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Rules of Play
At last you will know what it is to draw naked steel and face a
Behemoth from the Elder Night or to storm the gates of a palace
to retake your rightful throne form the usurper who calls himself
king. Ride, fight, wench and kill! The walls of the Jeweled Cities
of the south will tremble as you crush them beneath your heels!
Broadsword is a simple-to learn role-playing game where players
take on the roles of heroic characters crafted from the Sword
& Sorcery movies and comics of the 70s and 80s. The 1PG
assumes the players and referee already have some rudimentary
experience with role-playing, and is meant to be played in the
vein of movies Like Beastmaster, Ator the Fighting Eagle, and
Deathstalker, as well as comics such as Claw the Unconquered
and Skull the Slayer.
CHARACTER CREATION & GAME RULES
Stats & Skills: okay, before we start wenching and swinging
swords we need to go over some simple ground rules. Players roll
1D3 for each stat (the bold entries on the character sheet). Roll
1D6+3 for the total number of points to distribute into skills (the
individual listings below each stat on the character sheet). Every
skill starts at 0, and no stat/skill combination can be less than 1
(although skills can, see below). Put no more than 3 points in
any single skill. If you need extra points, you can take them from
other skills, leaving them at -1 for each point taken. For example,
if you have Bluff 3, you can take 2 points from it and add
those two points to a different skill. If you dont see a skill you
really want your character to have (Crocheting, for instance), just
write it in the margin after confirming with the referee.
Alternately, the referee may choose to have players build their
characters with points. If so, distribute 8 points into the four primary stats, and use the rules that follow for secondary stats.
Secondary stats: Roll 1D6 and put the number in GUTS, and
then roll 1D6 and write the result in PRESENCE. PRESENCE
tells you how long your character can keep calm and hold out
when faced with unnerving situations, and GUTS signifies his
ability to handle stress. Any time your character has a traumatic
experience in the game (like witnessing his betrothed being cut
down by village raiders, or getting wounded), make a GUTS
Check. If you roll equal to or lower than your characters GUTS,
his PRESENCE is unchanged. The more GUTS your character
has, the easier it is to keep his PRESENCE intact. If you dont
make it, then his PRESENCE score is reduced by 1. If you character completely loses his PRESENCE, he becomes twitchy and
panicked. You need to roll a 4 or less every time your characters
shoots in order to avoid hitting one of his teammates by mistake.
Most likely one of them will have to knock out your character.
You may always put Character Points into PRESENCE at the end
of the game.
Roll 3D6+10 and write the number in BLOOD. This is how much
BLOOD your character has. Every time your character takes
damage, he will lose BLOOD. When your character has lost all of
his BLOOD, he is dead.
REPUTATION gives you an idea of how many peasants or others
in the land have heard of your character and his exploits. It is
CHARACTERS
CHARACTER GENERATION RULES
Roll 1D3 for each stat.
Roll 1D6+3 for the total number of points to distribute into
skills. Put no more than 3 points into any one skill.
If you need extra points, you can take them from other skills,
leaving them at -1 for each point taken (no stat/skill combo can
be less than 1).
Roll 1D6 for PRESENCE: this is your charisma, your mental
and physical bearing. It also determines the amount of
advantages you receive.
Roll 1D6 For GUTS: When you are frightened or unnerved, an
unsuccessful GUTS check will take away 1 point of
PRESENCE.
Roll 3D6+10 for BLOOD; when you take damage, you lose
BLOOD; when BLOOD is gone, the character is dead.
Roll equal to or under BRAWN, PERSONALITY,
PERCEPTION, and KNOWLEDGE stats; receive 1 point in
REPUTATION for each success.
Roll on Background table.
For every point of PRESENCE you get a point to be used to
purchase advantages. Most advantages cost only 1 point but
there are several that cost 2 points
Roll 2D6 X 100 Silver Pieces for starting cash.
SYSTEM
When you want the character to do something, determine the stat/
skill combination that will accomplish the task. Add the skill
and stat for the Target Number. Roll equal to or under the Target
Number on a 1D6 for a success. Rolling a 1is always a success,
rolling a 6 is always a failure.
COMBAT
Use Fighting for all attack/defense, including unarmed combat
and ranged attacks. Combatants roll simultaneously. The greater
margin is successful. Ties go to the defender: if both opponents
are attacking, a tied margin means both attacks succeed. Subtract
the weapons damage from the wounded characters BLOOD. Add
attackers BRAWN to the total damage of non ranged attacks.
ARMOR
Certain clothing has armor value (AV). Thick hides and heavy
furs give you 1 AV, leather armor gives you 2 AV. Metal armor
such as chain mail or scale armor gives you a 3 AV. A shield
grants the wearer 2 AV. When the character takes damage, subtract AV from the damage dealt to the hit location.
CHARACTER IMPROVEMENT
If the character survives an entire scenario, you get 1D3 +5
character points and 1 point in REPUTATION. If the character
survives to the end of the scenario but is a replacement for a dead
character, you only get 1D3+1 character points. Put these points
into Stats, Skills, PRESENCE, GUTS or BLOOD.
NAME:________________________________
OCCUPATION: __________________________
Silver: ________________________________
Height: _____Weight: _____Gender: ________
Eyes: ________Hair: _________Age: ________
Brawn .........{
Equipment
Carousing ........
Climbing ..........
Endurance ........
Fighting ...........
Riding ..............
Shooting .........
Personality ..{
Bluff ................
Flirt ..................
Intimidate ........
Persuade ...........
Perception ...{
Diplomacy .......
Gambling .........
Stealth ..............
Streetwise ........
Thievery ...........
Knowledge{
BLOOD ...........{
GUTS .............{
pRESENCE........{
REPUTATION ...{
CHAR PTS ......,{
Hit
Location
1
Head
2
Torso
}
}
}
}
}
3
L. Arm
4
R. Arm
5
L. Leg
6
R. Leg
AV
Weapons
Damage
Weapons:
ITEM
DAM
Arrow ................................7
Ball & Chain .....................5
Battleaxe .......................... 6
Blade .................................4
Club .....................4
Crossbow Bolt ..........6
Dagger ..........................3
Great Axe ..........................8
Great Sword ......................8
Hatchet ..........................4
Javelin ...............................4
Lance ................................5
Mace/Morningstar ............5
Maul .................................6
Nunchaku ..........................4
Pole Arm ...........................7
Quarterstaff .......................4
Shuriken ............................1
Sling Bullet .......................3
Spear .................................5
Sword ................................6
Warhammer .......................4
Large Animal Bite .............8
Medium Animal Bite .........6
Large Claw ........................7
IMPORTANT
Bad guys seldom kill the entire
group. Usually one or more
characters survive. Even if the first
group of heroes gets taken out,
make sure at least one character
survives to ride off. If a players
character is killed, encourage them
to make a new one and join back
in as soon as the story will allow.
By the same token, you may want
to have each player start by creating
two or more characters, so they
have backups handy. These
characters are so one-dimensional it
is even possible to play two at the
same time!
DRAMATIC LICENSE
It is your prerogative as the referee
to tell the story as you see fit.
Never be afraid to say, Because I
said so if you need a decision
made, roll a die for it. If you
need to figure out how many
thieves are hiding in the sewer, roll
a die for it. If the task is really
easy, give em a +1 or +2 on their
target number. If the task is super
difficult, give em a -1 (remember
rolling a 1 is always a success and
a 6 is always a failure).
Advantages
Advantages are what differentiate your hero from the
countless masses. They are abilities that give your
character an edge and enable them to go up against
Sorcerers, Demons and even challenge the Gods
themselves. When creating your character, for every point
of PRESENCE you get an advantage point to be used to
purchase the following advantages. Most advantages cost
only 1 point but there are several that cost 2 points.
Beast buddy
dog, monkey, ferret, hawk, leopard etc. its more than a
pet, its your characters buddy. Treat it well and itll do the
same.
Beast empathy
animals generally like your character,
wild animals wont initiate an attack and domestic animals
love him.
Called shot
make a non lethal called shot with a
missile weapon with no negative penalty. Aim for the rope
holding the candelabra; shoot the Sorcerer in the wrist to
make him drop the wand. Its your call.
Chainmail Bikini (2)
Whether your character sports a chainmail bikini, or runs
through the desert bare-chested with just a loincloth, not
only will they be immune to the elements - but they are
considered AV 3. But once they cover up, all bonuses are
lost.
Danger Sense
Your character has a sixth sense when it comes to
trouble. Nothing he can identify but he has learned to pay
attention to it. It usually occurs when something is about to
go down, giving them that split second to react.
Fearless
Your character has no fear. No need for fear checks. Magical fear doesnt even affect him.
Flesh wound (2)
If your character survives a fight. Any damage suffered in
that fight is reduced to just 1 point. If only 1 point was suffered initially then the damage is
reduced to 0.
Good looking
Your character is hot! If shes a gal then shes a stone fox.
If hes a guy he is a total hunk. Initial reactions will always
be favorable (+3 to flirt rolls), Though a low personality
score could affect this afterwards
Leap
Your character can spring 10 upward forward and up to 30
forward. If used in an attack he gains a +1 to his attack roll.
Lightning Attack
Doubles your characters melee attacks with a specific
weapon.
Luck
Your character can ignore any failure once a day and re-roll
with a +2 bonus
Magical Immunity
Your character is immune to any magical effects or
illusions. The character is also immune to the effects of
beneficial magic such as healing spells and potions, etc.
(This advantage cannot be combined with Mystic Power).
Night Vision
At night or in no light situations your character is able to
see as if it were dusk. This does not work in magical darkness or if they are blinded.
Poison Immunity
Your character is immune to all poisons, even magical
ones.
Rapid Fire
Your character can fire up to three arrows from a bow or
hurl up to six daggers, knives or shuriken during a combat
round. This advantage doesnt work with crossbows.
Sharpened Senses (2)
Your character can see and hear farther than average. (+2
to sight and hearing checks as well as to the Tracking skill)
He can also discern poisons by flavor or smell.
Summon Horde
Whenever your hero needs a little backup he is able to go to
the nearest tavern, dockyard, gladiator school etc. and can
recruit a bunch of mooks to help him out (at least
temporarily). The amount of mooks and length of service is
determined by your characters personality and other
factors as decided by the GM. Troop quality is, of course,
variable.
Talk to Animals 1, (2)
For one point your character can talk to a species of animal
for 2pts your character can talk to all animals.
Toughness
Your characters skin has a natural armor value (AV) of
2 the same as a suit of toughened leather armor.
Weapon Flourish
Your character can spin his sword or axe or whatever with
such style and panache that he gets a free attack while his
opponent is staring in awe. He can use this advantage no
more than three occasions against the same opponent.
MagicK
This section of Broadsword - Barbaric Fantasy deals with the
rules for magic and magical combat that owners of the 1PG
Companion can incorporate into their games. This is an
expanded version of the quick and dirty rules into a more robust
system to reflect the style of magic found in the genre.
So You Want To Throw Fireballs?
It takes a very special person to master the mystic or divine
arts and this is reflected in the casters acquisition of the Magick
skill and a sacrifice of two of their initial character points.
Characters can never become spellcasters after character creation.
Magic Power Levels and Spellcasting
Spells are determined by their intensity, which is a target
number modifier. Casting a spell is done by rolling under the
KNOWLEDGE/Magick target number as normal as long
as the intensity of the spell is less than the target number. If the
intensity is greater, the difference is applied as a modifier to their
check. For example, a character trying to cast a intensity 6 spell
with only a target number of 4 is going to suffer a -2 penalty to
their check. Conversely, if the intensity had been a 4 or less, it
would only require a normal skill check to cast it.
Starting Spells & Spell Creation
A starting character gets a number of spells equal to their
score in Magick plus one. None of these spells can be of an
intensity higher than their KNOWLEDGE/Magick score.
The creation of spells, however, is a bit trickier. It is up to the
referee and the player to create and agree upon spells before the
game begins. Alternatively, a referee who has planned a game
ahead of time may just have a prepared list of spells for the
players to choose from that matches their idea of magic in the
game world.
Spells can be grouped into two types: damaging and nondestructive magic. The damage caused by a spell is its intensity
rating multiplied by two (i.e. an intensity 6 Fire Blast spell will
cause 12 damage). Healing spells are the one exception to this in
that they always heal their intensity x2 - think of it as reverse
damage. Non-destructive spells that affect a target (such as
Mental Suggestion) are just a KNOWLEDGE/Magick
opposed roll. However, when the attacker is using a spell with
intensity greater than their combo stat/skill, the margin of the
penalty incurred against them is also granted as a bonus to the
defender. The duration of any non-damaging spells is equal to its
intensity in rounds.
** Sample Spells **
Ball of Flame
Intensity: 4. Damage: 8
A small fiery ball erupts from the casters hand.
Bone Dance
Intensity: 6. Duration: 6 rounds
Allows for communication with the spirit of a dead person.
Light Heal
Intensity: 3. Restores: 6 damage
A minor healing spell useful for wounds that are not serious.
Arcane Backlash
Magic is a fickle mistress and the consequences of failing a
casting can be severe. Whenever a character fails to affect their
target, the possibility for backlash occurs. Have the player roll a
d6, on a result of 6, backlash happens. Backlash deals the spells
intensity rating in Blood damage to the caster. The referee may, at
his discretion, also rule that a minor temporary cosmetic change
has happened to the caster (hair turns an unnatural color, leaves
sprout from their arms, etc.). These sort of changes impose a -1
penalty to PERSONALITY until it goes away (usually a number
of days equal to the margin of failure).
Becoming Powerful
A character may, at the end of each completed scenario, pay
two character points to permanently reduce the intensity rating of
one of their known spells by one. This does not effect its previous
damage rating or effects - it just makes it easier to cast.
Arcane v. Divine Spells
The biggest distinction between a mage and a priest is how
they power their spells and the types of magic they know. A priest
gets their power from some higher power and must make a
successful Language skill check before they can make a
Magick check. A mage channels the power within and
requires nothing but a Magick check. A mage is also,
however, barred from performing any type of magic that will heal
damage or remove detrimental effects. On the other hand, a priest
can never have more damaging spells than non-damaging ones
(priests of an evil power are not subject to this rule).
Gaining New Spells
Mages must find spells through finding forgotten lore
during their travels or getting access to one of the few rare
magical research libraries that exist. Once they find a spell they
want, a Magick check (minus any penalties for the intensity
of the spell) is all that is required to learn it. Priests must please
their patron power through remarkable shows of their worship or
quests that further the powers goals. They, like the mage, must
make a check, as above, to learn it otherwise they must wait until
they can try again.
Druids & Shamans
Druids and shamans are considered a divine magic user as
they serve to further the cause of nature and spirits respectively.
They are not limited to the ratio between damaging and
non-damaging spells like a priest but, as a balance, druids are
unable to perform magic in urban areas or dungeons. Shamans
cannot have any damaging spells but may be able to influence
spirits to stymie their enemies. Getting a favor from a spirit is the
same as a priest casting a spell - a Language check followed by a
Magick one.
Summoning Otherworldly Beings
is never a good idea. Most evil beings just want to break the
casters control so that they can get laid, cause as much misery as
possible and/or take over the world. The benevolent ones
typically speak in cryptic messages or riddles and are so
concerned with the larger picture of the cosmos that getting them
to do anything useful (insignificant to them) is a tough battle.
Admittedly, there are exceptions to both types. Summoning spells
are specific to the named being. The intensity of the spell is each
of the beings stats x2.
The Premise
The PCs are disbanded mercenaries after a hard campaign.
The graves of comrades litter bloody fields from this endeavor.
Amongst the fallen is their Captain, a good man who looked to
their welfare. After taking their pay, the companions agree to
return his ashes and few belongings back to his family.
As luck would have it, their former captains village, Ranens
Ford, is two days ride from where the PCs muster and near
the large port city of Pyrani, an excellent place to seek further
employment as well as get in a bit of rest and relaxation.
Ranens Ford
The journey is uneventful. However, upon arrival at the small
farming community, they discover another tragedy has darkened
the door of their Captains home. Several weeks ago, at the annual
faire the Captains only daughter, Sienna, was seduced by a
rogue named Malo who accompanied a troupe of entertainers.
According to Siennas friends, Malo seduced her with stories of
city life - theater, parties, and luxuries she had only dreamed of.
The night that the faire left Ranens Ford, Sienna supposedly
left with them. With her husband away, Lorena, the Captains
wife, was powerless to do anything. In her grief at the news of
her husbands death, she begs the PCs to bring back her child.
The Entertainers
The obvious course of action is to track down the troupe. This
is relatively easy since the traveling faire makes a regular circuit
of the villages. Two villages away in the town of Lenwick, they
catch up with the traveling faire. This encounter allows the PCs
to interact, roleplay and utilize skills they have spent points on.
There are a variety of games of chance, competitions, and minor
tournaments (everything from card and dice games to cockfights
and archery competitions). Inquiries about Malo and Sienna will
uncover little. None of the entertainers remember the pair.
Eventually, the PCs will be directed to Kovar, the bare knuckles
fighting champ of the faire. Kovar admits to knowing Malo but
wont comment any further. If players become threatening, they
find they will have to fight the troupe plus locals who frown
upon outsiders spoiling their one celebration a year. In any event,
Renaldo, the troupe leader, suggests the PCs bring it into the ring.
If one of them bests Kovar, theyll tell the PCs all they know.
But if the PC is beaten, the group must peacefully leave the faire.
If Kovar is beaten, the entertainers keep their word. He relates
that he knew Malo years ago when they served in the Northern
Legions. Malo is a pimp in the port city of Pyrani, He joins the
Faire circuit every season and specializes in seducing country
girls and sweeping them to the city where he sells them to
waterfront brothels and wine shops. Kovar remembers Malo was
very happy about his latest conquest as she was redhaired and a
rare commodity in these parts. Malo left the troupe a day after
leaving the village where he found the girl, making haste back to
Pyrani. Malo frequents a waterfront tavern called Krugers.
If the PC loses the bout Kovar will reveal nothing. However,
the PCs will later be approached by a dancing girl named Tamara;
she was the object of Malos attention before he met Sienna,
and was promptly discarded. She has no problem letting the PCs
know all they want to about Malo and his ways for a few silver.
Pyrani
Pyrani is a bustling Port city on the shores of the southern sea.
Krugers is a dingy tavern in the Low wharf district. Krugers
is popular for the rougher crowd who haunt the wharf - sailors,
drug peddlers, whores and rogues frequent this dark tavern.
Malo is easy to find, hes holding court by the fire. He has a
young girl on his lap and rough looking bravos sitting at his long
table. (There is bound to be a fight, no one other than the PCs and
Malos crew get involved but everyone stays to see the show.).
If Malo is subdued, he sings like a canary. He remembers the
girl. He didnt touch her. He sold her to Sevitrex the priest. The
priest has a thing for redheads but they must be virgins. Malo
brought the girl to the priest and was paid. Thats all he knows.
If Malo is killed by the PCs in the fight, allow one of his
surviving henchmen or the girl that was sitting on his lap to come
forward with some information regarding Sevitrex.
Sevitrex of Inisa
Sevitrex is the high priest of the Fire Goddess, Inisa. Few
worship her as she represents the destructive force of fire. Most
seek to placate her and keep her gaze far away. She has a small
chapel in the temple district, in an alleyway off of the Street of
Gods. The chapel is a stone building of little more than a flaming
pit before the large hideous feminine statue. The temple acolytes
are expected to keep the flame fed at all times. Despite its small
size, the temple is powerful since it generates monthly income by
all the businesses in the city that tithe to the goddess to insure that
fires dont suddenly appear and destroy their livelihood.
Sevitrex resides in a estate in the citys high quarter. He has no
guards, but raises mastiffs who run the property day and night.
He has seven acolytes in his home. During the day, they go about
their duties. At night, the acolytes retire to their rooms.
Sienna is held captive in a room near that of Sevitrex. He plans
to sacrifice her and has told her, just to feed off of her terror.
If the PCs go to the estate in the day, the servants will be
distributed in the estate performing thier duties. In the evening,
the acolytes are in their quarters. In the event of intrusion, they
will defend Sevitrex, willingly sacrificing their lives for his.
In the day, Sevitrex is in his study. In the evening, he is in
his parlor writing treatises on torture or in his torture chamber
refining techniques on girls he purchased. At all times, he will be
with the largest of his hounds.
Kovar: BRAWN 3/Fighting 3; PERSONALITY 2; PERCEPTION 1;
KNOWLEDGE 1; BLOOD 18.
Malo: BRAWN 2/Fighting 1; PERSONALITY 3/Bluff 2 Flirt 3,
Persuade:2; PERCEPTION 2; KNOWLEDGE 2; BLOOD: 13
Equipment: Blade (4 damage)
Malos Goons/Sevitrexs Acolytes: BRAWN 1; PERSONALITY 1;
PERCEPTION 1; KNOWLEDGE 1; BLOOD 9
Equipment: Dagger (3 damage)
Mastiff: BRAWN 1/Fighting 1; BLOOD 10.
Equipment: Bite (5 damage)
Sevitrex: BRAWN 3/Fighting 3; PERSONALITY 2; PERCEPTION 1;
KNOWLEDGE 1; BLOOD 18
Equipment: Demon Hound Spell
This spell increases a canines size and give it the appearance of a demon creature whose
pelt smells of burning coal and whose eyes burn with a demonic red fire.
Safety in Numbers
By Jeff Mejia
some time. And amongst the refuse are the decomposed remains
of a human. Also in the refuse is a large sack containing a coil of
rope, a hatchet, flints, a small cooking pot, a bit of rock salt and a
small pouch of pepper, a blanket, and a sewing-kit.
With a furious storm building outside, this is the perfect time to
have Madelines baby arrive. Let nature take its course and allow
the players to help out in the process having your ham fisted
gladiator try to deliver a baby will be an event your players will
be recalling for years. Upon further examination, one of the
characters will discover that theres a very small partially blocked
passageway in the rear of the cave. If it is opened wider, flowing
water from an underground river can be heard.
The cavern opens up to a height of about 20 the river is flowing
towards the lowlands a character with area knowledge may
deduce that this is a tributary to a main river in the lowlands near
the city you were all traveling to. There are enough raw materials
nearby that a serviceable raft can be constructed.
Refuge and betrayal: Eventually the players make it down from
the high ranges. If the trip is overland then the GM might want to
add a possible encounter with a hungry mountain lion or a large
pack of hyenadons.
If the group constructs a raft and floats down then maybe an
encounter featuring some treacherous rapids on the way down
from the highlands.
In either event the group will soon see a smokestack in the
distance indicating civilization. After a mile or so more of travel
the group should reach a small steading. The steading consists
of a log palisade surrounding several wooden buildings. The
residents five men and three women are friendly but in fact
they are in league with slavers. When the group first arrives the
residents will welcome them with gestures of concern and offers
of aid, but at the same time they will secretly send word to the
slavers.
In the evening the steading folk will hold a banquet with roast
meats, fruit pies and plenty of ale to relax the group and get them
drunk. The young boy Timon will feel uneasy about the whole
deal and will try and warn the group of possible treachery. If
confronted the men of the Steading will attack and the women
will flee to safety. If the group does not heed Timons warnings
they will awaken to find themselves in chains and locked in a
smokehouse to await the arrival of the slavers.
If the men of the steading are overcome then the group will find
amongst their modest spoils (weapons, armor, pelts, a few coins
etc.) several mules and horses as well as a wagon with which to
make their getaway to the safety of the city of Belsa
Raider: BRAWN 2/Fighting 1; PERSONALITY 1; PERCEPTION 1;
KNOWLEDGE 1; BLOOD 12
Equipment: Leather Armor AV: 2. sword, battleaxe or spear
Slarth: BRAWN 2/Fighting 1; BLOOD 10
Equipment: thick hide AV 2. Claws (6 damage). Bite (6 damage)
Grizzly Bear: BRAWN 3/Fighting 1; BLOOD 30
Equipment: thick pelt AV 2. Claws (7 damage). Bite (8 damage)
Men of the Steading: BRAWN 2/Fighting 1; PERSONALITY 1;
PERCEPTION 1; KNOWLEDGE 1; BLOOD 10
Equipment: sword, battleaxe or spear
The tomb
The tomb on the map is at the base of a cliff. There is a stone
seal that must be moved to get in. The passage is 10 wide and
7 high, and goes downward. The tomb is completely dark, the
passageway dry and the air very stale. With light, the PCs see
that glyphs are etched in the walls, a successful Legends & Lore
check show these to be warnings for thieves of the deadly curses
and damnation that will be their fate if the tomb is disturbed.
There are several traps. The first is a pressure plate about 50
from the entrance. If undetected, (Thievery check) the trap shoots
dozens of darts from the ceiling. They cause no harm but they are
coated with a poison that has weakened through the years. Any
struck PC will suffer 3 BLOOD damage per turn for 2 turns.
Further down lies another pressure plate that, if undetected, will
cause a cave-in behind the group trapping them. They can dig out
but the effort will take hours. If the cave-in happens, the group
will hear noise coming from further down the passage. The noise
is a clattering and clicking, like bone or shell clacking on stone. If
the group continues, they encounter the third and final trap.
This pressure plate causes a fine powdery dust to fall upon the
group from above. When the dust contacts any exposed metal,
(armor, weapons, tools, etc.) it immediately turns all metal to
rust. After this trap has sprung, deactivated or circumvented,
the clattering become louder. The group comes to the end of the
corridor that opens into a large chamber. A stone sarcophagus
lies in the center of the room, and, dancing around it madly, is
a most horrific sight, (GUTS check) a demonic creature half
man/half scorpion. The clattering noise comes from insect limbs
striking the flagstones of the floor. The creature pays no attention
to the group unless they cross into the room then it will attack
mercilessly. The demon will leave the room to pursue but it is
bound to the tomb and will not leave it. If reduced to 0 BLOOD
the demon will dissipate with an agonizing wail.
If the PCs manage to defeat the traps and the demon, the
treasure of the Juna is theirs. Several chests of gold coins,
jewelry, and ornate weapons are found in the sarcophagus along
with the mummified remains of the last Juna kings. The PCs must
hurry for, with the rising and setting of one sun, the demon will
return from the netherworld to continue his bound duty.
If successful, the group can leave the valley without incident.
But the Jaga are out there in the high mountains of Drujistan, as
are the Morgal. And when the wine cups flow and the bragging
starts in the taverns and brothels of Al-Khalid, the adventurers
may find that great treasures bring great troubles - but that is a
story for another time.
Morgal Tribesman: BRAWN 1/Fighting 1; PERSONALITY 1; PERCEPTION 1; KNOWLEDGE 1; BLOOD 9
Equipment: short sword and spear
Jaga Warrior: BRAWN 2/Fighting 2; PERSONALITY 1; PERCEPTION 1; KNOWLEDGE 1; BLOOD 12
Equipment: Leather Armor AV 2. scimitar (6 damage) and bow
Scorpion Demon: BLOOD 40
Equipment: hide AV 3, huge scimitar (8 damage) Stinger (8 damage)
This is a large creature that has the lower body of a giant scorpion and the
upper torso of a scabrous bald headed man. The demon has eyes of green fire
and large vampiric fangs. It wields a two-handed scimitar and possesses a
large stinger which does horrendous damage.
Jungle Captives
The Crimson Chronicles Part One By James Stubbs
The Premise: The heroes are on their way to explore some longforgotten ruins for profit and plunder but run afoul of vicious
natives.
The Setup: One of the heroes has a treasure map that they either
won in a shady game of chance, inherited it from their mad uncle
who swears its real, or through some other plot contrivance.
Feel free to roleplay the acquisition of the map as it will add
enjoyment to the story. The map claims that, along the Silver
Coast, there lie ruins of an ancient civilization, renowned for their
gold and jewelry. If truly undiscovered, these ruins would be an
enormous source of treasure.
The Silver Coast: An Area Knowledge check will reveal that
the Silver Coast is notorious for both pirates and slavers, who
often work in conjunction. The Coast is bordered by thick jungle
named Greenswath, but more ominously known as The Green
Death (and where the map says the ruins are). A Legends & Lore
or Mystic Lore check will reveal that the Silver Coast was home
to an ancient race of people called the Divia, who were great
scholars and sorcerers until a magical catastrophe (some say the
anger of the gods) destroyed them. More importantly to treasure
seekers, however, was the Divians legendary skill in beautiful
goldwork and ostentatious jewelcrafting. What is readily
apparent, however, is that it will be a long journey to reach
the spot indicated on the map and that peril will be a constant
companion.
The Green Death: Getting to the jungle is relatively easy.
Characters will only have to make their way along bandit-infested
roadways, stay at inns who make a tidy sum at swindling the
travelers who stay there, and, if theyre brave enough to travel at
night, whatever creatures dog their path in the darkness.
The jungle can be felt before it can be seen as the dryness
of the grasslands grows considerably warmer and the humidity
climbs. Lions gaze impassively at the invaders from their tall
grass or rocks, too warm for them to bother menacing the party.
The jungle at least offers shade from the blazing sun if not from
the oppressive heat.
The Green Death is appropriately named as the lush landscape
holds its own dangers for the unwary and unaccustomed.
Snakes, spiders and other small but no less dangerous beasts are
omnipresent. Large predatory animals such as panthers, fierce
gorillas and bull elephants are also to be contended with and the
uninitiated can just as easily find their end by eating unfamiliar
berries, fruits or mushrooms.
A day or two inside the jungle, however, brings an attack by a
pack of fierce apes who are angry at the party for disturbing their
mating rituals. Characters will need to either defeat these wild
beasts or find some way to frighten them away before the party is
bludgeoned to death and mauled.
The Natives Are Restless: Despite the other perils, the biggest
danger comes from the biggest game of them all: man. The
Greenswath is home to several tribes of savages, who are
rumored to be both cannibals and worshippers of dark evil
primordial gods. They are also extremely hostile amongst the
Vexd
The Premise: Our heroes, sold into slavery, meet a captive pirate
queen who offers to take them to the exact location of the ruins if
they help her escape and make it back to her ship.
The Setup: The biggest event now is the long march back to
the slavers camp. The weather is as miserable as before but the
important thing here is to instill a true sense of hatred against the
slavers but that shouldnt be too difficult. They can joke about the
good price the characters will fetch in the pleasure dens, mines,
or whatever other demeaning job you can think of. If the referee
wants to be especially cruel, he can add in comments that one or
more of the male characters would make good eunuchs and that
they could save the surgeons some trouble and do the job here..
The slavers are stingy with both water and food and, even
though the characters are spared, they whip their other captives
without provocation. Rest and sleep are kept only to enough
time to make sure that none die from exhaustion although the
characters may guess that the slavers are trying to get back to
their camp and out of the jungle as quickly as possible to avoid
any confrontation with another rival tribe.
Pirate Queen of the Slavers Camp: Makeshift is a good choice
of words to describe the camp. It is obvious that it was planned to
be able to move in a hurry. Slaves are all bound to trees by a long
chain in which their manacles are connected.
More astounding is the single non-native woman chained up by
herself but the slavers soon join the partys manacles onto her
chain as well. She seems just as surprised and not without some
small measure of relief.
She introduces herself as Vex, Captain of the pirate ship,
Bloodwake. She was with a landing crew looking for ruins that
was rumored to have great treasure when they were ambushed by
slavers. Her men where killed and she was taken captive just as
they discovered the ruins. She will offer to take the party directly
to the ruins if they will free her and get her back to the beach
where her longboat is moored. She would prefer to get back to
her ship first but, if the characters insist, she will grudgingly
take them to the ruins first but, in exchange for putting her in
peril again, she will demand a share of the gold. And, if her ship
is taken over by her ambitious first mate in the meantime, she
will hold them personally responsible for costing her a ship and
stranding her on this godsforsaken land.
Camp Amusements: Perhaps it is the heat or the stress of
constantly being on alert, but these slavers are excited and
irritable. However, they have their own alcohol as well as several
flasks taken from Vexs slain crewmen. They begin drinking
heavily. This improves their mood considerably and soon they
are laughing and joking amongst each other. However, like most
cruel men, the drinks soon bring out the mean and sadistic streaks
in them. Liberties are taken with the female captives and Vex is
roughly drug away, protesting and cursing that shed rather mate
with a pig, into a nearby tent by a very fat and sweaty man with a
large keychain.
Several of the native male captives are forced to fight each
other one on one with knives. If the characters, however, make
The Premise: Fresh from their escape from the slavers, our
heroes accept the hospitality of Vex aboard her ship. Sadly,
life amongst pirates is rarely neither safe nor restful due to her
ambitious first mate and a rebellious crew.
The Setup: Vex is rowed back to her ship which is sitting with
sails unfurled and the anchor slowly being heaved up the side of
the ship. The Bloodwake is sleek and lays low in the water, her
long oars dipping into the water. It is obvious that she is a coastal
raider and ill-suited for forays out into deeper water but she is
fast as her graceful curves attest to.
Vex curses and screams until heard, a cheer rises up from
her crew, and a rope ladder lowers to meet them as they pull
alongside. A rugged looking man with a chest tattoo of a shark
glares at the characters and, just as quickly, masks his obvious
resentment. Vex doesnt appear to notice this and introduces him
as Viler, her first mate, and makes a comment about how she is
still very much alive, with a meaningful look at Viler.
Shipboard Hospitality: Vex is true to her word and offers the
meager healing she has available (4 Blood restored/character),
a silk pillow cushion for their assigned hammocks and the best
food and wines available from her quarters. She will offer to draw
the party a detailed map to the ruins when they are sufficiently
rested and healed although, if they press, she will draw it up
immediately. She will also offer to replace their missing armor
and weapons (with suspicious bloodstained versions) Healing
will take the day and Vex will insist on them resting in comfort
aboard ship rather than in the dangerous jungle. Each additional
day spent on the ship will restore an additional 2 Blood (or you
can use the healing rules from The 1PG Companion).
Meet the Crew: Like most pirate crews, the Bloodwake is a
motley bunch of cutthroats, misanthropes and the unfortunate.
Most of them are purely in it for the money but a few are escaped
slaves and one dashing young man with a ragged scar across
his forearm claims to be a deposed prince on the run from an
arranged marriage. With the exception of Viler, most of the crew
are very happy to see their captain safe and the first evening is a
celebration of her return and a wake for their fellows that didnt
make it back.
The current total crew of the Bloodwake after the loss is
sixteen souls: the captain, her serving girl, first mate, navigator,
helmsman, tiller, galley overseer, and ten other men who serve
general duty such as lookouts, men-at-arms, deck swabbing, etc.
The oars are manned by twenty-six slaves who are kept chained
to their benches below deck.
The Captains Confidence: Over dinner in her stateroom, Vex,
once she dismisses her serving girl, will confide in the party that
she is quite aware of Vilers distaste for her and didnt miss his
reaction at her return. She is no stranger to treachery and has had
her eye on him for some time. His reckless ambition had been an
asset until recently but he has grown too bold. Her spies have told
her that he is fermenting mutiny amongst his sympathizers and is
blaming the debacle at the ruins as her fault with no gold to show
for it.
Scourge of Stone
The Crimson Chronicles Part Four By James Stubbs
The Premise: Armed with an exact map to the ruins, the party
leaves the Bloodwake and makes their way back into the jungle
but not before they stumble upon native hunters and are chased
into the very ruins they were looking for. There, they are in for a
surprise to find the place a far cry from abandoned to the ages.
The Setup: The row from the pirate ship to the beach is
uneventful and soon the party is engulfed by the oppressiveness
of the jungle, now seeming even more sinister by night. Any light
carried by the heroes casts long shadows and the feeling of being
watched is ever there. Nocturnal predators screech and growl
and the occasional mortal cry of prey being brought down should
warn the party that night belongs to the hunter.
The map is very specific in what direction to go but the referee
may want to ask for BRAINS checks to avoid getting lost in the
dark. The ruins are a sacred place to the natives and they do not
venture onto its grounds except for times of worship. If the group
gets turned about, they will encounter a native hunting party,
also out later than they should be but they have the advantage of
knowing the terrain. They will hide themselves in thick brush and
ambush the heroes.
Night Fighting: The natives will hurl their spears from hiding
and then rush in to attack with their crude knives and clubs.
Anyone carrying a light source grants the attackers a +1 bonus
on their attacks against them as they will be the favored target.
Dropping the light negates this penalty but runs the risk of
starting a fire. Lanterns simply go out but torches may set the
underbrush on fire. These blazes will be small given the wetness
of the environs but theyre still enough to give minor burns
(1 Blood damage) to anyone that stumbles into them. Safely
extinguishing a light takes one full round.
If the lights go out or none were used to begin with, it is
a blind free-for-all. If any fires were set, theyre not enough
to really see anything clearly by. Anyone making melee or
ranged attacks, is under a -2 penalty to their rolls. If they hit,
roll another d6 to see if they actually hit a buddy instead. Any
sixes are friendly fire. The best strategy here would be to hit
the ground, crawl away and regroup. Doing so will remove any
chance of hitting party members as everyone knows where their
companions are.
The Outside Wall: Once the fight is over, it is only a small
matter to correct their steps and find the ruins. By night, the
ancient vine-encrusted walls look foreboding. Crumbling ancient
heathen gods, leer at the party from the disintegrating sandstone
edifice. Two lit torches flank the entrance and there are two native
guards. The heroes can make a treacherous climb over the wall or
simply attack the two guards. If attacked, they simply attempt to
flee. They dont know why anyone would want to enter the ruins
willingly and are more than content to let the invaders go to their
end inside. Given the previous ambush, however, it is more likely
they will be put to the sword regardless.
The Courtyard: Assuming they brought their own light or took
one of the torches from outside, the courtyard of the ruins is
in total abandonment to the elements. Once stately homes and
NAME:________________________________
OCCUPATION: __________________________
Silver: ________________________________
Height: _____Weight: _____Gender: ________
Eyes: ________Hair: _________Age: ________
NAME:________________________________
OCCUPATION: __________________________
Silver: ________________________________
Height: _____Weight: _____Gender: ________
Eyes: ________Hair: _________Age: ________
Brawn .........{
Brawn .........{
Equipment
Carousing ........
Climbing ..........
Endurance ........
Fighting ............
Riding ...............
Shooting .........
Personality ..{
Perception ...{
Diplomacy .......
Gambling .........
Stealth ..............
Streetwise ........
Thievery ...........
Diplomacy .......
Gambling .........
Stealth ..............
Streetwise ........
Thievery ...........
Knowledge{
Knowledge{
BLOOD ...........{
GUTS .............{
pRESENCE........{
REPUTATION ...{
CHAR PTS ......,{
2
Torso
BLOOD ...........{
GUTS .............{
pRESENCE........{
REPUTATION ...{
CHAR PTS ......,{
}
}
}
}
}
3
L. Arm
4
R. Arm
5
L. Leg
6
R. Leg
AV
Weapons
Bluff ................
Flirt ..................
Intimidate ........
Persuade ...........
Perception ...{
1
Head
Equipment
Personality ..{
Bluff ................
Flirt ..................
Intimidate ........
Persuade ...........
Hit
Location
Carousing ........
Climbing ..........
Endurance ........
Fighting ...........
Riding ..............
Shooting .........
Hit
Location
1
Head
2
Torso
}
}
}
}
}
3
L. Arm
4
R. Arm
5
L. Leg
6
R. Leg
AV
Damage
Weapons
Damage