROAST DRINK ALE SERVICES BED
2d 4d
BREAD & CHEESE
1d
1d
MEAD
2d
5d
MULE CARE
3d
The tower inn is owned and operated by Naruk of clan Ganûl-Zarak with the help of his mate and two sons. Naruk hunts the local area for mountain goats with one of his sons. The inn is built on a steep cliff overlooking a gorge. A horn on a chain hangs near the secret door for announcing customers.
Ground Floor The secret door is always kept locked and is exceptionally difficult to locate. Mules are kept on this level in the area to the right of the stairs. The area to the left holds a modest amount of feed for the animals. A couple of water buckets are located here for the animals.
Cellar The lavatory is on this level hidden behind a set of curtains. The waste falls down a carved channel that leads into the gorge, a wooden stopper controls odours. Storage dominates the floor and a cistern for water is fed by rain water from the roof. Hidden inside an empty barrel are three crossbows and a supply of bolts.
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The second floor has space for 18 guests in six triple bunks. The beds are almost human size and are warm and pest free. Three arrow slits overlook the narrow trail outside.
Third Floor The kitchen and common room are on this level. Cooking is preformed by Naruk’s wife Aoifë who keeps the meals simple but flavourful. The common room sits just over a dozen clients but sometimes the inn has gone for months with no patrons.
Top Floor This is the owner’s solar with curtained off areas for himself, his wife and two sons. A locked chest holds a modest amount of coin as well as personal items. Each family member has a crossbow, hand axe and mail shirt. A wash tub is located beside the fireplace and a table and four chairs rests at the top of the stairs. The tower has a peaked roof with various items stored in the rafters.
Hooks Attack. Players happen upon Naruk and one of his sons being attacked by a dozen gargun. Any aid given will be rewarded by a free night at the inn and food at least. Why is there a horn here? PCs stumble across the horn outside the inn without noticing the tower inn itself (possible as it blends well with the cliff). If they sound the horn the door will swing open in about a minute.
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HÂRN POTTAGE III 14 Village (generic) Population: 53 village; 13 manor
Basic Facts The small fief sits in a swampy river basin dominated with forests. The present lord moved to the village five years ago after having been granted the fief by his liege lord. The small but productive fief is able to support the knight’s household although the lord is in debt for the next five years for the expense of building the manor house.
Local Map Key [A] Manorhouse. This odd shaped manorhouse is of recent construction. See the detailed description on the following pages. [B] Togum pond. The boggy area dries out in late summer but this pond always remains. Children come here to swim whenever they get a chance. Only children are allowed to catch frogs and crayfish for food. [C] Ford. The ford has a muddy bottom and wagons sometimes get stuck due to their weight. The lord has aspirations to build a mill just upstream of this spot.
The Village Residents
1 COTTAR (Velin of Dilrahn) Size: 1
Acres: 7 serf
Velin is a newcomer to the village having arrived only two years ago. He is treated well for an outsider but has no real friends within the village and little luck of finding a local wife.
2 HALF-VILLEIN (Saleren of Hosaid) Size: 5 Acres: 16 serf Saleren is a drunken slacker who just gets by with the help of his teenage son. The family is probably the least liked due to Saleren’s personality. His eldest son is the only reason the family has not starved to date.
3 HALF-VILLEIN (Beamyt of Spins) Size: 4 Acres: 21 serf Beamyt is a man of great tolerance who is constantly berated by his domineering wife and her like minded mother who also lives with them. In fact the only woman Beamyt likes is his ten year old daughter who completes his household. Persons passing the cottage often hear the two women screaming at the hapless man.
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4 VILLEIN - REEVE (Elrir of Matha) Size: 6
Acres: 25 serf/10 free
Elrir is the recently appointed reeve of the village after the old reeve was removed for displeasing the new lord. A fair man he is proud of his new position and treats everyone equally, including the old reeve. His household is made up of himself, his wife, three children and an elderly aunt.
5 HALF-VILLEIN (Taras of Geledur) Size: 3
Acres: 20 serf
Taras is the cousin of the former reeve and like his cousin feels Hobanin’s removal from office was unwarranted. His wife is the village midwife and a somewhat skilled physician (physician skill 77) for a person with no formal training. She will tend travelers’ wounds for a fee. Their household is completed by a seven year old son.
6 VILLEIN - HERDER (Opolian of Lesrin) Size: 7
Acres: 25 serf
Opolian is brother to the beadle and has the largest family in the village. His wife has blessed Opolian with five healthy children ranging from seven to fourteen. The family is hard working with the largest sheep herd in the village. Opolian was considered for the reeve position but was passed over by the lord who did not want one clan to hold both reeve and beadle positions.
7 COTTAR (Erli of Spins) Size: 1
Acres: 3 serf
Erli is the sister-in-law of Beamyt [3] and lives alone as her son recently disappeared. She will approach any travelers asking if they have seen her boy, giving a detailed description (this is a lead in to The Hawk Whistle adventure in Hârn Pottage III).
8 COTTAR (Irosta of Matha) Size: 2
Acres: 6 serf
Irosta is brother to the new reeve and a whiner. He is vexed with his brother for not giving him more land to feed himself and his wife but it is the lord who is responsible for not granting more land. Irosta has become new friends with Hobanin who drink together and discuss all Elrir’s faults. This attitude will soon bring misfortune to Irosta yet he remains oblivious.
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HÂRN POTTAGE III 15 9 VILLEIN – BEADLE (Shonin of Lesrin) Size: 5
Acres: 28 serf
Shonin is the head of his clan as well as the village beadle. He controls the seed for the next year crops and is responsible for security in the small village, an easy task. He is old friends with Hobanin but likes the new reeve and works well with Elrir. His second wife is pregnant with her first child and his three children from his former wife live with them. His eldest daughter is about to be married to the son of Haral [11].
10 VILLEIN (Hobanin of Geledur) Size: 4
Acres: 30 serf
Hobanin was the former reeve before a dispute with the new lord led to him being dismissed from his post. He harbours great hatred for the new lord as well as Elrir who replaced him. His wife and teenage sons live with him, a daughter is married and living in a neighbouring village.
11 HALF-VILLEIN (Haral of Geledur) Size: 6
Acres: 20 serf
his wife and four children who range from 11 to 16. His eldest son is to marry the daughter of Shonin [9] within the month and preparations are in full swing.
12 HALF-VILLEIN (Atarand of Spins) Size: 5
Acres: 18 serf
Adopted into clan Spins as a boy, Atarand regards Beamyt [3] as a cousin. He has a strong dislike for his cousin’s wife and mother-in-law and enjoys picking on them whenever they meet. He has one child with his young wife and supports two young orphans. He is troubled by the disappearance of Erli’s son and is likely to take Erli in if the boy is not located.
13 HALF-VILLEIN (Eredir of Hosaid) Size: 4
Acres: 15 serf
Foul-mouthed Eredir is loud and obnoxious but easily the funniest person in the village. Easy to dislike at first the man has a way of growing on people. His wife and her parents make up the household. He is looking forward to children but after five years of trying he has begun to get frustrated and is considering divorce.
Haral is brother to Hobanin [10] and a devoted family man. He works on his brother’s land for extra food to feed
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HÂRN POTTAGE III 16 [A] MANORHOUSE Built three seasons ago this unusual manor design was inspired by structures the lord encountered on his travels in Harbaal. Extra storage is kept under the catwalk stacked on loose logs to keep the items relatively dry. A small barn is situated just in front of the manor proper which houses the lord’s small herd of goats and oxen.
Ground Floor [1] Gate: The entrance into the manor is guarded by a stout gate and watchtower. The tower was built with newly cut trees which were not aged. A distinctive lean to the right is noticeable in the tower as a result. A guard can be found walking the catwalk during the day and night. [2] Courtyard: In the centre of the muddy yard is a covered well. Fire wood is stacked to the west under an overhang. Many windows line the inside wall to allow light into the manor. [3] Stables: Kept in this tidy stable are the lord’s and Sir Baner’s warhorses and four palfreys. A hay loft sits above a portion of the stable as well as the lavatory and Scoll’s room [see area 4]. A stable boy sleeps in the loft and is responsible for the well-being of the horses and state of the stables. [4] Family Quarters: Sleeping in this section of the building are three cousins of the lord. The cousins Anas, Baner and Jerge are all brothers whose father is a landless knight. Anas acts as the manor’s chamberlain. He is an intelligent man but dishonest and has been skimming funds out of the lord’s coffers. Baner has recently been knighted and he is now temporally employed by his cousin as a guard and woodward. He is looking to leave soon to seek his fortune. Lastly is young Jerge, a lad of 13 years who suffers from severe scoliosis. Trained as a musician his lute playing is excellent and he entertains his lord during meals. The room behind the locked door sleeps the lord’s friend and confidant, Scoll. A pirate in his younger days Scoll has grown accustomed to sleeping in a hammock. He has a large sum of coin and other valuables stored in his chests. He is fond of all three of the lord’s cousins and the men often gamble well into the night. Anas and Baner are a little jealous of Scoll’s private room but say nothing.
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The lavatory has a toilet with a stool bucket under it which is emptied twice daily. A piss pot is also here but is emptied less frequently. [5] Chapel: As is typical for a manorhouse to include a small chapel, this manor is no different. A bed is set aside for a priest but none are presently in residence. The lord is not a very pious man but does host a local priest for a couple of days each month, the only time the lord enters the chapel. [6] Bath House: An area set aside for bathing, the lord is a reluctant visitor. The rest of the household wash at least once a week and the lady of the house comes here every second day.
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HÂRN POTTAGE III 17 [7] Hall: Meals and banquets are held in this hall. The room is heated by two fireplaces and can get quite warm, even on the coldest nights. A few tapestries hang on the walls but they are of low quality giving the room a shabby appearance. The lady of the house is pressuring her husband to spend a little money to improve the manor’s appearance. [8] Kitchen: Food is prepared in this well-stocked kitchen. A mediocre cook prepares passable meals with the help of an assistant and a lot of spices. As the lord loves to hunt there is always some kind roast available. The locked chest holds many spices of moderate value.
The rug on the floor is the finest item in the entire manor and could fetch as much as 2000d in a city. The lord is a brute of a man who puts his own gratification above everyone else. His wife is treated as property and knows where she stands, rarely stepping out of line. The only person the lord really likes is his friend Scoll and maybe his cousin Baner who hunts with his cousin regularly.
The cook, assistant and two domestics sleep here on the tables or the floor. The pantry just off the kitchen holds a good supply of foodstuffs. [9] Lord’s Chamber: Decorated in a simple fashion the room is dominated by a large four poster bed which sleeps the lord and his lady. Just to the side of the bed is a cradle which sleeps the newborn heir apparent. The single bed sleeps a lady-in-waiting who is a direct family member of the lady of the manor. The various trunks and chests in the room hold clothing and personal items. The north-western chest also holds a sizable coin supply and the lord’s heavy armour.
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HârnWorld™
HÂRN POTTAGE III 18 THE HAWK WHISTLE Difficulty: Low This adventure is for use in conjunction with the Village (generic) article of the Hârn Pottage III.
she met up with. The four kobolds served their mistress dutifully performing most mundane tasks leaving Natyl to her studies. Natyl and her kobolds lived in the area for over three decades while she appeared less and less frequently to the local villagers. Then about seven winters ago she disappeared for the last time. A few tried to find her home, including the local woodward but none found any trace of it. Many believe she lived in a cave that might have collapsed thus hiding it forever.
Recent Events
Back Ground Natyl of Kobin was a Shek-Pvar from Emelrene who immigrated to Hârn in 670TR. She traveled through out Hârn for a decade before settling in a wooded area not far from civilization to quietly study. She hired workers from outside the hundred to work on a cave to make it more habitable. After the project was complete she used her arcane powers to “change” the memories of the miners so they would forget what they had worked on, they left fully paid and unsuspecting of any wrong doing believing they were working on an unsustainable iron vein. Natyl lived happily in her new abode for years without incident. She was known to the area as a bit of hermit who came to the local villages to buy supplies. Some believed her a witch, others a wise woman but most saw her as a simple hag. One day she came upon a runaway child mauled by wolves. Death was certain for the young boy without magical intervention. Natyl explained to the young lad that she could save him and he would live for centuries but at the loss of his humanity. The child agreed and Natyl preformed an ancient spell of immense power. The spell fuses the human child with the sapling of a great oak and an Ilsiri (faery, spirit) creating a new being, referred by some Shek-Pvars as a kobold. Over the next few years Natyl preformed the transformation spell three other times on young willing orphans
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Elderly Natyl did in fact die of natural causes in her sleep years ago. Her kobold servants stayed with her in the hidden cave performing their usual tasks and taking care of the dead mage. This could have gone on indefinitely but last winter one of the kobolds was surprised by a cougar while hunting and killed. The other kobolds feared the end could come at any moment and then who would look after their mistress? The alpha kobold was Porgo, the first child changed by Natyl who decided they must expand their numbers. Having watched his mistress perform the melding spell three times and being part Ilsiri he was able to attempt the spell. The kobolds went about to capture free Ilsiri and kidnap children from the local villages. Alas after a year and a half dozen attempts the kobolds have failed to produce a single fellow kobold. They did however produce a new form of creature which they called gobbs. The gobbs proved to be insane and were too violent for the kobolds to handle. The kobolds cast their brethren into the lower reaches of the cavern but continue to feed them out of a warped sense of responsibility.
The Adventure While traveling through a small village (meant for use with the Village (generic) of the Hârn Pottage III article) a woman approaches the PCs and begs them for help. The woman is Erli, a poor serf whose only child has gone missing three days ago. She’ll tell the characters that her son Harl was last seen in the bog to the north playing with his favourite toy, a pewter whistle shaped like a hawk. The lord of the manor preformed a half-hearted search of the fief lands the day after the boy disappeared. After finding no clues he claimed the boy ran away and fined his mother one pig for the boy’s escape. She offers the players 17d and her three best goats if they can return her son safely to her. Other clan members may raise the reward to 50d and five goats if need be. None in the village know of any other children that have gone missing, although a total of six have disappeared from local manors in the last year. Almost all the villagers remember old Natyl and if pressed for information about the
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HÂRN POTTAGE III 19 northern wilderness someone is sure to mention the witch who once lived within a day’s travel from the village. Players can still pick up the trail of Harl and the three kobolds just north of Togum pond with ease. An obvious scuffle took place and how the local lord missed such an easy trail hints to his lack of enthusiasm for finding the child. The clearing with the kobold cavern is a four hour journey by foot but the trail is easily followed as it rained the day before the abduction.
The Cavern [1] Entrance: A secret door was built to hide the entrance to the old cave. The door has no lock and is constructed in such a way as to pivot when pushed upon. The seams of the odd shaped door appear as natural cracks and crevasses. The kobold trail leads to the rock face. Just inside the door is a small hallway made up of natural and constructed walls. The floor has been worked level and the flat ceiling is roughly 6’ high. A small room to the south is left over from the natural cavern which is now used as a storage room. A few bags of flour are stored here, but are infested with weevils. [2] Kitchen area: The kitchen is a simple room about 15’ square with a large fireplace in the northwest corner. A simple table sits along the wall with water barrel beside it containing a full supply of clean water. Three barrels of ale are stacked in a corner of the room. A torch hangs burning in a bracket on the south wall. The torch gives off no smoke but does radiate heat. If removed from its bracket, the torch will extinguish, returning it to the bracket will not relight it. One of the kobolds will be encountered here roasting a deer leg on a spit. He will attack the players using a broom with a sharpened handle (P5 damage, WQ 8) and attempt to flee once he receives a wound (see below for stats). Kobold (3 total) 14 Str 10 Eye 14 Sta 15 Hrg 11 Dex 09 Sml
12 Int 18 Aur 10 Wil
12 End 14 Mov 14 Agl
SKILLS 70 Initiative 65 Any weapon 70 Awareness 40 Stealth ARMOUR B2 E3 P2 F1 STRIKE LOCATION Use humanoid chart ATTACKS Kobolds use human weapons of small size NOTES Appearing as children about 4’6” tall with tough grayish skin, kobolds have an almost reptilian look. They are quite loyal to their creators and generally adopt their master’s morality for good or ill. With a hood they can easily pass for human if need be.
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[3] Kobold Nest: This was the original room for all the kobolds but now is just the alpha’s quarters as he forced the others out. A large pile of long grass makes up a nest like structure with various pillows inside. Hidden in one of the pillows is a purse of 6d, a few smooth colourful stones (no value) and a stuffed animal doll (bear). [4] Natural Cave: This area remains part of the original cave system although the stalactites and stalagmites have been worked flat. Two of the Kobolds sleep in this area on bird nest like piles of soft grass. A tiny tunnel about 1’ wide by 2’ tall leads off to the east while sloping downwards. Too small for a human, a kobold might use it as an escape route if possible. Behind a small door is a short tunnel leading to a shaft that drops 40’ to area [12]. Originally used for disposing of waste, it is now where the kobolds throw food for the Gobbs below.
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HÂRN POTTAGE III 20 [5] Dining Room: Formally the dining area for Natyl the room is cleaned regularly but otherwise unused. A fine table has a chair positioned at either end, one being heavily padded. Two comfortable looking chairs have a small round table positioned between them in the northern corner. On the table is a fine quality reading stone (value 350d) resting upon a letter written in Lakise. The letter is an invite for Natyl to visit someone named Zelligar at Quasqueton. The trunk contains a set of porcelain dishes and silver utensils (value 1100d for all). Two torches light the room and act similarly to the one in the kitchen. [6] Natyl’s Chambers: This section of the cave was built to house Natyl’s personal quarters. The largest room was her sleeping area with a good bed and soft rug being the first items noticed. Plainly visible is a decomposed human body lying on the bed. This is the body of Natyl which the kobolds have been taking care of these last seven years. The large trunk holds Natyl’s clothing and other personal items but nothing of great value. A small table beside the bed holds a silver holy symbol dedicated to Save-K’nor (value 220d). The other rooms are a bathing room where a fine wooden tub is located and the lavatory with a toilet seat. [7] Workshop: Down a spiral stair case the players will enter Natyl’s grand workshop. Over 25’ square this room has a very flat 9 foot ceiling. The room is lit up by four enchanted torches similar to the one in the kitchen. Found in this room will be the remaining two kobolds who will attack the PCs with a dagger (P4) and a club (B4). The creatures will attack the adventurers until they are killed or the PCs flee from the cave complex. The most interesting feature of this room is three fine cages placed at the corners of a triangle drawn on the floor inside a larger circle. At the far side of the circle is a book stand with a book resting on it. Beside each cage is a silver candle holder (value 65d each) with melted wax dripped over them, obscuring their true value (roll awareness to ascertain their value). The book on the stand is a spell book of Natyl which contains the spell of melding which the kobolds have been using to create the gobbs. The book is protected by an enchantment which makes it only readable to someone knowing the password, which the alpha kobold knows. Along the northern wall are three shelves containing many clay and glass jars each labelled in lakise. The jars themselves contain items such as white sand, crushed insects, sulphur, honey, salt, powdered fungi and similar items useful to Shek-Pvar but nothing of real value. A large workbench has various papers on it as well as mixing and measuring tools. These tools are valuable to the right customer and can fetch as must as 1000d but are very fragile. The two chests here are empty except soft packing mate-
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rial. They are designed to transport the tools and containers set about the room. A rough hole has been knocked through the wall which leads to the lower caverns. [8] Secret Area: This section of the original cave system is still accessible via a secret door in the workshop. Very cramped and dangerous, navigation could prove tricky. A narrow passage dips off to the east and could be used to expand the tunnel system or as an escape tunnel (GMs prerogative). Also hidden in this area is a large heavy set chest with an exceptional lock. A failed attempt to pick the lock will trigger a poison needle trap which has an 80% chance to strike the victim’s hand. The poison is old but will still cause severe weakness (loss of half strength, endurance and stamina) in an individual for 24 hours. A stricken person will regain their stats at a rate of one point every 12 hours of rest after the initial 24. Inside the trunk are 400d in a leather purse, various letters of correspondence with numerous persons in many languages (some names could be recognized by Shek-Pvar characters as famous grey mages), and three grand tomes wrapped in silk material. The tomes are Natyl’s spell books but are enchanted so only a person knowing the magic password can read the pages, to others they appear as gibberish (any chantry will still pay for the tomes without the password). The chest itself with the lock and trap could fetch as much as 750d in a city. [9] The Drop: After creating the first gobb the kobolds cast the pitiful monster off this 11’ drop to live in the lower caves. The face of this cliff is smooth and wet making climbing back up impossible for the creatures. Climbing up for a human is possible without aid but difficult. [10] The Vein: A vein of rose quartz crystals is clearly visible in the east wall of this cave. This vein it is not viable for mining but could cause players to entertain thoughts of untold riches. A few good pieces could be extracted but someone with mining skill would need to be brought in. [11] The Melting Wall: A flowstone formation in this tunnel is shattered near the floor, damaged by the gobbs but the upper parts are still intact. A small pouch is hidden amongst the debris and will only be found if an active search is preformed, it contains 4d and a piece of rose quartz worth 30d (lost by one of the miners who helped build the complex). [12] The Shaft Tunnel: For years the inhabitants of the cave tossed garbage and refuse down to this shaft to the lower level. Now this is where the gobbs come to eat as the kobolds toss animal carcasses and other food stuffs down to support their crazed relatives. Hundreds of bones are scattered about the tunnel with many insects picking off the scraps.
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HÂRN POTTAGE III 21 [13] The Mural: Marked on the wall of this passage are various crudely drawn pictures. The images are scrawled in mud, feces and charcoal depicting trees, people, livestock and huts. This shows that the gobbs do have a small glimmer of their past lives left but nothing the characters can reach. [14] Mud Bath: The lowest part of the cave system has collected much mud over the years. The mud is rather watery and is up to two feet deep in some points. The gobbs often wallow in the mud to relieve their constant pain and all six will be encountered here by the PCs. When they spot the players they will attack relentlessly until they are slain, jabbering incoherently. One of the gobbs will have a small hawk shaped whistle on a string around its neck. This is Harl, son of Erli who has already been unfortunately transformed into a gobb. PCs may bring the whistle back to Erli as proof of finding the boy, but since the boy has been killed, no reward will be given (although the players will have no doubt found superior treasures in Natyl’s cave).
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Gobb (6 total) 10 Str 04 Eye 04 Int 22 End 18 Sta 05 Hrg 12 Aur 14 Mov 06 Dex 08 Sml 12 Wil 14 Agl SKILLS 60 Initiative 50 Bite P2 50 Dodge 60 Claw E4 ARMOUR B3 E4 P2 F1 STRIKE LOCATION Use humanoid chart ATTACKS Gobbs attack by clawing at their prey with their hardened fingers. If they score a hit they get an additional bite attack on the victim. NOTES These poor hapless creatures appear as humanoids standing about 4’6”. Their grayish skin appears scale-like with many cracks exposing a deep hue of red within. Their eyes appear as blobs of coagulated blood bulging from their sockets and their mouths round with swollen lips. The hands of these creatures are stiff and hard making them formidable weapons. Gobbs are tormented creatures who are in constant pain. This gives them the ability to shake off wounds that would kill a regular human. Any shock roll or kill roll is reduced by one level (eg. A K4 is a K3 roll).
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HÂRN POTTAGE III 22
Hooks Save my boy! A woman approaches the party and begs them to save her child. This is the default hook for the adventure. Is that a gargun? While in the wilderness the PCs spot one of the kobolds returning to the cave. Mistaking it for a gargun will they investigate? Woodward work. The local lord hires the players to track and eliminate poachers who have been targeting his game as his cousin is not up to the job. The poachers are the kobolds and a trail leading to the cave can be followed. Retrieve Natyl’s tomes. The local guild of arcane lore has hired the players to track down Natyl’s workshop and return her spell books. The characters are directed to the area she was believed to be living in.
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HÂRN POTTAGE III 23 WILDERNESS HOMESTEAD Basic Facts The homestead is made up of a small cottage with a seven foot high palisade protecting its yard. A dry ditch surrounds the compound for added security. Living within this small abode are Devon of Kylen, his wife Fayth and their infant son. A small crop field lies to the west but the family relies heavily on Devon’s hunting ability to survive. A pair of Kaldorians (sheep dogs) also live with the family and will defend them if threatened. Devon was once a skilled armourer who has chosen a simpler life in the wilderness. On good terms with the local tribesmen Devon does smithy work for them in return for hunting and trapping rights. It is not uncommon for 2-4 hunters to show up to speak with Devon. He can repair PCs metal armour if need be for a modest fee. Twice a year a merchant passes by to collect hides and deliver various supplies to the family. Visitors will be greeted politely but heavily armed individuals will be kept outside the palisade unless they disarm.
Ground Floor The cottage is split into the families living quarters and the animal barn. The family side contains various unremarkable furnishings which can be found in any serf dwelling. Hanging on the wall are a longbow with quiver and a short sword. The locked chest beside the bed contains a few coins (22d), sets of fine clothing (men’s and woman’s) and a sealed tube containing two deeds for tenements in a large town while the other trunk contains modest clothing for the family. The animal side contains Devon’s herd of 11 goats, 6 sheep and a plough mule. Reached from the barn side is the hay loft which extends the entire length of the cottage. The southern part of the yard contains a chicken coop which holds a dozen chickens and one loud annoying rooster. A small vegetable and herb garden grows within the palisade but does not fair extremely well in the heavy shade. The eastern area holds various supplies and a shed with an attached smithy. The shed holds many mining and metal working tools as well as raw material which Devon uses to make iron wears for the locals. Various animal hides and pelts are stored in the rafters of the shed awaiting the arrival of a nearby chandler. Buried in the dirt floor under the table are four pounds of silver ore Devon has mined from a local cave (he will not divulge the location of the cave under any circumstances).
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Hooks A woman’s scream. While out working, Fayth is ambushed by a gargun scout party. She is running for her life clutching her baby son with the orcs in pursuit. Delivery men. A chandler has hired the PCs to deliver a load of goods to Devon’s home in the wilderness. Will local tribesmen take offence to a group of armed individuals in their territory? Smoke? Players spot smoke over the trees. An investigation will lead them to Devon’s home. Will the characters stoop to banditry?
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HÂRN POTTAGE III 24 THE WHITE RAYS
Order’s Doctrine
(Unsanctioned Fighting Order of Peoni)
The White Rays hold true to Peoni’s philosophies and fight only as a last resort and always accept a yield. The order is also humble and does not use chivalric armour and weapons relying on the tools of the common man for strength (although plate half helms are employed). Knights of the order travel the countryside seeking to undo wrongs and defend the weak; this has landed more than a few White Rays on a Laranian lord’s bad side. The White Rays are not a celibate order but is a male only institution.
Brief History Founded in the year 660TR, the White Rays have never given official recognition or support by the church of Peoni. The order reached its peak of popularity around 670680TR when King Torastra was off fighting wars with the help of the Lady of Paladins fighting order. Replacements were needed for guarding important Peonian temples and the White Rays were hired to do so, but as mercenaries thus allowing the church to avoid recognizing them as an official fighting order. Alas this brief time of usefulness faded as quickly as it appeared and the White Rays were again displaced by the order of the Lady of Paladins. Over the last four decades the order has barely managed to survive relying on discreet donations from various sources and working as caravan guards.
Present Situation The guildhall of the White Rays is located outside any recognized fief sitting on Royal lands at the King’s pleasure. King Miganath, like his father allows the order to operate tax free with hunting privileges. The order’s knights have become rare to even local manors and most nobles believe the order is disbanded. The Lady of Paladins order regards the White Rays as heretics who must be squeezed out of existence, albeit as humanely as possible. As of 720TR the order has dwindled to a half dozen knights and a little less than a score supporters.
Local Map Situated in rough hilly lands more than 2 leagues from any settlement the guildhall sits upon a 60’ cliff face over a wild river. Traveling along the trail down stream (north) will eventually lead to civilization and the up stream trail (south) leads to good hunting grounds. Just south of the main building are a few outbuildings. These consist of barns, a smithy and storage sheds used by the order. Chickens and goats are kept and tended by domestic servants in service to the order. A small vegetable garden also grows here. The main guildhall is described in detailed on the following pages.
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HÂRN POTTAGE III 25 Order Members & Supporters Grandmaster - Sir Ardak Tyun is 63 years old and has been grandmaster since 698TR. A soft spoken knight with an impressively long beard and steely gaze few can withstand. He is only the second grandmaster of the order and has seen its influence bleed away his whole tenure. He is an expert with the spear and short sword second only to Sir Kogen in skill. Master of Ceremonies - Sir Temido Royrelin is 61 years old and in failing health. He has been the order’s master of ceremonies for two decades responsible for the men’s spiritual guidance. In addition to being a knight he is also an ordained priest of Peoni, so unlike his brethren he is celibate. His tall 6’3” frame carries only 130lbs and he appears almost skeletal with deep sunken eyes. Most members believe he will not make it through the next winter. He was an expert with the quarter staff in his younger days but now can barely grip his weapon Master of Discipline - Sir Soldil Rothy is a 44 year old short man with blonde hair touch by grey. His violet eyes are always shifting giving him a nervous persona which is far from the truth. Although as master of discipline he should hand out punishment for all, he lets the sergeant of the guard handle the men-at-arms and servants. His brother was also in the order but left decades ago to join the Lady of Paladins, they still keep in touch via letters. Knight of the Realm - Sir Kogen Triplli is an aged knight of 52 years who joined the order as a page in 675TR. He is rarely at the headquarters and prefers traveling about the realm spreading the word of Peoni. Sir Kogen is responsible for all the squires and pages presently in the order although has none personally at this time as his squire was recently knighted. He fights with an enchanted spear and wears a scale hauberk of superior quality and unusual design. A simple training session with Sir Kogen can even teach a master a few new tricks. He is favoured to replace Sir Ardak as grandmaster but has little desire to take the position. Knight of the Realm - Sir Peser Cyndel is 41 years old and totally hairless and has been nicknamed the “Naked Knight”. He fights with a hand axe and short sword, often employing both at once to devastating effect. Sir Peser is often out with 2 to 4 men-at-arms protecting caravans during the season. Otherwise he patrols the local area with a squire. Knight of the Realm - Sir Brulin Terma is the newest and youngest knight of the order at 21 years. Youngest of five sons, Brulin was given to Sir Kogen as his page when he was five, young but not unheard of. He was with Sir Kogen for 16 years and learned much. Powerful and tall he
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is a match for any Laranian or Agrikan knight out there. His strength is only surpassed by his kind nature to do no harm unless all other avenues have been exhausted, an important lesson by Sir Kogen. He fights with a hand axe and spear but is trained in all weapons open to the order. His bow skill is the best in the order but few have ever seen him even hold a bow, much less fire one. Squires – Clour and Soldil (same name as the master of discipline) are 17 and 16 respectfully. The boys are good squires and liked by the members of the order but are worked extremely hard. This overworking has strained the teen’s spirits but Brulin’s recent knighting has reinvigorated them. Pages - Yorian and Uldar are both eight years old and youngest sons of large noble families. Put in the order by their families who are trying to spread their influence to less traditional regions of the political world, the boys give each other strength. Both boys’ families were wooed by Sir Kogen who treats the boys as his own. Both boys are hoping Sir Kogen will choose one of them to be his new personal page. Sergeant of the Guard - Degyn of Pondis hails from the Kingdom of Kanday and speaks with a thick Kandain accent. He came to the order as a young troubled man in the need of guidance and flourished under the tutelage of the order. He now commands a position of authority as the sergeant of the guard for the order’s men-at-arms. Armourer - Oja of Dwyte is average build of a man but with huge arms, long as well as muscular. He lost his whole family in a fire and joined the order in his grief. A fine weapon smith and armourer his guild fees are paid by the order. Like most other members of the order he does not get a proper salary but is content in serving his Goddess. He does get some coin from the grandmaster for his needs as well as a bit more for savings. Men-at-arms - Eight men are presently in the order as guards aged between 24 and 38. These men joined the order as children and started out as servants. Some were orphans on the street; others come from poor families who were unable to feed them. Servants who show an aptitude for weapons are offered positions as men-at-arms at the age of 20. These men provide security for the order and work under the knights out in the world. All the men are trained in the bow and spear. Servants - Six servants presently work for the order in exchange for room and board. The two oldest servants are the cooks, the other four, aged between 13 and 19 work as free hands, cleaning, wood cutting and tending the livestock.
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HÂRN POTTAGE III 26 White Ray’s Guildhall The grand headquarters were built in the years 654 to 660TR by the renowned Khuzan masons of the Buragul clan. Upon completion the hall was gifted to the founders of the White Ray’s for an undisclosed service. The structure has two upper levels as well as a cellar which has suited the small order. The domed grand hall’s roof is painted yellow but has faded badly over the last few years. Every few years representatives of the Buragul clan shows up to evaluate the building and perform repairs as needed at no cost to the order. This arrangement shall carry on until the year 760TR, after which a new agreement must be reached. It is highly unlikely the new agreement will include free repairs.
Ground Floor [1] Grand Hall: This round domed hall is where the order eats and meets for important business. Five slightly curved tables circle the centre of the hall and there is place for three additional tables. Two highly efficient Khuzan ovens provide warmth for the hall instead of traditional fireplaces. When off duty the men are often found here socializing. Games of chance are common but since money is rare the men wager chores and duty, a practice the grandmaster frowns upon but tolerates. It is also common for someone to be fletching by them selves here, a common punishment. The semi circular entrance hall just off of the grand hall has many hooks along its walls for hanging cloaks and bags. Weapons are generally left hear by visitors. [2] Lavatory: The privy sits along the outside wall hanging out over the cliff face. Waste drops over 60’ to the river below although urine is generally kept in piss pots for future use. The room is well ventilated so odours do not linger but cold. The rare female visitors are given chamber pots in their quarters. [3] Kitchen: A well built kitchen with two fireplaces and a double oven allows this area to produce a fine banquet if need be. Run by two cooks of average talent the kitchen produces modest meals for the order. Both men came to the order wanting to serve Peoni and stay for room and board only (as do all the order’s servants). Often under stocked the cooks are experts on making due and pottages are a regular meal for the men. Bread is always being baked during the day and the smell drifts throughout the building. [4] Library: Numerous alcoves are cut into the walls containing various tomes and scrolls of modest value. The library is used primarily for the education of the order’s squires and pages. At present there are but two of each and does not look like any others will be joining in the near
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future. The boys are taught by the order’s Master of Ceremonies (see location [7]). [5] Cloister: This yard is where services to Peoni are generally held by the order unless it is too wet or cold. A marble statue of Peoni, guardian of the meek stands in south east corner of the yard with her hands out stretched. The men also perform combat training here under the watchful gaze of their goddess. The yard has a thin coating of topsoil to allow grass to grow but is not deep enough for anything larger to take root although daisies are planted each spring about the statue. [6] Knight’s Chamber: The modest chamber of Sir Kogen Triplli, a full knight of the order. The room contains a simple bed and a locked chest containing personal items of little value. The room, like the others of the headquarters is heated by a Khuzan oven; it is very efficient and keeps the room warm with little fuel. [7] Master of Ceremonies: Sir Temido Royrelin is a Peonian priest and knight of the White Rays. He has held the title of master of ceremonies for just over five years. Responsible for the education of the younger members of the order and the spiritual guidance of all members he keeps various rare tomes and artefacts locked away in his room. [8] Page’s Room: The two present pages of the order stay in this room when not learning or training. A triple bunk, stool and two trunks holding personal clothing and items are all resides here. The boys are both worked exceptionally hard by the order as there are only two of them and a half dozen knights who bark orders at them. This has led to a feeling of resentment from the boys and a desire to leave the order. [9] Knight’s Chamber: Sir Peser Cyndel sleeps in this room with a bed, chest and two stout chairs. As with most members of the order he has little personal wealth save a silver Peonian symbol. He often sits in his room drinking with the sergeant of the guard well into the night. [10] Squire’s Room: The two remaining squires of the order share this room, the third having been knighted just two months ago. The teens still have years before being knighted but feel rejuvenated with the knighting of their friend Sir Brulin. A triple bunk, a pair of stools and two trunks containing personal items is all that occupy this room. [11] Knight’s Chamber: Sir Brulin Terma was just knighted two months ago after distinguishing himself in a battle against bandits with Sir Kogen. He is a strong young man whose idealism marks him as a probable future Master of Ceremonies. He sleeps upon a simple bed with but a chest for furniture.
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HÂRN POTTAGE III 27 [12] Armourer: This room is home to the order’s weapon smith and armourer, Oja of Dwyte. Usually the armourer stays at his smithy in one of the out buildings but with the decline of the order, room opened up for the man. Oja has been with the order since a fire killed off the rest of his family a decade ago. He has been teaching one of the other servants his trade and wants to take the boy on as an apprentice but the guild master has yet to give his permission. His room contains various furnishings as well as some items of his creation. The most notable items are a hand axe of superior quality (WQ 13, B 4 E 7 P 4) and a short sword named Peoni’s Mercy (WQ 14, B 2 E 5 P 4). [13] Chapel: Religious functions are preformed in this chapel on cold or wet days when the cloister yard is inhospitable. All order members come here (or the yard) at least once per day for quiet prayer. Decorated will rugs and tapestries of a Peonian flair the room is a colourful celebration of life. Hanging just behind the podium is the tapestry of Saint Marro, a minor holy relic gifted to the order in 662TR. It is said that stroking the tapestry grants good luck but this is forbidden as the rug is fragile with age. The Hârnic primate of Peoni has made a request that the order turn over the tapestry of Saint Marro to the temple at Tashal for safekeeping but so far the grandmaster has refused the request. It is only a matter of time before the primate orders the relic to be handed over which is not so easily ignored.
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HÂRN POTTAGE III 28 Second Floor [14] Dormitory: The area above the kitchen sleeps the cooks and the domestic workers. There are presently two cooks and four domestics sleeping here but there is room for ten men. The servants are all from poor families or orphans and work for the order in exchange for room and board only, although some coin is given when the grandmaster feels charitable. Once a month the men travel to civilization for “relaxation” if coin is available. The nearby spiral staircase leads up to an observation tower (elevation +50) which is rarely used. [15] Armoury: The extra weapons and armour of the order is kept under lock and key in this room. Various none chivalric weapons are stacked in here as well as a few ring hauberks and quilt gambesons. A serious supply or arrows is also kept here as a result of the sergeant of the guard’s punishment program. Only the sergeant and grandmaster have the keys to this room. [16] Sergeant’s Room. Degyn of Pondis is the sergeant of the guard and responsible for the men-at-arms. The room is better furnished than most others with a good bed with soft mattress. A finely carved writing desk (value 500d) is Degyn’s most prized possession. [17] Grandmaster: Sir Ardak Tyun’s quarters are richly decorated with rugs and fine tapestries. The sitting room has three padded chairs, a desk and shelf containing many unusual items which includes a gargun skull. The sleeping quarters is dominated by a large comfortable bed. Two chests hold the grandmasters personal items as well as a sum of coins (1000d) and a few promissory notes (valued at 9000d). [18] Master of Discipline: The quarter’s of Sir Soldil Rothy smells of strong spices. Hanging on the walls are three small baskets holding various fragrant herbs. A small writing desk has a silver incense holder resting upon it worth 80d. Hidden under the mattress of the bed is a stunning battle sword with a large amethyst in the pommel (WQ 15, B 6 E 10 P 5), a family heirloom.
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[19] Men-at-arms: There are eight common soldiers in the order split between two rooms. The small rooms each hold two bunk beds with trunks slid under them. The men spend much time in the grand hall or in the servants room drinking or playing games of chance. [20] Empty Rooms: Three of the rooms on the second floor are vacant. The grandmaster uses these rooms for the infrequent visitors who drop by.
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HÂRN POTTAGE III 29 Cellar [21] Stables & Storage: The small stables in the chapter house is reserved for the warhorses of the senior knights, others are kept at the outbuilding stable to the south. Care for the horses is performed by the pages and squires although clean up is a servants duty. Flour, oats and beer is commonly stored under the entrance hall and none food items stored in the stable area. [22] Kitchen Cellar: The northern part of the basement holds the cold storage and strong room which contains the spice trunk and grandmaster’s brandy. The bottom half holds the bathing tub (each man must bath a least once a week) as well as extra linen and blankets. Also here is the polishing barrel, a partially sand filled barrel in which armour is placed and spun to remove rust. [23] Great Cellar: The great cellar has not seen much use in the last twenty years. The order has not needed the space in awhile and aside from servants getting water at the cistern and guards patrolling no one comes here. Leakage from the above turf [5] occurs in a couple of locations but the floor is slightly angled towards the southeast corner where the water drains out into the ravine below. [24] Cistern: Fresh water is kept here in this carved out reservoir. The chamber fills with rain water and has a level drain in case the reservoir overflows. [25] Cells: Two cells were built with the chapterhouse but have never been used. Each room contains a simple wooden pallet bed and latrine bucket. [26] Sealed Room: This room has never been opened for as long as any alive can remember. Not entering is one of the main rules of the order, even the grandmaster will not enter. No key is available and the lock is seized up anyway so force is the only way in. What lies within is the skeleton of a small child chained to the wall, the who, why and how’s are long lost to time.
Hooks Training day. The players are directed to the recluse order for weapons training. Sir Kogen is always willing to train for coin if the PCs are of suitable morality. Pilgrimage. A PC is covertly directed by his religious leader to make a pilgrimage to the order. This would be good for a strong armed Peonian or a soft hearted Laranian character. © 2010, Kelèstia Productions & Columbia Games, Inc.
A warm bed? While traveling in the hills the PCs spot the order’s guildhall. A warm place to sleep tonight would be nice after the last few days. Recovery of a relic. The players have been given a writ from the Peonian primate for the return of the tapestry of Saint Marro. Will the grandmaster honour it? Will thieves ambush the characters once they acquire the tapestry? A wearying of patience. The Laranians are done with the White Rays. They covertly hire the PCs to finish off the fighting order by any means; it’s time to be bad!
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HÂRN POTTAGE III 30 THE NOBLE INN Size: 7
Quality:
Prices: Average
Basic Facts Built in the shell of an abandoned manorhouse the inn has been expanded to its present size. The inn is run by Vadir of Chasil a master innkeeper of some standing who rents the land from the local bailiff. Sitting on the edge of a fief along the main road the inn is within a 30 minute walk from three settlements. This excellent location has made Vadir wealthy from local patrons and travelers alike. Known to only a few is that the original manor was built upon a temple of an unknown god. Vadir discovered the temple himself a decade ago when he first renovated the old manorhouse. He hid the discovery from all at first but over the years has shared it with a few trusted friends and confidants (see the Cult of Xul-Tora on following pages). FOODS EGGS & SAUSAGE 3f BREAD & CHEESE POTTAGE 2f PORRIDGE MUTTON * 2d BEEF STEAK * HAM * 2d STEW & BREAD DRINK ALE 1f CIDER MEAD 2f WINE (Imported) BRANDY 1d WINE (Domestic) SERVICES & ROOMS ROOM, private (a) 2d ROOM, single (b) ROOM, bunk (c) 2f per person WARM BATH 2d HORSE CARE PROSTITUTE (Dalya) 2f+
2f 1f 2d 1d 1f 2d 3f 1d 2d
*Served with bread & cheese but is not always available
Ground Floor [1] Forward Common Room: The forward part of the inn has various tables and benches located about the place. Usually there is always someone here but at sunset it fills up with locals looking for good drink and company. Entering travelers rarely garner any attention but armed treasure hunters will cause a buzz amongst the patrons, causing Vadir to come out and greet the group. Just outside the front door are hitching posts with troughs. A rain barrel collects water from the roof. [2] Rear Common Room: The older part of the inn is a comfortable area where story tellers and the occasional minstrel entertain for food and coin. The large bar counter is manned by Vadir and two serving girls work the rooms. [3] Kitchen: Formally the kitchen of the manorhouse it continues as the kitchen for the inn. All cooking is per-
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formed by Dorissa and a hired assistant. The room is slightly less clean than most patrons would like and new comers may contract a mild stomach virus from the food (20% chance, a sick individual will incur a -10% penalty on all skill rolls for 12 to 36 hours). [4] Yard & Out Buildings: Surrounded by a 7’ high stone wall the yard holds a small vegetable and herb garden and various small buildings. Close to the door is a bread oven large enough for a dozen loaves at once. Wood storage and two lavatories are up against the inn. The privy’s have stool buckets and piss pots each which are emptied daily over the wall via the ladder. The stables and ale room share space in the largest building in the yard (see location [5] for further detail). A small shack contains a well that has gone bad, the water smells foul and none drink from it. A storage barn holds various foodstuffs behind a locked door. The young stable boy Farl sleeps in the loft of this building and is sometimes locked inside by Vadir as punishment (coincidently occurring on cult holy nights). [5] Ale Room: The inns ale room contains numerous barrels of drink and a few other crated items. Vadir has a work table here and sometimes spends hours here alone. The secret door is opened by a simple latch, as is the one joining the stall in the stables. Both lead to a thick trap door with a ladder down hidden beneath it.
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HÂRN POTTAGE III 31 Second Floor [6] Front Gallery: More tables are in the gallery but are only used if the common rooms are full. The best rooms for rent are in this part of the inn. [7] Guest Rooms: An old window has been enlarged to a doorway to allow access to the older part of the inn. Four guest rooms and the bathing chamber are situated in the middle section of the inn. A warm bath can be purchased during the day for 2d which can include a scrubbing from Dalya for an extra 1d. Water from the tubs is dumped out the window onto the privy below which could splash an individual entering of leaving the latrine. The room with the lock is home to Dalya, the resident whore. Dalya works the inn and is a skilled entertainer, able to satisfy many customers an evening. A rich traveler may be able to win her affections for the evening uninterrupted with good coin. She gives a portion of her earnings to Vadir and has squirreled away over 200d hidden in her locked trunk. [8] Owner’s Quarters: The rear section of the inn is Vadir’s sleeping area with his family. Vadir and Dorissa his wife with their two children (Padom age 4 and Sobuul age 7) sleep here. His teenage niece Pelkea, who works as a serving wench also stays here. Pelkea’s sister, who worked as a serving girl disappeared last month without a trace; Vadir maintains she ran off with a traveler.
[10] Cold Storage: Well stocked with food and drink the cold storage even has a cheese rack. The three barrels stacked in front of the strong room door are empty and easily moved but do hide the door from casual observation. Hidden inside a large hollowed out cheese wheel is a supply of mild hallucinogenic drugs. [11] Strong Room: The locked door is heavily reinforced so picking the lock or using the key (Vadir has it on his person) is the only way through. The room holds two chests with respectable locks on them. One contains a 20 year lease for the inn, over 400d in coin and two promissory notes worth 1000d and 1800d in addition to inn records. The other chest contains seven sets of deep hooded black robes, six blank masks with only eye slits in them and a silver amulet with an unknown symbol (worth 200d). In the corner of the room is a hidden trap door leading down into the lost temple of Xul-Tora. The trap door once found will easily swing open on oiled hinges. Vadir discovered this trapdoor after spilling some ale on the flagstone floor while counting his coin. [12] Temple Kitchen: Once the kitchen of the ruined temple, this room was discovered during the construction of the manor house. Stone and fill were added to the room for the manor foundation but access was maintained via the secret trapdoor. A foul odour is noticeable in the room but mild, players should be able to identify the smell of decomposing flesh or rotten meat. The room contains rubble and dirt but otherwise devoid of anything interesting. A trail leading to the closer of the two doors is clearly visible in the dirt and dust. [13] Southern Wing: Three locked rooms in this dark dungeon house four young women, all pregnant. The girls are dirty, in poor health and scared. All have been kidnapped in the last year and raped repeatedly by the cultists. None of the girls know where they are and do not know their captors who all wear masks. The girls are weak and unable to escape without help. One of the women will tell the players that a girl who was about to give birth was taken away last month and never returned. The doors to these rooms appear to be recently repaired with locks added to prevent escape by the women.
Cellar & Temple [9] Storage Cellar: The cellar is packed with various items for use in the inn. Extra bed frames, tables, benches and stools are clearly visible stacked about room. Crates and cloth rolls are also placed about the room. A few mice roam about the items but are hunted by a sleek tabby cat who calls the inn home.
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The dug out tunnel ends at (or begins at if players enter from this direction) a ladder which leads up to a thick trapdoor that prevents the screams of the women from being heard at ground level. This entrance is used by most cultists to enter the temple. A spiral staircase leads down a few steps to the rest of the temple but further travel either up or down is blocked by rubble. [14] North Wing: Two of these rooms hold a total of three young girls, one of which is Marena, the recently disappeared niece of Vadir and sister of Pelkea. The girls here are not pregnant and endure repeated rapes during the
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HÂRN POTTAGE III 32 monthly rituals. Their spirits are low but they are still quite healthy and can run if need be. The other rooms here have partially collapsed and are of no use to the cult. The spiral stair case is blocked by rubble to those wishing to ascend but is open to those who dare enter the bowels of the temple. A strong odour of decay emanates from the stairs down. [15] Temple: Not the true temple which was above and long since destroyed but the new temple of the cult of Xul-Tora fashioned out of an old storage area. This room is entered by double doors and contains various benches, a couple of large braziers, a podium and two unusual tables. The tables have shackles on them to fasten a person so they may be violated by an individual standing at the end of the table, blood stains have soaked into the wood. Lying upon the podium is a large ancient looking tome open with writing that appears to be Jarin and another unknown language. The book gives off a vile aura to those who are sensitive such things. If players arrive in this room during a service they will find 15 cultists and the three girls from the north wing. The cultists will have no armour and only basic weapons such as daggers, knives, clubs and maybe a short sword or two. About half will be defenceless and try and flee causing all sorts of confusion.
Temple Tomb [16] Tomb: The floor on the lowest level is covered by about a foot of stagnant dirty water. A wooden walkway links the stairs to the old tomb. The smell of decay sits heavily in the air. The tomb itself is a vision from the deepest depths of hell. Hung by ropes around the room are what appear to be dozens human victims, some little more than skeletons. A closer inspection will reveal all apparent victims to be naked, female and well into pregnancy with their hands tied behind their backs. Some victims have burst during decomposition, spilling out their unborn children and other organs into the water below. Others have rotted off their ropes or the ropes just broke dropping the bodies into the shallow water.
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Seepage from this area is what is poisoning the well water. There is nothing of value here and the original bodies interned here were removed centuries ago when the temple was abandoned.
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HÂRN POTTAGE III 33 Cult of Xul-Tora The present cult was founded by Vadir of Chasil, an innkeeper who stumbled upon the secret writings of XulTora in a secret area of his own basement. Over the years of reading the ancient tome he started gathering followers from his drinking patrons. Most were unhappy men who just wanted change and the cult gave an element of rebellion and excitement to their lives. The cult meets once a month in the temple with each member wearing a deep hooded black robe and a faceless mask. Most members know less than half of the other cultists and only Vadir knows everyone. Members enter via the stables where they adorn their robes and enter the temple. In the beginning the meetings were just Vadir reading from the holy book and the smoking of mildly hallucinogenic drugs. Three years ago the cult took a much more malevolent aspect when Vadir interpreted a part of the holy writings that would bestow great power to the cult. The book implies a woman impregnated during their high mass (the first of the month) will give birth to the offspring of Xul-Tora if the proper ritual and requirements are met. A child of XulTora would be unbeatable and will lead the cult to rule the world. The high ritual is nothing more than a brutal gang rape by all male members of the cult on some poor girl while an incantation is read from the holy book. Once a captive woman is impregnated she is kept imprisoned until she comes to term, the seeded girl is then strangled. She is then strung up and allowed to bloat in the damp environment of the tomb, for the holy scriptures state a child of Xul-Tora can only be born through demon birth (coffin birth*). This new development allowed the men to recruit more people into the cult, even a few women joined with the help of Vadir’s wife. At present there are a dozen male cult members and three female cultists. Most cult meetings degrade into vile orgies with the male and female members engaging each other long into the night. Working as a group the men of the cult have been quite successful in kidnapping dozens of young women, either travelers (preferred choice) or even cultists’ relatives from local villages. The inn has proven a perfect hiding spot for the captive women with the catacombs below. Even food for the women is not a problem as a few extra meals are hardly noticed. The girls waste is removed with the inns waste so it hardly garners any attention. Fortunately for all, Vadir has interpreted the holy writings incorrectly and the cultists have been killing the women too far along in their pregnancies. This error has prevented the demon birth as the women must be killed before the seventh month of pregnancy when the babies are less than 2 pounds.
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Few cultists are true believers and are just despicable people enjoying the taste of young flesh. Only Vadir kills the girls and with the help of one other strings up the bodies. A loss of Vadir and/or the holy book will end the cult. At present Vadir and his wife are the only cultists at the inn. The stable boy knows something is up but is scared silent and Dalya looks out only for herself spending most of her time in her room. Pelkea and the innkeeper’s children are also innocents in this story.
Hooks Where did she go? A female PC has gone missing while staying at the inn. The first of the month is in two days. Please find my sister. Pelkea approaches the players as quietly as possible and asks them to find her sister who has been missing for a month. She knows something is not right at the inn and tells of a half dozen other girls who have gone missing over the years. What are they doing? While staying at the inn a player wakes up and notices a group of six people entering the stables from his/her window during a bad thunder storm. Something is not right. A highly sensitive person or Peonian priest/priestess will feel something amiss when in the inn. The feeling is strong enough to cause the person sleeplessness and lack of hunger.
Aftermath Since the cultists have been preying upon three manors as well as travelers, the local hundred authorities will get involved. The characters will be hailed as heroes but if any cultists escaped it will result in an inquisition at the local manors. This will result in some innocent people being burn as demon worshipers including young Pelkea and Dalya. If players sneak off quietly after dealing with the cult they will hear about the cultists being discovered and again the inquisitors swoop in on the manors. Players may be rewarded with the inn after the temple is sanctified and sealed permanently or given 1£ in coin. Also the rescued women’s families will muster another 100d in rewards if the PCs stay around for at least a week after talking to the authorities. The ancient tome of Xul-Tora is taken by the authorities and sent to a nearby Peoni abbey for review unless the players hide it. * Coffin birth is the expulsion/birth of a fetus from the decomposing uterus of its dead mother from the buildup of gases in the mother's decaying body.
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HÂRN POTTAGE III 34 Wolves in Sheep’s Clothing Difficulty: Low
Adventure Synopsis A year ago the village was invaded by a murderous band of hardened criminals. These bandits set up in the old keep as their new base of operations. The men took child captives from amongst the villagers to keep them in line. Three days ago one of the captive children escaped the bandits and fled into the wilderness. His family was killed as punishment and the boy, Joal is looking for help. After going to the local bailiff for help he was chased off by the guards who assumed he was a runaway serf (which he is) before he could tell his tale. Not knowing what to do, he approaches the traveling PCs and begs for help. Joal will tell the players that over a dozen bandits have moved into his village and were holding him hostage. He can describe the basics of the keep where he was held and has knowledge of 4-5 bandits masquerading as villagers (specifically Horas [1], and the men at [14] & [15]). He describes his escape from his cell and hiding in the well which is where he discovered the escape tunnel. Once outside he fled into the woods and witnessed the murders of his family. He is now on the run, hungry and scared. Joal tells the players they must rescue the children first or Soran will kill them. He can offer no reward but assures the PCs that the villagers will be grateful and the bandits must be rich.
Village Population: 56 (villagers), 13 (bandits)
Basic Facts The village was once a sizable settlement amongst a cluster of about a half dozen fiefs. Then a little over a century ago a fierce forest fire destroyed the village along with the neighbouring fiefs, killing many and driving off most of the survivors. The village was rebuilt by a few surviving clans but has never regained its former prominence and has existed as a border fief since. The villagers are xenophobic and recent events have enforced this position. The fief has been governed by an elected reeve who answers to a local bailiff for years. The bailiff is old and lame having not visited the village in years. The reeve has always delivered the villages feudal payments directly to the bailiff. This arrangement has discouraged visitors to village, a tactic which has worked quite well. Over the last year the reeve has been accompanied by his “brother” Horas [1] on these trips. The fief is rich in truffles and most villagers spend time hunting these delicacies for trade. In fact they are so good at truffle hunting that half their feudal payment is in truffles
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which suits the bailiff fine as their resale value in large towns is tripled.
Local Map Key [A] Orchard. The village orchard is clearly in poor condition. The trees are showing signs of neglect and a few are dead. The villagers were less than diligent in the orchards care for years and have ignored the trees care since the bandits’ arrival. [B] Fields. The majority of the village fields lie to the north across the small stream. [C] Common. Village gatherings are held in this field at the tree line. [D] Main Road. This is the main road leading to civilization. [E] Ruined Settlement. These ruins are all that remain of the former town which was destroyed by a forest fire over a century ago.
The Village Residents
1 VILLEIN – REEVE (Eredarn of Reless) Size: 7*/2 bandits
Acres: 30 serf/7 free
Eredarn has been reeve for the village since his father passed away. He is scared for the children held by the bandits which includes his youngest son and will do anything to protect them. His hopes are that the bandits will move on soon leaving their village peacefully. Staying with the reeve, pretending to be his brothers are the bandit second in command, Horas and another brigand. Horas is an ugly man with greasy black hair who speaks with a Thardic accent and will always be next to the reeve with a heavy metal banded staff. Horas, Bandit lieutenant Str 14 Agi 13 Sml 07 Wil 11 Cml 07 Sta 14 Eye 17 Voi 11 Aur 12 End 13 Dex 12 Hrg 10 Int 11 Mor 06 Mov 13 Combat Skills: Initiative 81, Unarmed 80, Dodge 65, Dagger 68, Staff 80, Short sword 70 Armour/Weapons: Leather Knee boots and tunic; Dagger; Staff (B7); Short sword Bandit (6 in village) Str 10 Agi 11 Sml 09 Wil 11 Cml 09 Sta 12 Eye 11 Voi 10 Aur 10 End 13 Dex 12 Hrg 10 Int 09 Mor 06 Mov 11 Combat Skills: Initiative 67, Unarmed 65, Dodge 55, Dagger 65, Short sword 65 Armour/Weapons: Leather Calf boots and tunic; Dagger; Short sword
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HÂRN POTTAGE III 35 2 HALF-VILLEIN (Asald of Reless) Size: 5
Acres: 20 serf
Asald is cousin to Eredarn the reeve [1] and Ervin [3]. Asald has made a lethal jam with some poison berries he picked in the woods after sneaking out last month. His only concern is how to poison the bandits as they share their meals with the children. His wife looks after their three young children; the eldest will soon be taken in exchange for one of the other hostages being freed.
3 HALF-VILLEIN (Ervin of Reless) Size: 4
Acres: 21 serf/3 free
Ervin is the reeve’s [1] true brother and without a doubt the most lucky/unlucky man within the village. He has been struck by lightning on three occasions and has had two trees fall on him. When he is out during stormy weather nobody stands within 10 yards of Ervin, a wise choice. He is a widower who lives with his son and pregnant daughter-in-law and their 3 year old son.
4 VILLEIN – BEADLE (Uldan of Valesen) Size: 8*/1 bandit
Acres: 30 serf/5 free
phobic of the “old” villagers and will open his home to anyone driving off the bandits.
7 HALF-VILLEIN (Haldor of Kurcaras) Size: 6/1 bandit Acres: 22 serf Haldor is brother to Horten [9] and is a mute. Unfortunately his silent presence has Soran on edge. Although a pacifist with strong peonian values the bandits have placed one of their members in the household to watch the quiet man (use location [1] bandit stats). Haldor shares his home with his wife Betta, their two teenage sons and his wives parents.
8 HALF-VILLEIN (Agor of Kurcaras) Size: 5
Acres: 20 serf
Agor is the oldest person in the village at 61 years and still works his land. His adult son lives with him and waits patiently for his father to transfer his lands to him. Agor’s daughter-in-law and two grand children round out the household. Agor and his son will not attack any bandits unless they are directly threatened.
9 VILLEIN – WOODWARD (Horten of Kurcaras) Size: 6*/1 bandit
Acres: 25 serf/5 free
Uldan is a hard working man with a deep devotion to his clan. His household consists of himself, his wife, a sister (who shares bed with the resident bandit), four children and his son-in-law who is married to his eldest daughter. His second youngest child is presently held captive at the keep. Also staying at the hut is a bandit who pretends to be Uldan’s brother-in-law (use location [1] bandit stats). The Valesen clan are probably the most xenophobic in the village and even if the children are rescued Uldan will refuse to thank the PCs mumbling something about outsiders being the cause of all their troubles.
Head of the Kurcaras clan, Horten is the fiefs woodward. He has not toured the forests since the bandits arrived but poaching has never been a big problem in the village. His family is closely watched by a resident bandit (use location [1] bandit stats) who regularly rapes the females of the village. His family consists of a wife, grown son, daughter-in-law and two grandchildren. One of his granddaughters is held at the keep. If full combat breaks out, Horten and his son will attempt to kill the bandit staying at their cottage.
5 HALF-VILLEIN (Jawn of Valesen)
10 COTTAR (Norm of Valesen)
Size: 4
Size: 3
Acres: 20 serf
Jawn is the best truffle hunter in village with his sow Matilla. He and his wife have two children aged 4 and 2 who are too young to be held captive. This has given him a little less to worry about than most other villagers. His wife regularly makes the food that the bandits eat and serve the children.
6 COTTAR (Cald of Kurcaras) Size: 2
Acres: 5 serf
Cald is young and strong but unfortunately started his independent life just before the bandits arrived. He and his wife have a hard time making ends meet and they rely on charity from their clan to survive. Cald is the least xeno-
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Acres: 5 serf
Norm is short and broad shouldered, with immense strength to match. He was severely beaten by Horas about six months ago and now talks with a bad slur from the result of a broken jaw. He and his wife have a five year old daughter who he fears may soon be taken captive.
11 COTTAR (Juln of Reless) Size: 3
Acres: 6 serf
Juln is young and hot-headed but a coward. He talks too much and this fact has gotten him into trouble more than once. When the bandits first came to the village he openly criticised them and Soran took offence. His young
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HÂRN POTTAGE III 36 bride was raped by all bandits as punishment and as a result his newborn son’s lineage is in question.
12 VILLAGE COMMUNAL BARN The centre of the village contains a barn which houses the majority of the village’s oxen, goats and swine. Care of the animals is shared by all and has proven quite effective. A new larger barn is planned for construction this summer.
13 BURNT COTTAGE
16 ESCAPE TUNNEL Hidden along a small bluff is the exit to the old keeps escape tunnel. Discovered only after the escape of Joal, the bandits now keep a guard by it. The guard sits in a nearby tree with short bow in hand (use sentry stats from the upper floor of location [17]). He is well hidden in the foliage and is likely to gain surprise against the players. His preferred tactic is to shoot once and hide until another opportunity presents itself.
This burnt out husk of a cottage was once the home of Joal’s family. His entire family was locked in their cottage and it was set alight by Soran’s men as punishment for Joal’s escape. The entire village was forced to watch the building burn as proof of what happens if anyone steps out of line. The bodies were buried in their yard in one large grave adorned with a peonian style stone marker.
14 HALF-VILLEIN (Mantus of Melaras) Size: 5*/1 bandit Acres: 15 serf The Melaras clan and their neighbours [location 13 & 15] are newcomers to the village. They were moved here by the bailiff three years ago due to land restrictions in their former fief. Disliked by the other villagers the families depended heavily on each other and now that Joal family has been wiped out things look worse for Mantus and his family. Mantus has a seven year old daughter held as a hostage and one of the bandits stays at his home pretending to be his cousin (see location [1] for stats). The two men have become friendly with each other over the last year. As a result the bandit does not mistreat the family as the others do. The household also contains Mastus’ wife Jille, and their two remaining children (aged 3 and 6).
15 HALF-VILLEIN (Hein of Uelaras) Size: 4*
Acres: 15 serf
Hein is a good farmer and was best friends with Joal’s father. His young son is a captive of the brigands and is set to be exchanged for his daughter soon. His wife is sick with worry and has developed a bad cough as a result. His family is falling apart and he is about to snap. If a fight breaks out openly he will join the attack with his hoe attacking any bandit he sees.
(*represents whether a family member is a hostage)
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HÂRN POTTAGE III 37 17 RUINED KEEP This shell of a small keep is easily the tallest and largest of the ruins within the old village. The second floor is partially intact but open to the elements. A staircase tower is clearly visible in the north eastern corner of the keep with its top most stairs marking the highest point of the structure. No door is visible but a debris ramp leads to a collapsed area of the outer wall which can give access to the interior. The bandits have been using this building as a hideout. When not out pillaging seven men will be found here including the bandit leader Soran. When out raiding three bandits always stay behind to keep the villagers in order, two at the keep and one in the village.
Ground Floor Entry to the keep is through a breach in the outer wall which leads to the mostly roofless ground level. Grass grows within the keep and quiet movement is possible with little effort. The ground slopes downwards towards the northern part of the keep as decades of dirt and leaves have collected inside the now open keep. A barrier of animal skins hangs from the second floor blocking vision to the northern section of the keep. Beyond these curtains is a crude kitchen in which the bandits sometimes make meals although rarely as the villagers are required to feed them. The area is mostly used for social interaction such as drinking and gambling. The ground here gets extremely muddy when it rains Kept here are various supplies which include a barrel of apples in water and two barrels of weak ale (although strong enough to get these buffoons intoxicated). When players first arrive they will encounter three bandits gambling at the small table. The men are drunk and singing bawdy tunes at an impressive volume so surprise is quite possible. The men have only clubs and daggers but they are easily within arms reach. Drunken bandits (3)
Upper Floor The upper floor is practically gone and is open to the elements. A sentry is usually here armed with a short bow keeping watch from the top most steps of the tower. PCs should be able to spot the guard first as he is lax in his duty and moving about with little interest in what is going on outside his personal space. Patient characters will be rewarded when the guard descends the stairs after about five minutes to relieve himself. He will emerge from the breached wall and travel about two hundred feet to the south to do his business. Sentry (1) Str 10 Agi 11 Sml 09 Wil 11 Cml 09 Sta 12 Eye 11 Voi 10 Aur 10 End 13 Dex 12 Hrg 10 Int 09 Mor 06 Mov 11 Combat Skills: Initiative 67, Unarmed 65, Dodge 55, Dagger 65, Short bow 55 Armour/Weapons: Leather Calf boots and tunic; Dagger; Short bow
Str 10 Agi 07 Sml 04 Wil 07 Cml 09 Sta 14 Eye 09 Voi 10 Aur 10 End 17 Dex 06 Hrg 05 Int 07 Mor 06 Mov 07 Combat Skills: Initiative 42, Unarmed 40, Dodge 35, Dagger 40, Clubs 35 Armour/Weapons: Leather Calf boots and tunic; Club; Dagger Noise from combat here has a good chance of being ignored by the other bandits unless it continues for more than three rounds. Each round beyond the third has a cumulative 25% chance of attracting attention from the lower level. © 2010, Kelèstia Productions & Columbia Games, Inc.
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HÂRN POTTAGE III 38 Cellar At the bottom of the staircase is a wooden door which is latched from the inside. The door is clearly of new construction but not made exceptionally well. A gap along the edge allows enough space for a dagger blade which could be used to remove the latch. Forcing the door will alert the bandits inside and Soran will move to the children while the last bandit engages the PCs. Beyond the door is a storage area with some weapons and stolen goods. The goods are of little value although there are three good spears here as well as about 300 arrows. A small dry well is about 20’ deep but 8’ down it is a secret escape tunnel which leads to cave exit [location 16]. This tunnel is how Joal escaped the cellar but the exit is now guarded.
sick but in good spirits since the escape of their friend Joel three days ago. The hostages are rotated by the bandits every few months and these children were due to be released soon in exchange for others. Unfortunately with the escape of Joal the men have decided to keep the children another month. If Soran is able to enter this room he will begin killing one child each round starting on round three until all the children are dead or PCs stop him. He will start with the reeve’s [1] son and finish with the daughter of Mantus [14].
The central area is where Soran and some of his men sleep. Two triple bunks sleep six men and the single cot is the bandit leaders. A locked chest, to which Soran has the key, holds some of the gang’s wealth which consists of 279d, six parcels of various spices (worth 100d each) and a cask of fine brandy (80d). The large trunk holds only some extra clothing for the men. In this room are the bandit leader Soran and one of his men. The men are awake and cleaning their weapons but could be surprised by cautious intruders. Bandit (1) Str 11 Agi 12 Sml 09 Wil 11 Cml 09 Sta 12 Eye 11 Voi 10 Aur 10 End 13 Dex 12 Hrg 10 Int 09 Mor 06 Mov 12 Combat Skills: Initiative 72, Unarmed 66, Dodge 60, Dagger 77, Spear 65 Armour/Weapons: Leather Calf boots and tunic; Dagger; Spear
Soran, Bandit leader Str 16 Agi 14 Sml 11 Wil 13 Cml 12 Sta 15 Eye 10 Voi 08 Aur 14 End 13 Dex 10 Hrg 13 Int 12 Mor 05 Mov 14 Combat Skills: Initiative 89, Unarmed 86, Dodge 70, Dagger 79, Short sword 95, Round shield 85 Armour/Weapons: Leather Knee boots and gauntlets; Ring shirt; Dagger; Short sword; Round shield A door along the southern wall has a barrel placed in front of it (placed there after Joel’s escape). If the bandits were warned of the player’s presence this barrel will have been moved out of the way. Beyond this door are the five children taken from the villagers. The youngsters are separated into two cells which are pad locked. The children are cold, hungry and
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Hooks Please my lords, I need help! A young boy runs up to the PCs with a tale of woe. This is the default hook for the adventure. Bandit ambush. Players come across a small merchant train of three razed wagons. The survivors tell of a band of about a half score brigands who made off with their valuables. Tracking the men should take at least a day or two but lead the party to the keep. Truffle madness. The characters liege wants truffles, now! Although early in the season the players are sent to the village for its renowned truffle rich woods. Will they discover the bandits’ presence?
Aftermath If the player’s save the children they will be thanked by most villagers but asked to leave by the reeve as soon as possible. Despite the cold shoulder PCs receive from the majority, Cald [6], Mantus [14] and Hein [15] will offer their hospitality to the players. Together the three men will each offer a healthy goat as payment. If any of the children perish the villagers will demand the players leave immediately offering no thanks saying they were better off with the bandits.
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GM MAP
© 2010, Kelèstia Productions & Columbia Games, Inc.
HÂRN POTTAGE III 39
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HÂRN POTTAGE III 40
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PLAYER MAP I
© 2010, Kelèstia Productions & Columbia Games, Inc.
Hârn Pottage III A Hârnic Supplement Module
WRITER Mike St-Pierre CONTRIBUTERS Dan Bell • Dan Greening Dave St-Pierre ARTIST Richard Luschek MAPS Mike St-Pierre
Hârn Pottage III contains many different articles for use on the island of Hârn or anywhere else a Game Master might wish. Dangers and rewards await your players within the third installment of the Hârn Pottage series. A mother fearing for her lost child, will the PCs be able to reunite a family? A village full of dead babies, can the curse be lifted and the innocent spared? A Khuzan inn beyond the borders of civilization, will the players be welcome? These scenarios and much more are contained within these pages.