(Bulya)- An adventure for
Dragon Warriors, set in an
Albion* town.
Background
A few days ago Gunnar Hasbakk, a
Kurlish* merchant, was in town trading furs and, unknown to most of his associates, attempting to relay information to a fellow
Kurlish* spy. While he haggled late into the night with his contacts at the Grey Goose Inn, he got more than a little drunk and was persuaded to hire a working girl named Molly.
Molly caught on that the information which Gunnar was carrying was very important and very valuable. After the merchant lapsed into unconsciousness, Molly slipped out with the majority of his Florins* and the doeskin package containing the information; orders and information requests for a disloyal steward high up in Hadric's* court. Her plan is to sell the information to Betsy Cooper, a local madam and information broker, take the money and flee with her young daughter, Kelly, back to her parents holdings in
Baron Aldred's* barony.
Hasbakks first mate, Eli, discovered this lapse on his masters part and immediately pounced upon the chance of seizing the ship for himself, and moving up in the esteem of the
Kurlish* nobility. He plans on hiring a group to find the information and get it to him, so that he can humiliate his boss and be the hero. Hasbakk has hired his own team of ne'erdowells, however, to retrieve the package.
The local
Chaubrettan* spy-ring, however, has also been notified of this debacle through the infamous Betsy Cooper, hoping to make a sale. They have no intention of bargaining, however, when politics are at stake. They plan on taking the package by force and gaining the upper hand on both the
Albish* and the
Kurlish*.
NPCs
Albish* civilians:Eli (1st
rank Barbarian*)
| Stats: | Intelligence: 12, Reflexes: 8, Psychic Talent: 5, Strength: 14, Looks: 5 |
| Weapons: | <none> |
| Armour: | <none> |
| Items: | <none> |
John Willson (normal
human)
| Stats: | Intelligence: 18, Reflexes: 10, Psychic Talent: 6, Strength: 13, Looks: 13 |
| Weapons: | <none> |
| Armour: | <none> |
| Items: | <none> |
Kelly (normal
human)
Kelly is Molly's daughter.
| Stats: | Intelligence: 13, Reflexes: 15, Psychic Talent: 8, Strength: 8, Looks: 10 |
| Weapons: | Crossbow |
| Armour: | <none>
|
| Items: | <none> |
Mick (normal
human): Mick is an alcoholic ex-sailor who 'minds' Mollys home.
| Stats: | N/A |
| Weapons: | <none> |
| Armour: | <none>
|
| Items: | <none> |
Molly (normal
human)
Molly is Kelly's mother and a working girl with landed family in Aldreds court.
| Stats: | Intelligence: 13, Reflexes: 9, Psychic Talent: 8, Strength: 6, Looks: 8 |
| Weapons: | <none> |
| Armour: | <none>
|
| Items: | <none> |
Betsy Cooper (normal
human)
Betsy is an information broker and ex-madam, not a fighter and she has a group of leg-breakers who devotedly fight to the
death for her.
| Stats: | Intelligence: 12, Reflexes: 15, Psychic Talent: 13, Strength: 10, Looks: 9 |
| Weapons: | <none> |
| Armour: | <none>Padded Armour |
| Items: | <none> |
Mr. Cellas (4th level
Sorcerer*)
An elderly
Emphidian* man, he disdains violence and will not engage in hand-to-hand combat. He prefers not to injure his opponents but is VERY protective of Betsy.
| Stats: | Intelligence: 15, Reflexes: 15, Psychic Talent: 15, Strength: 12, Looks: 8 |
| Weapons: | <none> |
| Armour: | <none>
|
| Items: | <none> |
Albish* Guards:Tyr (1st
rank Knight*)
| Stats: | Intelligence: 8, Reflexes: 11, Psychic Talent: 8, Strength: 15, Looks: 10 |
| Weapons: | Sword |
| Armour: | Padded Armour |
| Items: | <none> |
Ferrow (1st
rank Knight*)
| Stats: | Intelligence: 9, Reflexes: 11, Psychic Talent: 8, Strength: 14, Looks: 10 |
| Weapons: | Flail |
| Armour: | Padded Armour |
| Items: | <none> |
Edward (1st
rank Knight*)
| Stats: | Intelligence: 8, Reflexes: 14, Psychic Talent: 8, Strength: 15, Looks: 9 |
| Weapons: | Mace |
| Armour: | Hardened Leather armour |
| Items: | <none> |
Chaubrettans*:Jean Croix (5th
rank Assasin*)
| Stats: | Intelligence: 9, Reflexes: 18, Psychic Talent: 14, Strength: 7, Looks: 9, Perception: 17, Stealth: 10 |
| Weapons: | Shortsword, Throwing Knives (shuriken) |
| Armour: | Leather |
| Items: | <none> |
Francois (2nd
rank Knight*)
| Stats: | Intelligence: 9, Reflexes: 10, Psychic Talent: 9, Strength: 15, Looks: 9 |
| Weapons: | Axe |
| Armour: | Hardened Leather |
| Items: | <none> |
Pepe (2nd
rank Knight*)
| Stats: | Intelligence: 11, Reflexes: 12, Psychic Talent: 9, Strength: 14, Looks: 10 |
| Weapons: | Mace(?) |
| Armour: | Hardened Leather(?) |
| Items: | Smoke pot |
Mercenaries:Anya (4th
rank Barbarian*)
Anya is a
Kurlish* scout and sword-for-hire who cut her teeth as a caravan guard.
| Stats: | Intelligence: 13, Reflexes: 17, Psychic Talent: 13, Strength: 8, Looks: 13 |
| Skills: | Track, Speaks: Albish*, Kurlish*, Chaubrettan* |
| Weapons: | Two-handed Sword |
| Armour: | Chainmail ( Maille) |
| Items: | <none> |
Maria (2nd
rank Knight*)
| Stats: | Intelligence: 14, Reflexes: 10, Psychic Talent: 9, Strength: 12, Looks: 10 |
| Weapons: | Shortsword |
| Armour: | Padded Armour |
| Items: | <none> |
Slava (1st
rank Knight*)
| Stats: | Intelligence: 8, Reflexes: 9, Psychic Talent: 10, Strength: 7, Looks: 9 |
| Weapons: | Shortsword |
| Armour: | Padded Armour |
| Items: | <none> |
Owl (2nd
rank Mystic*)
| Stats: | Intelligence: 12, Reflexes: 11, Psychic Talent: 14, Strength: 14, Looks: 9 |
| Weapons: | Crossbow, Mace, Dagger |
| Armour: | Hardened Leather |
| Items: | <none> |
Part 1: The Owl & Badger
The PC's are told through a contact that a gentleman - named Eli - has heard of their prowess and has arranged a table at the Owl & Badger to discuss a new job. On the face of it, it's a simple task:
"Retrieve a stolen item from a woman named 'Molly.' Return said item to me in a days time to receive 200 Florins* each."
Eli is flamboyant and outlandish, he is dressed in bright colors of red and purple and his blue-tinted facial tattoos and ragged, gold ringed ears attract a lot of attention. His smugly sarcastic attitude can barely hide his nervousness.
"Molly is a *****. Her address is unkown. There are no descriptions of her that I have been able to find. She was last seen working at the Grey Goose four nights past. Her fate is inconsequential to the job but it is preferred that she not be harmed."
"I have to go now, but I will be here tomorrow at this time to collect my package, at which point the money will be handed to you. Please do not try to contact me, follow me, or double-cross me."
"Good Luck."
NPCs Encountered Part 2: The Grey Goose
A few questions in the right ears will reveal that the fellow running the ladies of the night at the inn is an ex-Clysteran* named John Willson.
Wilson will at first try to get one of the PCs to "borrow" one of his girls. When - or if - they don't oblige, he gets really pissed off. Then, after a minute or two he collects himself and relaxes. If pressed he will reveal the following:
"Damn you to hell - you bastards are worse than those Chaubrettan* scum that came by an hour ago! Yeah, I know Molly! She still hasn't paid me for that favour I did her with the guards. She isn't around and she hasn't been working. I'm losing money. If you find her worthless arse, tell her I'm gettin' impatient?"
"Where's she livin? Hells, I don't kn- Wait! I think I remember goin' there once. Little place on the east Side of the Lungbarrows, near the tanneries, I think. Big building, warehouse, kinda run-down?"
A successful chat with any lower-class contacts, or lower class PCs will reveal the building as an old warehouse, abandoned due to rumours of plague, which houses a large number of itinerent labourers and the like.
NPCs EncounteredA successful Perception check versus Jean Croix's Stealth score will alert the PC's that they are being followed. If discovered, a short gentleman in a long-coat and unruly hair - Jean Croix - will be seen to be following about 300 metres behind them.
If the PC's take any action, Croix must make a Perception check versus the PC's Stealth scores. If successful, he will see through their ploy and duck into a nearby building or shopfront to hide. He will throw knives a few times and then escape out the back. He will make use of his climbing abilities to scale walls and disappear across rooftops.
NPCs Encountered Part 4: A Home by Any Other Name...
The PC's arrive at the warehouse building. A bit of a scare put into any urchins playing in the street, or any neighbors, will reveal the location of Molly's hovel.
The door is hanging open, the piece of wood that braces it in splinters. The inside is trashed. A successful Perception check versus 15 will reveal someone lying under a pile of furniture and trash. It is Mick, blasted out of his skull on cheap booze.
"Angels, heh heh.....they spoke to me! But they, like, sounded like demons! Three lovely angels........"
"And they wanted Molly? She must be chosen by the Lord!"
"You got any booze?'
"Oh, Molly, right! She said she was goin' out. Said somethin' going to happen. Then...... She's gone!.......Then the Angels came!..........The angels came and asked me where Misty was, then.....then......she sent her little girl to play at Betsy's house"
He lapses into unconciousness.
Any PC with knowledge of the local area will know who Betsy is.
NPCs Encountered Part 5: Intruders
Just as the PC's are about to leave, they hear a noise on the rear stairs. On the way down, they find Anya and her mercenaries with Molly. Molly is being beaten. A fight should ensue. After a few rounds, everyone takes off, getting to the next level and splitting up. Owl runs down the hall, behind some cover, and casts a delaying
spell.
The PC's have already gotten what they want to know. Molly's daughter has the package and is probably already on her way out of the city headed for home. Molly, however, is done for. She has been stabbed, kicked, knocked around a little and punched in the belly. She is hurt really badly and will die within 1 to 10 hours without the attentions of a competant leech or magical aid. The PC's are given a choice, go get the package from across town or save Molly's life.
Note: Molly is a non-combatant in this scenario. After being beaten up she is at 1 HP. Any further damage may kill her.
NPCs Encountered - Mercenaries: Anya, Maria, Slava, Owl
- Molly
Mercenary Tactics: - Anya: Attacks the nearest Sorcerer*.
- Slava: Attacks anyone with missile weapons.
- Maria: Attacks anyone closing.
- Owl: Uses a spell.
Part 6: Sweeter than Honey
Anya and her mercenaries will regroup near the Grey Goose. They know the following:
- Molly handed the package to her daughter.
- Her daughter must go to someone to fence the goods.
- The closest person capable of fencing such information is Betsy.
Anya's new plan is as follows:
- Go to Betsy, and find out if she still has the package. If so, they will buy it back for as cheap as possible. If not, they will contact their employer and have the money raised to be able to purchase it.
- If the package is not in her possession, they will find either the girl or the new owner and take it back, killing the owner if necessary.
- They go to Betsys, hoping to find it, only to find the PC's there already.
The PC's should go to Betsy's. All
weapons are held at the door by three very serious-looking cutthroats. The 3 guards will stop any PC's from concealing any
weapons (unless exceptionally well done). Betsy is inside, with Molly's daughter (Kelly) and her 'uncle' Mr. Cellas. Kelly is just an innocent little girl, but she's not stupid. She knows that what she's carrying is valuable and knows how to exploit the situation for a profit, or at least for survival.
Betsy will try to bargain for the package. She wants 2000 Florins*. The PC's, of course, can't pay... if they can then why the hell are they taking such piddling jobs? 8^) If they try to take the package by force, the guards will attempt to stop them. Mr. Cellas will immediately cast a delaying
spell so that Kelly and Betsy can get away. Otherwise, after a few moments of bickering and dealing, Anya comes in. Anya and her team are extremely confident. There is really no need for fighting at this scene.
If the PC's describe their employer at any point, Anya laughs. She explains that Eli works for her employer. Unfortunately, she is getting paid much more, and she will buy the package from Betsy for at least 200 Florins* above the PC's highest offer. Game over... until the
Chaubrettans* attack!
Note: The Guards will fight to the
death defending Betsy's escape.
NPCs Encountered - Betsy Cooper
- Mr. Cellas
- Kelly
- Guards: Tyr, Ferrow, Edward
- Mercenaries: Anya, Maria, Slava, Owl
Part 7: Party-Crashers
A smoke pot goes off at the stairway - the
Chaubrettans* are attacking! They don't see why they have to pay for anything that they can just take. Kelly takes her package back from Betsy, and disappears into the shadows. She slips out the warehouse door and onto the loading docks facing the port. The guards and Anya's mercenaries battle each other. Anya, Jean and Betsy all flee the battle in order to find Kelly. Mr. Cellas casts a delaying
spell, blows out the lantern and runs after them.
Kelly heads down the ramp, around the corner, over the short wall, and runs for the stairs back up towards the nearby main streets. Betsy and Mr. Cellas follow but at a distance, they will not risk further harm to themselves. Getting Jean and Anya to attack each other will leave the PC's a clear path to the child.
If Kelly isn't captured, she will head to the docks across the now crowded morning streets and markets. If she makes it, she will threaten to drop the package into the water unless she is paid 500 Florins* and allowed to leave! If the PC's are smart, they'll get rid of everyone else and deal with Kelly.
Secretly, Eli is reluctantly willing to pay an addtional 250 Florins* for the package, though it will take up the entirity of his life savings. He will do it, if he has to, but only if 1) the PC's know what the package contains, 2) everyone else has been dealt with, 3) that a little girl has it, and 4) if the PC's know Eli's own boss wants it far worse than he does. If the PC's don't know all that, or if they don't have possession of the package, then he will hire others to kill the PC's, find the girl & kill her, and take the package. If anything happens to him, Gunnar will be after anyone responsible; he has quite the soft spot for his first mate not knowing that he is betraying him.
NPCs Encountered - Betsy Cooper
- Mr. Cellas
- Kelly
- Guards: Tyr, Ferrow, Edward
- Mercenaries: Anya, Maria, Slava, Owl
- Chaubrettans: Jean-Croix, Francois, Pepe
Part 8: Wrapping Up
Once Eli gets the package - minus his money or otherwise - he'll be happy and leave. He has the goods on his boss, who lost the package to Molly when he hired her. He'll remember the PC's and their attitudes next time he - and the
Kurlish* crown - needs a job done.
If the PC's 1) deal with Kelly, 2) give her at least 100 florins, and 3) help her any other way, they will be in the good books with her family; if they save Molly and Kelly they will have free lodgings and food whenever they venture north (and some extra XP). If they just kill the girl and hand over the package, they'll get paid their money and receive no extra XP.
If the PCs discover what is in the package they must make a choice; do their loyalties lie with Hadric*? What if loyalists find out they assisted
Kurlish* spies? The
Chaubrettans* will be looking for payback. And it's never good to have a pissed-off
Kurlish* swordswoman out looking for revenge.