So reads a sign on the outskirts of this
small, walled town of 1,000 inhabitants. The watch seems active on the walls and <qv. construction> towers surrounding the town, but the gate stands open. A sea breeze freshens the air with a sting of salt. There is an <wind speed = x> open friendliness about the town, making it seem a good and cheerful place to live. As you enter the town, the guardsmen
|
Safeton is a quiet and settled town.
It has
gained its name, and its reputation, from
its
emphasis on law and order within its walls.
It generally harbors a wide variety of
races
and alignments,
driving off only those races
known for their bad
blood (most half-orcs
and the like) and those individuals known
by evil reputation. Thus, there is a higher-than-
normal percentage of demi-humans in
the town. Likewise, although there are
few
wholly evil people within the walls, there
are many with shadowy
and dubious reputations.
Most of these folk are in transit
between other points along the Wild
Coast
and the more civilized lands to the north.
The 1st time the PCs enter
the town, they most likely are on their
way
to Dame Gold's
manor. They have little difficulty
finding directions. The manor is several
hours' travel down the coast.
Later events
may require the PCs
to return to Safeton. Their welcome
depends on haw they act during this 1st
visit.
Some typical reactions to character actions:
Investigate the Manor Raid: If the
characters
have come to investigate, they can learn
little of value from the people of Safeton.
A
few of the old-timers
hazard a guess that it
sounds like the work of pirates
or slavers, but
"not to wow, cause they don't come this
far
north." If the PCs mention the
purple sails,
the old-timers instantly know this
was the work of the slave
lords. Naturally,
they only speak of this powerful organization
with great fear and awe.
Hire a Ship: It
is quite likely that the PCs will want to hire a ship
in Safeton.
The town is a minor trading port, so this
is not
too difficult. Unfortunately, most are
too slow
for the PCs' purpose, being
ungainly scows1, barges, or
shallow water galleys.
There is one other ship available, however:
the Ewe, captained by Jurgen Wolffe. It
is a FAST, ocean-going ship that can be
chartered
for 5 to 10 times the normal rate
(whatever that may he in your campaign),
|or|
200 gp a day.
The captain demands full payment
in advance to cover the expected duration
of the voyage (at least 1 month). The
price includes all lading, provisions,
and dock
costs.
1 scow (plural scows) A large flat-bottomed boat, having broad, square ends. (wiktionary.org)
Outfitting:
If the characters would like to
outfit themselves for an overland trek,
many
of the shopkeepers shake their heads doubtfully
but gladly sell them goods at 10 to 30
percent
over normal prices. If they hear of the
destination, a few of the more charitable
shopkeepers
urge the PCs to abandon
their plans and SAVE their money,
for their
<dangerous> journey can only come to
disaster.
While the PCs are in Safeton,
they encounter the Mad One several times.
For a description of his activities, see The
Spy
of Safeton.
When you reach the manor, servants
meet
you at the entrance to take your horses. In the doorway appears the Most Worthy Dame Gold herself! She is a tall woman of middling age, well dressed. As she speaks to you, it is easy to see that she is a gracious lady. "Why, greetings, wayfarers! Welcome
|
The feast of Edoira is a week-long event.
<Edoira = x>
Many things could (and may) happen during
this time.
Key personalities are listed
below. After this are given the major events
of the feast. Of course, you may alter
personalities
and events
to fit the atmosphere
of your campaign.
The sections below provide the basis of
a
different type of role-playing
experience. All
that is required is a knack for role-playing,
a
willingness to spend 1 or 2 hours without
combat, and a small bit of paperwork
on your part. Before the party starts,
jot
down the name of an NPC guest, the type
of
interaction, and the PC you
wish to involve. Try to have 1 interaction
for each of the characters in the party.
If you
have players who seldom become involved
in the Game,
Now is a good time to draw
them out.
As the feast progresses, use the activities
listed under Daily Events.
Allow each character
to pursue his particular interest, using
the Daily Events
as background and scenery.
Play out any scenes that develop into
interesting situations but avoid going
into
too much detail unless your group enjoys
lengthy role-playing sessions. The purpose
of this party is to create ties between
characters
and guests and hence provide motivation
for their future adventures.
Toward the end of the feast, begin the
Mission scenario,
involving as many PCs as possible.
You want the PCs to accept this task so
they will be
unprepared for later events.
The Servants
Aefird: Chamberlain <exacting>
Alexander Wolffson: Herald <inquisitive>
Duroc && David: Pageboys
<pratical joker && violent>
Jayl of the Gnarley:
Bard
<kindly>
Kale: Chief Cook <inquisitive>
Shane && Meara Bannan, Ludwig,
Amelia,
&& Wolfgang: Household Servants
<obsessive && moody, altruist, hedonist, && helpful>
Ernst Carpenter: Master of the Stables
<careless>
Christopher of the Wood: Forester
<kindly>
Wilheim && Wilheimsson (his
son): Gardeners <barbaric && opinionated>
Maida, Natale, Yvonne: Scullery
Maids <hedonist, trusting, optimist>
Vinzio, Laramas, && Terrence:
Grooms <studious, prankster, loquacious>
Cup: Spitboy1
<perceptive>
In addition to these servants, Dame
Gold
is making USE of a large
number of serfs to
accomodate her guests. These serfs know
nothing of import and must generally be
carefully instructed.
Listed here are the principal guests attending
the feast for the entire 7 days. On
the day of the grand hall, more guests
arrive
but remain only for the night. These additional
guests, like those listed here, are quite
famous people--lords and ladies, political
figures, religious leaders, and powerful
mystics. You may wish to include famous
or <qv. mystic class>
noteworthy figures from your own campaign
(perhaps a retired PC or
2).
In addition to his name, each guest listing
includes a short description. No statistics
are given for these guests, since characters
are not expected to attack or otherwise
molest these people. If statistics are
needed,
then guests of a stated class (magic
user, paladin,
etc.) are 2-8 levels above Name level.
Guests not of a stated class (alchemist,
merchant)
are either retired adventurers with 1-
4 levels or normal
humans and
demi-humans. All possess knowledge
appropriate to their position, and have
at
least a polite interest in the PCs.
Most of the guests present are extraordinary
in at least 1 attribute, usually applicable
to their specialty or class.
1. Bernaldo
Bravos: A famous but aged paladin.
<curious, rg7-8>
2. Hammish
of Drone: A sage, specializing
in ancient lore, given to pessimistic musings.
<violent>
3. "Burly" Katrina:
A rough-speaking but
nobly horn fighter
of great repute and local
importance, all the more unique since she
looks like a quite matronly woman.
<pessimist, rg89>
4. Randallson
the Neat: A thin man, evidently
a magic-user,
prone to the nervous
consumption of sweets.
<suspicious, rg6>
5. Thaddeus:
A person with a dangerous
reputation as a thief,
never proven. Invited
for his charm and wit.
<servile>
6. His Excellency, Derish
of Safeton: High
<Priest>
of Safeton, somewhat parochial and
rural in outlook.
<prankster>
7. Bruthas
Badennson: A merchant of some repute.
<cautious>
8. Black Kerr:
An alchemist from the southern lands
renowned for her experiments, but
notoriously eccentric. Aside from the fact
that she rarely speaks, dresses only in
black
&& red,
and continually gathers bizarre
ingredients, her habit of conversing with
unseen speakers (plainly heard by all
around her) is quite unsettling. She has
little
use for the clergy and can sometimes be
found in heated arguments with His Excellency,
Derish of Safeton or Jack of the Light.
<violent>
9. Jack Knob:
A <hill>
dwarf who specializes in
locks and safehoxes for the rich.
<kindly>
10. Arianrhod
de Turiss: A person of noble
blood, quite
pretty and charming. Invited
not only for her awn charms, but also
because her father is an influential baron
of
the Wild
Coast.
<hedonist>
11. Ko: A monk
of high rank and influence.
The more gossipy guests of the feast are
abuzz with speculation as to how Dame
Gold managed
this coup, as monks usually
shun parties and frivolous socializing.
<loquacious>
12. Joseph
of the Light: A self-proclaimed
prophet who has recently appeared out of
the wilds of the Pomarj.
He is earnest in his
mission, considering those who mock him
to be deluded and trapped by evil powers.
He has a reputation as one touched by the
gods, able to work wonders beyond those
of
the clerical cloth. He arrived uninvited,
claiming to have been called to this place.
Dame Gold
allowed him to remain out of
curiosity, reverence, and fear.
<practical joker>
13. Mitgan:
An artist of wide repute. Dame
Gold is currently
his patron. He has done
many works for her in stone,
metal, &&
wood. The main hall of the manor is decorated
with frescoes he painted.
<careless>
Most of the listed guests have 1 or more
retainers who attend to them and are ready
to protect them if need be.
As the week passes, the characters
(assuming they wish
to enjoy themselves)
can meet most of the other guests. Most
of
these interactions are quite ordinary,
even
boring. Below are some suggestions for
events that
may occur during the course of
the feast. Note that none of these directly
involve violence |or| battle. Instead,
they
require players to deal with social situations
requiring sensitivity && wit. Again,
you
can expand && tailor these events
to your
specific campaign
as desired.
Romance:
If you use this event,
decide
which PC &&
NPC will be
involved. At 1st,
the NPC does no more
than pay watchful
attention to the actions
of the PC. As each
day goes by
the NPC makes greater
efforts to be in the
company of the PC,
perhaps
asking to dance |or|
walk together. Other
guests notice this
affection, commenting on
it between themselves.
Remember that the
NPC involved is a
complete character and
has a full range
of emotions. Thus, he |or| she
may become depressed,
angry, jealous,
vengeful, etc., if
his advances are mocked,
slighted, or betrayed.
PCs
should react to the
situation just as they
would in real life.
Conflict:
In a converse to romance, some
NPC's may take a strong dislike to a character.
The NPC does not need a good reason.
Of course, characters who make slighting
comments within hearing will surely incur
the wrath of the NPC. Reactions can vary
with the position and temperament of the
NPC. Some engage in petty backbiting &&
cruel gossip. Others do everything possible
to socially humiliate |or| discredit the
PC,
making him a laughing stock. At
the extreme, the situation may come to
blows. The NPC may demand the satisfaction
of a duel if he can show he has been
insulted. A few will become truly vicious,
engaging in long-term efforts to destroy
the
reputation and career of the PC.
Such moves are subtle and may take
months to develop. A word dropped here
that the character is untrustworthy, a
scandalous
lie circulated about his moral character,
a few favors used to prevent the
character from getting a good contract,
etc.
Once an NPC dislikes a character, there
is
little that can be done to CHANGE the situation.
Jealousy:
Jealousy sometimes accompanies
romance,
particularly if the NPC in
Love is particularly
charming && enchanting.
Other suitors, real
|or| fancied, are likely
to take offense.
Of course, the jealous NPC
will have a strong
&& active dislike for the
character.
Friendship:
Avoiding the extremes of
Love, characters should find it useful
to create
simple friendships. Friendships (so often
ignored by PCs) can be both
pleasant && useful--giving the
character
contacts, resources, and leads from time
to
time. Of course, true friends
do not USE each
other callously. The feelings of a friend
should always be considered.
Financial Interest:
A character may find
an investment opportunity through a guest.
Property, a magickal
item, a share in a business,
etc., may be offered to the character.
Remember that the person making the offer
is a businessman, also. Nothing is gained
for
free and there is no such thing as a great
deal. The NPC will always seek the best
terms for himself. This is not greed or
venality,
this is business. Furthermore, the
scheme may be honest |or| dishonest at
your
choice.
Information:
At an event such as this,
gossip && news are 2 things guaranteed
to be topics of conversation. As referee,
you
can USE the feast as an opportunity to
introduce
information. Perhaps an NPC talks
about a grave injustice perpetrated in
the
land, |or| rumors of some fabulous terror
in
his homeland. Storytelling is a popular
entertainment and many facts can be
gleaned from these stories. Examine events
in your campaign
and introduce tidbits you
think would tweak the interest of your
PCs.
The Feast of Edoira
The feast of Edoira is a week-long affair,
celebrating a religious unifier of ancient
times. Edoira is supposed to have achieved
the unification of several religions, such
that
those of good alignment can now generally
work and live in harmony. He is honored
and revered by many temples &&
churches,
although the exact practices celebrating
his
achievements vary. Dame
Gold has chosen
to honor him by holding an elaborate series
of banquets && entertainments.
In this
case, the feast of Edoira is less a religious
event and
more an excuse for a holiday.
The following list gives the activities
scheduled for the feast.
Day 1
In the morning, His Excellency, Derish
of
Safeton holds service to invoke the blessing
of Edoira upon the assembly. The service,
which is quite solemn, lasts 4 hours.
After this guests retire for the afternoon
to
engage in private services, each according
to
his religion. In the evening, there is
dancing
followed by a grand banquet.
Day 2
In the morning, Mitgan
appears before
the court to present his latest commission,
a
statue of Edoira for the Temple of Safeton.
Before dinner, the bard
begins an epic poem
which will last several nights. This is
followed
by a small banquet.
After the meal, a
moon-rise party
is organized by Randallson,
while Katrina and
Jack
Knob
engage in a boisterous drinking contest.
Day 3
Dame Gold
has organized an
extravaganza--a mock sea battle in Safeton
harbor. The guests watch from barges as
galleys ram each other && spells
flash
through the sky. There is much cheering
and
some betting. A meal of exotic seafood
is
served on the barges while the guests watch
the sunset.
Returning to the manor house,
the bard continues
his tale while the guests
drink.
Day 4
A morning service of prayers is held by
His Excellency. Bernaldo
Bravos spends the
morning teaching other guests a foreign
entertainment he learned, using something
he calls a deck of cards. There is no betting.
The noontime meal is taken under the shade
trees of the garden and a troupe of traveling
acrobats provides entertainment. The afternoon
is spent in private activities. IN THE
EVENING, another dance is held, to allow
everyone ample practice for the Grand
Feast.
Day 5
Thaddeus arranges
a morning of simple
games (hide-and-seek, etc.) in the garden,
mostly attended by the younger guests.
The
event is quite
successful, especially for those
romantically inclined.
The elders sit in the
chapel and listen to a stern discourse
on the
follies of life from Joseph
of the Light. That
evening just before dinner, he enters the
main hall and announces a vision.
In thunderous
terms he proclaims that righteous
wrath shall descend upon the foolish and
weak present. For the rest of the week
he
broods over the assembly, scowling and
uttering short declarations of doom. He
quite ruins the mood for the evening. Still.
after dinner, there is a
full moon rising early,
all very romantic.
Day 6
There is a bustling, quick breakfast--the
cooks are too busy readying the night's
coming feast to putter around with complicated
morning dishes. Lunch is much the
same, with many guests arriving. A
small
city of gay
colored
tents
grows outside the
manor house.
The afternoon is spent in devout services
celebrating the height of the feast. His
Excellency,
Derish of Safeton
leads the service,
dressed in his finest robes. Across from
the
chapel, Joseph of
the Light harangues
onlookers to forswear their foolish and
wicked ways. He offers them the chance
to
achieve redemption. He is quite serious
and
very compelling. Again, a feeling of unease
settles about the feasters.
That night the grand feast is served outdoors.
It is a lavish affair--spitted oxen and
boar, pies of stewed eels, squabs1
baked in
clay, roasted pumpkins stuffed with onions
&& sausage, honey--soaked sweetmeats2.
stews of fresh && dried fish &&
fruits. The
feast lasts well into the night.
1a.
A baby pigeon, dove, or chicken
1b.
The meat of such a baby bird used as food
1c.
A baby rook
1d.
A thick cushion, especially a flat one covering the seat of a chair or
sofa
1e.
A person of a short, fat figure
2a.
A sweet delicacy, a confection
2b.
(informal) sweetheart, darling
Day 7
The guests now begin to depart. Begin the
Disaster, Alas,
Disaster! scenario.
Late IN
THE EVENING, after most of the
other guests have retired, the Most Worthy Dame Gold comes to your table. "May I sit with you?" she wearily asks. Certainly having more manners than to so blatantly offend your hostess, you <x> assent. Gratefully she sits, obviously drained by the effort of coordinating the household. After a restful silence, she turns to
"But this time,
I am ashamed to admit,
|
If the PCs do NOT meet with
Dame Gold,
she says no more of the matter.
However, perceptive characters will notice
that from that point on she views your
party
with a hidden, resigned sorrow. Her treatment
is no less cordial, but a gloom slowly
settles upon her.
If 1 or more characters meet with Dame
Gold,
they find her awake and dressed, pacing
the sitting room of her chambers. She
heaves a great sigh of relief when the
characters
arrive. She then turns to the holiest or
most trustworthy of the group (a priest
|or|
paladin)
and demands of him an oath sworn
before his deity. This is no light matter,
for an
oath to a person of faith is utterly binding.
Her oath, demanded of all who are present,
is "...that you shall not speak to any
soul,
write down in any ledger or journal, or
in any
form communicate to any other creature
these
things I shall say unto you. This you shall
swear before your most holy deity." Unless
all
present so swear, she will not proceed.
She then tells the characters the story
of
her brother, once Lord of this manor. Many
years ago he dropped from sight and was
presumed dead by all who knew him. He
had always been a wild && adventurous
man, given to dark
studies and feats of
derring-do. Thus, when he failed to return
from a voyage to Hepmonaland,
all agreed
he had met his death
in those dark, fearsome rainforests.
<>
Accordingly, all lands && Title
passed into her hands. So it has been for
many years.
Now she has received communication
from her brother, much to her joy. This
occurred many months ago, and she has
painstakingly confirmed his identity
through all available resources. There
is no
doubt it is him, that he is alive and wishes
to
return home. But, he is ill, gravely so.
Her
agents learned he has contracted a horrible
affliction, not unlike lycanthropy.
Slowly
and gradually it seizes his mind, stealing
his
senses away until he changes, becoming
dangerous && raving. Each fit is
longer and
more violent, and eventually he will be
totally lost. There is little time
left. Her
advisors have discovered a formula of great
rarity which they believe will cure her
brother. Its compounds are mixed in a delicate
magickal balance, allowing it to remain
potent for only 40 days.
Alas, the speediest methods of delivery
cannot be used--the energies of a teleport
spell may disrupt the balance. There is
only
1 vial of this formula to be had. In a
few
days, indeed just at the end of the feast,
her
friend Black Kerr
will be finished with the
distillation.
Carefully, she sketches out where her
brother may be found--in a small village
on
the coast of Hepmonaland
(in hex 12-112). <place map image here>
If the characters accept this task, she
gladly
pays them each 5,000
gp upon their return.
She possesses no sea vessel capable of
such a
trip, so the characters will have to hire
one.
If they bring the contract to her upon
their
return, she will gladly reimburse them
their
expenses.
Just before departing the feast, Dame
Gold has a
2nd meeting with the characters
to give them the potion. It is in a
small
lead bottle, tightly
stopped and sealed with
wire && wax. She explains carefully
that
the formula is very sensitive. The lead
bottle
should protect it from most magickal energies
but powerful spells (teleport
and the
like) may leak through the protection,
damaging
the potion. No one knows the effect of
this, but no one wants to take the chance.
From this day, the PCs have 40
days to deliver the potion, and not 1 day
more. The time limit of 40 days is absolute.
As referee, you know that the heart of
this adventure is not to deliver this potion
to
Dame Gold's
brother. However, it adds
greatly to the
Game if the PCs
believe this. You want them to feel they
are
under time
pressure, espcially that they are
running out of time.
Before the party has left the AREA ov Safeton,
a mounted figure is seen on the road to the rear. At a tired gallop approaches one of Dame Gold's servants, gesturing frantically. Suddenly the <light riding> horse falters and falls, pitching the rider to the ground. Scrambling to his feet, he begins sprinting toward the party, gasping out cries for help. You realize it is Cup, the spitboy from the manor. "Sirs! Sirs! Disaster, oh alas! Disaster!
|
The spitboy, though saddlesore, sweatsoaked,
and bruised, is uninjured. Calming
him, the characters quickly glean that
raiders
landed on the beach and sacked Windy
Crag, taking
prisoners with them as they
departed. Dame Gold
and many of the
guests were among them. The spitboy managed
to escape by taking to a <light
riding> horse immediately.
and has been riding at full gallop ever
since. His <light
riding> horse, improperly ridden and
cooled down, has collapsed and died.
The characters now face a decision: to
return to Windy Crag
and SEARCH out the
identity of the raiders, |or| to continue
on
their way, carrying out the mission Dame
Gold gave
them. There is no obvious heroic
choice here. Both deeds are valiant and
important. Those of LG
alignment
will be sullied if they ignore either task
and
can only act within their alignment
by doing
both--returning to investigate and then
continuing in their mission. However, do
not force players to make this decision.
It is
a problem
for them to solve. Simply note
their choice. The following consequences
should be assessed for the different choices.
Return to Investigate: No consequence.
Continue With The Mission: Good PCs
sleep
uneasily from this point on.
LG
characters are troubled by
dreams accusing them of evil. They suffer
a
-1 penalty on all saves and "to hit"
rolls. This can be removed by doing penance
prescribed by the character's religion.
LG priests
are denied spells above
2d level until a quest
is undertaken. Paladins
are unable to exercise any of their special
abilities (detect
evil, <lay on hands>, or spells) until
a quest is undertaken. Characters cannot
abuse their alignments lightly!
The manor where you so recently stayed
is now a blackened ruin. The stone walls stand, though badly cracked by the raging fire. Tendrils of smoke drift upward from still smouldering piles of coals. The roof is collapsed and the building is little more than a hollow shell. You are horrified to see a few bodies scattered about carelessly, as if they were a giant boy's forgotten toys. |
The dead are those few who resisted the
onslaught; here and there one grips a bloodstained
sword <eg. long
sword> or spear <eg. spear>. The
PCs
may bc able to identify
some of the
guests (you should decide who these are).
<d4+1 guests, number the guests>
No bodies of any enemies are found easily.
If the burned house is examined, a body,
obviously a raider, can be found pinned
beneath a fallen beam. A charred <large>
sack of
loot is nearby. Thus perished the evil
soul,
by the cupidity1
of his own greed. The corpse
is that of a common sailor. He hears a
tattoo
on his right forearm--a brilliantly colored
blue &&
orange
fish. Close to his breast is a
small journal. Some
of the book has been
burned, but a few pages remain. The pages
that remain are as follows:
1Extreme
greed, especially for wealth.
A date 10 days previous reading "lv.
pt.
good wynds"
A date 5 days previous with
an entry reading "water
at Alrad, must stay
abd."
Today's date with an entry reading "rd.
tewday, cpt. say fyve day tew
water, fyve
day tew port. Say few swords:"
The 3 entries in the journal properly
read:
"Leave port, good winds."
"Water at Elredd, must stay aboard."
"Raid
today. Captain says 5 days to
water, 5 days to port. Says there
are few
swords."
The PCs must puzzle these
meanings out on then own. The journal
notes the movement of the sailor's ship
from
Highport to
Elredd
to Safeton. The last
entry describes the return route--back
to
Elredd and then Highport. If the PCs
ask about Alrad, you can either
let them puzzle it out for themselves |or|
have
1 of the characters remember the Name
Elredd as a town on the
coast. It is recommended
that you only USE the 1st choice if
the PCs have a map of the AREA
they can consult |or| have previously been
to
Elredd. It is unfair to expect them to
realize
the link to a place
they have no knowledge
of.
Elredd is 270 miles distant from Safeton
by land and 210 miles distant by sea. A
voyage
by ship
is faster and shorter than an
overland trek. If the PCs travel
by land, they arrive in Elredd after the
raiders
leave. Traveling by ship allows them to
arrive in time.
The servant, by this time, is beginning
to
come out of his shock; if interrogated
further,
he can reveal that 2 ships participated
in the raid, "a big ship and a little ship
with purple sails"
As concerns numbers of
men, he is
equally vague, "many" && "lots"
being his most descriptive terms. Now,
with
the manor destroyed, all he wants is to
go
home to his native village but a few miles
away.
The players may also be able to deduce
that Highport
is the home port of the raiders,
either by lucky guess |or| deduction. In
this case, they can attempt to sail directly
to
Highport, skipping Elredd.
The Spy of Safeton
The slavers of the Pomarj
keep a careful
eye on the towns of the Wild
Coast, maintaining
a network of spies
&& informers.
Safeton and the surrounding AREA (including
Dame Gold's
manor) is under the careful
watch of a renegade <high> elf
generally known as
"the Mad One." Although he affects a gibbering
madness to MOVE about unmolested,
collecting gossip && information,
he is
truly mad,
though not in ways he pretends.
He is maniacal
&& obsessive, given to hallucinations
both audible and visual. He
believes himself part of a greater, more
cosmic
scheme. The populace regards him with
feelings of dread && pity. He dresses
well,
but speaks common exclusively (and with
comical accent). He intentionally makes
his
conversations decidedly nonsensical, feeling
this is an important part of his cover.
When playing him in an encounter, simply
say the 1st thing that comes into your
head. He keeps his hair well-groomed and
trimmed: he is obsessive about his appearance.
While the party is in Safeton, the Mad
One makes a point of accosting a character
at random, spouting poetry, limericks,
and <link to poems>
random nouns while employing an amulet
of ESP (or the psionic discipline ESP,
if you
desire). His gibberish includes key words
such as "pirate;
"ocean:' "master,'' &&
"fire."
With luck, these will elicit surface
thoughts in the character relating to the
slavers.
The Mad One is a careful agent, carrying
no magick on his person. His main aim is
to
survive and to investigate; he holds the
information he gathers until his contact
(a
traveling peddler) arrives at the end of
each
week. Any information gleaned by the Mad
One is not acted on for at least 2 weeks.
However, take note of what he learns, since
it may aid the actions of the various slave
lords in future
encounters.
In the unlikely event
the Mad One is
detected, captured, and interrogated, he
is
quite willing to exchange his life for
information.
Although he reveals what he
knows, it is no more comprehensible than
his normal conversation. Furthermore, his
statements are filled with hyperbolic1
clues
about the importance of his duties, his
place
in the scheme of things, and the import
of
future && past events.
1a.
Of or relating to hypberbole
1b.
Using hyperbole: exaggerated
If the characters decide to take ship
from
Safeton to Elredd,
the Mad One slips an
agent into the crew of the vessel and communicates
the information southwards. If
the characters opt to travel overland,
the
Mad One tries to identify
their likely route
to enable an interception by other agents
of
the slavers.
The Mad One <high
elven theurgist/filcher>: AC 9; MV 12"; MU
4/T 6:
hp 18; #AT 1; D 1-4: SA spells, psionics
(opt.); thief
abilities: AL CN
<cantrips>
<read
magick,
charm person*, affect
normal fires, comprehend languages*,
shield>
<a
clear crystal prism,
a pinch of soot
&& a few grains of salt>
<forget*,
continual
light*>
<familiar: screech
owl>
>>The
Road to Elredd>>
^^ Follow this link ^^