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Chaos at the Quay

As a special preview of Book of Schemes, we’re providing this scenario, taken from the book, to Design Mechanics
newsletter subscribers free of charge. We hope you enjoy the schemes and intrigue Guelden has to offer!

Overview 1. Grimel, a secret agent of chaos, hires the characters


The characters are hired by a man named Grimel to to help him investigate an illegal weapon shipment
help him find and confiscate an illegal weapon to gangs preparing for war.
shipment. Complications arise, and they must 2. During a meeting with an informant at the Pewter
investigate and locate the shipment themselves, only to Pot, an illicit inn in Shanty Town, the characters
be betrayed in the end by Grimel in order to cover up are attacked by vigilantes from the Innkeeper’s
his activities. Guild.
This scenario is an ideal way to introduce new 3. Without all the necessary information, Grimel
characters to Guelden and get a campaign started. sends the characters into the city to investigate on
Through the adventure the characters touch upon their own, while he gathers more allies for the
various of the overarching meta-plotlines in Guelden, operation.
while keeping the characters focussed on the main 4. The characters locate the weapons and move in to
action. secure them with Grimel. His plans are revealed as
he betrays the characters. They defeat Grimel and
NPCs discover the truth about his allegiance to chaos.
Grimel: An agent of chaos out to spread the influence 5. The characters flee the scene with their gains and
of the Chaos Mother in Guelden. take stock of the situation. The things they have
Rychel: A debt-ridden smuggler who sells the secrets of learned and the people they have encountered can
her clients. all lead to future adventures in the city of schemes.
Werner: A disgruntled former innkeeper who leads a
group of vigilantes against illegal establishments. Important Places
Mertyn: A rising lesser boss in the Brass Dogs gang (see The Pewter Pot: An illicit inn in Shanty Town (see
page 178) responsible for picking up the weapons at the page 111), often the target of guild vigilante
warehouse. harassment.
The Warehouse: A warehouse in the Iron Quay (see
Key Events page 109) used by smugglers and gangs for secretly
The adventure takes place entirely in the lower reaches transferring weapons.
of Guelden, near the docks.

242 The Book of Schemes


Background simply to have Grimel looking for someone capable and
Grimel is an agent of chaos and intends to spread havoc spotting the characters, offering them a quick reward for
through Guelden. He is intelligent, has funds to spare a little help.
from his earlier adventures, and has spent the last few Grimel will spin a story to convince the characters to
months researching the situation in the city and help him. If the characters are law-abiding citizens, he
gathering a small group of followers into a fledgling will claim to be an agent from one of several guilds
chaos cult. He has discovered what more and more of (blacksmiths, swordmakers, bowmakers etc) or the
the brighter minds in the Guelden underworld are Assembly of Commons out to investigate illegal weapon
beginning to realise: that someone is funnelling weapons shipments. If the characters are not law-abiding
to both of the major gangs, and that this someone is citizens, he will claim either to be from a gang affiliated
likely from high society. He has been unable to discover to them, or a smuggler out to learn the tricks of his
more, but is eyeing an opportunity to kill two birds with competitors.
one stone: to use his chaos powers to first infect gang Regardless of the story he spins, he is prepared to
members and through them hopefully allow the taint to offer each character 40 SP (half paid now, the rest upon
spread to high society through their secret dealings. completion) if they escort him to the Pewter Pot that
Grimel is living in a long-rented room in Shanty evening and help him get details from an informant he
Town beside the Pewter Pot (see opposite) and has is meeting later (Rychel) and to help him find the illegal
bribed a smuggler named Rychel to inform him when weapon shipment afterwards. He makes it clear he does
the next illicit shipment to a gang comes through the not expect the warehouse to be guarded or any use of
city. Rychel is however starting to get anxious due to the violence to be necessary.
rising violence among the gangs, so Grimel decides to
hire outside help (the characters) to show that he can
protect her during their meeting.
Grimel has another reason for hiring the characters: Aiding Grimel with his scheme offers a fat profit
when they’ve helped him locate the warehouse, he for the four friends, but what is his real agenda?
intends to betray them and kill them, and arrange their
bodies, such that it seems like an inter-gang fight took
place. When the Brass Dogs find the bodies of the
characters, he reasons, they will realise someone is
unravelling their weapon shipment schemes – and since
a fight took place in the warehouse, more than one rival
gang must have been involved. He believes such a
discovery will lead the Brass Dogs to lash out against
their rivals, further fanning the brewing gang war. As a
bonus, finding the bodies of the characters will
hopefully lead the Brass Dogs to not take too much
notice that the weapon cache has been tampered with
and infected by him.

Events and Locations


Being Hired by Grimel
How Grimel learns about and approaches the
characters is left for the Games Master to decide
depending on the initial situation. An easy solution is
various possible outcomes also give a time estimate on
how long it will take the characters to locate the
warehouse by themselves afterwards given the
information at hand.
After the characters have learned the facts through
conversation, they are interrupted by angry guild
vigilantes out for a fight.

Brawl at the Pewter Pot


The Pewter Pot is an illegal establishment (run by a
woman named Cunneke), in the sense that it is not run
by members of the Innkeeper’s Guild. Even though the
Innkeeper’s Guild is weak and fragmented, angry
innkeepers occasionally manage to raise a group of
vigilantes to enforce their monopoly. This evening, ten
angry burghers – innkeepers with friends and family –
enter the Pewter Pot and begin to cause a ruckus. They
are led by a disgruntled man named Werner who lost his
own inn a few months ago.
While they do carry messers, they don’t intend to use
them. Instead they are armed with improvised clubs and
daggers, their goal being to break a few bones, scare
away the patrons and ruin the inn’s ale and food stores.
The smuggler Rychel can be found at the Pewter As they enter the inn, they will yell a lot, scare the
Pot, a seedy drinking den down near the Iron customers and begin breaking mugs and turning over
Quay docks. Rychel has vital information on the tables. An easy Perception check will reveal to the
location the arms shipment the adventurers are characters that the attackers are not out to kill anyone
hunting. and only seem intent on property damage.
Regardless of how the talk with Rychel went (see
Meeting Rychel above) she will retreat as soon as she sees armed people
The characters are told to be at the Pewter Pot before entering and will escape through a back entrance. She
supper where Grimel will meet them. Shortly after, escapes to her hideout near Spice Market (see page 107)
Rychel appears and they begin to chat. Rychel is clearly where she will lay low for a couple of days. Her role in
nervous about both the situation and the presence of all this adventure is most likely over.
the characters, so talks go slowly, with Rychel only very
reluctantly giving up any details. Tactics
A character can try to make her more relaxed with a A plan of The Pewter Pot can be found on page XX.
standard Influence or Seduction skill check. She is
already being paid quite handsomely by Grimel, so he The vigilantes will only directly attack the staff and
becomes clearly annoyed at her reluctance to come up anyone putting up a fight, and will leave the victim when
with specific details. A character can try to relieve the they are sufficiently bruised (a Stun Location special
rising tension of the conversation by a Hard Influence effect) or suffer the first serious wound. If the fighting
check or other creative means (Games Master’s turns serious, e.g. if the characters draw sharp weapons
discretion). The result of these checks determines what or if anyone is seriously injured, the vigilantes will back
they learn before the brawl occurs (see below). The off, close ranks and march off if need be. None of them

244 The Book of Schemes


Information at The Pewter Pot
What they will learn regardless: The weapon shipment was picked up in a small village some hours sailing out from Guelden (she
refuses to be more specific). They had received payment from the job in advance through an
agent she doesnʼt know the name of.
The crates came in this night via riverboat. It unloaded in secret and the crates were moved to a
warehouse in the Iron Quay quarter before first light.
There were three crates in total. They were quite heavy.

Calmed Rychel Did not calm Rychel


Calmed Grimel The Warehouse is in the western part of the Iron The warehouse is in the western end of the Iron
Quay, on the 4th row from the docks. Quay and is normally used for outgoing iron
A tiny dog head icon has been carved into the tools, bars and ingots.
timber next to the doorway. The doorway is marked with a carved icon of
The weapons are for the Brass Dogs gang. some sort.
Search time: 1d3 hours Search time: 2d3 hours

Did not calm Grimel The Warehouse is on the 4th row from the docks The warehouse is in the Iron Quay.
on the Iron Quay. The doorway is marked with a carved icon of
The doorway is marked with a carved icon of some sort of bird
some sort. The warehouse is used mainly for outgoing
The weapons are for one of the two big gangs blacksmith items.
in Guelden. Search time: 2d4 hours
Search time: 2d3 hours

intend to kill or be killed for this, so they will only fight back against the threat to their livelihood, but beyond a
for real if given no other option. There are more than way to vent their anger and enforce their guild
30 patrons in the Pewter Pot this evening and most monopoly there is no deeper reason behind the attack.
decide to flee at the first sign of trouble. Cunneke and If the Games Master (or any character for that
three regulars decide to fight the vigilantes unarmed or matter) intends to steer the game towards inter-guild
with improvised weapons but will soon be beaten down politics, then investigating the background for the attack
unless the characters join the fray. and the situation of the Innkeeper’s Guild is an
If the characters decide to fight the vigilantes via excellent introduction.
non-lethal means, they are most likely severely
outnumbered. However, the Pewter Pot has lots of small Finding the Warehouse
tables and benches scattered about, which makes the After the brawl at the Pewter Pot is over, Grimel will ask
area excellent for using the Outmanoeuvre action the characters to begin searching the Iron Quay for the
described on page 104 of Mythras. Less evade-savy warehouse. The Iron Quay is a wide district running
characters can use various objects in the inn (mugs, table almost a kilometre along the river, filled with
legs or clay bottles – use the entry for stones at page 65 warehouses of all sorts and sizes connected by
of Mythras) as improvised thrown objects while numerous small alleys and a few wide thoroughfares. In
manoeuvring away from the vigilantes. the earlier scene their interrogation of Rychel gave a
time estimate on how long it will take the characters to
Following Up succeed. A successful hard Perception or standard
While outside the scope of this adventure, if the Streetwise group roll reduces this time by 1 hour. Take
characters decide to investigate why the guild vigilantes note of when the characters began their day, as it may
attacked the Pewter Pot, the truth lies with the current be time to roll for Endurance checks due to lack of sleep.
state of the Innkeepers’ Guild as described on page 174. Searching for the warehouse entails moving through the
Werner is not satisfied with the current inaction of his Iron Quay during the evening and perhaps into the
guild leader and his inability to quell the incursions of night, in which case the characters risk draw the
the White Larks (see page 179) on their monopoly. He attention of hourly guard patrols passing through the
gathered the vigilantes to have some way of fighting area. Dodging a patrol requires a successful group

The Book of Schemes 245


patrols, drunkards, dock workers etc. that the Games
Master deems suitable.

Grimel finds help


After sending the characters to comb through the
Iron Quay for the warehouse, Grimel goes to meet
five members of his fledgling cult. He meets with
them in a house in Ragtown (see page 113) that
appears to be close to collapse and overrun with
destitute people. Any characters following him will
have to succeed on an opposed Streetwise check to be
able to tail him and an opposed Stealth vs Perception
to do so unnoticed. If Grimel discovers a character
following him, he will announce his discovery to the
character and bring them along, while making it clear
he thinks the character is wasting time following him
instead of looking for the warehouse.
The cultists are all dressed in rags and are poor,
desperate souls from the lowest rungs of Ragtown.
They are aware of chaos and some deeper purpose
for the cult, but mostly they are infatuated with
Grimel’s leadership and his ability to protect them,
feed them and give them purpose. None have
mutations or marks of chaos on them yet, making
them indistinguishable from so many other of
As the delicate negotiations with Rychel proceed, a Guelden’s poorest souls. Grimel will provide each
gang of guild vigilantes bursts into The Pewter Pot, cultist with a small clay vial intended to be used at the
intent on beating up the customers and shutting the warehouse (explained on the next page). If any
place down. characters are with them, he will do so covertly on the
way back to the Iron Quay, requiring a successful
Streetwise or Stealth check against the guards’ opposed Perception check vs Grimel’s Sleight to notice
Perception of 50%. If they encounter a patrol, the him handing each cultist something.
guards will ask them about their business in the area. If After meeting the cultists, Grimel will return to the
the characters are carrying weapons and not carrying Iron Quay and find the characters shortly before they
visible light, the guards will attack them and kill or find the warehouse. If prompted to explain the cultists,
subdue them for arrest. he will say they are agents of his that have been working
This section allows the Games Master to either in Ragtown to determine the activities of the gangs and
quickly skip over or allow the characters time to take that they are here to help transport the weapons from
detours. For instance, they can investigate Grimel’s the warehouse.
background, try to find Rychel again for more
information, or determine what the political situation Betrayal at the Warehouse
between the gangs is. Otherwise this section will consist The warehouse is located on the fourth row of
of the characters combing through the Iron Quay for warehouses in the Iron Quay, in a section mostly used by
the duration, trying to locate a building fitting the mining companies to store incoming firewood or
description, with whatever encounters with guard outgoing iron produce. The building is a single storey

246 The Book of Schemes


with 3 metre high walls built from local stone.
Likewise, the roof is angled and made from local
shale. The warehouse’s only entrance is a 2½ metre
wide gate made from imported oak. It has an in-built
lock and will require a standard Lockpicking check
to pick or a hard Brawn check to force open.
Alternatively, the gables at each end have small
shuttered windows to allow air circulation when
storing food or other items sensitive to moisture. The
windows are located just under the roof ’s peak (4
metres from the ground) and can be forced open
with an easy Brawn check.
The weapons Grimel seeks are stored here in
three large crates along the back wall, among half a
hundred other crates containing mostly iron
produce: tools, bars and ingots. Combing through
the crates to find the weapons takes about two hours
divided by the number of people searching. Grimel
suggests that at least one of the characters stand
watch by the door – if they refuse, he reluctantly put
one of his cultists on watch duty instead, calling her
inside as soon as the crates are found.
In total the crates contain:

• 5 crossbows
• 50 broadhead crossbow bolts
• 10 messers
• 10 daggers Examining the weapons cache, Amalia and Emma
discover them to be be suspiciously free of makers’
The weapons are all produced in Guelden, although marks. Something is not right here, and there are
without the usual maker’s mark. They were bought clearly other forces in play.
(legally) by agents of House Maizén (see page 163),
and transported out of the city on a riverboat from over the weapons, before sealing the crates and leaving
which they were “stolen” by Rychel and her them to be collected by the Brass Dogs.
companions to be smuggled back into the city through As soon as the crates are found and verified to
Hoff’s Alehouse (see page 107) and placed here for the contain the weapons Grimel and his cultists will begin to
Brass Dogs gang to collect. This has become standard douse them with chaos nectar, the liquid hissing and
practice for smuggling weapons into the city in spluttering on release. If the characters begin to ask
preparation for gang war, as part of the schemes of questions or interfere, Grimel will move close to a
House Maizén. character, feigning to provide an answer, before
Grimel has no interest in the weapons. He knows that attacking the characters with his cultists.
his fledgling cult is no force to be reckoned with and If the characters ignore Grimel and his cultists
instead seeks to spread the influence of chaos through dousing the weapons, the crates will be sealed again and
more indirect means. He and his five companions each left. Grimel and his companions will instead attack the
carry a vial of Chaos Nectar which they intend to douse characters as they all exit the warehouse, intending to

The Book of Schemes 247


purpose to spread the will of his goddess and will retreat
Chaos Nectar
as soon as he thinks the fight is going badly. If needing
to escape, he will cut open his purse while running
scattering the money he promised the characters in
T
he chaos nectar that the cultists carry has
mutagenic and magical properties. The payment on the floor or street, hoping to distract them.
substance was discovered by Grimel on his He will also make good use of the Outmanoeuvre
journey in lands far to the west of Wittringia action and the Entangle, Trip and Withdraw special
and was responsible for his own fall to chaos. effects. In a pinch, he’s also carrying a Smoke Pack (see
The chaos nectar can be doused on an item page 45) which he can throw to the floor and light by
and left to dry. Each vial has enough to affect throwing down his oil lamp on it.
five hand-sized (so a dagger or sword hilt or If the characters are defeated or flee, then Grimel
a crossbow trigger) items this way. Anyone and his companions will seal up the crates and leave
owning or continuously handling the affected them to be picked up by the Brass Dogs. Chaos
item for 1d3 days will receive a Loyalty influence will soon start affecting the gang and spread
(Chaos) passion at its base value, which will from there. Grimel hopes that their dealings with
continue to increase by 1d4+1% each week smugglers, and in turn with whoever is sponsoring the
until the item is disposed of. After that the weapon deliveries, will lead to members of high society
passion behaves as normal and can be becoming infected.
increased or decreased by spending If Grimel is killed or captured he carries on him the
Experience Rolls. money he owes the characters in payment, plus another
The chaos nectar can also be used much 50 SP. If captured and interrogated, he will act like he
more directly by drinking it or putting it in doesn’t know anything of import but instead point the
food. Anyone taking in a full dose of chaos blame at imaginary employers in high society, trying to
nectar must make a hard Endurance check. lure the characters into trouble that can get them killed.
Success results in immediately gaining 1d6 He will also try to turn them to chaos, or escape through
chaos mutations as per page 275 of Mythras. any means necessary.
Failure leads to the victim dying horribly as If the characters win, but Grimel escapes, he will
the body is utterly destroyed by a cascade of hide on Radkeholm (see page 133) and begin rebuilding
haphazard mutations: flesh and limbs his cult by influencing the downtrodden and poor. It is
growing wildly before decomposing, blood likely that his further activities will lead him into conflict
boiling and eyes melting away. with either the Disciples of the Jagged Path or the Time
Brokers, as he is in direct competition with them for
place their bodies so it looks like two gangs broke in recruits. The characters will also find two bags which
together but had a squabble: He wants to force a strong were carried by the cultists, in which they find ragged
reaction from the Brass Dogs, further fanning the flames clothing for as many persons as there are characters. A
of gang war. hard Streetwise or formidable Locale check identifies
Grimel and his cultists are dedicated and will fight marks on the clothing as belonging to two lesser gangs,
hard. If the cultists were interrupted in dousing the the Grimy Hands and the Black Staffs, both affiliated with
weapons, then two cultists will (spontaneously inspired the White Larks gang.
by their goddess) drink the chaos nectar instead. One of
them is deemed unfit by their goddess and dies horribly Drastic Measures
in front of the characters, while the other mutates Some characters might get desperate when caught in
beyond recognition and flings herself into the fight until the warehouse or become quite zealous at discovering
she is destroyed. While his cultists are fanatics that will the touch of chaotic corruption on the cultists and/or
gladly give their lives, Grimel knows he has a higher Grimel and decide to torch the warehouse entirely.

248 The Book of Schemes


While the walls are made of stone, the roof is carried on around and breaking in (due to a group of street urchin
a timber frame and the building is filled with wooden informants local to the area). Mertyn is under orders to
crates. It will take the fire about 5 minutes to begin to defend their supplies and secure the crates of weapons
spiral out of control and become visible from the and she cannot allow the characters to escape the scene.
outside. The smoke and light will soon result in cries of While they are on their own turf, the area is also
alarm, and the nearest City Guard patrol will arrive patrolled by the Guard and is still an important area for
about 10 minutes after the fire is set. commerce in Guelden. Hence, the gangers cannot move
The Iron Quay is densely packed with warehouses in force as a group and must seek to round up the
and the city watchers will do whatever they can to avoid characters quickly and silently before the sounds of
the fire from spreading. There will be dozens of City fighting draws the nearest patrol of guards.
Guards and watchers in the area for the next 2d6 hours Soon after the characters exit the warehouse, they
as the fire is brought under control and the area secured. become aware that they are being shadowed by a great
The warehouse will be damaged beyond repair, while number of people and should make their escape. Some
the nearby buildings will be charred and will need repair groups of characters may believe they have a chance in
but remain structurally safe. a straight-up fight, but a successful easy Streetwise or
The fire will send ripples through the Guelden standard Locale check reveals that their pursuers know
underworld. Unless Mertyn can report otherwise the area well and outnumber them several times to one.
(depending on the characters’ actions so far) the Brass Groups that still refuse to take the hint and escape will
Dogs will think the White Larks (see page 179) have be assaulted from multiple directions by Mertyn and a
begun to attack their smuggling suppliers. Likewise, the dozen gangers, with an initial volley of darts and
White Larks will wonder why the Brass Dogs decided to crossbow bolts.
burn down a building in the area and fear for their own Successfully escaping the Iron Quay is a Task (see
illicit supply lines. Tension between the gangs will rise page 65 of Mythras) with a Task Round Unit of 15
and the full gang war move closer. minutes, with no deadline and success is based on an
With the aid of his monstrous minions Grimel attempts opposed Streetwise
to backstab the(or hard Locale)
adventurers andcheck
put hisagainst
real scheme
Mark Mertyn.
of Chaosin motion. Luckily, the four friends expected The characters
betrayal can designate
and planned a leader among
accordingly.
The mess left in the warehouse is beyond the characters them whose skill is rolled against. Other characters can
means to clean up (unless they torch the place, as augment with their Streetwise if they are familiar with
described above). The next visitor will be Mertyn, the the Iron Quay area.
Brass Dogs gang boss tasked with protecting the In addition, the following rules apply:
warehouse. She will take prompt action to get the place
sealed, cleaned and keep the events under wraps. • If they decide to split up, each group must roll
However, some of her gangers will inevitably talk of the independently, but Mertyn’s Streetwise skill check is
horrors they saw inside, and rumours of unnatural made one grade harder.
events on the docks are bound to appear. This will in the • If the group spent 3 hours or less on locating the
future draw the attention of both the Disciples of the warehouse, the gangers are still only wising up to
Jagged Path and perhaps some of the lesser cults of the the fact that someone has infiltrated their turf and
city. located the warehouse. The first opposed Streetwise
check is one grade easier for the characters.
Flight • If the group spent 5 hours or more on locating the
This part of the Iron Quay is part of Brass Dog territory warehouse, the gangers know they are in the
and is kept under watch. While the gang cannot keep warehouse and have heard sounds of the fighting
tabs on anyone who comes and goes, the warehouse is from inside. The first opposed Streetwise check is
of particular interest and regularly watched by gang one grade harder for the characters.
members. The gang is aware of the characters snooping • For each opposed Streetwise check that a group of

The Book of Schemes 249


gangers will throw all their darts at them and then move
Captured
in to subdue them with their clubs.

S
hould Mertyn and her gangers manage to Guard Patrol
capture a character, perhaps through Just when the characters are about to cross a broad
subduing them, wounding them or accepting thoroughfare, they spot a City Guard patrol on the
their surrender, they will be taken to one of street less than 10 meters from them. There is a good
Mertynʼs hideouts in a shed in Ragtown and chance that the patrol will spot the characters hiding as
interrogated brutally for information. they pass, and an easy Customs check lets a character
However, while Mertyn is a competent leader recall that being caught armed at night without a
many of her thugs are not the brightest and lantern is a grave crime, on a par with armed robbery.
Ragtown is filled with distractions. Merciful The characters only have a few seconds to decide
Games Masters can allow opportunities for whether to hide or reveal themselves, and whether to
escape to arise. ditch their weapons or attempt to conceal them.

characters fail, but Mertyn succeeds, the group will Fight with Drunkards
become subject to one of the encounters described As the characters move down a path, they pass a group
below. The Games Master can pick whichever of four drunkards dallying about. One of the characters
encounter is most suitable for a dramatic resolution. brushes up against them and they take offence. The
• While reaching 100% in the task will see the group drunkards will begin clamouring for a fight. With the
evade capture and escape, there is also an aspect of gangers drawing in, the characters have at most a
recognition: minute to either calm the drunkards (hard Influence
• If the characters only have zero or one encounter check) or fight them. Trying to escape the drunkards will
with the gangers (i.e. zero or a single failed roll as see them following the characters, taunting and yelling
per above) then the gangers have no idea who at them. While this is not in itself a problem, it will make
intruded on their weapon shipments. it much easier for the gangers to locate them and make
• If the characters have two to four encounters, the next Streetwise check two degrees harder.
Mertyn will have enough to go on to start asking The drunkards are off-duty dock workers,
around and eventually discover something about represented by the statistics for a Jack on page 222.
one or two of the characters.
• If the characters have five or more encounters with Climbing Escape
the gangers, they will have learned enough about The characters find themselves in an alley between two
them to quickly locate them. A few days after the warehouses. They can hear gangers approaching and
adventure, gangers will begin trailing them in the they will soon enter the alley from both sides. The only
streets and attempt to apprehend them there. avenue for escape is using a large barrel to reach the
roof of one of the warehouses. Escaping requires two
Narrow Alley consecutive standard Athletics checks for each character
As the characters move down a narrow alley between (one to climb the barrel and one to reach the roof). The
two warehouses, six of the gangers have caught up with group can in total make ten checks before gangers begin
them. With 4 meters left to the mouth of the alley, a pouring into either end of the alley (there’s 7 meters to
crossbow bolt is fired from 12 meters behind them one alley entrance and 10 to the other) and begins to lob
towards the closest character. The shooter will duck darts at them while closing the distance. Once on the
back behind the corner on his next turn to reload, but roof, the characters can cross the gently angled shale
two other gangers will step forward and begin lobbing roof and escape via the iron smelter compound next
their darts at them. If the characters make a stand, the door.

250 The Book of Schemes


Hide in the crowd page 85) to uncover the truth, or help House
The characters must cross a small market square, Maizén topple the burghers.
curiously filled with people despite the hour of the day. • Members of the Innkeeper’s Guild have seen their
A standard Perception check notices a group of five faces and decides to settle their score against the
tough-looking people, clearly gangers, which a hard characters. If the characters are members of a
Streetwise or formidable Locale check reveals as coming guild, this can lead to inter-guild conflicts as the
from the White Larks gang (use the statistics for gang other guilds tire of the state of the Innkeeper’s
thugs on page 221). While the White Larks gangers are Guild (see page 174).
just there for fun and have no interest in the characters, • Members of the Brass Dogs saw the characters
the characters might not know if they are friends or foe. during their escape from the warehouse. The
There are at least forty people (off-duty workers, characters may need to seek the protection of the
entertainer, traders in their stalls and pickpockets) so the White Larks (see page 179).
characters can hide in the crowd with a standard Stealth • If Grimel escaped, he can become a recurring
check opposed by Perception. villain trying to spread the influence of chaos in the
When the six Brass Dogs trailing the characters city. If he didn’t survive, there are certainly other
arrive at the market soon after, a brawl between the two agents out there ready to take over. The characters
gangs is sure to break out between them. While this will could research Grimel and his story, and perhaps
create a diversion for the characters to escape the even backtrack his footsteps to find the secret of the
market square, it will also create enough noise that the Chaos Nectar.
other group of six Brass Dogs with Mertyn can clearly
hear the fight and will arrive from the other direction. NPC Statistics
The characters must escape soon or be caught between
both groups – though they can expect the White Larks Grimel
to lend a hand against the Brass Dogs. Grimel is a native to Guelden, growing up in Silver
Grove as the son of a cobbler. Being fiercely intelligent
Epilogue he wanted more from his life and journeyed into the
After the warehouse, the characters can take stock of world as an explorer and adventurer. After a decade of
the situation. They might have gained some reward, roaming, he joined an expedition with the aim of
either money from Grimel or some of the weapons from opening better trade routes with the realms to the west.
the warehouse. More importantly however, they have The expedition quickly became bogged down and
learned several things about the situation in Guelden: became the target of native attacks, angry spirits and
mundane diseases.
• Someone in high society is feeding weapons After a particularly violent attack by the natives, the
through smugglers into the lower city. remaining twelve members of the expedition holed up
• The gangs are preparing for war, most likely in an ancient stone ruin to tend to their wounded. While
amongst themselves. the natives knew where they were, they were reluctant to
• Some unknown force (chaos) seeks to establish itself press the attack, preferring instead to let them rot there.
in the city. On the third day of the siege, behind a collapsed wall
Grimel encountered a fountain which appeared older
This leaves several avenues for future adventures: than the rest of the ruin, covered in strange, decrepit
carvings. A small pool of milky-white, glimmering
• They can begin infiltrating and investigating upper liquid was still at the bottom of the bowl. Being close to
society to determine who is feeding weapons to the mad with thirst, Grimel slobbered down the liquid
gangs. The characters could become agents of without hesitation and sealed his own fate. His mind was
Yrmegard Burcklin, the Master of the Guard (see wracked with visions from the Chaos Mother. His body

The Book of Schemes 251


changed and hardened. His eyes shone with a deadly Grimel
light as the very stuff of magic entered him and STR: 14 Luck Points: 3
CON: 11 Action Points: 3
enlightened him. Then he collapsed. SIZ: 12 Damage Modifier: +1d2
When he awoke several hours later, he was changed. DEX: 12 Magic Points: 14
His new goddess had given him a vision and he intended INT: 15 Movement: 6m
POW: 14 Initiative Bonus: +14
to return home safely, to spread her word. The visions CHA: 14 Armour: Natural hard scales
from the Chaos Mother told him how to produce more Abilities: None
Magic: None
of the nectar, and over the next few days he murdered Skills: Acting 44%, Athletics 48%, Brawn 51%, Customs 71%, Dance
several of his companions in their sleep and fed their 28%, Deceit 74%, Endurance 56%, Evade 62%, Influence 49%,
Insight 41%, Literacy 55%, Locale 63%, Lore(Underworld) 45%,
blood to the fountain which generously provided him
Perception 74%, Ride 35%, Sing 28%, Sleight 71%, Stealth 52%,
with nectar in return. When half their number had Streetwise 81%, Willpower 85%
been taken in the night (thinking it was a native
Passions: Devotion (Chaos Mother): 75%
infiltrator amongst them) they decided to surrender to
the natives and beg for mercy. To their surprise, the
Hit Locations
natives fled as soon as they saw them (or, more precisely,
1d20 Location AP/HP
when they saw Grimel), and he could lead the handful 1-3 Right Leg 4/4
of companions away and safely home. 4-6 Left Leg 4/4
7-9 Abdomen 4/5
In the ruins, Grimel managed to produce enough 10-12 Chest 4/6
chaos nectar to fill up twelve clay vials the expedition 13-15 Right Arm 4/3
16-18 Left Arm 4/3
had used for drinking water. He has brought six with
19-20 Head 3/4
him to Guelden; the rest have either been used to
convert other agents to chaos or are left in storage Combat Style
somewhere (left to the Games Master’s discretion). He Mountain Traditions (Knife, Sling, Quarterstaff. Trait: None) 54%
now intends to spread the influence of his new goddess Fallen Explorer (Crossbow, Dagger, Clubs, Whips. Trait:
Mancatcher) 78%
throughout Guelden and from there to the rest of the
region.
Attacks
Grimel is a tough survivor, a cunning opponent, and
Weapon Size/Force Reach/Range Damage AP/HP
has been gifted by the Chaos Mother. As such, he has Dagger S S 1d4+1 6/8
Luck Points available and can use them just as the Planson M S 1d6 4/6
Whip M VL 1d3 2/8
characters can.
Grimel now has two chaos features:

• Reflecting: See page 276 of Mythras.


• Scales: All the skin below his neck has been turned
ash-grey and tough, granting him some natural
armour. Naturally, he always wears clothing that
covers his mutation.

252 The Book of Schemes


Grimel’s Cultists Mutated Cultist
Desperate people looking for purpose. They are not yet A chaos cultist that drank the chaos nectar and was
mutated, but their service to chaos has begun to show as blessed by Chaos. She swelled up, her skin has become
blackened and sickly-looking skin. blubbery and thick, and her arms have extended with
two new joints. Now a blessed monstrosity, she throws
Grimel’s Cultists herself at the enemies of her cult.
Luck Points: -
Action Points: 2
Damage Modifier: +1d2
Mutated Cultist
Magic Points: 10 Luck Points: -
Movement: 6m Action Points: 3
Initiative Bonus: +13 (+11 in armour) Damage Modifier: +1d4
Armour: Heavy clothing Magic Points: 10
Abilities: None Movement: 6m
Magic: None Initiative Bonus: +5
Skills: Athletics 45%, Brawn 50%, Customs 50%, Deceit 40%, Armour: Blubbery skin
Endurance 45%, Evade 55%, Influence 30%, Insight 35%, Abilities: None
Perception 60%, Sleight 45%, Stealth 50%, Streetwise 50%, Magic: None
Unarmed 50%, Willpower 65% Skills: Athletics 25%, Brawn 70%, Endurance 75%, Evade 45%,
Perception 35%, Stealth 25%, Unarmed 60%, Willpower 65%
Passions: Loyalty (Grimel): 60%
Passions: Loyalty (Chaos): 100%
Hit Locations
1d20 Location AP/HP
Hit Locations
1-3 Right Leg 1/6 1d20 Location AP/HP
4-6 Left Leg 1/6 1-3 Right Leg 2/6
7-9 Abdomen 1/7 4-6 Left Leg 2/6
10-12 Chest 1/8 7-9 Abdomen 2/7
13-15 Right Arm 1/5 10-12 Chest 2/8
16-18 Left Arm 1/5 13-15 Right Arm 2/5
19-20 Head 0/6 16-18 Left Arm 2/5
19-20 Head 2/6

Combat Style
Gang War (Club, Dagger, Dart, Garrote. Trait: First Strike) 50%
Combat Style
Mutated Monstrosity (Natural Weapons) 60%

Attacks
Weapon Size/Force Reach/Range Damage AP/HP
Attacks
Knife S S 1d3 5/4 Weapon Size/Force Reach/Range Damage AP/HP
Club M S 1d6 2/4 Mutated arms M M 1d4 As arm

The Book of Schemes 253


Rychel Werner & Vigilantes
Rychel is a smuggler working mainly on the river Treve, Former innkeeper with a group of vigilantes. Use the
bring in black market goods through a system of fishing statistics for a Guild Vigilante on page 189.
boats and stashes along the docks. She has ferried a fair
share of weapons from stores outside the city into the Mertyn
hands of the gangs, but has recently begun feeling it tug Mertyn is a new boss in the Brass Dogs out to prove
on her conscience as it dawns on her what the brewing herself.
gang war will mean for the inhabitants of her city, her Mertyn has a group of 12 gangers under her
family and friends. For that reason, she began asking command, represented by the Gang Thugs on page
around trying to locate the source of the weapons, 221. Two of the gangers have brought light crossbows
which drew the attention of Grimel, who contacted her with broadhead bolts (see page 37), though they are still
and bribed her to get details. unfamiliar with their new weapons and therefore make
attacks with them at their base skill of 25%. The rest
Rychel have their daggers, clubs and 2 darts each.
STR: 10 Luck Points: -
CON: 13 Action Points: 3 Mertyn
SIZ: 12 Damage Modifier: 0
DEX: 14 Magic Points: 10 Action Points: 3
INT: 12 Movement: 6m Damage Modifier: +1d2
POW: 10 Initiative Bonus: +13 (+10 in armour) Magic Points: 12
CHA: 13 Armour: Heavy clothing Movement: 6m
Abilities: None Initiative Bonus: +13 (+10 in armour)
Magic: None Armour: Heavy clothing
Skills: Acting 45%, Athletics 50%, Brawn 40%, Customs 60%, Deceit Abilities: None
55%, Endurance 35%, Evade 60%, Influence 50%, Insight 45%, Magic: None
Lore (Underworld) 60%, Perception 65%, Sleight 55%, Stealth 55%, Skills: Athletics 45%, Brawn 45%, Customs 65%, Deceit 60%,
Streetwise 60%, Unarmed 55%, Willpower 40% Endurance 50%, Influence 45%, Insight 45%, Lore (Underworld)
65%, Oratory 35%, Perception 60%, Sleight 50%, Stealth 50%,
Streetwise 65%, Unarmed 55%, Willpower 45%
Hit Locations
1d20 Location AP/HP Passions: Loyalty (Brass Dogs): 54%
1-3 Right Leg 1/5
4-6
7-9
Left Leg
Abdomen
1/5
1/6
Hit Locations
10-12 Chest 1/7 1d20 Location AP/HP
13-15 Right Arm 1/4 1-3 Right Leg 1/6
16-18 Left Arm 1/4 4-6 Left Leg 1/6
19-20 Head 0/5 7-9 Abdomen 1/7
10-12 Chest 1/8
13-15 Right Arm 1/5
Combat Style 16-18 Left Arm 1/5
Gang War (Club, Dagger, Dart, Garrote. Trait: First Strike) 45% 19-20 Head 0/6

Combat Style
Attacks Gang War (Club, Dagger, Dart, Garrote. Trait: First Strike) 65%
Weapon Size/Force Reach/Range Damage AP/HP
Knife S S 1d3 5/4
Club M S 1d6 2/4 Attacks
Weapon Size/Force Reach/Range Damage AP/HP
Dagger S S 1d4+1 6/8
Club M S 1d6 2/4
Dart S S 1d4 2/1

254 The Book of Schemes

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