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b13v a10v b14v b10v On the Cadwallon port... Scenario map A : Amorys G : Goblin H : Hydrur T : Talgur : PC entrance 9 7 G 10 8 Rowboat 5 5 6 4 5 5 5 5 5 G 2 A H 3 G 3 1 The set of the Doors e Magician’s advice: Become one with the Pin. e Magician’s warning: Don’t stay in open places e counsel of Creation: e treasure came from the sea – it’ll return there if no one watches out for it. Creation’s warning: e trade takes place under the sign of treason. T

On the Cadwallon Port

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An adventure scenario for the Cadwallon RPG from Rackham

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Page 1: On the Cadwallon Port

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a10v

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On the Cadwallonport...

Scenario map

A : Amorys

G : Goblin

H : Hydrur

T : Talgur

: PC entrance

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G

10

8

Rowboat

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2A H

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The set of the DoorsTh e Magician’s advice: Become one with the Pin.Th e Magician’s warning:Don’t stay in open placesTh e counsel of Creation: Th e treasure came from the sea – it’ll return there if no one watches out for it.Creation’s warning:Th e trade takes place under the sign of treason.

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Page 2: On the Cadwallon Port

Plot

Captain Hydrur is the uncontested leader on board the pirate ship Th e Lemure. Along with a rag-tag crew of goblin sea-dogs and a hand-ful of orcs and trolls, he sails the seas looking for riches and often comes back to Cadwallon to spend it all.

A few weeks ago, captain Hydrur got his hands on a treasure. Th e specifi cs regarding what it was are left to the imagination of the GM, who will be able to fi t On the Cadwallon port... in his campaign or use it as an introduction. Just in case though, here are a few suggestions:

• A map for a part of the tunnels and caves under Cadwallon;

• A message or letter between two important people in Cadwallon who should not be in contact with one another (the Duke and Sophet Drahas);

• An order for something illegal to be done (the Duke ordering a league to murder an important member of the Akkylannian embassy);

• A warning or a secret whose importance goes over the head of the PC. In this case, there’s a chance that the treasure will not be an end in itself, but rather the begin-ning of a long adventure to take advantage of it. It’s also possible to give the treasure a certain monetary value, such as naptha, Syhar stem cells or letters of credits from the Goldsmiths. In this case, the treasure can easily be sold for 5000D.

No matter what the nature of the treasure may be, Hydrur has decided to sell it in Cadwallon rath-er than try to take advantage of it himself. He has used his contacts from the Ferrymen and Gold-smiths guilds to get in touch with a wealthy Cadwë willing to purchase the treasure. A meeting has been set up on the docks of the Kraken, at night.

Th e identity of this buyer is left to the discre-tion of the GM. It could be the member of a guild, a noble or even an Incarnate. No matter who it may be, the buyer does not appear in this scenario, as he has decided to send in two mem-bers of the Blades, Amorys and Talgur, instead of going in person. A wise choice, as Hydrur’s crew has decided to double cross him and keep the treasure. Not to mention that these goblin pirates are quite talkative... and rumours about this meeting got to the ears of the leagues!

Objectives

When this scenario starts, the PC have discov-ered, through one of their contacts (at the GM’s discretion), the dealings of captain Hydrur. Whether because they want to enforce ducal law or because they are in it for the easy money, the PC must interfere in this exchange to snatch the treasure, the gold or both.

Night has already fallen. Th e PC don’t have the time to set an ambush or intercept those taking part in the deal before their rendezvous.

Once there, the free-leaguers must fi nd and identify those taking part in the deal and turn it to their advantage. To do that, they can try to use brute force to convince the pirates and the Blades to hand over their possessions; more sub-tly, they may try to steal the treasure from under the pirates’ nose.

Th ey have to be careful, however: Amorys is counting on Talgur to protect him and the gob-lins have taken precautions. Th e treasure is hid-den in a nearby warehouse, under the guard of Krok the Troll and Goris the Orc. If the PC start to cause too much trouble, it’ll be easy for these two to fl ee, taking the treasure with them!

Setting the mood

Night has spread its long cloak of darkness over Cadwallon. Respectable people have left the streets for the comfort and safety of their homes. Far from these worries, you’re out hav-ing a good time at your favorite inn, reminisc-ing about your last mission for the Duke. De-spite the excitement and the rush it gave you, you’re forced to admit that your purses are far from full. You’re pitching ideas on how to keep the league afl oat a while longer when the magic word tickles your ear: “ducat”. Th is word is fl oating around, spread by word of mouth. No doubt about it, there’s a rumour going around, and with it, a chance to make some money!

A night at the inn

At the beginning of this adventure, the PC are in their usual watering hole in the lower city. While there, they have a chance to get more informa-tion about a rumor fl oating around the lower city that night. Th ere’s no need to force NPC to reveal information or lead a hard criminal investigation – the tongues are quite loose at the inn. Th us, this is not an opposition. However, the right questions

must be asked to the right people.To fi nd a patron who knows something about

the rumor, a character must succeed at an Identify/SUB (6) or Look Out/DIS (8) test. Once successful, the character must strike up a conversation with the patron, which requires a Seduce/STY(6) test to see how receptive the patron is. A success allows the character to learn one of the pieces of information below. Each wager allows the character to learn extra infor-mation. Th e GM is encouraged to add to the suggested answers in order to make it more like a conversation. As no one knows the whole de-tails of the deal, it is impossible to make another test after a success.

Th e following information is available; we suggest the GM reveals these to the PC in order given below, as they accumulate successful tests and wagers:

• Th e object of the rendezvous: “I’m tellin’ ya, there’s somethin’ odd goin’ on at the Kraken. Seems like some pirates are hook-ing up to sell their treasure, heck, I heard it was worth a pile of ducats. Wish I’d know what that treasure is...”• Th e time of the rendezvous: “Yeah, I was told about a meeting between pi-rates and some shady types. I wouldn’t be able to tell exactly when that’ll happen, but I’d guess it’ll be soon. I think it’d be over in an hour or two.”• Where the rendezvous will take place: “Th ere’s a square on the Kraken’s docks, on my way here earlier, I saw people prowling there. Probably not from around here. When I was told that there was a meet-up tonight, I fi gure - these roughnecks are out to do some recon.”• Th e illegal nature of the exchange: “I don’t know who’s selling what to who and when, but one thing’s for sure, it’s suspicious! If the transaction was legal, there’d be no need for all this mystery. It’d happen in a marketplace or a tavern worthy of the name, not in a dark alley under Yllia’s gaze.”

Once these bits of information have been ob-tained, a new success allows the PC to realize that there’s nothing more to learn here. It would be prudent to head to Ramrod Square immedi-ately, or soon: each PC may try to prepare in one of these ways:

• Buy a piece of equipment, so long as it can be bought at night;

• Consult one of his contacts, if that contact is located between the PC current location and Kraken Harbor.

In the second case, the GM is invited to con-

Objectives sult the following tables to determine what a contact may reveal to a PC.

Once these preparations are fi nished, the PC arrive to Ramrod Square.

Ramrod SquareWhen the PC arrive at the port, the Blades

and the goblins are already there!In the fi rst round, the PC come in from one

or more of the board’s edges as indicated on the map. Th e GM does not place any NPC, any of these currently outside being part of the crowd... for the moment. When spotted by PC, the GM will deploy them where indicated on the map.

Th e PC’s presence will certainly impede the negotiations between the goblins and the Blades. Even though the TL evolves as indicated in the Players Handbook with the eff ects indicated there, some eff ects are specifi c to this scenario.

• Th e goblins are considered to be rogues. When the TL reaches “Action stations!”, Krok the troll joins in and Goris the orc fl ees to-wards the docks (7) and the rowboat. If he manages to stay in the rowboat for a round without being attacked, he fl ees towards Th e Lemure with the treasure.

• Th e Blades are rogues, but their training and their objectives place them under the sign of SLEight rather than PUGnacity to determine their reactions to any change in TL. When it reaches “Alert!”, Talgur reveals himself and comes to help Amorys, who tries to seal the deal honorably until the TL reaches “Attack!”.

• If a fi ght breaks out between these two fac-tions, the GM must fi gure out the actions of each individual according to their motivation:

– Th e Blades are trying to get the treasure and the goblin pirates will try to protect it;

– A NPC will attack the opponent who has infl icted the most points of damage to him since the beginning of the round;

– It is possible to force a NPC to surrender by taking one of his companions hostage, as long as that companion has a name. Th is then becomes a manipulation with an infl u-ence level of six;

– If a member of one of the factions was killed, all of his companions will try and attack his killer before any other target.

• If the PC do not interfere before the end of the sixth round, the deal is sealed. TL +2, as the goblins betray the Blades. Th e two factions immediately take the “Attack!” behavior and begin fi ghting. Th e PC must now fi nd a path through the fray to get the treasure. Krok the Troll and Goris act on “Action stations!”, as indicated above.

1: Ramrod Square (Guarded)

Yllia is partially refl ected in the murky waters of the fountain. Occasionally, voices can be heard and the smell of frying comes from the inn at the edge of the place. Only the salty smell of the inlets sometimes masks this irritating odor. It comes and goes with the rhythm of the waves you can hear from afar. A few drunken sailors stagger around the square, desperately seeking the entrance to the inn, obvious as it may be.

Even though the entire neighborhood is named that way, only this square is truly Ramrod Square. If the rumor is right, this is where the exchange should take place. Even though no one is hidden here, it is hard to recognize anyone. If a player so wishes or if a player asks to see if he can spot people taking part in the exchange, he must take a Look out/DIS (6) test. Th e results of this test depend on the amount of wagers taken (the information is cumulative):

0: Th e character notices the goblin lookout.1: Th e main building of the inn is lengthened

by an awning used to store some goods and, once in a while, shelter the mounts of its patrons. Tonight, a human and a goblin (Amorys and Hydrur) are chatting there in suspicious, low tones.

On the Cadwallon port...

any of

from afar. A few drunken sailors stagger around the square, desperately seeking the entrance to the inn, obvious as it may be.

named that way, only this square is truly Ramrod Square. If the rumor is right, this is where the exchange should take place. Even though no one is hidden here, it is hard to recognize anyone. If a player so wishes or if a player asks to see if he can spot people taking part in the exchange, he must take a this test depend on the amount of wagers taken (the information is cumulative):

their objectives place them under the sign of

the GM must fi gure out the actions of

RumorsCulture (Lower City)1: Th e pirates mentioned in the rumor are

goblins.3: Th e pirates are led by captain Hydrur.5: Th is crew of pirates is helped by a black troll.

Faction (Blades)1: Th is mission takes place tonight, on Kraken

Harbor.3: A fi rebrand ogre has been sent by the Guild

of Blades.5: Th e fi rebrand ogre is only there to protect a

more discreet emissary.

Fief (Kraken)1: Ramrod Square is located between an inn

and a warehouse.3: Th e warehouse has been rented by goblins.5: Th e warehouse has an entrance on the roof.

Characteristics of the board (Tiles A10V/B10V/B13V/B14V)

Th is scenario takes place at night on the docks of the Kraken. Th e surrounding buildings are mostly small one-storied houses, which are unusual for Cadwallon: they are made of odds and ends, often parts of sunken or beached ship parts. Th ree of these buildings are warehouses belonging to guilds and rented to crews.

Th e characteristics of the board are the following:• Dark;• Noisy;• Fragrant;• Attitude: PUGnacity;• FAI: Destiny + 2, Darkness + 1• TL at start: 3By default, every zone is Slightly busy or

Inhabited.

The goblin lookoutsDishonest as he may be, Hydrur has foresight.

He has posted some of his men throughout the neighborhood to discourage “meddlers”. Th e presence of these lookouts modifi es the defi -nition of suspicious activity: in a area where there is a lookout, the use of the following ta-lents constitutes a suspicious activity, even if the character only does one action per round (reminder: a stealthy character never has any suspicious activity):

• Analyze/DIS;• Take out a weapon or gem/SLE;• Search/DIS;• Look out/DIS;• Start an infl uence struggle.Th e goblin lookouts communicate with one

another using short squeaks each time the TL reaches a signifi cant level. Unless a PC is wat-ching a goblin at that moment, these squeaks cannot be distinguished form those of a rat.

Page 3: On the Cadwallon Port

2 and more: Noises can be heard com-ing from the warehouse near the square, as though crates were being moved. A metallic clinking can also be heard from time to time (Krok has trouble sitting still).

If a PC gets near the warehouse or the awning, this is considered suspicious activity.

Unless stealthy, a PC is spotted by Hydrur and Amorys when he gets within two squares of them. Th e two will interrupt their conver-sation. If the PC wants to butt-in the discus-sion, he must win an infl uence struggle. Th e infl uence level of this manipulation is eight. If the PC calls out Hydrur by his name, he gets a free wager for his fi rst test. Even though Hy-drur and Amorys are opposed to one another with their Transaction, they’ll ally to get rid of the meddlers by accumulating fi ve infl uence points. If the infl uence struggle is won by the PC, he can join in the Transaction. Otherwise, he is forced to move on, but another PC can try to join in as well.

If a PC takes part in the negotiation, he must undergo another infl uence struggle, which doesn’t increase the TL. Th e infl uence level of this transaction is only four, as Hydrur is only doing this for show; he has no intention of selling the treasure. If the player notices this oddity, the GM is encouraged to tell him that something feels wrong about this negotiation.

Th e PC is facing Amorys in that struggle; the fi rst one to get four Infl uence points wins the transaction. It is possible to get a free gamble for every partial 1000D shown to Hydrur. No matter who wins this struggle, Hydrur follows his plan. However, the PC’s presence forces him to call on Krok the Troll right away. Th e TL increases by two points.

2: The Jeerer

Th is inn only seems packed because of its small size. A few sailors and dock workers, human or goblin, come here to drink bad ale. A ridiculously small stairway leads to the fi rst fl oor. In order to save space, the counter has been carved out of the wall separating the common room from the kitchen. You therefore have front row seats to ap-preciate the stench of the frying.

A goblin from Hydrur’s crew is hiding here to avoid his turn as lookout. It is possible to fi nd him with a successful Identify/SUB (6) test. When talked to, he denies his being part of any pirate crew. It is however possible to get him to admit the information below, by carrying out

each time a successful confession with an infl u-ence level of eight. As no goblin watches the in-side of the inn, these infl uence struggles do not increase the TL. Th e following information can be gained in any order, depending on the PC questions. Th e fi rst confession, though, must be given before any other.

• Th e pirate’s allegiance: “Okay, okay, I’m a pirate. But watch out – my captain is Hydrur, if you hurt me, he’ll chop you up!”

• Th e location of the exchange: “Don’t hurt me! I can tell you where the cap-tain is. He’s meeting a human from the upper crust under the awning. Th ey should be there now.”

• Th e goblin lookouts: “We aren’t brats. All of us are keeping watch... well, except me, of course. But the others are still at their assigned spots, I’m sure. Th ere’s one in the muddy streets, one near the pier, and one around the Square. I was supposed to watch over the beach, but I was too thirsty!”

• Krok’s presence: “Watch out! Our quartermaster’s a brute. He’s named Krok and he’s a black troll. He’s in the warehouse next door, and I’m sure that if I yell loud enough, he’ll come and rip your arms out.”

• Th e Lemure: “Our boat’s the Lemure, a nice boat from the imperial navy. It’s anchored a bit to the North, hidden in the Kraken’s tentacles.”

• Th e betrayal: “Anyway, I wouldn’t stick around if I were you. As soon as the human shows the ducats to the captain, we beat him up. Krok’s ready for action. Th at way, we’ll get the treasure and the ducats. Oh yeah!”

Other than this deserting pirate and an up-set stomach, there’s nothing else to fi nd in this inn. However, a clever PC may sneak up to a room or rent one to get a good point of view on the whole neighborhood. From the fi rst fl oor, only the warehouse blocks line of sight.

3: Warehouse (Watched)

No light comes from the stone building in front of you. Inside, crates and bundles are

stacked with diffi culty in this limited space. A small trapdoor seems to lead to the roof.

Th is zone is calm if the goblin in area 1 has been neutralized. Moreover, it is possible to perform a Climb/SLE (6) test to pull one’s self up though the trapdoor and observe the neigh-borhood from the roof of the warehouse.

4: Muddy streets(Guarded)

It is hard to believe you’re still in town. Here, shacks made of odds and ends struggle to rise from the mud. Excrements are mixed with the earth and the smell of manure melds with the smell of the tide.

From this zone, it is possible to spot one of the two doors from the pirate’s warehouse. More-over, a Track/OPP (8) allows a character to no-tice the footsteps of a black troll here and there in the muddy streets.

5: Shacks

You had been warned: the Kraken’s goblins tend to build their houses haphazardly. A “perfect” example of this recycling architecture stands before you. A ship’s scuttle used as a door, mast pieces used as pillars, and so on. Th e inside is probably built in the same style...

Th ese houses are inhabited by goblin fami-lies, packed on mezzanines which, to human scale, have more to do with pantry shelves. Starting a conversation with one of the inhab-itants requires a Manipulation with an infl u-ence level of fi ve. Starting one raises the TL by a point. Once this is done, each of the follow-ing pieces of information requires a confession with an infl uence level equal to two:

• Th ere are pirates everywhere: keeping up to date on the neighborhood’s gossip, the people living here reveal that a pirate is watching over the comings and goings on every tile;

• Th ere are pirates in the warehouse: the people living here reveal the presence of Krok and Goris in the warehouse (6);

• Th e pirates have a rowboat: the people living here reveal that a rowboat is moored to the pier (7).

borhood from the roof of the warehouse.

4: Muddy streets

6: Pirates’ warehouse (Guarded)

A black troll looms in the middle of the ware-house, making the interior of the building seem quite crowded. Black, wearing armor and ob-viously in a bad mood, he seems to be pacing and waiting anxiously as his orc comrade looks worriedly at him. Th e rest of the warehouse contains a few makeshift beds, some food sup-plies and... a treasure chest

Other than Krok and Goris, there isn’t much else in this zone. Goris will not leave it without the treasure chest, no matter what. Even though they are resting, both of them have the entrances of the warehouse in line of sight, making it impos-sible to enter from there while staying stealthy.

Th e back of the warehouse has a second fl oor, which is where Hydrur had his “cabin” installed. It is therefore possible to come in from the roof, go through Hydrur’s quarters and come down to the main room, which holds Krok and Goris. As these two are not watching the stairs, it is then possible to surprise them.

7: The pier (Guarded)Th e wood creaks slightly from the motion of the

water. Swept by the winds, this dock extends into darkness, so far that you cannot see its end.

Despite not really being stealthy, the goblin watching over this zone is counting on the natu-ral cover of the bundles to stay hidden.

At the end of the dock is the pirate’s rowboat, moored with a simple rope. It contains noth-ing but a pair of oars, a lantern and a few signal fl ags. However, if a PC is spotted less than three squares away from it by a goblin, he will call the PC over and try to keep him away, increasing the TL by a point.

8: The beach (Special)

Here, fl agstones and mud make way to the original ground of the city and sand. Th e fl ow-ing motion of the water gently caresses your an-kles, and the smell of the sea is so overpowering that it covers any other smell.

Th e game board has two distinct beaches: the one near the inn and the one near the pier. Th e fi rst is guarded by Talgur, the second

is simply watched by the dock goblin. To see Talgur, a Look out/DIS (6) test must be suc-cessfully made.

9: Getting your feet wet (Watched in zones / 7 and 8)

Th e ink black water reaches to your ankles, then up to your shins to end up at the level of your waist. It is pretty cold, but thankfully clean, due to the tide.

Th e water squares which are less than three squares away from the strip of sand are of Me-dium depth. Th e following two squares are Deep. Any square beyond that is Very Deep. If a character is too small for this depth, he must make a Swim/PUG (4) test.

10: Lost shack (Calm)

It is impossible to know if this house on stilts is inhabited or not. Th e ladder reaching down to a rowboat is covered with algae. Th e house and the stilts groan under the eff ects of humid-ity, and wind seems to freely sweep through the house. Who could live here?

No one lives in this worm-eaten shack, and the whole neighborhood knows it, and so, making any light in this zone increases the TL by a point for every turn in which light is visible. Moreover, the worm-eaten fl oor breaks immediately if a Large Size character enters this area.

End of the AdventureTh is adventure can end in many diff erent ways:• Th e PC fl ee: Th is scenario ends as soon as

the PC leave the game board. If they take the treasure with them, this adventure is successful, otherwise it’s a failure. As the case may be, they must decide what to do with the treasure;

• Th e PC control Ramrod Square: Th ey then have all the time in the world to interrogate the pirates and the Blades. Th is will probably not give them any advantage, but will allow them to understand the whys and hows of this adventure, which is always pleasing to players. Moreover, if the treasure isn’t simply some form of goods, this questioning may help them learn more about its origin. And,

at the same time, the Blades may reveal the identity of the buyer. Each of these pieces of information requires a confession with an infl uence level of fi ve;

• Th e pirates or the Blades fl ee with the trea-sure: Th is scenario is a failure if a NPC leaves the game board with the treasure. Th e fl eeing individual uses the cover of darkness to disap-pear. After a few inquiries and asking the ap-propriate contacts, it is possible to fi nd a trace of the Lemure or of the buyer. Same thing if the PC managed to capture a pirate or a Blade. By succeeding at a Manipulation (infl uence level: 6), it is possible to know the location of the ship or the rendezvous point with the buyer, depending on the faction interrogated;

• Th e PC are neutralized or captured by NPC: If the treasure hasn’t left the Ramrod Square yet, the NPC are satisfi ed with sim-ply roughing up the PC and fi nding out the reason of his (their) presence. If the treasure has disappeared into the night, the NPC hold their prisoners responsible and inter-rogate them to get a lead on those who left with the treasure;

• Th e militia intervenes: When coming out of jail, each character will keep the belong-ings he had when he was arrested. Th us, if the PC have the treasure chest in their possession when the TL reaches 13, they have succeeded in this adventure: their title of free-leaguers allows them to keep the treasure, despite the protest of the goblins and the Blades.

If the PC are in possession of the treasure at the end of this adventure, they still have to de-cide what they intend to do with it. If it’s a simple sort of goods, they must decide how they want to go to sell it. Th e PC then face the same prob-lem which led Hydrur to Ramrod Square. Th e simplest solution would be to ask a contact with the “Trade” knowledge, probably a miscreant or a merchant, like Dil-Dan-alar or Loudgob of

Page 4: On the Cadwallon Port

Orignac. Even though the PC might not know these NPC as contacts, it is possible to get their help with a successful transaction.

If the treasure hides an intrigue, the PC must decide what they’ll do about it. Will they warn their steward? Th e militia? Will they get rid of witnesses? Chances are, the adventure is only just starting.

Treasure aside, the PC can also cheer them-selves up with the sum brought by the Blades to pay for the treasure. No matter what value the GM has given to the treasure, the Blades have only brought half of it – the rest would’ve been paid after delivery of the treasure to Amorys’ patron.

The protagonistsThe goblin pirates (2)

With his face weathered by salt and his dress of dubious taste, this goblin is surely a pirate. He’s chewing tobacco rudely while keeping a worried eye on the passers-by. Th ey keep their distance , probably because of his alcohol-heavy breath.

Suggested fi gurine: Goblin sailorHistory: Th e goblins who accompany cap-

tain Hydrur are goblins left to fend for them-selves by No-Dan-Kar or deserters from the imperial army. Th ey have now been serving on the Lemure for many years and have sunk a number of ships in the Larônn strait. Th ey are wanted by imperial authorities and know that they can’t go back. At the same time, they aren’t held in high regard by the Cadwë authorities, who have no reason to arrest them, however. Despite the constraints and dangers inherent to a pirate’s life, most of them are happy to serve under Hydrur’s command, even if they are scared of him and his quartermaster.

Role-playing tips: You’re small and feisty. Despite your insignifi cant physical size, you act like Krok the troll. Most of the time, it is enough to intimidate the person you’re speak-ing to. If it doesn’t work, you briefl y have re-course to extreme physical violence before running away.

Information: Every goblin pirate has the same information as their companion hiding at the Jeerer. With a bit of time and a map, they can show where the Lemure is currently locat-ed. Th ey can also guide the PC there, if their memory is helped along (tickled with a sword tip, dangled over a Dirz tiger in a pit, etc) .

Captain Hydrur (3)Th is goblin, gazing at you menacingly, is

dressed like an offi cer on parade. His leather vest is enhanced with golden shoulder pads, which are clean to the point of being exaggerat-edly so, contrasting with the grimy fi gure they ornament. Reeking of alcohol, constantly feel-ing the guard of his saber, this goblin has a vi-cious and disquieting glint in his eyes.

Suggested fi gurine: Captaine Krill.History: Captain Hydrur has served for

many years under the banner of the No-Dan-Kar imperial navy. Tired of fi ghting for some-one else’s profi t, he organized the mutiny of his own crew to fl ee at the helm of his own warship, renamed the Lemure. He’s been living the frenzied life of a pirate’s ever since. Most of the sailors who mutinied at his side have died since, but his travels have allowed him to recruit valued allies, notably Krok the troll. Th ese days, Hydrur is starting to feel tired – he isn’t as young as he used to be and his instinct reminds him every day that most pirates wind up at the business end of a noose.

Role-playing tips: Violence suits you, maybe even too much so. You like to give or-ders, but hate having to take any. You like to hit things, but hate being hit. You are satisfi ed with the fear that your enemies feel, but are enraged to feel it yourself. Between your suc-cess, which went to your head, and the fear that everything might end tomorrow, you are particularly anxious. Most of the time, you hide that under a fearsome calm, but when you explode, you explode, by billions of blis-tering blue barnacles!

Information: Captain Hydrur knows all the details surrounding the story of this scenario, except the identity of the buyer.

Krok the troll (4)

Krok is so tall that his head hides Yllia to you. He stinks of sweat and spice-fi lled burps. His muscles are massive, tight, and almost gro-tesque. Just one of his thighs weighs more than a goblin and his armor, marked by countless fi ghts, clinks in a nerve rending fashion. And when the black troll wields his giant mallet, a real storm is unleashed!

Suggested fi gurine: Pirate black troll.History: Like many of his kind, Krok the troll

got suckered by a recruiter from the No-Dan-Kar imperial army (see Cry Havoc 11). He has fought on every battlefi eld of the Empire, rarely understanding the reasons and consequences of the terrible battles in which he participated. Finally, his whole unit was slaughtered, and Krok erred for a long time on the plains of Avagddu, a reluctant deserter. Th at’s where he got suckered a second time, and found himself quartermaster on the Lemure. He must now enforce order in the ranks and watch over the safety of the treasure.

Role-playing tips: You’ve been killing people for so long that you no longer have a problem with it. To you, the use of force is second nature, to such an extent, actually, that you hide this terrible fury under an almost

debonair appearance. Not only that, but by coming back whole from horrible defeats, you no longer fear your opponents, disregarding even the most basic of precautions. You feel very aff ectionate towards the goblins of the Lemure however, and watch over them like a protective and brutal big brother.

Information: Krok knows the rest of the crew and knows that the captain is about to pull a dirty trick. He also knows that if there ever is any trouble, Goris will take off with the treasure chest. He didn’t quite understand the rest.

Goris, the orc withthe treasure (2)

Th e orc in front of you displays an impressive musculature, even for an orc. Th e few pieces of jewellery he bears enhance the curves of his muscles, themselves made more obvious by ef-fort, as the orc bears a treasure chest, much the same way a mother would carry her baby. Th e forehead pointing downwards and the jaw set straight, he seems ready to take on anyone who would dare touch his chest.

Suggested fi gurine: Orc brute or orc con-veyor.

History: Goris was a simple porter on a goblin merchant ship. When it was sunk by the Lemure, captain Hydrur gave the orc a choice: walk the plank to meet the sharks, or enroll with the pirate crew. Preferring servi-tude over death, Goris became a pirate. He got used to this new life, in time, and put his size and power at Hydrur’s service. Th is goodwill, along with his physical qualities, made Goris a full member of the crew, now respected by his brothers-in-arms.

Role-playing tips: You aren’t a bad guy; you just have the wrong friends. When you hurt other people it’s because you’ve let the goblins talk you into it. In the end, you have to survive, and no one ever let you off easy. Th at said, you only use physical violence after having warned the soon-to-be injured individual. Very often, that’s all you need.

Information: Goris knows the same informa-tion as his goblin comrades.

Amorys,professional emissary (4)Elegant and distinguished, this middle-

aged man doesn’t look like he belongs on the Kraken’s docks. His impeccably combed gray-ing hair and his stern look more easily bring to mind images of an irked Peer than an annoyed middleman. He nonchalantly keeps his hands on his rapier and pistol.

Suggested fi gurine: Alahan reaper.History: Amorys belongs to a fi ef-less noble

family. At a young age, he received a gentle-man and literate education. Firmly set against suff ering from the same fate as his ancestors, he later decided to sell his negotiation talents and becomes a member of the guild of Blades. He added an extra ace to his sleeve early in his career: magic. Indeed, as a wise entrepreneur, Amorys never passes up an occasion to di-versify his activities. He knows, however, that he cannot face all situations, which is why he probably regularly teams up with Talgur.

Role-playing tips: You are a professional, whether it’s about negotiating, manipulating, deceiving or killing, it’s a job like any other. When you go back home, you’ll forget about it all, like so many others forget about their ty-rannical boss or their clumsy apprentice. Th e only emotion you allow yourself is the friend-ship that binds you, almost despite yourself, to Talgur.

Informations : Amorys knows all the details of the story behind this scenario,

other than Hydrur’s treachery. However, he does know

the name of the buyer.

Talgur, bodyguard (3)

You have trouble identifying the person at fi rst glance – tall, in armor, a canon atop his shoulders, a goblin on top of that. All of it clink-ing and creaking as if it were a war machine more than if it were a being of fl esh and blood. But it’s indeed an ogre – a fi rebrand ogre, his breath heavy with powder!

Suggested fi gurine: Firebrand ogre.History: Talgur has always fought – fi rst

in the streets when he was young, then in the militia when he became old enough to enroll. He acquired a taste for war and physical con-frontation. He always wanted more – more destruction, more fi repower. Th us, he joined in the Firebrand corps. Now given a tool of de-struction the likes of which he always wanted, he learned to control himself and keep his wits about him. When he met Amorys, later on, he understood that his job required him to be educated, reasonable and professional – a new challenge Talgur felt up to taking!

Role-playing tips: You are split between your true nature and your sense of profession-alism. Th e former demands that you fi re the minute you have a chance, the latter demands that you act conspicuously. You know that Amorys can be wounded by your own shots tonight if you aren’t careful, and so you’ve decided to keep a cool head. However, were Amorys to be grievously injured, not even you can predict if it would awaken the ogre sleep-ing within you.

Information: Talgur knows the same things Amorys does.

Firebrand servant

Th e goblin who has the task to reload the Firebrand cannon is a fi rebrand servant. He follows the rules for followers on p. 254 of the Players Handbook. His job is to reload the Firebrand cannon. As long as the Firebrand servant is not taken out of action, the ogre can shoot as though the cannon were always loaded. However, if the servant is neutralized, the cannon can no longer be reloaded, as it is out of the ogre’s reach.

Being solidly tied to the back of the ogre, the Firebrand servant does not need to move to stay on the same square as the ogre. However, he cannot leave his companion.

brothers-in-arms. When you go back home, you’ll forget about it all, like so many others forget about their ty-rannical boss or their clumsy apprentice. Th e only emotion you allow yourself is the friend-ship that binds you, almost despite yourself, to Talgur.

Informations : Amorys knows all the details of the story behind this scenario,

other than Hydrur’s treachery. However, he does know

the name of the buyer.

probably because of his alcohol-heavy breath. can show where the ed. Th ey can also guide the memory is helped along (tickled with a sword tip, dangled over a Dirz tiger in a pit, etc) .

dressed like an offi cer on parade. His leather vest is enhanced with golden shoulder pads, which are clean to the point of being exaggerat-edly so, contrasting with the grimy fi gure they ornament. Reeking of alcohol, constantly feel-ing the guard of his saber, this goblin has a vi-cious and disquieting glint in his eyes.

Experience PointsOBJECTIVE EP

Get the treasure + 500 EP

Get the Blades’ money + 200 EP

Th e militia has not intervened + 200 EP

Vanquish Krok the troll + 200 EP

Th e goblins didn’t trigger the ambush + 200 EP

dressed like an offi cer on parade. His leather

edly so, contrasting with the grimy fi gure they

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Captain HydrurRace: Goblin Culture: Rat Trades: Offi cer 1/Sea dog 2Potential : 3Dominant attitude: PUGnacitySize: Small (2) Power: 2 Movement: 4U: LW: SW: CW: UNC: Distinctive feature(s): VivacityFeat(s): Survival instinct

Characteristics:• PUG 2• SLE 2• STY 2• OPP 5 (DEF 6)• SUB 3• DIS 2 (MAS 3)

Abilities:• Climb/SLE 2• Command/DIS 1• Dodge/OPP 2• Fool/OPP 2• Force/PUG 1• Intimidate/PUG 2• Sail/SLE 2• Search/DIS 2• Slash/PUG 1

• Swim/PUG 2• Wrestle/OPP 1

Knowledge• Country (No-Dan-Kar) 2• Country (Larônn strait) 2• Culture (Rat) 2• Language (Cadwë) 2• Language (Goblin) 2• Strategy 1

Contacts• Frol 2• Dil-Dan-Alar 1Equipment: Bottle of rum, Cocked mari-

ner’s hat, Imperial navy uniform, Knife, Leath-er armor, Purse, Rucksack, Saber, Telescope, Worn clothes, 100 D

The goblin piratesRace: Goblin Culture: Rat Trades: Sea dog 2Potential: 2Dominant attitude: PUGnactiySize: Small (2) Power: 2 Movement: 4U: LW: SW: CW: UNC: Distinctive feature(s): VivacityFeat(s): Survival instinct

Characteristics:• PUG 2• SLE 2• STY 2• OPP 5 (DEF 6)• SUB 3• DIS 2 (MAS 3)

Abilities:• Climb/SLE 2• Dodge/OPP 2• Fool/OPP 2• Force/PUG 1• Intimidate/PUG 1• Sail/SLE 2• Search/DIS 2• Swim/PUG 2• Wrestle/OPP 1

Knowledge• Country (No-Dan-Kar) 2• Country (Larônn strait) 2• Culture (Rat) 2• Language (Cadwë) 2• Language (Goblin) 2

Contacts• Dil-Dan-Alar 1

Equipment: Bottle of rum, Cocked mariner’s hat, Knife, Telescope, Worn clothes, 25 D

Krok the trollRace: Troll Culture : Rat Trades: Bandit 2/Soldier 2Potential: 4Dominant attitude: PUGnacitySize: Large (4) Power: 4 Movement: 5U: LW: SW: CW: UNC: Distinctive feature(s): Regeneration/2 Sequence/2Feat(s):Characteristics:• PUG 4 (PEUR 5)

• SLE 2• STY 2• OPP 3 (DEF 4)• SUB 3• DIS 2 (MAS 3)Abilities:• Bash/PUG 4• Charge/PUG 1• Dodge/OPP 2• Endure/PUG 2• Fool/OPP 2• Hide/OPP 1• Intimidate/PUG 2• Look out/DIS 1• Parry/STY 4• Search/DIS 2• Slither/SLE 2• Wrestle/OPP 1

Knowledge• Country (No-Dan-Kar) 2• Country (Larônn strait) 2• Culture (Rat) 2• Faction (Ferrymen) 2• Language (Troll) 2• Language (Goblin) 2

Contacts• Dil-Dan-Alar 1

Equipment: Bits and pieces, Canteen, Gi-ant mallet, Mace (x2), Plate armor, Purse (x2), Rucksack (x2), Shield, Worn clothes, 15 D

AmorysRace: Human Culture: Upper city Trades: Duellist 2/Emissary 2/Warrior-mage 1Potential: 4Dominant attitude: SLEightSize: Medium (3) Power: 3 Movement: 4U: LW: SW: CW: UNC: Distinctive feature(s): Disengagement, FencerFeat(s): AuthorityCharacteristics:• PUG 2• SLE 2• STY 3

• OPP 2 (DEF 3)• SUB 5• DIS 3 (MAS 4)Abilities:• Analyze/DIS 3• Argue/SUB 1• Disarm/SUB 1• Feign/SLE 2• Fool/OPP 1• Identify/SUB 4• Incantate (WATER)/SUB 1• Lunge (Piercing)/STY 3• Negociate/SUB 2• Parry/STY 2• Pierce/SLE 2• Provoke/SUB 2• Seduce/STY 1• Shoot/SLE 1

Knowledge• Country (Cadwallon) 2• Culture (Upper City) 2• Faction (Blades) 1• Fief (Drakaër) 2• Fief (Ogrokh) 2• Language (Cadwë) 2• Protocol (Pirates) 2

Contacts• Lady Carole 2• Elleole of Ysme 1• No one 1

Equipment: Attires (x2), Calligraphy uten-sils, Gem case, Makeup case, Minor immor-tal gem of Water, , Pistol (20), Purse (x3), Su-perior quality rapier, Worn clothes, 160 DSpells: (Primagy) Aura.

Goris, the orc with the treasureRace: Orque Culture: Rat Trades: Strong-arm 2Potential: 2Dominant attitude: PUGnacitySize: Medium (3) Power: 4 Movement: 4U: LW: SW: CW: UNC: Distinctive feature(s): Hard boiled, Sur-vival instinctFeat(s):

Characteristics:• PUG 2• SLE 4• STY 2• OPP 3 (DEF 4)• SUB 3• DIS 2 (MAS 3)Abilities:• Bash/PUG 1• Disarm/SUB 2• Dodge/OPP 4• Fool/OPP 2• Force/PUG 1• Intimidate/PUG 1• Search/DIS 2• Wrestle/OPP 2

Knowledge• Country (No-Dan-Kar) 2• Culture (Rat) 2• Fief (Kraken) 2• Language (Troll) 2• Language (Goblin) 2

Contacts• Dil-Dan-Alar 1

Equipement: Chains, Chest, Leather straps (x5), Lock, Purse, Torc, Trophies, Trunk, Worn clothes, 25 D

TalgurRace: Ogre Culture: Lower City Trades: Shooter 2/Soldier 1Potential: 3Dominant attitude: SLEightSize: Medium (3) Power: 5Movement: 5U: LW: SW: CW: UNC: Distinctive feature(s): Harassment, Stead-fastFeat(s): Brutal

Characteristics:• PUG 2 (FEAR 3)• SLE 5• STY 2• OPP 3 (DEF 4)• SUB 2• DIS 2 (MAS 3)Abilities:• Bash/PUG 2• Crook/OPP 2• Defend/DIS 2• Endure/PUG 1• Hide/OPP 1• Identify/SUB 1• Look out/DIS 4• Parry/STY 1• Shoot/SLE 2• Slash/PUG 1• Strike back/STY 1

Knowledge• Country (Cadwallon) 2• Culture (Lower City) 2• Faction (Blades) 3• Fief (Ogrokh) 2• Language (Cadwë) 2

Contacts• Lady Carole 2

Equipment: Armor, Canteen, Firebrand canon, Mace, Purse (x2), Rucksack, Shield, Superior quality saber, Uniform, Worn clothes, 50 D