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Table of Contents

Rules of Play ....................................................... 3


Character Sheet ................................................... 4
For the Ref .......................................................... 5
Advantages ........................................................ 6
Magick ................................................................ 7
Scenarios:
1. The Captains Daughter ....................... 8
2. Safety in Numbers ............................... 9
3. Tombs of the Juna ............................... 10
The Crimson Chronicles
1. Jungle Captives ................................... 11
2. Vexd ................................................... 12
3. Knives in the Dark .............................. 13
4. Scourge of Stone ................................ 14
5. Coils of the Brotherhood ..................... 15
6. Doom in the Temple ............................ 16
Double Character Sheet ...................................... 17

Written by Jeff Mejia & James Stubbs


Edited by James Stubbs
Layout by James Stubbs Dedicated to the memory of
Cover Design & Logo by Jeff Hebert Samantha Downing
Cover Art by Jeff Hebert 1967 - 2005
1PG Line Producer: James Stubbs
1PG System Designer: Todd Downing

PUBLISHING NOTICE
Broadsword - Barbaric Fantasy is published by Deep7
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www.deep7.com
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All rights reserved worldwide. Any unathorized duplication, distribution or commercial use of this
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important any time you need to ask for favors or assistance.

Rules of Play Beginning characters start with REPUTATION 0, but you may
increase that score by rolling 1D6 and getting equal to or under
BRAWN, PERSONALITY, PERCEPTION, and KNOWLEDGE
At last you will know what it is to draw naked steel and face a (but you may only try once for each at the beginning of the
Behemoth from the Elder Night or to storm the gates of a palace game). Add 1 to your characters REPUTATION for each suc-
to retake your rightful throne form the usurper who calls himself cessful check. REPUTATION rolls are the same as Skill Checks
king. Ride, fight, wench and kill! The walls of the Jeweled Cities - roll equal to or under your characters Reputation.
of the south will tremble as you crush them beneath your heels!
Background table: Roll on this table to determine your charac-
Broadsword is a simple-to learn role-playing game where players ters Background.
take on the roles of heroic characters crafted from the Sword
When creating your character, for every point of PRESENCE you
& Sorcery movies and comics of the 70s and 80s. The 1PG
get a point to be used to purchase advantages. Most advantages
assumes the players and referee already have some rudimentary
cost only 1 point but there are several that cost 2 points. You may
experience with role-playing, and is meant to be played in the
only purchase advantages during character creation.
vein of movies Like Beastmaster, Ator the Fighting Eagle, and
Deathstalker, as well as comics such as Claw the Unconquered Starting Money: Roll 2D6 x 100 silver pieces.
and Skull the Slayer.
Skill Checks
CHARACTER CREATION & GAME RULES When the character performs an action (and by action we mean
Stats & Skills: okay, before we start wenching and swinging anything where the outcome may not be as certain as walking or
swords we need to go over some simple ground rules. Players roll tying ones shoes), determine what general skill will get it done.
1D3 for each stat (the bold entries on the character sheet). Roll Add the skill with the stat it falls under to get the Target Number
1D6+3 for the total number of points to distribute into skills (the and then roll equal to or below it on 1D6. Rolling a 1 is always a
individual listings below each stat on the character sheet). Every success, while rolling a 6 is always a failure. The referee may add
skill starts at 0, and no stat/skill combination can be less than 1 to or subtract from the Target Number based on environmental
(although skills can, see below). Put no more than 3 points in factors (motion, weather, level of difficulty), so having a target of
any single skill. If you need extra points, you can take them from 6 isnt useless - it allows you to effectively absorb a -1 to your
other skills, leaving them at -1 for each point taken. For example, Target Number without having to worry too much.
if you have Bluff 3, you can take 2 points from it and add
In combat, use Fighting for attack/defense. For ranged attacks use
those two points to a different skill. If you dont see a skill you
Shooting for attack and Fighting for defense. Both
really want your character to have (Crocheting, for instance), just
combatants will make Skill Checks at the same time. Whoever
write it in the margin after confirming with the referee.
has a greater margin of success achieves his goal. Ties go to the
Alternately, the referee may choose to have players build their
defender; if both opponents are attacking, a tied margin means
characters with points. If so, distribute 8 points into the four pri-
both succeed. Subtract the weapons damage from the wounded
mary stats, and use the rules that follow for secondary stats.
characters BLOOD. Always add the attackers BRAWN to the
Secondary stats: Roll 1D6 and put the number in GUTS, and total damage done on non-ranged attacks. Damage from punches
then roll 1D6 and write the result in PRESENCE. PRESENCE is the same as BRAWN, and kicks do BRAWN +1. In the Case
tells you how long your character can keep calm and hold out of a test of wills or standoff between characters roll 1D6 versus
when faced with unnerving situations, and GUTS signifies his PRESENCE. Characters with REPUTATION can add it to the
ability to handle stress. Any time your character has a traumatic Target Number. The greater margin of success wins and the loser
experience in the game (like witnessing his betrothed being cut must make a GUTS Check or lose 1 point of PRESENCE. If nei-
down by village raiders, or getting wounded), make a GUTS ther roll is equal to or below PRESENCE, the one that achieves
Check. If you roll equal to or lower than your characters GUTS, the smallest negative margin wins.
his PRESENCE is unchanged. The more GUTS your character
ARMOR
has, the easier it is to keep his PRESENCE intact. If you dont
Wearing Certain clothing has armor value (AV). Thick hides and
make it, then his PRESENCE score is reduced by 1. If you char-
heavy furs give you 1 AV, leather armor gives you 2 AV. Metal
acter completely loses his PRESENCE, he becomes twitchy and
armor such as chain mail or scale armor gives you a 3 AV. A
panicked. You need to roll a 4 or less every time your characters
shield grants 2 AV. When the character takes damage, subtract AV
shoots in order to avoid hitting one of his teammates by mistake.
from the damage dealt to the hit location.
Most likely one of them will have to knock out your character.
You may always put Character Points into PRESENCE at the end CHARACTER IMPROVEMENT
of the game. If you survive a whole scenario, you get 1D3+5 Character
Points. Put these points into stats, skills, PRESENCE,
Roll 3D6+10 and write the number in BLOOD. This is how much
REPUTATION, BLOOD, or GUTS. But Broadsword characters
BLOOD your character has. Every time your character takes
arent necessarily meant for long campaigns - dont worry if
damage, he will lose BLOOD. When your character has lost all of
they get killed. Just roll up a new one and your ref will fit him in
his BLOOD, he is dead.
somewhere along the way.
REPUTATION gives you an idea of how many peasants or others
Additional rules can be found in The IPG Companion, available
in the land have heard of your character and his exploits. It is
now from Deep7s web site at www.deep7.com.
CHARACTERS
NAME:________________________________
OCCUPATION: __________________________
Silver: ________________________________
CHARACTER GENERATION RULES Height: _____Weight: _____Gender: ________
Roll 1D3 for each stat. Eyes: ________Hair: _________Age: ________
Roll 1D6+3 for the total number of points to distribute into
skills. Put no more than 3 points into any one skill. Brawn .........{ }
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
Carousing ........
Climbing .......... Equipment
be less than 1). Endurance ........
Roll 1D6 for PRESENCE: this is your charisma, your mental Fighting ...........
and physical bearing. It also determines the amount of
advantages you receive. Riding ..............
Roll 1D6 For GUTS: When you are frightened or unnerved, an Shooting .........
unsuccessful GUTS check will take away 1 point of
PRESENCE. Personality ..{ }
Roll 3D6+10 for BLOOD; when you take damage, you lose Bluff ................
BLOOD; when BLOOD is gone, the character is dead. Flirt ..................
Roll equal to or under BRAWN, PERSONALITY, Intimidate ........
PERCEPTION, and KNOWLEDGE stats; receive 1 point in
REPUTATION for each success. Persuade ...........
Roll on Background table.
For every point of PRESENCE you get a point to be used to
Perception ...{ }
purchase advantages. Most advantages cost only 1 point but Diplomacy .......
there are several that cost 2 points Gambling .........
Roll 2D6 X 100 Silver Pieces for starting cash. Stealth ..............
Streetwise ........
SYSTEM Thievery ...........
When you want the character to do something, determine the stat/
skill combination that will accomplish the task. Add the skill Knowledge{ }
and stat for the Target Number. Roll equal to or under the Target Area Know. ......
Number on a 1D6 for a success. Rolling a 1is always a success,
rolling a 6 is always a failure. Healing ............
Heraldry ...........
COMBAT Languages ........
Use Fighting for all attack/defense, including unarmed combat Legends & Lore
and ranged attacks. Combatants roll simultaneously. The greater
margin is successful. Ties go to the defender: if both opponents Literacy ............
are attacking, a tied margin means both attacks succeed. Subtract Magick .............
the weapons damage from the wounded characters BLOOD. Add Profession ........
attackers BRAWN to the total damage of non ranged attacks. Survival ...........
Tracking ...........
ARMOR
Certain clothing has armor value (AV). Thick hides and heavy BLOOD ...........{ }
furs give you 1 AV, leather armor gives you 2 AV. Metal armor GUTS .............{ }
such as chain mail or scale armor gives you a 3 AV. A shield
grants the wearer 2 AV. When the character takes damage, sub- pRESENCE........{ }
tract AV from the damage dealt to the hit location. REPUTATION ...{ }
CHARACTER IMPROVEMENT CHAR PTS ......,{ }
If the character survives an entire scenario, you get 1D3 +5
character points and 1 point in REPUTATION. If the character Hit 1 2 3 4 5 6
survives to the end of the scenario but is a replacement for a dead Location Head Torso L. Arm R. Arm L. Leg R. Leg
character, you only get 1D3+1 character points. Put these points
into Stats, Skills, PRESENCE, GUTS or BLOOD. AV

Background Table (1D6) Weapons Damage


1. Mercenary: +1 Endurance, GUTS, and Fighting
2. Scholar: +1 KNOWLEDGE, Languages, Literacy
3. Barbarian: +1 Endurance, +2 Wilderness Survival
4. Nobleman: +1 Riding, Heraldry, +1D6x100 silver
5. Thief: +1 Streetwise, Bluff, Thievery
6. Magic User: +1 Reputation, KNOWLEDGE, Perception
(see the Magick section for more information about spells
and the different types of magic users).
covers the ancient temples doorway

For the Referee THE BAD GUYS


A good rule of thumb when creating a villain or villains
is to make them durable enough to be a challenge, but
This page is specifically for those brave few who take on vulnerable enough to make the players believe they have
the duties of the referee. You get to have your Hellspawned a chance. If you have a Lair full of carnivorous apes then
Demons disembowel your friends!! Whether youre a give them 15 blood each. A lone Lich Sorcerer might have
novice or a pro here are some helpful hints for running a 20, to represent his more durable nature. If there are a few
successful game of Broadsword. too many bad guys in a scenario, cut them out. Too few?
Add some. Nothing is carved in stone.
SETUP & GAMEPLAY
Play order is based on the IMPORTANT
PERCEPTION stat - higher Weapons: Bad guys seldom kill the entire
PERCEPTION goes first. To keep the ITEM DAM
group. Usually one or more
order of play coherent, you may choose characters survive. Even if the first
Arrow ................................7 group of heroes gets taken out,
to seat your players around the table in
order of highest PERCEPTION to
Ball & Chain .....................5 make sure at least one character
lowest and go around the table. A player Battleaxe .......................... 6 survives to ride off. If a players
with a higher PERCEPTION may Blade .................................4 character is killed, encourage them
choose to hold his action and interrupt Club .....................4 to make a new one and join back
another players action later in the order Crossbow Bolt ..........6 in as soon as the story will allow.
of play, but once an action is taken for Dagger ..........................3 By the same token, you may want
the round, the player can take no further Great Axe ..........................8 to have each player start by creating
actions. Great Sword ......................8 two or more characters, so they
have backups handy. These
CUT TO THE CHASE Hatchet ..........................4
characters are so one-dimensional it
That means keep the adventure short Javelin ...............................4 is even possible to play two at the
and to the point. Think of it in terms of Lance ................................5 same time!
a movie. Get into the meat of the story Mace/Morningstar ............5
as soon as possible. Remember, you Maul .................................6 DRAMATIC LICENSE
dont have to plan a campaign. Each It is your prerogative as the referee
Nunchaku ..........................4
scenario is meant to be played within a to tell the story as you see fit.
Pole Arm ...........................7 Never be afraid to say, Because I
single evening, or 2-3 hours each. If
Quarterstaff .......................4 said so if you need a decision
you want to bring back surviving
characters and play another scenario, go
Shuriken ............................1 made, roll a die for it. If you
for it! Sling Bullet .......................3 need to figure out how many
Spear .................................5 thieves are hiding in the sewer, roll
DONT FORGET THE POPCORN Sword ................................6 a die for it. If the task is really
For many experienced players used to easy, give em a +1 or +2 on their
Warhammer .......................4
competitive campaign-style roleplaying, target number. If the task is super
the idea of disposable warriors might be
Large Animal Bite .............8
Medium Animal Bite .........6 difficult, give em a -1 (remember
a bit foreign. Tell them to chill. You rolling a 1 is always a success and
may have to remind your players that Large Claw ........................7
a 6 is always a failure).
they are the Barbarian heroes in a
Sword & Sorcery epic. Reference Krull, THE SCENARIOS INCLUDED
Hawk The Slayer, or the Barbarian Brothers. this is not a There are nine scenarios included with this game that can
scholarly work or an in-depth roleplaying experience; its be played in whatever order you see fit. Feel free to design
make-believe goes to the movies. your own, and keep checking www.deep7.com for free
SET THE MOOD scenarios to download!
Put on some appropriate soundtrack music: Conan the Bar- THE 1PG COMPANION
barian, King Arthur, Braveheart. Tell a visual story. The For those of you who like a bit more depth to your 1PG
darkness surrounds you as you approach the hidden gaming sessions, check out the The 1PG Companion for
temple. The woods around you are devoid of even the additional tabletop rules, such as building better NPCs, and
slightest sound. Your horse snorts and rears nervously as additional character development rules.
an eerie red glow can be seen beyond the foliage that
Leap

Advantages 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
Advantages are what differentiate your hero from the Doubles your characters melee attacks with a specific
countless masses. They are abilities that give your weapon.
character an edge and enable them to go up against
Sorcerers, Demons and even challenge the Gods Luck
themselves. When creating your character, for every point Your character can ignore any failure once a day and re-roll
of PRESENCE you get an advantage point to be used to with a +2 bonus
purchase the following advantages. Most advantages cost
only 1 point but there are several that cost 2 points. Magical Immunity
Your character is immune to any magical effects or
Beast buddy illusions. The character is also immune to the effects of
dog, monkey, ferret, hawk, leopard etc. its more than a beneficial magic such as healing spells and potions, etc.
pet, its your characters buddy. Treat it well and itll do the (This advantage cannot be combined with Mystic Power).
same. Night Vision
Beast empathy At night or in no light situations your character is able to
animals generally like your character, see as if it were dusk. This does not work in magical dark-
wild animals wont initiate an attack and domestic animals ness or if they are blinded.
love him. Poison Immunity
Called shot Your character is immune to all poisons, even magical
make a non lethal called shot with a ones.
missile weapon with no negative penalty. Aim for the rope Rapid Fire
holding the candelabra; shoot the Sorcerer in the wrist to Your character can fire up to three arrows from a bow or
make him drop the wand. Its your call. hurl up to six daggers, knives or shuriken during a combat
Chainmail Bikini (2) round. This advantage doesnt work with crossbows.
Whether your character sports a chainmail bikini, or runs Sharpened Senses (2)
through the desert bare-chested with just a loincloth, not Your character can see and hear farther than average. (+2
only will they be immune to the elements - but they are to sight and hearing checks as well as to the Tracking skill)
considered AV 3. But once they cover up, all bonuses are He can also discern poisons by flavor or smell.
lost.
Summon Horde
Danger Sense Whenever your hero needs a little backup he is able to go to
Your character has a sixth sense when it comes to the nearest tavern, dockyard, gladiator school etc. and can
trouble. Nothing he can identify but he has learned to pay recruit a bunch of mooks to help him out (at least
attention to it. It usually occurs when something is about to temporarily). The amount of mooks and length of service is
go down, giving them that split second to react. determined by your characters personality and other
Fearless factors as decided by the GM. Troop quality is, of course,
Your character has no fear. No need for fear checks. Magi- variable.
cal fear doesnt even affect him. Talk to Animals 1, (2)
Flesh wound (2) For one point your character can talk to a species of animal
If your character survives a fight. Any damage suffered in for 2pts your character can talk to all animals.
that fight is reduced to just 1 point. If only 1 point was suf- Toughness
fered initially then the damage is Your characters skin has a natural armor value (AV) of
reduced to 0.
2 the same as a suit of toughened leather armor.
Good looking
Weapon Flourish
Your character is hot! If shes a gal then shes a stone fox.
Your character can spin his sword or axe or whatever with
If hes a guy he is a total hunk. Initial reactions will always
such style and panache that he gets a free attack while his
be favorable (+3 to flirt rolls), Though a low personality
opponent is staring in awe. He can use this advantage no
score could affect this afterwards
more than three occasions against the same opponent.
Arcane Backlash

MagicK 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
This section of Broadsword - Barbaric Fantasy deals with the
intensity rating in Blood damage to the caster. The referee may, at
rules for magic and magical combat that owners of the 1PG
his discretion, also rule that a minor temporary cosmetic change
Companion can incorporate into their games. This is an
has happened to the caster (hair turns an unnatural color, leaves
expanded version of the quick and dirty rules into a more robust
sprout from their arms, etc.). These sort of changes impose a -1
system to reflect the style of magic found in the genre.
penalty to PERSONALITY until it goes away (usually a number
So You Want To Throw Fireballs? of days equal to the margin of failure).
It takes a very special person to master the mystic or divine
Becoming Powerful
arts and this is reflected in the casters acquisition of the Magick
A character may, at the end of each completed scenario, pay
skill and a sacrifice of two of their initial character points.
two character points to permanently reduce the intensity rating of
Characters can never become spellcasters after character creation.
one of their known spells by one. This does not effect its previous
Magic Power Levels and Spellcasting damage rating or effects - it just makes it easier to cast.
Spells are determined by their intensity, which is a target
Arcane v. Divine Spells
number modifier. Casting a spell is done by rolling under the
The biggest distinction between a mage and a priest is how
KNOWLEDGE/Magick target number as normal as long
they power their spells and the types of magic they know. A priest
as the intensity of the spell is less than the target number. If the
gets their power from some higher power and must make a
intensity is greater, the difference is applied as a modifier to their
successful Language skill check before they can make a
check. For example, a character trying to cast a intensity 6 spell
Magick check. A mage channels the power within and
with only a target number of 4 is going to suffer a -2 penalty to
requires nothing but a Magick check. A mage is also,
their check. Conversely, if the intensity had been a 4 or less, it
however, barred from performing any type of magic that will heal
would only require a normal skill check to cast it.
damage or remove detrimental effects. On the other hand, a priest
Starting Spells & Spell Creation can never have more damaging spells than non-damaging ones
A starting character gets a number of spells equal to their (priests of an evil power are not subject to this rule).
score in Magick plus one. None of these spells can be of an
Gaining New Spells
intensity higher than their KNOWLEDGE/Magick score.
Mages must find spells through finding forgotten lore
The creation of spells, however, is a bit trickier. It is up to the
during their travels or getting access to one of the few rare
referee and the player to create and agree upon spells before the
magical research libraries that exist. Once they find a spell they
game begins. Alternatively, a referee who has planned a game
want, a Magick check (minus any penalties for the intensity
ahead of time may just have a prepared list of spells for the
of the spell) is all that is required to learn it. Priests must please
players to choose from that matches their idea of magic in the
their patron power through remarkable shows of their worship or
game world.
quests that further the powers goals. They, like the mage, must
Spells can be grouped into two types: damaging and non-
make a check, as above, to learn it otherwise they must wait until
destructive magic. The damage caused by a spell is its intensity
they can try again.
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 Druids & Shamans
that they always heal their intensity x2 - think of it as reverse Druids and shamans are considered a divine magic user as
damage. Non-destructive spells that affect a target (such as they serve to further the cause of nature and spirits respectively.
Mental Suggestion) are just a KNOWLEDGE/Magick They are not limited to the ratio between damaging and
opposed roll. However, when the attacker is using a spell with non-damaging spells like a priest but, as a balance, druids are
intensity greater than their combo stat/skill, the margin of the unable to perform magic in urban areas or dungeons. Shamans
penalty incurred against them is also granted as a bonus to the cannot have any damaging spells but may be able to influence
defender. The duration of any non-damaging spells is equal to its spirits to stymie their enemies. Getting a favor from a spirit is the
intensity in rounds. same as a priest casting a spell - a Language check followed by a
Magick one.
** Sample Spells **
Ball of Flame Summoning Otherworldly Beings
Intensity: 4. Damage: 8 is never a good idea. Most evil beings just want to break the
A small fiery ball erupts from the casters hand. casters control so that they can get laid, cause as much misery as
possible and/or take over the world. The benevolent ones
Bone Dance
typically speak in cryptic messages or riddles and are so
Intensity: 6. Duration: 6 rounds
concerned with the larger picture of the cosmos that getting them
Allows for communication with the spirit of a dead person.
to do anything useful (insignificant to them) is a tough battle.
Light Heal Admittedly, there are exceptions to both types. Summoning spells
Intensity: 3. Restores: 6 damage are specific to the named being. The intensity of the spell is each
A minor healing spell useful for wounds that are not serious. of the beings stats x2.
Pyrani

The Captains Daughter By Jeff Mejia


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,
The Premise drug peddlers, whores and rogues frequent this dark tavern.
The PCs are disbanded mercenaries after a hard campaign. Malo is easy to find, hes holding court by the fire. He has a
The graves of comrades litter bloody fields from this endeavor. young girl on his lap and rough looking bravos sitting at his long
Amongst the fallen is their Captain, a good man who looked to table. (There is bound to be a fight, no one other than the PCs and
their welfare. After taking their pay, the companions agree to Malos crew get involved but everyone stays to see the show.).
return his ashes and few belongings back to his family. If Malo is subdued, he sings like a canary. He remembers the
As luck would have it, their former captains village, Ranens girl. He didnt touch her. He sold her to Sevitrex the priest. The
Ford, is two days ride from where the PCs muster and near priest has a thing for redheads but they must be virgins. Malo
the large port city of Pyrani, an excellent place to seek further brought the girl to the priest and was paid. Thats all he knows.
employment as well as get in a bit of rest and relaxation. 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
Ranens Ford
forward with some information regarding Sevitrex.
The journey is uneventful. However, upon arrival at the small
farming community, they discover another tragedy has darkened Sevitrex of Inisa
the door of their Captains home. Several weeks ago, at the annual Sevitrex is the high priest of the Fire Goddess, Inisa. Few
faire the Captains only daughter, Sienna, was seduced by a worship her as she represents the destructive force of fire. Most
rogue named Malo who accompanied a troupe of entertainers. seek to placate her and keep her gaze far away. She has a small
According to Siennas friends, Malo seduced her with stories of chapel in the temple district, in an alleyway off of the Street of
city life - theater, parties, and luxuries she had only dreamed of. Gods. The chapel is a stone building of little more than a flaming
The night that the faire left Ranens Ford, Sienna supposedly pit before the large hideous feminine statue. The temple acolytes
left with them. With her husband away, Lorena, the Captains are expected to keep the flame fed at all times. Despite its small
wife, was powerless to do anything. In her grief at the news of size, the temple is powerful since it generates monthly income by
her husbands death, she begs the PCs to bring back her child. all the businesses in the city that tithe to the goddess to insure that
fires dont suddenly appear and destroy their livelihood.
The Entertainers
Sevitrex resides in a estate in the citys high quarter. He has no
The obvious course of action is to track down the troupe. This
guards, but raises mastiffs who run the property day and night.
is relatively easy since the traveling faire makes a regular circuit
He has seven acolytes in his home. During the day, they go about
of the villages. Two villages away in the town of Lenwick, they
their duties. At night, the acolytes retire to their rooms.
catch up with the traveling faire. This encounter allows the PCs
Sienna is held captive in a room near that of Sevitrex. He plans
to interact, roleplay and utilize skills they have spent points on.
to sacrifice her and has told her, just to feed off of her terror.
There are a variety of games of chance, competitions, and minor
If the PCs go to the estate in the day, the servants will be
tournaments (everything from card and dice games to cockfights
distributed in the estate performing thier duties. In the evening,
and archery competitions). Inquiries about Malo and Sienna will
the acolytes are in their quarters. In the event of intrusion, they
uncover little. None of the entertainers remember the pair.
will defend Sevitrex, willingly sacrificing their lives for his.
Eventually, the PCs will be directed to Kovar, the bare knuckles
In the day, Sevitrex is in his study. In the evening, he is in
fighting champ of the faire. Kovar admits to knowing Malo but
his parlor writing treatises on torture or in his torture chamber
wont comment any further. If players become threatening, they
refining techniques on girls he purchased. At all times, he will be
find they will have to fight the troupe plus locals who frown
with the largest of his hounds.
upon outsiders spoiling their one celebration a year. In any event,
Renaldo, the troupe leader, suggests the PCs bring it into the ring. Kovar: BRAWN 3/Fighting 3; PERSONALITY 2; PERCEPTION 1;
If one of them bests Kovar, theyll tell the PCs all they know. KNOWLEDGE 1; BLOOD 18.
But if the PC is beaten, the group must peacefully leave the faire.
Malo: BRAWN 2/Fighting 1; PERSONALITY 3/Bluff 2 Flirt 3,
If Kovar is beaten, the entertainers keep their word. He relates
Persuade:2; PERCEPTION 2; KNOWLEDGE 2; BLOOD: 13
that he knew Malo years ago when they served in the Northern
Equipment: Blade (4 damage)
Legions. Malo is a pimp in the port city of Pyrani, He joins the
Faire circuit every season and specializes in seducing country Malos Goons/Sevitrexs Acolytes: BRAWN 1; PERSONALITY 1;
girls and sweeping them to the city where he sells them to PERCEPTION 1; KNOWLEDGE 1; BLOOD 9
waterfront brothels and wine shops. Kovar remembers Malo was Equipment: Dagger (3 damage)
very happy about his latest conquest as she was redhaired and a
rare commodity in these parts. Malo left the troupe a day after Mastiff: BRAWN 1/Fighting 1; BLOOD 10.
leaving the village where he found the girl, making haste back to Equipment: Bite (5 damage)
Pyrani. Malo frequents a waterfront tavern called Krugers.
If the PC loses the bout Kovar will reveal nothing. However, Sevitrex: BRAWN 3/Fighting 3; PERSONALITY 2; PERCEPTION 1;
the PCs will later be approached by a dancing girl named Tamara; KNOWLEDGE 1; BLOOD 18
she was the object of Malos attention before he met Sienna, Equipment: Demon Hound Spell
This spell increases a canines size and give it the appearance of a demon creature whose
and was promptly discarded. She has no problem letting the PCs pelt smells of burning coal and whose eyes burn with a demonic red fire.
know all they want to about Malo and his ways for a few silver. Demon Hound: BLOOD 20 AV 3. Claws 6 damage Bite 8 damage.
some time. And amongst the refuse are the decomposed remains

Safety in Numbers By Jeff Mejia


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.
The Premise: The players are the survivors of a caravan that With a furious storm building outside, this is the perfect time to
has just been attacked by bandits. Outnumbered, they must make have Madelines baby arrive. Let nature take its course and allow
their way down to the lowlands avoiding the bandit trackers, the players to help out in the process having your ham fisted
mountain creatures, natural perils and the elements. gladiator try to deliver a baby will be an event your players will
be recalling for years. Upon further examination, one of the
Set Up: Your characters have been traveling for several days characters will discover that theres a very small partially blocked
with a caravan that has left the city of Hogar and is crossing passageway in the rear of the cave. If it is opened wider, flowing
the mountain range to the city-state of Belsa. This is the last water from an underground river can be heard.
caravan through the mountains prior to the heavy winter snows The cavern opens up to a height of about 20 the river is flowing
that will close the pass for many weeks. The caravan consists of towards the lowlands a character with area knowledge may
18 wagons and close to 200 people. 50 of which are guards. The deduce that this is a tributary to a main river in the lowlands near
journey has been peaceful and routine and spirits were running the city you were all traveling to. There are enough raw materials
high as they reached the summit of the mountain pass. That was nearby that a serviceable raft can be constructed.
yesterday. This morning minutes before dawn the caravan was
attacked by a large force of raiders. Your group has managed Refuge and betrayal: Eventually the players make it down from
to break away into the woods. They have the clothes on their the high ranges. If the trip is overland then the GM might want to
backs and the weapons they had at hand when the raiders struck add a possible encounter with a hungry mountain lion or a large
but nothing else, no mounts- no packs, no provisions- there was pack of hyenadons.
just no time. In addition to your group are three youngsters- a If the group constructs a raft and floats down then maybe an
young boy Timon, 8 years-old and his two sisters, Kaya, 12 and encounter featuring some treacherous rapids on the way down
Madeline, 17. Madeline was married to a tradesman who was from the highlands.
killed just moments ago. She is also very pregnant. In either event the group will soon see a smokestack in the
distance indicating civilization. After a mile or so more of travel
On the run: The first encounter of the adventure is with an equal the group should reach a small steading. The steading consists
number of raiders who are in hot pursuit of the children. One of a log palisade surrounding several wooden buildings. The
of the raiders has a chained Slarth with him. Slarths are huge residents five men and three women are friendly but in fact
ferret-like creatures about 7 feet long. They have thick white fur, they are in league with slavers. When the group first arrives the
wicked teeth and claws and a phenomenal sense of smell. There residents will welcome them with gestures of concern and offers
is one opponent for each character and another who has the Slarth of aid, but at the same time they will secretly send word to the
with him. The two younger children are armed with small knives. slavers.
They will attempt to put up a fight but will not be much of a In the evening the steading folk will hold a banquet with roast
match for the raiders. The pregnant girl is unarmed. Immediately meats, fruit pies and plenty of ale to relax the group and get them
after the last raider is hopefully dispatched, a hunting horn is drunk. The young boy Timon will feel uneasy about the whole
heard. This is a call to the raiders to rendezvous at the caravan deal and will try and warn the group of possible treachery. If
ambush site. This will be an ideal time to escape since it may be a confronted the men of the Steading will attack and the women
while before the raiders finish pillaging and take a count of their will flee to safety. If the group does not heed Timons warnings
numbers. Soon enough they may be after the group. they will awaken to find themselves in chains and locked in a
smokehouse to await the arrival of the slavers.
Shelter: Near the evening, after an arduous day of cross country
If the men of the steading are overcome then the group will find
travel the group must Utilize their skills to create a sheltered
amongst their modest spoils (weapons, armor, pelts, a few coins
fire and forage for food (Note: any characters that have suffered
etc.) several mules and horses as well as a wagon with which to
wounds in the previous encounter are not able to recover any
make their getaway to the safety of the city of Belsa
BLOOD points until they get to a place of relative shelter). The
group locates an area near a stream. Small game is plentiful Raider: BRAWN 2/Fighting 1; PERSONALITY 1; PERCEPTION 1;
and the characters hopefully have survival skills or at least KNOWLEDGE 1; BLOOD 12
appropriated a spear from the bandits in the earlier encounter to Equipment: Leather Armor AV: 2. sword, battleaxe or spear
spear a fish or two. On the second day the temperature drops
noticeably, they soon notice the sky darkening. By mid-day it Slarth: BRAWN 2/Fighting 1; BLOOD 10
is apparent that a storm is coming. And the pace is shortened Equipment: thick hide AV 2. Claws (6 damage). Bite (6 damage)
considerably by Madelines obvious condition. Anyone with
healing skill will notice that she is very near to delivering. Grizzly Bear: BRAWN 3/Fighting 1; BLOOD 30
Around late afternoon snow begins to fall. Someone in the Equipment: thick pelt AV 2. Claws (7 damage). Bite (8 damage)
group may discover a cave where shelter could be found. The
problem is that the shelter is already home of a large Grizzly bear.
Men of the Steading: BRAWN 2/Fighting 1; PERSONALITY 1;
The bear is ferocious and easily two feet taller than the largest
PERCEPTION 1; KNOWLEDGE 1; BLOOD 10
member of the group. It will not run off and must be overcome.
Equipment: sword, battleaxe or spear
The lair looks and smells like it has been occupied by a bear for
The tomb

Tombs of the Juna By Jeff Mejia


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
The Premise: The group is in Al-Khalid, a major trading nexus passageway dry and the air very stale. With light, the PCs see
at the foot of the Drujistan Mountains. One of the group members that glyphs are etched in the walls, a successful Legends & Lore
is approached by an old colleague named Hassan. Hassan has a check show these to be warnings for thieves of the deadly curses
map to the tomb of a king of ancient Juna, high in the Drujistan and damnation that will be their fate if the tomb is disturbed.
Mountains in the land of the Morgal tribes. Hassan and his There are several traps. The first is a pressure plate about 50
brother Elar have had this map for many years. The area where from the entrance. If undetected, (Thievery check) the trap shoots
the tomb is located is considered holy by the Morgal tribesmen dozens of darts from the ceiling. They cause no harm but they are
and has always been guarded against intruders so, while they coated with a poison that has weakened through the years. Any
knew where the treasure was, getting to it was impossible. Until struck PC will suffer 3 BLOOD damage per turn for 2 turns.
now. Recently the Morgal have been beset by twin catastrophes. Further down lies another pressure plate that, if undetected, will
First, they were embroiled in a war with a new tribe, who has cause a cave-in behind the group trapping them. They can dig out
recently moved into the Morgal lands, the Jaga. As fierce as the but the effort will take hours. If the cave-in happens, the group
Morgal are, the Jaga have proven fiercer. Many warriors have will hear noise coming from further down the passage. The noise
fallen to the blades of the Jaga and much Morgal land has been is a clattering and clicking, like bone or shell clacking on stone. If
lost. The Jaga hordes have yet to reach the area where the tombs the group continues, they encounter the third and final trap.
of the Juna are located but eventually they will, and the Jaga will This pressure plate causes a fine powdery dust to fall upon the
have no qualms about looting another tribes holy site. group from above. When the dust contacts any exposed metal,
Secondly, a plague has swept the Morgal, sending many of their (armor, weapons, tools, etc.) it immediately turns all metal to
people to the shadow-realm of Hala the goddess of death, leaving rust. After this trap has sprung, deactivated or circumvented,
the Morgal broken in body and spirit. the clattering become louder. The group comes to the end of the
As it is written that one mans tragedy is another mans triumph, corridor that opens into a large chamber. A stone sarcophagus
so it is here. Hassans brother had passed on, leaving Hassan lies in the center of the room, and, dancing around it madly, is
in sole possession of the map. Though still doughty, Hassan is a most horrific sight, (GUTS check) a demonic creature half
getting old and would not be able to reach the tomb much less man/half scorpion. The clattering noise comes from insect limbs
make off with its treasures and return to Al-Khalid on his own. striking the flagstones of the floor. The creature pays no attention
Hassan bargains for two shares of any treasure. For his part he to the group unless they cross into the room then it will attack
will provide the map and funds. Posing as traders, the group will mercilessly. The demon will leave the room to pursue but it is
make their way into the mountains. Once at the tombs, he will bound to the tomb and will not leave it. If reduced to 0 BLOOD
stay with the mounts while the group retrieves the actual riches. the demon will dissipate with an agonizing wail.
As stated, Hassan is a former colleague and is trustworthy. If the PCs manage to defeat the traps and the demon, the
treasure of the Juna is theirs. Several chests of gold coins,
Morgal camp jewelry, and ornate weapons are found in the sarcophagus along
After several days of uneventful travel, the group finds itself with the mummified remains of the last Juna kings. The PCs must
entering the lands of the Morgal. That same afternoon they spy hurry for, with the rising and setting of one sun, the demon will
a small camp. There appear to be about a half dozen tents. A return from the netherworld to continue his bound duty.
closer inspection shows this to be a very poor camp indeed. The If successful, the group can leave the valley without incident.
tents are badly patched and the goats are skinny. There looks to But the Jaga are out there in the high mountains of Drujistan, as
be about 6 old men and about three times as many women and are the Morgal. And when the wine cups flow and the bragging
small children. If the group makes contact, they find the camp is starts in the taverns and brothels of Al-Khalid, the adventurers
all thats left of what was once a much larger Morgal tribe. This may find that great treasures bring great troubles - but that is a
particular group is making their way down to the lowlands barely story for another time.
a few days ahead of Jaga outriders. The camp has nothing to trade
other than information. They can tell the PCs that a major battle Morgal Tribesman: BRAWN 1/Fighting 1; PERSONALITY 1; PER-
was fought three days ago and that the Morgal were soundly CEPTION 1; KNOWLEDGE 1; BLOOD 9
defeated by the Jaga and the enemy are now virtually unopposed. Equipment: short sword and spear
The Morgal refugees expect that once the Jaga have nursed their
wounded and finished celebrating their victory they will move Jaga Warrior: BRAWN 2/Fighting 2; PERSONALITY 1; PERCEP-
into the Morgal lands in force. TION 1; KNOWLEDGE 1; BLOOD 12
Equipment: Leather Armor AV 2. scimitar (6 damage) and bow
Jaga war band
Camped near the pass to the entrance of the tombs of the Juna
is a small war band of Jaga scouts. These advance scouts of the Scorpion Demon: BLOOD 40
larger Jaga horde have located the tomb and are working up Equipment: hide AV 3, huge scimitar (8 damage) Stinger (8 damage)
the courage to enter the forbidden site and loot it. Though they 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
are not cowards, they are a superstitious people and it may take and large vampiric fangs. It wields a two-handed scimitar and possesses a
several skins of wine and a good pep talk by their leader before large stinger which does horrendous damage.
they enter the tombs.
Jungle Captives
various tribes and are openly warlike against outsiders disturbing
their hunting grounds and sacred sites.
These natives are typically nude except for savage trophies of
The Crimson Chronicles Part One By James Stubbs feathers, teeth and the occasional human body extremity such as
fingers or ears. Their weaponry is crude clubs and stone-tipped
The Premise: The heroes are on their way to explore some long-
spears. The biggest issue facing the party, however, is that it is
forgotten ruins for profit and plunder but run afoul of vicious
virtually impossible to go anywhere in the Greenswath without
natives.
infringing upon one tribe or anothers lands. The truly unlucky
The Setup: One of the heroes has a treasure map that they either may find themselves in contested ground between two very angry
won in a shady game of chance, inherited it from their mad uncle tribes who would just as soon kill each other as the trespassers.
who swears its real, or through some other plot contrivance.
Trapped! By Heathen Savages!: Unfortunately for the party, the
Feel free to roleplay the acquisition of the map as it will add
natives are more interested in capturing for their blood sacrifices
enjoyment to the story. The map claims that, along the Silver
rather than outright butchery. The preferred tactic is to herd the
Coast, there lie ruins of an ancient civilization, renowned for their
victims by a group of warriors into an ambush by hunters armed
gold and jewelry. If truly undiscovered, these ruins would be an
with blowguns and nets. Blowgun darts cause no Blood damage.
enormous source of treasure.
However, once struck by a blowgun dart, the victim must make
The Silver Coast: An Area Knowledge check will reveal that a BRAWN check each round or loose a point of BRAWN. When
the Silver Coast is notorious for both pirates and slavers, who BRAWN, hits zero, the affected person falls unconscious for
often work in conjunction. The Coast is bordered by thick jungle 2 hours. Characters ensnared in nets suffer a -1 penalty to all
named Greenswath, but more ominously known as The Green physical actions and prevent any kind of ranged attack with a
Death (and where the map says the ruins are). A Legends & Lore weapon.
or Mystic Lore check will reveal that the Silver Coast was home Characters awaken in order of who was taken down first
to an ancient race of people called the Divia, who were great to find themselves bound in a crude hut with their weapons
scholars and sorcerers until a magical catastrophe (some say the and armor removed. The sounds of cruel laughter and strange
anger of the gods) destroyed them. More importantly to treasure language filter in through the animal hide door flap. Two burly
seekers, however, was the Divians legendary skill in beautiful guards can be seen guarding the door outside.
goldwork and ostentatious jewelcrafting. What is readily
Sold Into Slavery: Escape should be the first thought on the
apparent, however, is that it will be a long journey to reach
partys minds. Characters with a BRAWN of 1 cannot attempt
the spot indicated on the map and that peril will be a constant
to break their bonds. Everyone else is at a -2 penalty to do so.
companion.
However, once a single character is free, it is easy enough to untie
The Green Death: Getting to the jungle is relatively easy. the others as long as they can be silent. Make PERCEPTION
Characters will only have to make their way along bandit-infested checks for the guards. If they are alerted, they will rush in with
roadways, stay at inns who make a tidy sum at swindling the weapons and the party (at least those who are free) will have to
travelers who stay there, and, if theyre brave enough to travel at fight them barehanded until they can possibly take one away from
night, whatever creatures dog their path in the darkness. a guard. The sound of a fight will draw others because the two
The jungle can be felt before it can be seen as the dryness guards will certainly yell warnings. Eventually the troublemakers
of the grasslands grows considerably warmer and the humidity will be subdued again, rebound and dragged before the tribes
climbs. Lions gaze impassively at the invaders from their tall chief.
grass or rocks, too warm for them to bother menacing the party. The chief, however, has a group of outsiders with him
The jungle at least offers shade from the blazing sun if not from along with a long line of bound native slaves and a large bag
the oppressive heat. of obviously worthless but shiny baubles. It becomes quickly
The Green Death is appropriately named as the lush landscape apparent that they have been traded to a group of men who can
holds its own dangers for the unwary and unaccustomed. only be slavers.
Snakes, spiders and other small but no less dangerous beasts are The crude ropes are overlaid by manacles and chains, their
omnipresent. Large predatory animals such as panthers, fierce weapons and armor are bundled up, and they are lead away to
gorillas and bull elephants are also to be contended with and the their unknown fate to the sounds of loud yells intermixed with
uninitiated can just as easily find their end by eating unfamiliar the screams and pleadings of native women and children slaves
berries, fruits or mushrooms. that are being left behind to slaughter in the name of heathen
A day or two inside the jungle, however, brings an attack by a gods.
pack of fierce apes who are angry at the party for disturbing their
Damn Dirty Ape: BRAWN 1/Fighting 1; BLOOD 8
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. Savage Native: BRAWN 2/Fighting 1 Shooting 1; PERSONALITY 1;
PERCEPTION 1/Stealth 1; KNOWLEDGE 1; BLOOD 10
The Natives Are Restless: Despite the other perils, the biggest Equipment: dagger, blowgun and net
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
too much of a nuisance of themselves, they will find themselves

Vexd
The Crimson Chronicles Part Two By James Stubbs
tossed into the ring and forced to fight to the death! The non-
native captives are valuable to the slavers but only so much
before they become more trouble than theyre worth.

The Premise: Our heroes, sold into slavery, meet a captive pirate Escape!: Now would be the perfect time for the party to attempt
queen who offers to take them to the exact location of the ruins if to escape as their captors are intoxicated and occupied. A
they help her escape and make it back to her ship. BRAWN check at a -1 penalty will snap the manacles behind the
characters back. There is no limit to the number of attempts but,
The Setup: The biggest event now is the long march back to for each failed try, they bloody up their wrists and hands (1 Blood
the slavers camp. The weather is as miserable as before but the damage per failure).The slavers are too far gone to pay attention
important thing here is to instill a true sense of hatred against the to the clanking chains.
slavers but that shouldnt be too difficult. They can joke about the Freed characters can either immediately attack their captors or
good price the characters will fetch in the pleasure dens, mines, attempt to free their companions and, possibly, some of the other
or whatever other demeaning job you can think of. If the referee slaves. Most of the native slaves will just flee into the jungle but
wants to be especially cruel, he can add in comments that one or some of the men will turn on their tormentors even though they
more of the male characters would make good eunuchs and that have no weapons. Freeing others is just a simple BRAWN check
they could save the surgeons some trouble and do the job here.. to break the manacles or the key can be gotten off Jerrod the
The slavers are stingy with both water and food and, even Fat, the head slaver who had taken Vex to his tent. In the middle
though the characters are spared, they whip their other captives of the fight, if the characters didnt immediately go to help her,
without provocation. Rest and sleep are kept only to enough Jerrod staggers out of the tent screaming and clutching his very
time to make sure that none die from exhaustion although the bloody groin as Vex emerges, rearranging her disheveled clothes,
characters may guess that the slavers are trying to get back to but with his knife. Shell spend the rest of the combat taunting
their camp and out of the jungle as quickly as possible to avoid him and chasing him around the camp, inflicting superficial cuts
any confrontation with another rival tribe. until she gets bored and puts him out of his misery.
Characters that seize any weapon who had lost Blood freeing
Pirate Queen of the Slavers Camp: Makeshift is a good choice themselves, are at a -1 penalty to Fighting checks as their hands
of words to describe the camp. It is obvious that it was planned to are slick with their own blood.
be able to move in a hurry. Slaves are all bound to trees by a long
chain in which their manacles are connected. Putting an End to the Slavers: The moment Jerrod dies, the
More astounding is the single non-native woman chained up by rest of the slavers dont see any reason to continue this fruitless
herself but the slavers soon join the partys manacles onto her venture. Some will try to surrender to the characters while others
chain as well. She seems just as surprised and not without some flee into the jungle pursued by any surviving natives. Assuming
small measure of relief. the party takes prisoners, theyre not really any help information-
She introduces herself as Vex, Captain of the pirate ship, wise but they do have a few coins on them. If nothing else, Vex
Bloodwake. She was with a landing crew looking for ruins that will offer the party a single gold piece for the lot of the prisoners
was rumored to have great treasure when they were ambushed by as offering to the shark god the next time she sails.
slavers. Her men where killed and she was taken captive just as The real treasure, however, is a small chest inside the Jerrods
they discovered the ruins. She will offer to take the party directly tent that contains fifty gold pieces. The chest is locked but can
to the ruins if they will free her and get her back to the beach easily be smashed open with a weapon or the key can be found
where her longboat is moored. She would prefer to get back to inside his hoot. If you want to insert a plot hook for another
her ship first but, if the characters insist, she will grudgingly adventure outside the scope of this campaign, you can make the
take them to the ruins first but, in exchange for putting her in coins bear a royal seal meaning that only someone in power is
peril again, she will demand a share of the gold. And, if her ship either financing slavery or had the money stolen from them. From
is taken over by her ambitious first mate in the meantime, she this point, the trip to the beach is uneventful and Vex will invite
will hold them personally responsible for costing her a ship and them aboard her ship for healing, food and rest or, if they want to
stranding her on this godsforsaken land. press on to the ruins, skip ahead to scenario four.
Camp Amusements: Perhaps it is the heat or the stress of Slaver: BRAWN 2/Fighting 1; PERSONALITY 1; PERCEPTION 1;
constantly being on alert, but these slavers are excited and KNOWLEDGE 1; BLOOD 12
irritable. However, they have their own alcohol as well as several Equipment: sword
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 Jerrod the Fat: BRAWN 1/Fighting 1; PERSONALITY 1/Persuade 1;
cruel men, the drinks soon bring out the mean and sadistic streaks PERCEPTION 1/Diplomacy 1; KNOWLEDGE 1; BLOOD 25
in them. Liberties are taken with the female captives and Vex is Equipment: dagger
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
Knives in the Dark
Challenging him to one-on-one combat in front of the crew
is not an option because even after she kills him (and Vex is
very confident in the end result), she would still have to fear the
The Crimson Chronicles Part Three By James Stubbs
unknown assassin in the night trying to avenge him. She knows
some of the possible mutineers but there are probably others
The Premise: Fresh from their escape from the slavers, our keeping low or whos allegiances would swing at his death,
heroes accept the hospitality of Vex aboard her ship. Sadly, claiming that she had gone too far.
life amongst pirates is rarely neither safe nor restful due to her Instead she needs someone to do her dirty work for her. Why,
ambitious first mate and a rebellious crew. if he was killed in the night, his valuables and her treasure map
The Setup: Vex is rowed back to her ship which is sitting with stolen and a longboat missing, who wouldnt blame her as she
sails unfurled and the anchor slowly being heaved up the side of had been victimized too? She will ensure that just compensation
the ship. The Bloodwake is sleek and lays low in the water, her is placed in the longboat for their escape. However, the deed
long oars dipping into the water. It is obvious that she is a coastal needs to be done tonight before Viler can cause any more dissent
raider and ill-suited for forays out into deeper water but she is and a mutiny does occur.
fast as her graceful curves attest to. On the Rain-Slick Precipice of Darkness: Let the party plan
Vex curses and screams until heard, a cheer rises up from however they wish. Vex has told them where Vilers cabin is
her crew, and a rope ladder lowers to meet them as they pull on the ship. A minor squall sets in as night falls, nothing very
alongside. A rugged looking man with a chest tattoo of a shark dangerous but is does send the crew below deck and rocks the
glares at the characters and, just as quickly, masks his obvious ship making balance difficult. All lanterns are extinguished to
resentment. Vex doesnt appear to notice this and introduces him prevent fire from one falling and the ship is only illuminated by
as Viler, her first mate, and makes a comment about how she is the moon. There are seven men involved in the mutiny plot: Viler,
still very much alive, with a meaningful look at Viler. the galley overseer, and five crewmen. Viler, and the overseer
Shipboard Hospitality: Vex is true to her word and offers the are the brains behind the plot and they are, not in Vilers cabin,
meager healing she has available (4 Blood restored/character), but the overseers with one of the crewmen. The other four co-
a silk pillow cushion for their assigned hammocks and the best conspirators are in the hallway outside on the lookout for spies or
food and wines available from her quarters. She will offer to draw anyone else. If the party takes the time to ransack Vilers cabin,
the party a detailed map to the ruins when they are sufficiently they find a small chest containing fifteen gold pieces.
rested and healed although, if they press, she will draw it up It is unlikely that the party will be able to sneak up and
immediately. She will also offer to replace their missing armor dispatch five men in a darkened hallway. If a fight erupts, Viler
and weapons (with suspicious bloodstained versions) Healing and the overseer have devised a ingenious escape from the cabin.
will take the day and Vex will insist on them resting in comfort Viler arranged for a fishing net to be hanging over the side which
aboard ship rather than in the dangerous jungle. Each additional can be reached from the cabin. They will scale the net up to
day spent on the ship will restore an additional 2 Blood (or you the deck, storm Vexs cabin, kill her, and then raise the alarm.
can use the healing rules from The 1PG Companion). Secretly, Viler plans to betray the crewman with them, kill him
and pin the captains murder on him.
Meet the Crew: Like most pirate crews, the Bloodwake is a
motley bunch of cutthroats, misanthropes and the unfortunate. Fight in the Storm: The crewman is left at the railing to cut the
Most of them are purely in it for the money but a few are escaped net ropes if anyone tries to follow. Unfortunately, the rain has
slaves and one dashing young man with a ragged scar across made the net hard to cut and it will take three rounds before he
his forearm claims to be a deposed prince on the run from an can sever it. The captains door is broken down just as the party
arranged marriage. With the exception of Viler, most of the crew makes the deck. Vex is cursing and waving her sword about as
are very happy to see their captain safe and the first evening is a her serving girl screams once (the noise hopelessly lost in the
celebration of her return and a wake for their fellows that didnt wind and pounding rain) and swoons. Its two against one and
make it back. Vex will be cut down unless someone ignores the crewman long
The current total crew of the Bloodwake after the loss is enough to intervene. Once defeated, Vex will hurry them to a
sixteen souls: the captain, her serving girl, first mate, navigator, longboat and lower it over the side telling the party that the story
helmsman, tiller, galley overseer, and ten other men who serve will be that Viler and her overseer died protecting her life and
general duty such as lookouts, men-at-arms, deck swabbing, etc. virtue from the party although not before the map was snatched.
The oars are manned by twenty-six slaves who are kept chained Vex tried to pursue but stopped to tend to her servant. As the
to their benches below deck. party rows away, they find a bag containing the map (if they
didnt insist on having it earlier) and fifty gold coins.
The Captains Confidence: Over dinner in her stateroom, Vex,
once she dismisses her serving girl, will confide in the party that Pirate: BRAWN 2/Fighting 1; PERSONALITY 1; PERCEPTION 1;
she is quite aware of Vilers distaste for her and didnt miss his KNOWLEDGE 1; BLOOD 12
reaction at her return. She is no stranger to treachery and has had Equipment: sword
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 Viler: BRAWN 2/Fighting 2; PERSONALITY 1/Intimidate 1;
her that he is fermenting mutiny amongst his sympathizers and is PERCEPTION 1/Thievery 1; KNOWLEDGE 1; BLOOD 30
blaming the debacle at the ruins as her fault with no gold to show Equipment: sword
for it.
Scourge of Stone
businesses have crumbled or collapsed. Although, at the far end
of the ruins stands a temple that seems to have withstood the
ages better than the others. Most disconcerting, however, are the
The Crimson Chronicles Part Four By James Stubbs frequent bloodstains on the stonework and the human skeletal
remains. One grisly discovery is even still fresh, her wrists
The Premise: Armed with an exact map to the ruins, the party still bound by vines and desiccated face full of terror, frozen for
leaves the Bloodwake and makes their way back into the jungle eternity. If they inspect the body, there are two large puncture
but not before they stumble upon native hunters and are chased wounds in her back. Something big killed this woman.
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. Arachnophobia: A monstrous spider roams the courtyard and
the natives worship it with regular virgin sacrifices. It wont take
The Setup: The row from the pirate ship to the beach is long for the heroes to draw its attention with their moving about
uneventful and soon the party is engulfed by the oppressiveness and talking. It has grown complacent with the easy meals given
of the jungle, now seeming even more sinister by night. Any light it and makes no effort to conceal its approach. Only by defeating
carried by the heroes casts long shadows and the feeling of being this creature can the party continue to the temple.
watched is ever there. Nocturnal predators screech and growl
and the occasional mortal cry of prey being brought down should The Temple: The temple is still solid and squat, the carvings into
warn the party that night belongs to the hunter. its walls and columns even more grotesque and profane than the
The map is very specific in what direction to go but the referee outside walls. The place looks abandoned but there is a noticeable
may want to ask for BRAINS checks to avoid getting lost in the lack of dust and walkways and rooms are free of debris. An
dark. The ruins are a sacred place to the natives and they do not ankle-deep pool in the foyer is still circulating fresh water from
venture onto its grounds except for times of worship. If the group tiny bronze pipes. A golden snake statue coils around the raised
gets turned about, they will encounter a native hunting party, center of the pool.
also out later than they should be but they have the advantage of The party will soon encounter the inhabitants of the temple,
knowing the terrain. They will hide themselves in thick brush and a mixture of native, non-native and mixed-blood people. They
ambush the heroes. can speak the same language as the party and welcome them
to their refuge. Few wear clothing but all are bedecked in
Night Fighting: The natives will hurl their spears from hiding golden jewelry. The leader identifies himself as Anes and offers
and then rush in to attack with their crude knives and clubs. the hospitality of his people while the heroes who killed their
Anyone carrying a light source grants the attackers a +1 bonus captor the giant spider rest and feast. Over the meal and dancing,
on their attacks against them as they will be the favored target. he will explain that they are former slaves and castaways who
Dropping the light negates this penalty but runs the risk of had taken refuge here in the ruins to escape the natives or, in
starting a fire. Lanterns simply go out but torches may set the some cases, rival tribes. The temple garden still bears fruit,
underbrush on fire. These blazes will be small given the wetness vegetables and herbs, aqueducts still work and they can ferment
of the environs but theyre still enough to give minor burns wine. The giant spider was worshipped as a native god but they
(1 Blood damage) to anyone that stumbles into them. Safely were safe as long as they stayed in the temple when it was about.
extinguishing a light takes one full round. It was, in a sense, their captor and their savior. Although they do
If the lights go out or none were used to begin with, it is not morn its death as it had taken many of them in the past.
a blind free-for-all. If any fires were set, theyre not enough The partys food and drink is drugged. If they can make a
to really see anything clearly by. Anyone making melee or BRAWN check at a -2 penalty they stay awake and realize that
ranged attacks, is under a -2 penalty to their rolls. If they hit, something is wrong. Otherwise it looks like they just had too
roll another d6 to see if they actually hit a buddy instead. Any much potent wine and passed out. Any still conscious is offered
sixes are friendly fire. The best strategy here would be to hit a companion for the night. When exhausted and asleep, they will
the ground, crawl away and regroup. Doing so will remove any be bound and taken captive along with the drugged.
chance of hitting party members as everyone knows where their
companions are. Native Hunter: BRAWN 1/Fighting 1 Shooting 1; PERSONALITY 1;
PERCEPTION 1; KNOWLEDGE 1/Tracking 1; BLOOD 10
The Outside Wall: Once the fight is over, it is only a small Equipment: sword
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 Giant Spider: BRAWN 3/Fighting 1; PERSONALITY 1;
edifice. Two lit torches flank the entrance and there are two native PERCEPTION 1/Stealth 1; KNOWLEDGE 1; BLOOD 30
guards. The heroes can make a treacherous climb over the wall or Equipment: bite (6 damage)
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
Valga the Mottled God: Valga is an anaconda of monstrous

Coils of the Brotherhood


The Crimson Chronicles Part Five By James Stubbs
proportions. Its head alone is big enough to dwarf a man. It
attacks by coiling around the walls of the pit in attempt to
encircle and then constrict the victims. Once crushed and lifeless,
Valga will devour its meal.
The Premise: Awakening to find themselves in captivity, the Standing to fight is not a good strategy as it will become
party must fight their way past their captors god and its crazed easy to be surrounded by the coils of the large snake. Actually
and fanatical followers. getting atop the beast prevents this but will send the monster into
The Setup: The PCs find themselves at the bottom of a large a frenzy of undulations as it tries to buck its tormentors. Valga
dimly-lit stone pit. They have been divested of their weapons isnt any smarter than a normal snake and will concentrate on
and armor but the floor is littered with human bones that can be whoever is causing the most damage. Anyone on the serpent must
used as improvised clubs if necessary (they break and become make a BRAWN check every round to avoid being tossed off.
useless on a roll of 6). The pit is roughly twenty feet deep. Its Characters on the floor of the pit must make a Dodge check to
walls have cracks in the stonework but they are ill-suited for foot avoid becoming enveloped in the coils of the snake. If they fail,
of handholds. Any attempts to climb are at a -2 penalty and a they will suffer 5 Blood damage each round from crushing. A
check must be made for every five feet ascended. Failure means BRAWN check will allow them to wrench themselves free.
the character falls and suffers 1 Blood damage for every five feet If a PC or the girl dies during the fight, Valga will stop
fallen plus another 5 Blood damage when they hit the stone floor moving and attacking to swallow its prey. This will allow for one
(this only occurs when they have scaled more than ten feet). free round by all characters to get in attacks as the unfortunate
At the top of the pit, it is evident that a large stone or stone victim is swallowed and a horrible lump that was once a person
slab covers the top. Faint traces of sunlight stream in at the edges inches its way down the big snakes gullet.
and provide the only illumination. Fifteen feet up from the floor, The Death of a God: Once Valga has lost enough Blood to only
a hinged iron grate can be seen. Any character that was able to be ten or less damage away from death, it will try to escape. The
climb up is assailed by a pungent odor and a faint hissing sound giant serpent chooses the large opening at the top rather than the
but is otherwise unaffected. The stone obstruction at the top is narrow grate it slithered out of.
impossible to move as it is too heavy and gripping it will cause As much as Anes values the terror his god puts into his
the character to loose their purchase and plummet to the floor followers, he doesnt want it loose out of the pit and orders the
below. stone dropped but the snake is quicker than he anticipated. The
A Fellow Prisoner: The PCs, however, are not alone in the pit. heavy rock drops and crushes the snakes head, and conveniently
A frightened teenaged girl is huddled against the wall opposite wedges the top of the pit open so that the PCs can scale the body
the party. Her wrists and ankles are bound together with golden and escape. The party can hear Anes screaming for his followers
chains which, while ornamental, can be easily snapped by anyone to kill the infidels who has killed the vassal of their god. Angry
with a BRAWN of 2 using a simple check). She is absolutely shouts can be distinctly heard.
terrified and will latch onto the first male that frees her. She can Like Fervent Lambs to the Slaughter: The party can climb the
only stammer out various words such as god, priest, and body of Valga and either go out the top of the pit or snake their
sacrifice. If the referee wants to be aggravating, (and who way into the grate the snake came out of. The grate leads to the
doesnt?) you can have speak a different language than the party. basement of the temple so, if your group chooses this route, go
Not, however, that it will take a genius to figure out that they are ahead to the next scenario. Otherwise, as the party crests the lip
in big trouble and have been duped. of the pit, they are beset by ten crazed cultists armed with knives.
The Sacrifice: Soon, the pit cover will be rolled away and Anes These zealots are no match for angry PCs but theyre just chattel
will mockingly call down to the party and gloat over their fate at as Anes makes his escape to the temple.
the hands of Valga the Mottled God. He states that the girl was
their meager sacrifice but that Valga will feast today and leave Valga the Mottled God: BRAWN 3/Fighting 1; PERSONALITY 1;
their bones at the bottom of the pit where many more worthy PERCEPTION 1; KNOWLEDGE 1; BLOOD 30
have met their ends. Equipment: constriction (5 damage)
A loud hissing noise erupts from the iron grate near the top
of the pit and a bronze hook on a pole is inserted down into the Fanatical Cultist: BRAWN 1/Fighting 1; PERSONALITY 1;
pit to open the grate. Any character that managed to climb up to PERCEPTION 1; KNOWLEDGE 1/Legends & Lore 1; BLOOD 12
the top of the pit (and remained there) can easily grab the pole Equipment: dagger
and yank it and its unfortunate wielder into the pit. His neck
snaps loudly against the floor, killing him instantly. Alternatively,
throwing a bone from the floor with a Shooting check at -1 will
accomplish the same thing. This hooked pole is an improvised
pole arm and does 5 Blood damage.
Stopping the grate opening will only delay the inevitable as
the grate shudders violently and a forked tongue flicks through
the bars. Otherwise, a large snake head will erupt from the open
portal, bare its fangs and hiss loudly which sends the captive girl
into hysterics.
Any type of mystical fire will also do the trick.

Doom in the Temple


The Crimson Chronicles Part Six By James Stubbs
Anes, Head Priest of Valga: As the party barges into the
sanctum, Anes is behind an altar wiping his mouth on the sleeve
of his robes. An empty flask is in his other hand. His eyes turn
The Premise: Having escaped being sacrificed to a massive yellow and his jaws disjoin with a sickening snap as fangs
snake god, the heroes seek their revenge against Anes, the head grow. His fingers become claws and his skin becomes scaly and
priest of a loathsome cult. splotched.
You DARE invade the inner sssssanctum of Valga? I will
The Setup: The PCs can pursue Anes for revenge or flee out killsssss youuuu! he hisses as a now forked tongue snakes out of
of the ruins (and give up on their dreams of riches). However, his mouth and clear liquid drips from the new fangs. Fortunately
if they took the tunnel out of the pit, they have no choice but to for the party, the manifestation of Valga is more bestial than
fight their way through the temple. cunning and will forgo Anes mystical knowledge in favor of just
If they came over the top of the pit, they fought the immediate attacking. Even so, Anes is not an opponent to be taken lightly.
threat of Aness hastily gathered bodyguards. The PCs find If he manages to bite someone, they will be poisoned and suffer
themselves in a rough arena with many shocked spectators, 3 Blood damage per round for 3 rounds. The small advantage of
stricken by the death of Valga. Anes can be seen ducking inside this poison attack to the PCs is that, as he is injecting a victim
an entrance to the temple built onto the bloody sands of the arena. with the poison, he is defenseless for a full round. Anes knows
The Temple: The interior of the temple is poorly lit with sconces this and will only try this attack when he is pretty sure that he can
few and far between. Hideous heathen scenes are portrayed on kill someone with it.
the walls of man and monster couplings, blood sacrifices and Looting and Pillaging: With the death of Anes, the will to fight
other atrocities. seems to disappear on any surviving cultists and the residents of
If the girl (whose name is Larissa if anyone asks) was not the ruins flee. Many will fall victim to the natives in the jungle
killed by the snake in the pit, she will grab her champion and but some may escape to plague the PCs at some later date,
insistently tug on their arm trying to lead them. She is trying to especially as some of the females were impregnated by Anes with
take them to the temple armory but the PCs will have to fight serpent/human hybrids due to his insane plan to create an army of
their way through a few temple acolytes first and the two guards snake men.
in front of the weapons room. Once inside, however, the party There is treasure everywhere and the party could live in high
will have their choice of any type of weapon they want. Although style for months off just the golden jewelry they could loot from
there is no armor, they can find several robes to try to disguise those they have slain. Sadly there is no trace of a great treasure
themselves with. This will, obviously, not be an easy task as Anes hoard but plenty of valuables can be taken such as golden
has raised the alarm and everyone inside the temple is on alert. goblets, silk sheets, silverware, etc. The other big treasure is a
The other important thing inside the armor is a large bronze golden knife kept at Anes side. It is a blade known as The Fang
chest with chains and a lock. A Thievery check will open the of Valga (5 damage and, on a roll of 1, it poisons a victim for 6
lock or they can violently bash it open but that will make lots of damage but, on a roll of 6, the poison affects its wielder).
noise and draw attention. Inside the chest are two glass vials of a
wine colored liquid. Drinking a whole vial will restore 15 Blood, Concluding the Scenario: Laden with treasure, it is up to the
half will restore 7, etc. even though the draught tastes and smells PCs to either take the long way home through the jungle (and
putrid. risk more native encounters), make their way to the coast to hook
back up with Vex (and possibly join her for more adventures) or
What? No Map?!: Nope. Sorry. To be honest, the layout of the follow up the clue about the royal stamped coins (if that clue was
temple should be determined by the referee. If their fight with used). Regardless, the party is flush with cash and that will make
the snakes and cultists has heavily blooded the party, you should them targets for thieves, confidence men or other villains until
reduce the number of rooms they have to explore before reaching they can spend it all.
the room that contains the main altar where Anes has fled to. This
inner sanctum and the armory room are the only two specifically Cult Acolyte: BRAWN 1; PERSONALITY 1; PERCEPTION 1;
mentioned but other possibilities include acolyte living quarters, KNOWLEDGE 1/Magick 1; BLOOD 10
holding cells for other future sacrifices (a possible replacement Equipment: Mystic Missile spell (6 damage) and dagger
point for dead PCs with fresh characters), the head priests
personal chambers, a torture room and an astrology room.
Just remember that the temple guards and acolytes will be out Temple Guard: BRAWN 2/Fighting 1; PERSONALITY 1;
in force and the PCs can just fight their way to the sanctum (the PERCEPTION 1; KNOWLEDGE 1; BLOOD 13
girl knows the way if the PCs think to ask) or they can try to bluff Equipment: sword
their way through.
Knock Knock. Whossssss There?: A writing door guards the Anes: BRAWN 2/Fighting 2; PERSONALITY 1; PERCEPTION 1;
front door of the sanctum. Upon closer inspection, the door is KNOWLEDGE 1/Magick 2 Legends & Lore 1; BLOOD 30
made of living poisonous snakes. Attacking the door will just Equipment: scales AV 3. Bite (3 damage) and Fang of Valga.
make the snakes disperse and attack back (poisonous bite: 1
Blood damage/round). The better solution would be to grab one
of the wall sconces, as the snakes will flee before naked flame.
NAME:________________________________ NAME:________________________________
OCCUPATION: __________________________ OCCUPATION: __________________________
Silver: ________________________________ Silver: ________________________________
Height: _____Weight: _____Gender: ________ Height: _____Weight: _____Gender: ________
Eyes: ________Hair: _________Age: ________ Eyes: ________Hair: _________Age: ________
Brawn .........{ } Brawn .........{ }
Carousing ........
Climbing .......... Equipment Carousing ........
Climbing .......... Equipment
Endurance ........ Endurance ........
Fighting ............ Fighting ...........
Riding ............... Riding ..............
Shooting ......... Shooting .........
Personality ..{ } Personality ..{ }
Bluff ................ Bluff ................
Flirt .................. Flirt ..................
Intimidate ........ Intimidate ........
Persuade ........... Persuade ...........
Perception ...{ } Perception ...{ }
Diplomacy ....... Diplomacy .......
Gambling ......... Gambling .........
Stealth .............. Stealth ..............
Streetwise ........ Streetwise ........
Thievery ........... Thievery ...........
Knowledge{ } Knowledge{ }
Area Know. ...... Area Know. ......
Healing ............ Healing ............
Heraldry ........... Heraldry ...........
Languages ........ Languages ........
Legends & Lore Legends & Lore
Literacy ............ Literacy ............
Magick ............. Magick .............
Profession ........ Profession ........
Survival ........... Survival ...........
Tracking ........... Tracking ...........
BLOOD ...........{ } BLOOD ...........{ }
GUTS .............{ } GUTS .............{ }
pRESENCE........{ } pRESENCE........{ }
REPUTATION ...{ } REPUTATION ...{ }
CHAR PTS ......,{ } CHAR PTS ......,{ }
Hit 1 2 3 4 5 6 Hit 1 2 3 4 5 6
Location Head Torso L. Arm R. Arm L. Leg R. Leg Location Head Torso L. Arm R. Arm L. Leg R. Leg

AV AV

Weapons Damage Weapons Damage

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