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Información procedente del conocimiento común inglés.Edita para encontrar en tu idioma.
WELCOME TO APPLE LANE
The village of Apple Lane is a non-descript gathering of buildings typical of borderland territories. Several days ride from the nearest large city, it sits astride a well-used road. Any travellers (from whom the settlement gets the larger share of its trade) are happy to stop at this rustic outpost, while farmers from the surrounding hills enjoy its nearly-citified comforts. The Sheriff of Apple Lane has authority in the area; there is no other official security force. Apple orchards, from which the hamlet draws its name surround it on every side.
THE SHERIFF’S HOUSE [two stories]
A small sign by the front door announces the Sheriff’s name, Dronlan Swordsharp, but misspells his title Sheruff. A stone cubicle attached to the house in back serves as the jail. The house was the only one in town ever painted, and now the paint has peeled away from the stone. Even so, the Sheriff is a richer man than most. Oolina is the Sheriff’s wife. The couple have three children. The two sons run farms in the valley near Apple Lane. A daughter joined the mercenaries and disappeared years ago.
DRONLAN MORDSHARP, human male, Initiate of Orlanth and lay member of the Earth Temple.…
OOLINA GENTLE, human female, Initiate of the Earth Temple and lay member of Orlanth….
ULERIA’S TEMPLE and THE LADIES QUARTERS [two stories]
One older woman and two younger ones live here, all tending the needs of their cult. Uleria is the Goddess of Love. Note the discreet his and hers latrines in back.
Many of the farmers know Avareen, the elder Priestess, well enough to have a drink and a joke or two with her in the Tin Inn. Highly respected, she is an expert in her cult practices. Aileena and Bingoood are her acolytes, less skilled but eager to earn Lunars for the cult.
The Temple includes a room where free drinks are served after sundown, a room where drunks may sleep (for a small fee), and several chambers for private worship and lectures with the priestesses. The second story holds the women’s living quarters.
AVAREEN BOSOM, human female, Priestess of Uleria…
PRETTY AILEENA, human female, Initiate of Uleria…
BINGGOOOD, human female, Initiate of Uleria…
GRINGLE’S PAWNSHOP
MEETING GRINGLE
In the Tin Inn, a few farmers nurse ale and chat. Here and there a dusty traveller sits alone. A rowdy group, members of an impromptu caravan formed for safe travelling, jokes and laughs in a corner. Unusually, the owner of the local pawnshop, Gringle by name, moves from table to table, buying drinks and talking, going wherever likely fighters or Adventurers sit. He is figuring out who among them seem interested in hiring out for a fight.
The locals know Gringle, and any tavern servant (see the Tin Inn entry) will tell questioners that Gringle is rumored to be a Rune Lord. Some say he has a magic staff which can kill even without Gringle’s control. Others speculate on the immense riches supposed to be laying within his shop.
After choosing his possible hirelings, the pawnbroker assembles them (unless they already sit at one table) and explains his problem.
GRINGLE’S PROBLEM
Several days before, an Adventurer had sold some exotic items to Gringle. Particularly interesting was a crystal of Toothsharp, useful to creatures who attack by biting. The man said he had taken it from a band of Baboons during a fight, and that he had to kill most of the adult Baboons before the fighting stopped. Since it was his business to buy and sell, Gringle bought this and other trinkets.
But yesterday two Baboons had come to his shop and demanded their family heirloom be returned. Finally understanding their shrieks, he offered to sell the crystal to them, but the scurrilous creatures did not have the 20,000 Lunars price he asked. One leapt toward the transaction window and attempted to Disrupt the pawnbroker, but Quackjohn (Gringle’s manservant) skewered the ruffian with a crossbow quarrel before harm was done. The Baboons fled, cursing, vowing to return with friends and take back the crystal by force.
THE ROBBERS
ABOUT THE BABOONS
Gringle’s divination was correct as far as it went. Eight Baboons are coming to raid, and only one, Khochaz, is well-equipped to fight. The rest, despite some light magical skills, are no better than angry peasants armed with sticks and stones. As reported, the good warriors were killed by the Adventurer who stole the crystal and sold it to Gringle.
The Baboons are not interested in taking anything except their heirloom, if they can find it. If they cannot get the jewel, they will withdraw and take only what their leaders tell them to take, or take food. The family has no interest in ransom or quarter, and will kill anyone in their way. If the leaders are both killed, then the Baboons will panic and run, grabbing treasure if convenient.
KOCHAZ is a competent warrior. He uses a shield, owns some armor, and knows some basic magic. He takes special pride in his helmet.
Khochaz is the family head and son of the former chief Baboon and of Barzeek, the other fully adult member of the tribe. Khochaz now must protect the tribe, and his burden is new and heavy upon him. He will not risk the lives of his family needlessly or carelessly, and will leave behind the crystal if need be to save his family. Yet he is vengeful and lusts after the jewel, as do the rest of his family. Thus they go forward with the attack, knowing only danger brings rewards, desiring to reclaim the heirloom of their clan and salvage the family pride.
The relation between the chieftain and his followers is important. The others will follow prescribed orders, as laid out here, unless superseded by their commander. But if they see or learn that he is dead, they will lose all morale and flee or surrender. They will fight to save their captain as much as he to save them, but they will obey his orders first.
BARZEEK is the mother of Khochaz, and First Female of the family. She is an old Baboon, clever and wily, with an iron hand of command over the others, her children and grandchildren. Without Khochaz they will obey her, but she obeys her son now. He does not misuse her abilities, which are most powerful in magical support. Her senses are keener than her sons, for sensing ambush, etc. She would prefer not to melee if possible.
There are six younger Baboons, two slightly combat-trained and four younger males and females.
BAZOO is the second-best warrior. She also knows some Baboon magic which she casts upon herself before battle.
DOZAK is young and inexperienced, but knows something of the mace. He is better at claw and tooth, and will try to grapple if he misses twice with his mace.
BEEKOR, KOLARK, and BORBAN are young adolescent Baboons, capable of most natural abilities but little else. They have learned the cult specialty spell of Disruption, and have trained in its use with the rest of the family.
KAREEK is a very young Baboon, more of a liability than a help. Since he cannot be left alone in hostile territory, he comes along and helps in the diversion. He knows no magic.
The family has learned one basic tactic, massed fire, for two weapons. Either Khochaz or Barzeek can call out a target and weapon, and the clan will follow by slinging or Disrupting the named target. They are not trained in close-order battle techniques, and would prefer not to melee but will fight close-ordered if necessary.
Gringle’s divination was correct as far as it went, but it did not go far enough. Gringle did not ask to see if there would be anyone besides the baboons attacking. Unfortunately, and to the great surprise of the defending Adventurers, the baboons have accepted the aid of a small gang of robbers from the nearby country. They are called Xarban’s Gang, after their leader. The gang includes Xarban (a beaked dragonewt), a centaur, two crested dragonewts, and a duck.
XARBAN FIOLAREEN is an outlawed beaked dragonewt, a fairly skillful fighter with good combat spells. He never runs from a fair fight, and will bravely try to save the lives and limbs of his friends. Yet Xarban is an outlawed dragonewt, condemned to the life of a normal mortal. When he dies, Xarban will not be reborn in his home nest, and the outlaw mourns the loss and fears the consequences. Therefore, when Xarban reaches three or less hit points and cannot escape, he will surrender immediately and be taken prisoner.
PELOII and NORAMII are two lesser outlaws from Xarban’s nest. Both are crested dragonewts, relative novices at fighting, and scantily armored. Peloii is better with his bow, while Norznii is a surprise with a 60% shortsword.
BIGLAUGH BIGCLUB is the centaur’s name, and though he is not smart, he is a good fighter, unafraid of anything that looks like he can kill it or knock it over. He uses a two-handed lance in the open, but prefers the mace in close quarters. Biglaugh attacks with both weapon and hooves each melee round.
PINFEATHER the duck is expert at various thiefly skills. He does not fight well or much if he and Xarban can help it, but he does not hesitate in a pinch. Pinfeather loyally serves the gang, and has real friendship with Xarban and Biglaugh.
THE RAINBOW MOUNDS
INTRODUCTION
Dark trolls and their trollkin followers are common around Apple Lane. They are not always unfriendly, and occasionally trolls stay at the Tin Inn, deal with Gringle, or rent the Temple. But reticence and mistrust exists between dark trolls and humans, and lately the uneasy situation has deteriorated.
A band of thieving trollkin has hidden out somewhere nearby and, instead of snatching the usual chickens or a straggling cow, they attempted to carry off a farmer’s child last week. Though the farmer wounded one and drove the rest off, he and his neighbors understandably are distressed by the trollkin threat. Nearby, and shortly after the first incident, another farmer’s house was set afire after midnight. Though escaping with his family, the farmer saw trollkin in the shadows as he fled. Just yesterday another isolated farm was robbed while all the family except poor Granny was away. The feeble old woman was killed, and the house was stripped of its finest possessions.
Following a hunch, the Sheriff performed a Divination and learned that Whiteye, a dark troll of bad repute, had returned to the region and was causing the trouble by instigating his trollkin followers.
Armed with this information, the Sheriff raised a reward from the farmers of the area, and further convinced them to offer separate rewards for the return of specially valuable items lost to the robbers. Now the Sheriff is enlisting a posse to clean out the nest of outlaws once and for all. The posse will collect 20 Wheels for the head of Whiteye, the leader. Each trollkin head is worth 10 Lunars. Specific rewards have been posted for the return of valuable or cherished items. Any treasure unclaimed (for the noted reward) by the locals also goes to the posse.
The Sheriff believes the gang hides out at a place called the Rainbow Mounds, well known because of two granite formations brought to the hills by superhuman feats in prehistory. One is a dragonewt marker, and the other is an enormous plinth called the Giant’s Table. Under the Giant’s Table lies the entrance to Whiteye’s cave.
14. THE RED CAVERN
Whiteye and Slud (his wife or pet, depending on your terms) live here. Slud is a cave troll. She rarely ventures out of this cavern section, and rarely further than 4 [The Water Cavern] or 9 [The Main Cavern]. Slud is the mother of all the trollkin.
Although Whiteye will not trouble himself to defend this room, Slud will. If she is still alive when the dark troll leader flees, Slud and any remaining trollkin will fight it out here. The trollkin will not surrender while Slud lives.
The room itself is meagerly civilized. They have propped a broken table against a wall, and set a chair and stool near it. A large chest at the rear of the cavern section contains Whiteye’s personal possessions, secured by a lock which can be broken after taking 10 points of damage by a weapon. It holds decayed and moth-eaten clothing, a sack yielding 349 Clacks, 57 Lunars and 2 Wheels. There is also the left side of a statue’s head. It looks like the head of a bubble-eyed goldfish, with gills and scales. The stone is blue marble with green streaks. The eye socket is empty (a party taking this will psychically alert the true owners, and there will be a 10% chance of the party being approached by three newtlings in each empty room they afterwards enter, except caverns 14 [The Red Cavern] through 18 [Whiteye’s Lair] where the newtlings will not go).
THE NEWTLINGS
BACKGROUND—
Newtlings are a race native to Dragon Pass. They look like newts or salamanders. They lay eggs in water, and mature into adults in about a year and a half. Newtlings normally are very shy in human presences, for often they have been hunted for their tails. The tails may be hacked off and tied or sewed closed, then squeezed to provide a very nutricious liquid capable of being used as both food and water. A newtling tail will bring about ten Lunars from Squinch in Apple Lane, who will sell it to distant folk who fancy the appendages as delicacies (among the humans of Apple Lane it is uncivilized to eat other intelligent species). Newtlings eat fish, crustaceans, and insects. They speak Tradetalk.
The tribe has lived in this cavern for many years in secret. They have eggs in the water. They have learned to dislike trolls and trollkin, but are looking for a human who is said to fulfill several prophecies. Thus the newtlings will rescue people who fall into the water, hoping for a savior.
Últimas palabras
Aviso de desambiguación
Información procedente del conocimiento común inglés.Edita para encontrar en tu idioma.
This work is for both versions of the scenario: the original version published for RuneQuest 2nd edition by Chaosium, and the revised version published for RuneQuest 3rd edition by Avalon Hill. There is no material difference between the editions apart from additional RQ3-specific rules and some expansion to the background.