This is a simple scenario to get you started. It is meant to be played by 2-4 Players plus a GM, in a session of maximum 3 hours. The GM is free to adapt the scenario to her taste, the Players are free to adapt the PCs to their liking (within the rules), or to create new ones.
The adventure takes place in Murbia, a southern region of an “alternative version” of 13th century Europe, where the supernatural is real yet rare and feared.
It’s a world of mistery, rolling hills and pitoresque views, but also war, strife and bigotry.
The Pilot ability in this context will mostly translate to horseriding.
The Player Charachters are a ragtag group of hired hands, coming out from a small, unsuccessful military expedition, with just their freedom and the clothes on their backs (so whatever their business skill, they will be of Poor wealth).
He/she’s the muscle of the party
Gift: Master of Arms Advantage=1 dice to skill AND +1 damage when figthing with Sword&buckler
Fault: Short temper easily provoked to violence (Disadvantage=2 dice to resist taunting and goading)
Equipment:
He/she’s the scout of the party
Gift: Animal Ken Advantage=2 dice on any action involving animals (except attacking them, but including defending from them)
Fault: Lone woodsman is stressed by crowded and civilized places (one point of fatigue for every hour spent there)
Equipment:
He/she’s the specialist of the party
Gift: Field alchemist Whenever he has his portable lab and some space, in 2 hours he can make one alchemical mixture (using Science).
Fault: Stigma Could be accused of witchcraft by god-fearing people).
Equipment:
He/she’s the face of the party
Gift: Acrobatics You can do an acrobatic trick: spend 1 stamina, you get Advantage=2 dice when dodging. You can’t do this while carrying bulky items.
Fault: Cleptomaniac needs to roll on willpower to resist stealing from a juicy target.
Equipment:
If there are more than 4 players, more PCs can be made by slighlty changing those above, or expanding on the following classes:
The content from this point on should be read just by the GM. Stop reading if you are a player!
Loonknoll is a simple village in the region of Murbia, hosting a lively market and guarded by the fortified towed of Moonrock. The governor Lady Cremesina is at the head of the village.
A few months ago, an envoy of the Church, the Golden Spur Knight Alvius, arrived in Loonknoll with his soldiers, and took residence in Moonrock. He discovered that the a local shepherd, Pecoro, is actually a WereBoar , and invited him to reside with him in the tower. Alvius is in possession of the grimoire Misteria Lupercalia, and now he is using ancient rituals in the presence of Pecoro to obtain longevity and power over nature. 3 faithful soldiers protect him, and 5 wealthy (and power-hungry) citizen from the local merchant’s guild joined him in the rituals, becoming his cultists. His rituals cause boars to come down to Loonknoll at night, destroy fields and charge anything in their way. These incidents undermine the power of the good governoress Cremesina. At last, a boar controlled by Alvius and Pecoro will charge Cremesina’s horse while she’s returning to her house…
The PCs will arrive in time to save the governoress from the boar’s attack, and in the same night (it’s a full moon!) the cultists will carry on a ritual on top of MoonRock.
The boar is wounded (by an horse’s hoof, probably), end at the moment charging the horse, but will attack any other being getting even closer. Once the horse flees, the boar will besiege the tree with Cremesina on top. He can be led astray momentarily, but, unless it’s badly hurt, will not flee and give up the chase.
The hunter can tell the boar is acting weird, and can’t explain why he is attacking Cremesina and her horse.
A human-scale wild animal
This is the adventure’s “hook”. Hopefully the the PCs saved Cremesina and will be invited to her villa for refreshments and a friendly chat. She will tell the PCs that much:
Middle-aged, quick-witted merchant lady.
The best way to gather information is to head that same afternoon to the village market and ask around.
The inhabitants of Loonknoll are hesitant to give information, because they fear the knight, his allies, and the boars, but they can be convinced.
The PCs need to find a way to get information from the locals, using social skills and/or Investigation.
They can attempt gathering info separately or together. The GM will make the roll(s) in secret (difficulty is “0” if the PCs have a good plan) and communicate to the players what they find out. This is an occasion for roleplaying.
This is the information they will get:
And another detail the PCs could become aware of: tonight is full moon!
An Alchemist could notice that this particular herb, that in northern coutries is referred to as “wolfsbane”(!), is sold in some stands of Loonknoll, or that is growing in some nearby grasslands. He could use it to make bundles that repel werecreatures: they work exactly like a Puzzone, but affect just werecreatures.
The PCs could find some useful items sold at the market. Here’s a list, all items cost 1 coin unless specified otherwise.
| Weapons | Armor | Other |
|---|---|---|
| Dagger, DL: STR+1 | Leather armor, DR: 1 | Oil |
| Sword, DL: STR+2 | Plate armor, bulky (₡2), DR: 3 | Animal traps |
| Mace, DL: STR+2 | Shield, Advantage=1 when blocking | Lantern |
| Maul, bulky, DL: STR+3 | Locksmith tools | |
| Halberd, bulky, DL: STR+3 | Mirror | |
| Staff, DL: +1 | Pack animal (₡5) | |
| Bow & arrows, DL: 2 | Rope & hook | |
| Smithing tools | ||
| Spyglass (₡2) | ||
| Camping set, bulky |
If the PCs are conned into eploring the cave, they run a big risk. They will discover petrified people some 30 meters in, and have a last chance to run away. If they proceed, they will most likely get petrified by the Basilisk’s gaze as well.
After the investigation, the PCs will probably have understood that they need to focus on the tower of Moonrock. The tower, however, will be well guarded by the papal soldiers, and sneaking past them in broad daylight will be very difficult.
If the PCs keep watch and wait until nightfall, they will see a small procession of 5 hooded people silently go towards the tower. The soldiers will open the main gate for them. several plans are possible to enter the tower (try to disguise with a similar hood as the citizens, capture some of them and interrogate them or replace them…), let the players come up with a plan and play along.
A frontal assault is also possible, but keep in mind that the soldiers have the advantage of being in a fortress, and can ring a bell to call for the knight, Pecoro and the citizen/cultists for help.
Aconite bundles could be used to expose Pecoro as a wereboar if he’s in human form, or to hinder him if he’s in Wereform.
Is a shady nobleman, middle-aged, wiry, a pale face under greasy black hair. Besides being a knight, he dabbles in ancient pagan rituals.
3 disciplined and well equipped men-at-arms, acting as squire and guards for Alvius
5 relatively wealthy citizen, they see Alvius and his rituals as a chance to increase their power.
If the PCs are late, and midnight strikes, the citizens will turn into boars controlled by Pecoro. Their stats are like the Boar stats above, minus 1 Level of Damage and 1 Health point.
If the PCs befriended Friar Bajenko, he will bring them to the convent and open the tunnel for them, suggesting they wait for nightfall to enter the tower and catch Alvius red-handed (the Friar suspects him of demonolatry). From the tunnel, the rock is accessible without alerting the soldiers. There are 2 ancient tombs at the sides of the tunnels, halfway between the abbey and the tower, closed by stone slabs. Inside each, a scary mummified corpse lie clutching a Silver Scyte (Fair weapon, but made of silver).
A local boy, Pecoro (not that young actually), can transform into a creature half man half boar. When in this form, any damage dealth to him that’s not fire or silver is halved (round down). He can also control boars, and also the transformed cultists. Pecoro will be the center of the ritual on top of the tower, together Alvio and the 5 cultists. If killed his body will asume the were-boar form.
Alvius, if he discovers the PCs, will try to protect Pecoro from them, rather sending soldiers and cultists to fight and fighting himself. If he notices that the PCs stole the grimoire and are trying to bring it to the village, he will chase them on horseback.
Scruffy, hairy simpleton
Scruffy, hairy man-boar hybrid, mostly still standing on his hind legs. He retains human intelligence (although Pecoro is not so bright…).
The PCs could be discovered, realize they’re outnumbered and try to flee. In this case:
The PCs have to stop Alvio and prove to Cremesina and the villagers that him and Pecoro are behind the evil that befell Loonknoll.
This can be achieved by doing (at least) one of the following:
If the PCs won the fight, and are able to prove Alvio’s crimes to Cremesina, they will get their reward.
If they killed someone in the tower, but have no proof of the rituals (for example, Pecoro escaped, they didn’t find the grimoire), they could be tried as murderers in Loonknoll: better grab what they can and move on!
If the mission is accomplished, but Alvio is still alive and free, the PCs will get their reward but have also made a powerful and persistent enemy!
If they fail, in time Alvio will oust Cremesina, take control of Loonknoll in the name of His Sanctity the Pope, rule with an iron fist, and hell knows what else.