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The Wolfling
of Hurst
of Hurst
A Legendary Lives Adventure
By Joe Williams & Kathleen Williams
Copyright © 1990, 2007 by Joe Williams
Email me at: freeRPGs@comcast.net
The Wolfling
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The Wolfling of Hurst
Introduction
an alliance with the barony of Greenwood. In fact,
Lord Gyrox is scheduled to marry Eveney, the
Baroness of Greenwood, in just seven days. If
anyone should discover his wolfling heritage
before then, the wedding would be called off and
the Greenwood nobles might even ally themselves
with Birklund. Hurst would not stand a chance
against their combined forces. Worst of all, Gyrox
would lose Eveney, the only woman he’s ever
loved.
Gyrox has only one chance at happiness, and
that is to find the fabled Nex flower. Legend has it
that if a wolfling eats its petals he will immediately
become completely human or completely wolf.
Gyrox is willing to take this chance. He will offer
the party a reward of 15 silver pieces apiece if they
find the flower and return it to him before the
wedding. Gyrox believes that the flower may be
found in the cold, mountainous regions of Birklund,
near the Hurst border. Gyrox will provide the party
with horses, passes, a map and a weeks worth of
provisions. He warns them that if they are captured
by Birklund soldiers they may be mistaken for
spies.
While travelling north on Hurst Road, the
party is detained by a large group of well-armed
foresters. The soldiers politely inform the
characters that they are entering the war-torn
province of Hurst, and must be issued passes
before travelling any further. They escort the party
to a small, fortified castle not far away, where they
will be met by Lord Gyrox III. After questioning
them closely, he makes a startling confession and
an interesting proposition.
Author’s Note: This adventure was written for
the first edition rules. Some conversions will be
required.
Lord Gyrox
After ushering the party into a private
chamber, Lord Gyrox begins, ‘I am in desperate
need of your services. You seem to be brave and
honest souls, and I must trust someone in these
dark times. Do you swear to secrecy?’ He goes on to
confess that he is not the natural son of Lord Gyrox
II. He was a foundling child, abandoned in the
mountains of Hurst. Lord Gyrox II, a childless
nobleman of forester decent, discovered him while
on a hunting trip, and took him as his own. When
Lord Gyrox II died, his adopted son inherited his
title and estates. Only Lord Gyrox III’s closest
friends know that he is not his father’s natural son,
and no one knows that he is in truth a wolfling (a
wolfling party member will recognize Gyrox’s race
on a ALE(Pas) roll).
Gyrox’s heritage has always been a well kept
secret. Foresters have a deep distrust for wolflings,
believing them to be kin to werewolves. Currently,
his people are warring with the neighboring
province of Birklund and if word got out about his
true race, it would be a shattering blow to their
morale.
Hurst’s ambassadors have been working on a
plan to stop the hostilities with Birklund through
The Story of the Nex flower
A wolfling will also know about the Nex
flower; others must roll LEGENDS(Gud) to recall
the following information.
Wolflings tell this folk tale to explain their
unique ability to transform: Long ago, a forester
boy named Talbot found a wounded wolf cub. He
named it Chaney, and after the cub healed, the two
became inseparable friends. Talbot grew into a
handsome man and soon attracted the attention of
an elven sorceress named Terriselle. She loved
him, but he would have nothing to do with her. In a
fit of anger, she vowed to punish him for his
disregard. First, she convinced Talbot that Chaney
had only one wish - to become human. She then
gave him the enchanted Nex flower and told him to
feed it to his friend. The wolf gulped down the
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petals and promptly died of poison. Horrified,
Talbot realized he’d been tricked into murdering
his companion. In despair, he too ate some petals
and expired as well.
Afterwards, Terriselle felt only sorrow.
Appealing to the most gifted healers in the land,
she obtained a potion which she sprinkled over
their bodies. Slowly the two merged together, until
only Talbot remained. When he awoke, he had no
memory of his past life or furry friend. He was left
only with the strange ability to turn into a wolf at
will.
looting job, searching an old ruin for bits of amber
and other salvageable items. The friend had
pointed out some flowers and warned him to be
careful, as they were very poisonous. The rogue is
sure he called them Nex flowers.
If questioned further, the rogue will get cagey,
and ask for BARGAIN(col) x $5 in exchange for
more information. The rogue then tells how the
two of them were chased off by an old woman and
a pack of wolves. To get to the ruins, he says, the
players to go east into the mountains until they
come to a grassy valley that is cut by a stream.
They must travel upstream to a lake, and the ruins
are somewhere nearby. He will not lead the party
to the flowers, however, for his friend was killed by
the wolves, and he barely escaped with his life.
A character who makes a PLANTS(Gud) roll
knows that the Nex flower is a white flower with
six waxy petals and arrow-shaped leaves, but there
are no drawings or eyewitness accounts available.
Most people view its existence as a myth.
MaggieÔs Magpies
The Ferrishyn
While on the road, the party hears a series of
distinctive whistles, yet no birds can be seen. A
member of the Magpies will recognize it
immediately as a signal, but all others will be
perplexed unless a MEMORY(Grt) roll enables
them to recall a previous encounter with these
rascals.
The Magpies are a band of rogues who are
always headed by a woman called ‘Maggie’.
Members dye their hair and beards black, and
some wear medallions, buckles or embroidered
birds upon their shirts. Anyone encountering a
member should roll a MEMORY(Gud) to recognize
these symbols.
Before they know it, the party is surrounded
by a band of 20 Magpies carrying swords
(Combat=Pas, Damage=Gud, BP=4). Maggie will
challenge the party to choose a champion to
wrestle or duel with her champion. Maggie’s
champion is a burly Hob with a Great Strength
(Combat=Gud, Damage=Grt, BP=5). If the character
loses, the party will be seized, tarred and
feathered, and robbed. If the character wins, the
Magpies will make him an honorary Magpie by
giving him a ring with a bird etched on it. While
wearing it, the character adds +1 to his Contacts
skill. The party may then journey on without
incident.
If the party asks about the Nex flower, one of
the Magpies will remember a strange occurrence.
Some years ago, he and a friend were on a simple
As the adventurers travel deeper into the
woods, they notice that two unusual dogs are
keeping pace with them. Both have beautiful coats
of white fur and small red ears. On a NATURE(Pas)
an elf-type character will recognize them as a rare
form of cu sidhe; all others most make a
NATURE(Grt) roll to recognize the animals. The
dogs do not attack, and swiftly run ahead if
approached. About a mile down the road, as the
party rounds a bend, they are confronted by a half
dozen cu sidhe and 15 ferrishyn mounted on their
tiny horses. A KNO(Grt) roll is need to identify the
ferrishyn.
The leader says, ‘We have heard your terrible
plans! How dare you seek to defile the Amber
tomb! You may not pass!’ If the characters try to
force their way through, the little ferrishyn will
attack with darts and swords.
Characters will need to make a
SINCERITY(Gud) to convince the ferrishyn that
they know nothing about any Amber tomb. If the
party can convince them that they are friendly, the
ferrishyn will admit that they have mistaken the
party for a group of scholars from Birklund. With
their fantastic sense of hearing, the ferrishyn have
overheard most of the scholar’s nefarious mission.
These scholars have been hired by the duke of
Birklund to find the tomb of Sandelos and obtain
his magical Arrow of Ice. If fired in battle, this
arrow always strikes the leader of the opposing
party. The Birklundites wish to lure Lord Gyrox
into battle, then kill him with this magic arrow.
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Characters must make a LEGENDS(Gud) roll to
recognize the name of Sandelos. He was a local
hero known for his strength and prowess. When he
died some 25 years ago, his family buried him in a
secret place so grave robbers would not be
tempted to steal his treasures. While the ferrishyn
do not know its exact location, they do know that it
is hidden somewhere in the mountains. The
ferrishyn won’t go anywhere near the place, for a
crazy old woman threatens them when they hunt
too near her home.
The ferrishyn have also heard of the Nex
flower, which they call ‘Wolf Weed’ because it
seems to attract wolves. They don’t know where
any can be found.
sophisticated animated statues, and will attack
until destroyed or given the command word
Ôcease’. The other members are Rico, Flavius and
Veeta, all ruthless opportunists who will stop at
nothing to get what they want. Rico and Flavius are
old friends, who have explored many unknown
realms together, searching for knowledge and
treasure.
Rico seems to be just another scrawny ratling,
though he is unusually quick and combative. Under
his scholar robes, he wears leather armor and
carries a short sword. This sword contains three
doses of a paralysis-inducing drug, which effects
the victim for STA(-Grt) minutes. He is also adept
at knife-throwing, and carries two blades in his
boots. He has the following stats: Combat=Pas,
Damage=Gud, BP=3.
Flavius is a firbolg scholar who carries a
bullwhip as well as a crossbow. He wears a chain
hood, but no other armor. His stats are:
Combat=Gud, Damage=Gud, BP=4.
The last member is Veeta. Though she is not a
scholar, she will try to pass herself off as one, in
order to protect her true identity. Veeta is a sidhe
with powerful enchanter abilities. She has the
following spells: Bell the Cat, Cloaking , Cluster,
Command, Friendship, Repair, Flaming weapon,
Magic Armor and Reverse Intentions. Veeta wears
only padded armor and carries two long daggers.
Her stats are: Combat=Poor, Damage=Pas, BP=3.
For 30 silver, and a BARGAIN(Gud) roll, Veeta may
be persuaded to change her alliance.
If they are searched, a map of the area can be
found, similar to the one the party received from
Gyrox. Veeta will have a signed contract stating
that she was hired as a spell user to protect the
scholars. They also carry a number of empty sacks,
plus 27 pieces of silver, foodstuffs, bedrolls, and
wine.
The Valley
The road narrows as it enters the mountains,
and most of the time the party must travel single
file. The trees thin out until only bare rock and
scrub can be seen. As the party comes to the top of
a crag, they look down into a wide, grassy valley
with a small river running through it. Twenty
soldiers wearing Birklund insignia are stationed in
the valley, their tents dotting both banks of the
river. Each soldier has a mount and carries either a
sword, net or crossbow (Combat=Pas,
Damage=Gud, BP=4).
From the crag, the characters can see the
scholars entering the encampment from the other
side of the valley. The group is briefly stopped by
guards, but after showing their papers, they are
allowed to pass on. They follow the river upstream
and disappear into the mountains. Neither the
soldiers nor the scholars are within missle range.
Characters may swim across the river
unobserved by making both SWIM(Pas) and
STEALTH(Pas) rolls, but they must leave their
horses behind. They can also try sneaking around
the camp, but they must make a STEALTH(Gud)
roll to avoid the guards (-1 column if they stay
mounted). If they try to fight or bluff their way pass
the guards, they may be captured as spies and
executed as political prisoners.
The Lake
Traveling upstream, the party comes to a large
lake that is fed by a waterfall. Around the lake are a
number of huge standing stones. Characters who
make a KNO(Gud) roll will recognize this as the
dwelling place of korrigans.
Three korrigan sisters live in a cave behind the
waterfall. If it is night, they will appear as be
blonde, blue-eyed young women. If it is daylight,
they will appear as wizened old hags. They wear
Party of Scholars
This party consists of two guards who carry
long swords and wear chainmail. They are highly
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gowns of green and blue and may shape-shift into a
spider, eel or snake. These sisters carry weapons
magically made from water, but with the
consistency of steel. They shatter on impact, doing
Superior damage. They can also cause jets of
highly pressurized water to spurt from their hands.
If struck by a water jet, characters must roll
AGI(Grt) to stay on their feet.
The sisters are Elsa, Tisa and Patreen. If
treated kindly, they will heal any wounded
characters by immersing them in the lake.
Characters so treated will heal STA(Por) levels of
damage. If asked to read the future, they will tell
the players to gaze into the waters of the lake. Ask
each player to make a Fate roll. The one with the
highest result will see a vision of a woman walking
through the forest with a baby in her arms. She
stops to pick some strawberries, and after eating a
few, both she and the child fall asleep. Suddenly, a
huntsman appears, wearing the Gyrox crest. He
looks down on the sleeping pair, then snatches up
the baby and rides away. Now the water becomes
hazy, and then the character sees a Nex flower, a
sparkling arrow and Lord Gyrox with blood on his
face. The vision ends. If the korrigans are asked for
an interpretation, they will have none.
If asked about Sandelos or the Arrow of Ice,
the korrigan will reveal that Sandelos was a great
hero to them. He defeated an afanc that had
invaded their lake, and as a reward, they gave him
the Arrow of Ice. If fired in battle, this arrow
always strikes the leader of the opposing party.
They put one stipulation upon their gift, that the
arrow must never leave his possession. To insure
that he would heed their words, they cursed it as
well. If the arrow was ever removed, the korrigans
intoned, it would surely fall into the hands of his
enemies, and his heirs would die by it.
Although the korrigans know nothing of the
Nex flower, they do know the entrance to the
Amber Tomb is at the end of the ravine to the east.
The korrigans will warn the party to beware of the
wolves that guard the ravine. They also mention
that less than an hour ago, a party of five entered
the ravine, but none have returned.
party travels along the ravine, they come upon the
bodies of a dozen wolves. They have clearly been
killed only recently. At the point, the two animated
statues from the scholar’s party will attack from
above (the scholars having gone ahead). The
statues hurl huge stones upon the characters. Each
turn, their targets must roll DODGE(Pas) or else
take Great damage. If approached, the animated
statutes will attack with large stone axes. They
have the following stats: Combat=Grt, Damage=Grt,
BP=5.
Once the statues are destroyed or
circumvented, the party may continue forward to
the ruins of a magnificent tomb.
The Amber Tomb
Some young wolves can be seen here, but they
will not attack. The tomb is mostly rubble. The
amber which once lined the stones has been
stripped by rogues.
The scholars, Rico and Flavius, are searching
the rubble while Veeta stands guard. As the players
approach, Rico exclaims that he has discovered a
doorway leading underground. As he rushes
towards it, a woman’s voice comes from the
darkness. ‘Stop! Go away you robbers, and let the
dead sleep in peace!’ As Rico charges forward, an
arrow whistles over his head and lands in the
rubble. Rico ducks, adn seemingly disappears. At
this point, Veeta spots the player characters and
sounds the alarm.
Flavius will demand that the players leave the
way they came. If they don’t obey, Flavius and
Veeta will attack with both weapons and magic.
Rico has entered an underground tomb. If the
characters follow him, they will a large marble
sepulcher with its lid removed. In it lies the
perfectly preserved body of a large man. This is
Sandelos. As the players enter, they see Rico
struggling with a old woman for posession of her
bow. As he pushes her away, they can see that he
has a glistening arrow in one hand. Loading the
bow, he turns to fire upon the group.
Unless stopped, Rico will fire the Arrow of Ice
at the players. The leader of the group must roll
DODGE(Grt) or PARRY(Grt) in order to avoid the
arrow. If hit, he will take Awesome damage. Once
the arrow is fired, Rico will fight with his knives
and sword.
The Ravine
The waterfall falls from a cliff to the east. The
cliff face is pierced by a narrow ravine that is 10
feet wide, 30 feet deep, and a half mile long. As the
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