Mundus Novit: Dark Horizons – There’s A Mole, and Then There’s A Mole.

In “The Stream,” Boyle and his team get jumped in Kathmandu by a crew who may work for the Chinese.

In “The Vault,” a special section of Canada’s Communications Security Establishment is monitoring Kathmandu, which has gone dark to all electronic and parapsychic traffic. Madison and Heather, two agents from the Vault, joined their international spec ops team in “Meet & Greet.” While on the trail of Boyle, the team is ambushed  by a group of parapsyches able to break through the Kathmandu silence. The team foiled the ambush, but at the end of “Dirty Hands,” they were facing the business ends of more firearms. The team is faced with Alexander Scott and Rebecca Kim in ” . . . I Would’ve Backed a Cake,” but an agreement is reached. That makes everyone happy, until all the prisoners—and Dyck—are cut down in a hail of gunfire. By the end of “Thicker Than Water,” it looked like Dyck might make it out alive, but that was by no means assured. It also certainly seems like Scott knows something about Mads and the reasons for putting him on the team.

In “Mission Unlikely,” we learn that Boyle and his team have gone missing. Becca meets Alex in Monrovia in order to get him to come with her to Kathmandu to find Boyle. Off the record and off the reservation. Alex then goes to meet a contact in Burma in “The Russian.” Rudi the Russian agrees to supply both equipment and information for Alex’s forway into Nepal. Alex and Becca try to make contact with a prisoner in Kathmandu allegedly connected to Tangible Stream, but in “Target of Opportunity,” they find that someone is watching. That someone isn’t professional, and they capture him with ease. This doesn’t make them feel any better.

In “The Bedouin,” Kyle and Meredith from the Prospero Group contract the intelligence broker known as the Bedouin to get them a lead on what is happening in Kathmandu. The Bedouin returns to old haunts in “From Delhi With Indifference,” only to be ambushed by hit teams led by a man with a Nepalese name but an American accent. Rudi the Russian gets sent to Kathmandu to kill the Bedouin, but Boyle and “Cascade” emerge to save Rudi from “the Cat’s Reward.” Boyle, “Cascade,” and Rudi make an unannounced visit on the special ops team sent to hunt down Boyle’s team in “Switch of a Flick.” The visit was not entirely cordial, and left one team member, whom Boyle asserts is a mole, dead.

Now, Digs is left to pick up the pieces after a visit by Boyle and Rudi left Flick dead on the floor. A few unexpected guests don’t help Digs’ calm.

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Fourteen: There’s A Mole, and Then There’s A Mole.

Digs had been in the shit before. He knew how to handle himself. He gathered up his gear, everything he needed, anything that could finger him or the team. He did it fast. Most of it was ready to go. Digs didn’t squat and he didn’t take up roots, he was always ready to move.

The body of the guy he had called Flick still lay where it had fallen. The blood kept coming. Digs did his best to avoid it, but that wasn’t so easy. Funny how he had taken Boyle at face value. Funny how easily he questioned Flick’s identity. But things were falling into place.

Not even an hour ago, Mads had made the call, had talked to someone in India through a very old and very clunky telephone scrambler. Apparently, he had found one back in Canada and had packed it with his kit. From what Mads had said after the call, their CIA briefer in India–Hitch–had been bogus. The whole mission could be bogus. It made what Boyle said resonate.

As much as he hated to admit it, Digs believed him. He hated to think that of the dead comrade on the floor, of the guy who had been on the team, but he had a gut feeling. Boyle had spoke true.

Digs had the scrambler in his hand and wondered about one more phone call. He had a number for a guy who could clear up the Flick dilemma–who might be able to set him straight on the others as well. Was this the time for that? Digs stowed the scrambler.

For a moment, Digs had the impulse to torch the body. Don’t leave anything. No clues meant a colder trail, and that suited Digs fine. Problem was, torching the body would torch the room. Torch the room, and you pretty much torch the building, maybe the neighbourhood. And fuck the trail. The opposition knew exactly where they were. The trail ended there.

Movement outside the door made Digs draw his Browning Hi-Power, the one he had retrieved from the hallway after a ten count. He had already fixed a suppressor on it, and now Digs crouched and moved to his left. That would be the right side of the first person through the door and might give him time to get that Mozambique Drill done.

After the four tap code Digs had set up with his contact, he heard Gurung’s voice. “Digs, we need to talk.”

“Come on in.” Digs remained ready, waiting for an assault through the door, ready for another betrayal.

The door opened slowly, carefully. Gurung poked his head in. The ex-Brigade of the Gurkhas, ex-private military contract, and present fixer didn’t seem fazed by the weapon trained on him. He smoothly slid into the room and closed the door behind him. His eyes moved to Flick’s body.

“Well, that’s unpleasant,” he said. “Are you ready to move?”

Digs didn’t lower his weapon. “You don’t seem surprised.”

“I heard there was a mole.” Gurung stood near the door, his gaze now on Digs. “I had my suspicions.” Gurung shook his head.  “You didn’t do that.”

“I didn’t do that.” Digs lowered his weapon. He listened to his gut, listened to his instinct. He was doing that a lot. “But you know who did.”

Gurung didn’t smile, but Digs thought he could hear relief in his voice. “Yes, I do. I told them where to find Flick.”

Digs gestured to the body with his weapon. “Apparently, that’s not Flick.”

Gurung nodded. “Apparently.”

“And he wasn’t the only mole.” The venom laced the words without a conscious decision by Digs.

Gurung took a deep, slow breath before answering. “There’s a mole, and then there’s a mole.”

“You’d be the former?”

“If you didn’t think so, I’d already have a bullet in the head.”

Digs holstered the Browning. “I was planning to put two in the chest, one in the head.”

“Best to be sure, yeah.” Gurung didn’t move from his place near the door. “I don’t want to push my luck, but you’ve got to go.”

“I’m packed.”

“I know a place.” Gurung had a hand on the door knob. “That is, if you want it. If you don’t, then believe me, I’m gone and you won’t see me again.”

Digs had only a moment to think about it before the phone rang. It startled him. Of all the sounds he expected to hear, the ringing of the old rotary-dial phone hadn’t been anywhere on the list. He stared at it as it rang again.

“Answer it,” Gurung said.

Digs glanced at him then back at the phone. It rang. He picked it up.

“Sergeant Everson, I’ve got eyes on.” The voice on the other end was female, and sounded British. “You’ve got opposition coming up the stairs. I’d say less than a minute to contact. Don’t go out into the hallway.”

Digs met Gurung’s eyes. “Ambush.”

“Looks like it.” Whoever she was, she sounded confident and competent. “Out through the window. I haven’t spotted any opposition in the alley. Anyone materializes, I’ll put them down.”

“You’re our overwatch?” Digs asked.

The sound of a soft chuckle came over the line. “You got it.”

Gurung walked to the table and held his hand out for the phone. He had a Browning in his hand. It looked older and better used than Digs’ weapon. Digs gave him the receiver.

“Willow?” Gurung asked of the voice on the phone. Digs, of course, could not hear the reply. Gurung gestured to the window with his Browning, then hung up the phone.

Digs had his gear ready. He nodded to the phone. “How’d she call us?”

“Same device Flick used with the laptop,” Gurung said. “The bad guys have something that can cut through the silence.”

Sliding the window up, Digs glanced out at the alley. Nothing. Totally clear. A two story fall in full kit? He had done worse. The sound of rushing feet in the hallway motivated him to make the jump. He hit the ground and rolled, as though landing from a parachute jump. He got out of the way, as he expected Gurung to follow him.

He heard gunfire. A lot of it. The window blew in, shards of glass falling.

The window blew in. Fire from outside the room. Willow?

Gurung made it out. He had a torn sleeve and blood on his left bicep. It didn’t slow him down. He broke into a run. Digs followed suit. They rushed to the back of the tenement, then stopped. Gurung checked both directions, and then back the way they had come.

“Willow will keep their heads down, but not for too long.” Gurung holstered his weapon. “I have a place.”

“Go.” Digs adjusted his ruck, watching the window they had exited. Any moment now, someone was going to stick their head out and eyeball them.

They didn’t run. Too many faces, too many people. They already stood out. Even with all the foreigners filling up the Kat, the back alleys and bad neighbourhoods remained the domain of the locals. The poor locals. Digs didn’t exactly blend.

“You get tagged?” Digs asked.

“Grazed.” Gurung didn’t seem bothered.

“Where we going?” Digs studiously ignored the people around him, the people watching him.

“I have friends who should already be talking to your friends,” Gurung said. “We’ve got a safe house that is actually safe.”

“Yeah, let’s not put too much faith in that right now, right?”

Gurung nodded grimly. “Right enough.”

“These friends of yours, they play nice, right?”

“Very nice.” Gurung gestured to a beat-up Japanese sedan that even from a distance. “She may not look like much, but she’s got it where it counts.”

Digs raised an eyebrow. “I think you and Madman will get along quite well.”

Gurung grinned, getting behind the wheel of the sedan. “You recognized the quote.”

“I should have shot you.”

________________________________

Mundus Novit: Dark Horizons continues with “Guess Who’s Coming To Dinner!

The Lorestaves: The NPCs at Causens’ Corner

Causens’ Corner in the Temples
The NPCs listed in this section are tertiary characters at best. They should be used in a narrative capacity. They are mouthpieces for the GM, and should not be coming into conflict with the PCs. They may prove to be available as some level of resource for the PCs, but other than that, their impact on the story will likely be minimal. These are not extraordinary individuals.

Alassorn of Karnhorn, the local cooper
37 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 11; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk +1 melee (1d6, club), or +3 ranged; SV Fort +0, Ref +2, Will +2; AL CN; Str 10, Dex 14, Con 11, Int 14, Wis 9, Cha 13.

Skills: Sleight of Hand +7, Craft (woodworking) +10, Disable Device +4, Forgery +7, Hide +7, Knowledge (local) +7, Listen +3, Move Silently +6, Profession (cooper) +4, Search +3, Spot +3.

Feats: Alertness, Skill Focus (Craft [woodworking]).

Possessions: Artisan’s outfit, club, dagger, pouch with 30 princes (sp).

Background: Alassorn is something of a success story. A career criminal, a turn at the oars of one of the Duke’s galleys killed Alassorn’s anti-social tendencies. Finally released after he had served his time, Alassorn apprenticed with the only craftsman who would accept him—Hesrick, the cooper at Causens’ Corner. Hesrick, unlike Alassorn, knew nothing of the criminal elements in the Temples and work only for legitimate businesses. While he survived, one could not call him successful. Alassorn, meanwhile, was willing to help out his old criminal cronies by supplying things like weighted barrels to easily dispose of a body in the bay, or false-bottomed barrels in which to smuggle goods. With the money made through his illicit dealings, Alassorn did something completely out of character—he acted honestly and in good faith. He purchased the cooperage from Hesrick for a price everyone had to agree was more than fair. Hesrick went to live with his eldest son who had a fairly prosperous farm outside the city and Alassorn was free to contract with whomever he pleased.

What He Knows: While Alassorn isn’t in the thick of the underworld, he hears plenty of stories and he has a good idea of who killed whom, especially since he may have supplied the means to hide the body. He also thinks he knows more than he does, crediting himself with deductive capabilities far beyond his actual capacity.

What He Will Tell: For enough coin, Alassorn will tell anything. It doesn’t matter if it is true or not. Of course, Alassorn is aware that occasionally stupid decisions can come back to haunt one, so he never sells false information to anyone connected with the underworld in the Temples. Outsiders, however, are fair game.

Tactics: It’s been quite some time since Alassorn has needed to protect himself, but he still remembers how to fight. He’ll try to escape from any fight, though, before he’ll willingly engage in one. If forced, he’ll fight defensively while trying to get a feel for his opponent. If he has a few rounds in which his opponent has not landed an attack, Alassorn will actually attempt to fight as regular, until he gets hit, at which point he’ll return to fighting defensively. If he has a chance to escape a fight, even one in which he’s doing well, he’ll take it.

Cessforn the Elder, the father of the local carpenter
72 year old Male Human Expert 3: CR 2; Size M; HD 3d6; hp 11; Init +0; Spd 30 ft.; AC 10; BAB +2; Atk +0 melee (1d6-2, walking stick), or +2 ranged; SV Fort +0, Ref +1, Will +6; AL CN; Str 6, Dex 11, Con 8, Int 15, Wis 13, Cha 10.

Skills: Craft (carpentry) +11, Craft (woodworking) +7, Diplomacy +6, Gather Information +3, Heal +7, Knowledge (local) +6, Listen +7, Move Silently +3, Search +5, Spot +4.

Feats: Dodge, Iron Will, Skill Focus (Craft [carpentry]).

Possessions: Artisan’s outfit, pouch with 15 dublings (cp) and 5 princes (sp), walking stick (can be used as club).

Background: Cessforn lived his entire life in the Temples. Born to a carpenter, he apprenticed as a carpenter and brought his son up to be a carpenter. When he looks back on his life, he has many regrets, mostly not having left the Temples for someplace safer. Still, could he have started over? Could he have afforded to leave an established practice? Luckily, his son is responsible enough to see to his father’s needs. Should Cessforn the Younger pass away, the Elder will soon find himself in a very dire situation.

What He Knows: Not a criminal himself, he has grown up around criminals. He knows much about the underworld, who is important and who is dangerous, but nothing that every other denizen of the Temples doesn’t also know.

What He Will Tell: He doesn’t really have anything to tell and he is too frightened of repercussions to tell what he does know.

Tactics: Cessforn, if attacked, will defend himself. He doesn’t expect to last much longer in this world, and given the chance to go out fighting, he’ll take it. He won’t go looking for a fight, but if presented with one, he’ll start swinging his walking stick. He doesn’t have much of strategy.

Cessforn the Younger, the local carpenter
51 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 9; Init +1; Spd 30 ft.; AC 11; BAB +1 Atk +0 melee (1d6-1, quarterstaff), or +2 ranged; SV Fort +0, Ref +1, Will +3; AL LN; Str 8, Dex 13, Con 11, Int 13, Wis 11, Cha 10.

Skills: Craft (Carpentry) +9, Diplomacy +5, Disable Device +4, Gather Information +2, Hide +2, Knowledge (local) +5, Listen +5, Move Silently +3, Spot +7, Tumble +6.

Feats: Alertness, Skill Focus (carpentry).

Possessions: Artisan’s outfit, pouch with 15 princes (sp) and 5 wrens (gp), quarterstaff.

Background: Like his father, Cessforn the Younger grew up in the Temples. It’s all he knows. He apprenticed under his father and actually has some skill in carpentry. He could likely move out of the Temples, but he has a wife and children and not much actual coinage, rather his wealth is in his business. Finding another place where he could live with his father close by for as little as the Temples would be difficult, if not impossible. As such, Cessforn works throughout Bowden, earning a fair amount of money, but lives and has his shop in the Temples.

What He Knows: Cessforn keeps out of trouble, he stays away from criminals and he forgets any rumours he hears on the streets. He knows how quickly fate can turn on a man in the Temples.

What He Will Tell: He will tell nothing, and he will insist that he knows nothing. Knowledge is far too dangerous in the Temples.

Tactics: Cessforn isn’t a fighter, but if his family is threatened, he’s more than willing to use the stout staff he always carries with him. He knows the Temples, which means he knows violence.

Not much of a fighter, Cessforn will fight defensively. He’ll try to give his family a chance to escape. That done, he’ll attempt to escape himself. If he is in his own neighbourhood, he’ll try to get those people who know him involved, at least to find help. Cessforn has plenty of friends—for a man of the Temples, he’s honest—so there might actually be people willing to help.

Fishmonger Gereslack, a pimp
38 year old Male Human Rogue 3: CR 3; Size M; HD 3d6+6; hp 22; Init +2; Spd 30 ft.; AC 14; BAB +2; Atk +3 melee (1d6+1, shortsword), or +4 ranged (1d4, dagger); SV Fort +3, Ref +5, Will +3; AL CE; Str 12, Dex 15, Con 15, Int 13, Wis 15, Cha 13.

Skills: Bluff +8, Disable Device +5, Gather Information +6, Hide +8, Intimidate +8, Knowledge (Local) +7, Listen +5, Move Silently +7, Open Lock +6, Search +5, Sense Motive +8, Spot +8.

Feats: Combat Expertise, Dodge, Persuasive.

Class Feature (Rogue): Evasion.

Possessions: Dagger, leather armour, pouch with 25 princes (sp) and 5 wrens (gp), shortsword, traveler’s outfit.

Background: It’s not as though a person grows up dreaming of becoming a pimp. Still, Gereslack had few options. He might have become a thug, he could have become a loanshark, but the fact is, he prefers trading in flesh. He pretends it isn’t a crime, that no one is hurt, forgetting that he took women and girls in desperate situations and forced them to sell themselves. He is not a romantic, though he will often say that he is. Along with pimping, Gereslack sometimes involves himself in people smuggling, moving young women and boys to use as slaves elsewhere.

Gereslack always carries his weapons with him and he wears his armour, but under his clothing. He always wears a heavy, large cloak in the hopes of hiding armour and weapons.

What He Knows: Gereslack is not highly placed in the underworld, but he does have connections. He knows enough to help an outsider navigate the underworld of the Temples. He also knows enough not to cross the wrong person or insult anyone who could exact retribution.

What He Will Tell: He knows that telling the wrong person the wrong thing could lead to his death, so he is very careful about what he says and to whom. However, if there is gold in the equation, Gereslack will likely take a few risks.

Tactics: Gereslack doesn’t like physical confrontations. He will try to talk his way out of any fight, either by bluffing or intimidating. Once the conflict has been avoided, he’ll pay someone to kill or otherwise remove the threat of the individual with whom he was in conflict with. If forced into a fight, Gereslack likes to feint. He’ll take whatever advantage is available and fight as dirty as necessary to win. If things look particularly bad, he’ll try to flee, or at least fight defensively if retreat is not possible.

Jileforis, a landlord
47 year old Male Human Expert 3: CR 2; Size M; HD 3d6; hp 14; Init +4; Spd 30 ft.; AC 14; Attack +2  melee, or +6 ranged; SV Fort +1, Ref +5, Will +6; AL CE; Str 11, Dex 18, Con 11, Int 14, Wis 13, Cha 16.

Skills: Bluff +10, Diplomacy +10, Gather Information +8, Hide +6, Intimidate +11, Knowledge (local) +8, Listen +6, Profession (landlord) +7, Spot +3.

Feats: Iron Will, Martial Weapon Proficiency (longsword), Persuasive.

Possessions: Courtier’s outfit, daggers (3), longsword (masterwork).

Background: Jileforis came to the Temples as a child. His father was a failed businessman who had lost almost everything, including the family lodgings. As a young man, Jileforis left home with the intent to make money. He remembered the life he had previously led. Jileforis became the practical partner of three, the two other offered money and connections. Jileforis brought the ides and insured their implementation. Soon, Jileforis no longer needed his partners and so he took what he could and left. They soon faded into the Temples, while Jileforis rose to the top. Along with properties, Jileforis owns boats, warehouses, and a trading company. He continues to visit his tenements in the Temples, always bringing some hired muscle.

Jileforis does not carry coins with him because he does not pay for anything with his own hand. If payment is required, one of his toughs will deliver the payment. Jileforis always travels with at least 4 toughs. One of the toughs will have Jileforis’ purse, which will include 35 wrens (gp) and 10 braces (pp). Jileforis always carries his longsword, and is not averse to using it, though only when doing so presents no danger to him.

What He Knows: Jileforis makes it his business to know everything. He knows who are the criminals and the decent citizens. He knows those craftsmen he wouldn’t allow to work for free and those he would pay double. He knows who can get what and how much it will cost. If something needs done, Jileforis knows how to get it done.

What He Will Tell: He tells nothing unless he can profit, substantially, for it. A few coins is meaningless. Once a secret is out, its value is gone. If he knows of a smuggler who can bring him in a certain product, then sells that information, something could happen to the smuggler or the price could increase because the smuggler now has more customers. Jileforis always considers the long-term.

Tactics: Jileforis has thugs to do his fighting. He didn’t rise to his position so he could dirty his hands in fisticuffs. He’ll have his toughs level the opposition, or at least screen his retreat. If absolutely forced into combat, Jileforis will fight defensively, all the time attempting to intimidate his opponents, or buy them off. Any opponent that stops his attacks based on threats or promises will have a price on his head the second Jileforis is out of danger.

Wesent Tailor, the local tailor
36 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 7; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk -1 melee (1d6-2, quarterstaff), or +3 ranged; SV Fort +0, Ref +2, Will +5; AL LN; Str 7, Dex 15, Con 11, Int 14, Wis 14, Cha 5.

Skills: Appraise +7, Craft (clothing) +10, Diplomacy +2, Forgery +7, Hide +4, Knowledge (local) +6, Listen +4, Move Silently +5, Profession (tailor) +7, Search +4, Spot +3.

Feats: Dodge, Skill Focus (Craft [clothing]).

Possessions: Artisan’s clothing, pouch with 10 dublings (cp) and 10 princes (sp), quarterstaff.

Background: Wesent Tailor’s parents were indentured to a rich family who lived on an estate just outside of Bowden. Wesent escaped at a very young age and has not seen his family again. He arrived in Bowdern destitute and afraid. He spent some time running with a gang of young thieves but never felt as though he belonged. He had come to know many people in the Temples, and had only found one man he thought he could trust. He became an apprentice to a small, insignificant tailor who only succeeded in keeping their two bellies full. When his master grew ill, Wesent took over the business. What little money they had stashed away, Wesent spent on a funeral for his old master. Now, Wesent does what he can. He is not particularly good, but he makes a living. He cannot see a time when he will have enough wealth to marry and start a family, but he has no other skills on which to fall back.

What He Knows: Wesent spent much of his youth on the streets of the Temples, and he has maintained contact with a few of his old friends. He knows as much as most people in the Temples know, though he has access to other information through his friends.

What He Will Tell: He won’t tell anything unless the profit from doing so was enough to get him out of Bowden and set up elsewhere. Nothing he knows is worth that kind of money.

Tactics: There’s very little that Wesent will fight for, save his small shop. He’d just as soon receive a beating as fight back, hoping that by not fighting back, the enjoyment the bullies or thieves take from beating will be minimal, and that will persuade them to move on. If his life or shop is threatened, he’ll take up his quarterstaff and hope to drive off the attackers with a show of strength. Since that won’t be forthcoming, he better hope they are worse fighters than he.

________________________________

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The Lorestaves: The NPCs at Causens’ Corner Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

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Mundus Novit: The Doctor Is Out

“This is fucking bad,” Dyck said. “This is way fucking bad.”

“You’ll be okay.” Mads searched his memory for what Harvey Keitel had said in that movie. “It takes a long time to die from a gut wound. Hurts like hell, but you’ve lots of time. We’ll get you patched up. It’ll be good.”

In Thicker than Water, Dyck takes the kind of hit that knocks even the toughest player out the game. In a story, that’s one thing. Like death, serious injury for either impact or mandated by plot logic is just part of the narrative. In a game, Dyck would be someone’s character. What happens to that player and that character?

In many fantasy campaigns, traumatic injury need not remove a character from the game. This is due to healing magic. Most fantasy systems have some kind of rule for the quick and often–though not exclusively–magical recovery from even the most serious of injuries. This might even cover death.

However, in my modern campaigns–and in those modern campaigns in which I have played or to which I have been privy–magical healing simply is not part of the dynamic. Fantasy campaigns run through an internal logic, whereas many modern campaigns are heavily influenced by an external logic, that of the real world.

Oddly enough, while throwing magical spells or fighting demons doesn’t seem to damage players’ willing suspension of disbelief, insta-healing does. This could be the effect of repeated viewings of the nightly news and some of the more serious dramas and movies. A lot of the action cinema we watch portrays damage as doing little to slow or incapacitate the hero, which is also replicated in some systems, but still toe the line when it comes to recovering from this same damage.

And so we are left with the downtime required to recover from fists, clubs, and bullets. Even in those games in which accrued damage has little mechanical effect, players likely won’t want to put damaged characters back in the line of fire as they could be more easily killed. So it’s hospital time, or a reasonable facsimile there of. And that ain’t any kind of fun. Then there are those situations when only one or two characters are heavily damaged. Does the action continue without them?

If damage is inevitable, the GM should probably decide how to handle it before the campaign even gets off the ground. As with most things, this could be the subject of a group decision. Get the players involved and get their take on the situation. What happens during that downtime? How can it be handled without killing the game’s momentum?

This is really only an issue in games of ongoing and regular combat. If there is investigation, analysis or some level of interpersonal communications, a damaged character can still do all of these. Thinking in cinematic terms, this is the detective at the crime scene with his arm in a sling, or the member of the negotiating team using crutches or a wheelchair. There might be mechanical penalties of some fashion, but the characters need not be left out in the cold.

But what if you do have a game of combat, in which the fun is kicking down doors and releasing those dogs of war? One option is rotating characters. In a military game, the team might be re-assembled with different members, or a different soldier from the platoon joins the spotlight. A new detective might be assigned to the case, or perhaps a newly graduated Hunter of Evil Stuff replaces the recuperating good guys.

And depending on the players or the tenor of the game, there is always the fast forward button. There’s a caption near the top of the comic panel that says “Two weeks later . . .” If it ain’t fun, don’t play it–skip ahead to the good part.

Taking the hits and feeling the pain are part of the game. If there is not threat, there is no exhilaration when one wins. Damage is like death and taxes, it’s unavoidable (unless you have really good accountants and/or are in league with SATAN!). It’s an obstacle, but it’s not insurmountable.

The Lorestaves: The NPCs at the Squandering Snail, Part 2

The Non-Player Characters at the Sign of the Squandering Snail, Part Two

Flourette, a barmaid at the gambling den at the Squandered Snail
23 year old Female Human Commoner 2: CR 1; Size M; HD 2d4-2; hp 4; Init +5; Spd 30 ft.; AC 11; BAB +1; Atk +0 melee (1d4-1, dagger), or +2 ranged (1d4-1, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort -1, Ref +1, Will +1; Str 9, Dex 12, Con 8, Int 11, Wis 12, Cha 16.

Skills:  Balance +5, Climb +1, Escape Artist +3, Hide +2, Listen +3, Move Silently +3, Profession (barmaid) +3, Spot +3.

Feats: Agile, Improved Initiative, Simple Weapon Proficiency (dagger).

Possessions: apron, dagger, simple clothing

Background: Flourette is a child of the streets. Her father was an itinerant labourer who barely kept his family fed. Her mother was a seamstress who turned to intermittent prostitution when Flourette’s father disappeared. She has never learned if he simply left his family or if he met some deadly fate.

While Flourette had promised herself as a young woman that she would never sell her body, the Temples often forces people to ignore their own codes. She had strayed from her self-imposed path more than once, each time disappearing deeper into the underbelly of the Temples. She took on the name Flourette when she reached Causen’s Corner and the Snail. Flourette was her mother’s name. Her own real name is Adalei.

Goal: Flourette plans to make enough money to leave Bowden. She wants to travel to some small town, find work there and maybe marry a farmer.

Motivation: She is sick of the city, sick of the Temples and sick of the woman she has become. Flourette wants desperately to leave her past behind her.

What She Knows: Flourette has learned much about life in the Temples. She knows all the major players in the Temples and has become an expert on Causens’ Corner. She has stopped listening to gossip, but can’t help but hear it.

What Will She Tell: She will not tell anything. She can see no good of sharing the information she has, even for coin. If she was offered wealth enough to disappear and start anew somewhere far from Bowden, she would offer everything she knows.

Tactics: Flourette will flee or talk her way out of a fight. If she thinks her life or her tattered honour is at risk, she will fight as best she can, though always defensively.

Cornille, a barmaid at the gambling den at the Squandered Snail (background based on the Lorestaves adventure)
20 year old Female Half-elf Bard 2: CR 2; Size M; HD 2d6; hp 9; Init +1; Spd 30 ft.; AC 11; BAB +1; Atk +2 melee (club, 1d6+1), +2 melee (dagger, 1d4+1), or +2 ranged (dagger, 1d4+1); FS 5 ft by 5 ft; Reach 5 ft; AL CG; SV Fort +0, Ref +4, Will +5; Str 12, Dex 12, Con 10, Int 13, Wis 14, Cha 12.

Skills: Diplomacy +3, Gather Information +3, Hide +1, Knowledge (Arcana) +5, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Nobility and Royalty) +4, Listen +2, Move Silently +1, Perform (Comedy) +6, Perform (Keyboard Instruments) +5, Perform (Oratory) +5, Perform (Sing) +6, Search +2, Speak Language (Auran, Common, Elven), Spot +2.

Bard Spells Known (Level 0, 3; Level 1, 1) Level 0: Lullaby, Mage Hand, Open/Close, Prestidigitation, Summon Instrument; Level 1: Expeditious Retreat, Identify.

Feats: Scribe Scroll

Features (Bard): bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

Possessions: Apron (with club hidden under apron), common clothing, 4 daggers (left sleeve, lower back, each boot).

Background: The barmaid Cornille is actually the young bard Carylle of Temelburh. The only daughter of a famed poet, Carylle took it upon herself to follow in her father’s footsteps. Karlis of Temelburh had studied at the university in Bowden, and so Carylle traveled there to study also. She did so against the wishes of both her parents, who had planned a profitable marriage for their daughter. Never one to allow another’s vision to supplant her own, Carylle ignored the wishes of her family.

She proved a capable student, however the rigorous scholarship left her bored. She found the academic atmosphere stultifying. Independent as always, she decided to visit the places of legend about which she studied rather than simply hear some old man talk about them. Carylle found much to whet her appetite for knowledge in her travels, and her love of ancient history led to her discovery of a forgotten treatise on the Elder Gods, those that existed before the One God—the Elder Gods that were not supposed to exist at all.

Her curiosity led her to dig deeper, and that has brought her to the Temples, an area left untouched by the religion of the One God.

Goal: She hopes to find clues to the fate of the Elder Gods. She always wishes to learn about history and about the world around her.

Motivation: She does not seek power, nor does she wish to defy the One God. Carylle simply wants to learn all that she can. Secrets are valuable because they are knowledge, not because they are secret.

What He Knows: Regarding the Temples, Carylle knows little. She has not been here long. She knew the Temples through the rumours and legends bandied about Bowden. She has learned little of that is true, but she has gathered little information to replace them.

What Will He Tell: She will happily discuss history and her journeys if someone realizes she is more than a simple barmaid. As a barmaid, she will tell nothing, hiding her ignorance behind a feigned fear of revealing a secret.

Tactics: Carylle do as much as possible to avoid conflict. She doesn’t want to get herself in a position in which she needs to use her magic to save her life. If forced into a fight, she’ll fight defensively, always looking for a way out, and using her guise as Cornille to get the guards at the Snail to intervene on her behalf. If she has to, she will use her magic.

Chardine, a barmaid at the tavern at the Squandered Snail
41 year old Female Human Commoner 3: CR 2; Size M; HD 3d4+9; hp 18; Init +3; Spd 30 ft.; AC 13; BAB +1; Attack +1 melee (1d6, club), or +4 ranged (1d6, club); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort +4, Ref +1, Will +1; Str 10, Dex 16, Con 16, Int 11, Wis 10, Cha 8.

Skills: Listen +3, Profession (barmaid) +7, Spot +5.

Feats: Run, Simple Weapon Proficiency (club), Skill Focus (Profession [barmaid]).

Possessions: Apron, artisan’s outfit, club.

Background: As a young girl, Chardine lived in one of the small farming villages surrounding Bowden. She had seen the city, going there for fairs, festivals, and the occasional market day. When she became old enough to marry, she feared that she would live the rest of her life in the same, small village with its small people. On a whim, she followed a group of players to Bowden. The players took her in and she became their maid. She cooked and cleaned for them. Sometimes she would bed one of them. When they moved on, she stayed in Bowden, finding she could make a few coins working in the taverns and inns. Sometimes those coins would be made in her bedchamber. Smart enough to realize she had no future, she returned to her village, only to find she was unwanted. Her family did not want a daughter debauched by the city, nor did any suitor.

With nothing left in her home, she returned to Bowden and the only life she knew. As time passed, leaving its mark, her prospects lessened. She has finally found herself in the Temples and fears how further she may plunge.

Goal: Chardine believes she no longer has a chance to have a child, but she still wants a family. She is, in fact, desperate for that. She sees Dunchad as her last hope for a husband, as she is told almost every day that she is old and unattractive.

Motivation: As time takes more from her, Chardine is looking back on her life and wondering why it was so hollow. She accomplished nothing. She has nothing. She fears in the future she will have less. She sees no escape for her save though marriage. With a partner in life, she feels she could better withstand fate’s cruel humour. Even were her partner taken from her, a widow is usually offered some respect, and the Church will offer some charity.

What She Knows: As with most of the staff at the Snail, Chardine hears many rumours of many nefarious plans and actions. She has seen the dark underbelly of the foulest part of Bowden, and she fears it. The things she knows gives her nightmares.

What Will She Tell: Believing her future is already in peril, Chardine will tell nothing unless the reward is such that she could escape the Temples. As she knows nothing of that value, it is unlikely Chardine will tell anything.

Tactics: Chardine is not a fighter. She will attempt to flee any combat. Only in the direst of dangers will Chardine fight, and then she won’t be fighting very effectively. In any case, Chardine will throw herself on an opponent’s mercy where there is mercy to be found.

Tathan, kitchen worker at the tavern
71 year-old Female Human Commoner 3: CR 2; Size M; HD 3d4; hp 4; Init +1; Spd 30 ft.; AC 11; BAB +1; Atk +0 melee (1d4-1, knife), or +2 ranged (1d4, knife); SV Fort +0, Ref +2, Will +3; AL NE; Str 8, Dex 12, Con 8, Int 15, Wis 15, Cha 14.

Skills: Appraise +4, Craft (cooking) +11, Listen +13, Profession +8, Spot +10.

Feats: Alertness, Skill Focus (Craft [cooking]), Skill Focus (Listen), Weapon Proficiency (knife).

Possessions: Apron, artisan’s outfit, knife.

Background: Tathan is actually Murnac’s mother, though no one knows this. She grew up in the Temples and expects to die there. She is not proud of her son, having hoped he would have amounted to more than his father, who died in a knife fight with a pimp, but she can only blame herself. Tathan raised Murnac as best she could, but considering she spent much of her time drinking or flat on her back ‘at work,’ her best wasn’t much good. Murnac was essentially orphaned at a young age. Now that he has taken her in, Tathan tastes bitterness every day. She cannot say that she loves her son—she honestly doesn’t know him. She can say that his kindness, taking her in and giving her shelter, reminds her every day of her failings as a mother.

Goal: Tathan has no goal save to help and protect her son. Her life means absolutely nothing, and she would honestly thank someone for running her through with three feet of steel. She works as some small thank you to her son. She does not know the man, but she feels the responsibility toward him as an adult that she never evidenced as a mother.

Motivation: Guilt motivates Tathan, and bitterness that she proved no better than her drunken husband, Murnac’s father. She does not know how to expunge the sense of failure that pervades her life. She hopes she can do so by proving useful in her twilight years.

What She Knows: Tathan knows everything that goes on in the Snail. The only secret is Cornille’s true identity. Other than that, she knows who wants to bed whom, and who would eagerly join a revolt against her son. She passes on her knowledge to him as best she can. They share dinner once a week, but they only talk business.

What Will She Tell: There is no way to make Tathan tell anything, unless one can provide an honest threat to her son. If one had Murnac tied up with a knife to his throat, Tathan would tell all she could. That is the only chink in her armour. Otherwise, do your worst.

Tactics: Tathan isn’t going to fight. At most, she’s going to try to flee, yelling in the hopes of alerting others or her son. She honestly isn’t afraid of death.

Toughs, the guards and other toughs hired by Murnac
Male Human Warrior 2: CR 1; Size M; HD 2d8; hp 12; Init +2; Spd 30 ft.; AC 14; BAB +2; Attack +3 melee (1d6+1, club), or +3 melee (1d6+1, short sword) or +4 ranged (1d4, dagger); SV Fort +3, Ref +2, Will -2; AL LE; Str 13, Dex 15, Con 11, Int 9, Wis 7, Cha 10.

Skills: Climb +1, Hide +4, Listen +1, Move Silently +3, Spot +1.

Feats: Blind-Fight, Power Attack.

Possessions: club, dagger, leather armour, short sword

Staff, miscellaneous staff
Human Expert 1: CR 1; Size M; HD 1d6+1; hp 10; Init +3; Spd 30 ft.; AC 13; BAB +0; Attack -1 melee (1d6-1, club) or +3 ranged (1d4-1, dagger); SV Fort +1, Ref +3, Will +3; AL CN; Str 9, Dex 16, Con 13, Int 12, Wis 12, Cha 13.

Skills: Diplomacy +3, Forgery +5, Hide +5, Knowledge (local) +8, Knowledge (history) +2, Listen +1, Move Silently +3, Profession (gambler) +3, Sleight of Hand +7, Search +5, Spot +5, Tumble +5

Feats: Skill Focus (Knowledge [local]), Toughness.

Possessions: club, dagger

________________________________

OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

The Lorestaves: The NPCs at the Squandering Snail, Part 2 Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

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Mundus Novit: Dark Horizons – Thicker Than Water

In “The Stream,” Boyle and his team get jumped in Kathmandu by a crew who may work for the Chinese.

In “The Vault,” a special section of Canada’s Communications Security Establishment is monitoring Kathmandu, which has gone dark to all electronic and parapsychic traffic. Madison and Heather, two agents from the Vault, joined their international spec ops team in “Meet & Greet.” While on the trail of Boyle, the team is ambushed  by a group of parapsyches able to break through the Kathmandu silence. The team foiled the ambush, but at the end of “Dirty Hands,” they were facing the business ends of more firearms. The team is faced with Alexander Scott and Rebecca Kim in ” . . . I Would’ve Baked a Cake,” but an agreement is reached. That makes everyone happy, until all the prisoners—and Dyck—are cut down in a hail of gunfire.

In “Mission Unlikely,” we learn that Boyle and his team have gone missing. Becca meets Alex in Monrovia in order to get him to come with her to Kathmandu to find Boyle. Off the record and off the reservation. Alex then goes to meet a contact in Burma in “The Russian.” Rudi the Russian agrees to supply both equipment and information for Alex’s forway into Nepal. Alex and Becca try to make contact with a prisoner in Kathmandu allegedly connected to Tangible Stream, but in “Target of Opportunity,” they find that someone is watching. That someone isn’t professional, and they capture him with ease. This doesn’t make them feel any better.

In “The Bedouin,” Kyle and Meredith from the Prospero Group contract the intelligence broker known as the Bedouin to get them a lead on what is happening in Kathmandu. The Bedouin returns to old haunts in “From Delhi With Indifference,” only to be ambushed by hit teams led by a man with a Nepalese name but an American accent. Rudi the Russian gets sent to Kathmandu to kill the Bedouin, but Boyle and “Cascade” emerge to save Rudi from “the Cat’s Reward.” Boyle, “Cascade,” and Rudi make an unannounced visit on the special ops team sent to hunt down Boyle’s team in “Switch of a Flick.” The visit was not entirely cordial, and left one team member, whom Boyle asserts is a mole, dead.

Now, Mads is in the middle of a firefight with at least one friendly down. Mads is most assuredly not a high-speed, low-drag door kicker. This is not good.

________________________________

Thirteen: Thicker Than Water

Mads emptied his magazine. He had fired again and again at the gunman on the roof, the one targeting Dyck. Thirteen rounds in the air and at least two had hit the gunman. Mads had seen the plumes of blood mist, one at the shoulder and one dead centre of the head. Two out of thirteen was nothing to be proud of.

Should’ve spent more time on the fuckin’ range.

Grabbing Dyck’s arm, Mads tried to drag him off the street. There were more gunmen, had to be. All three prisoners had gone down. Mads tugged. Dyck growled something about his gut. Blood. A lot of blood. Blood on Dyck and on the prisoner. Blood all over the street. Dyck was slick with it.

That push again. That sense of the air congealing around Mads. Something he could almost touch. As he yanked on Dyck, a body fell from the roof above him. The figure landed not two metres from Mads.

It was a guy. He looked Caucasian. He had one of those earpieces they had found on the guys in the coffee shop. He shuddered and writhed, there on the ground. Mads didn’t see any wounds on him. He couldn’t see any bullet holes. What had brought the guy down? It looked like some kind of seizure. Like what he had seen back in the coffee shop.

The gunfire around him intensified and then fell silent. Another body impacted about five metres into the alley from where Mads stood. Dyck had got to his knees, holding his gut with his free hand, his weapon lying on the ground. Blood coloured his entire torso.

“This is fucking bad,” Dyck said. “This is way fucking bad.”

“You’ll be okay.” Mads searched his memory for what Harvey Keitel had said in that movie. “It takes a long time to die from a gut wound. Hurts like hell, but you’ve got lots of time. We’ll get you patched up. It’ll be good.”

Dyck managed a smile. “You some kind of medic now, Madman?”

Walker reached them, Scott at his side, scanning the rooftops with his Browning Hi-Power. Walker took Dyck from Mads, helped him to the side of the alley, and sat him down against the wall.

“Shit, man, you didn’t hear me say duck?” Walker spoke lightly, all cheerful good humour.

“I heard you say goose.” Dyck chuckled grimly at his own weak joke.

“Five shooters.” Scott still scanned for targets. “Two others with those earpieces. One’s alive, on the ground. Looks like he broke some stuff, but he didn’t get tagged.”

Heather had her SIG in hand, but she held it loose. “How could they be waiting for us? How were they waiting for us in both places?”

Becca pushed her way to Dyck, a first aid kit in hand. Walker gave her room to go to work. He took Dyck’s hand in his own.

“You’ve got a mole,” Scott said.

Heather turned to Scott, frowning. “Is that how you found us?”

Scott glanced at Heather. “Different mole, but yes. My guy’s still working on your side. There’s someone else. Someone working for the opposition.”

“Who is the fucking opposition?” Mads frustration came through unconsciously. He took a deep breath and tried to pull it together. “Who’s the mole?”

“I can’t answer either of those questions, Mr. Madison.” Scott gestured to Dyck. “We have to move him. We have to do it now.”

“He isn’t going far,” said Walker.

Becca had cut away Dyck’s shirt and wrapped the bullet hole to the left of his belly. “We have a vehicle, about ten metres down the alley. We can carry you all. Do you have a medic on your team?”

Dyck chuckled again, this time with less mirth than the last. “No room for that.”

Becca tied off the dressing, tight, then jammed a morphine autoinjector into his neck. “We’ve got equipment at our place. I can stabilize you until Scott gets you a doctor.”

Walker had his MP5K at the ready. “Right, we move to the vehicle. Scott, you’re with me. We take the prisoner. Mads, Help the lieutenant with Dyck. Heather, you’ve got the six.”

No one questioned it. Dyck could kind of stumble with Becca under one arm and Mads under the other. Dyck grimaced with almost every move, but never a sound, never a falter. What the fuck is this guy made of?

Scott shot a quick glance back toward Mads. “Stay close, Mr. Madison, in case our guest wakes.”

“What’s that?” Mads wanted to hurry, but he didn’t want to jostle Dyck any worse. “Why should that matter?”

“You don’t know?” asked Becca.

Mads’ brow furrowed. The fist of anxiety had a really tight grip on his stomach . . . or possibly his upper intestine, Mads wasn’t really great at anatomy. “You guys are really scaring me.”

Scott’s voice drifted back. “We’ll discuss it later, Mr. Madison. Too many possible ears.”

Mads caught Becca’s eyes, hoping maybe she’d have pity on him or something, give him some clue. She went somewhere else entirely.

“We should have expected back up, but I swear we didn’t see them when we arrived.” She was looking right at Mads, but it was like she wasn’t talking to him, more like she spoke to herself, trying to get things clear.

“Maybe they weren’t there,” Mads said. “Or maybe the ESPers clouded everything. Those earpiece things let them project through the silence.”

Becca looked away, her eyes on their path, but she nodded. “Yeah, maybe, but taking out their own guys first. That’s cold.”

“I’m betting those aren’t their guys.” Mads tried to concentrate on not bobbing as he walked. He noted how smooth Walker and Scott moved. He tried to mimic that. “They tagged the guys who knew something, something that they didn’t want in the open. That must have been the deal. With their position, they could have made a credible rescue attempt.”

Becca grunted something that might have been assent. “Yeah, weird no matter what that they targeted the ESPers first.”

“Sucks bein’ in the line of fire, ladies.” Dyck said it with a smile, but Mads could hear the tension in his voice.

“Not far now, soldier,” Becca said.

Mads assumed Becca referred to the beat-up, brown and white cargo van that looked at least a decade old, and a hard decade at that. Something like that could certainly carry the crew and not attract too much notice. Too bad it made such a big target.

“It’s got a modified engine and drive train,” Becca said. “It’s up-armoured, so at least until the local opposition pulls out the RPG-7s, we’re good.”

Attracting only a few curious glances from the pedestrians near the alley mouth, the group piled into the van, careful when transferring Dyck. With no cushion or blankets available, Dyck had to lie on the van floor. Scott got behind the wheel.

“I’ll try to take it easy, but we need to get to a roost fast,” he said.

Dyck nodded and mumbled something Mads didn’t catch. Then the van roared to life, and Mads did his best to cushion Dyck as everyone in the back—everyone without seats or handholds—slid along the metal floor.

________________________________

Mundus Novit: Dark Horizons continues with “There’s A Mole and Then There’s a Mole.”

The Lorestaves: The NPCs at the Squandering Snail, Part 1

The Non-Player Characters at the Sign of the Squandering Snail, Part One

Murnac, owner of The Squandering Snail gambling house
54 year old Male Human Rogue 3: CR 3; Size M; HD 3d6+3; hp 16; Init +1; Spd 30 ft.; AC 11; BAB +2; Atk +3 melee (1d6+1, shortsword), or +3 ranged (1d4+1, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL NE; SA Sneak Attack +2d6; SV Fort +2, Ref +4, Will +2; Str 13, Dex 13, Con 13, Int 11, Wis 13, Cha 9.

Skills: Concentration +3, Diplomacy +1, Disable Device +6, Escape Artist +7, Hide +1, Intimidate +5, Jump +7, Knowledge (local) +2, Listen +8, Move Silently +6, Search +2, Sense Motive +9, Sleight of Hand +7, Spot +3.

Feat: Alertness, Negotiator, Track.

Class Feature: Evasion, Trapfinding.

Possessions: dagger, fine clothing, heavy cloak, purse with 25 gp and 12 sp, short sword, shoulder belt with scabbard.

Background: Murnac is known around the Temples as the Shepherd. Not because of the care with which he treats his clients, rather because of the multitude of ways he can fleece them. The Snail is not the most crooked gambling house in the city of Bowden, but it certainly is not the most reputable. Much like his establishment, Murnac is not the most dangerous man in the Temples, but one should never turn one’s back on him else one finds oneself with a dagger planted in said back.

Murnac is a product of the Temples. He grew up in the streets, working as pickpocket and later as an enforcer. He gained the money for the Snail by loan-sharking. Well, he didn’t actually buy the establishment, which had been a public house, rather the owner of the establishment disappeared after defaulting on a loan owed to Murnac. His loan-sharking is now confined to patrons of the Snail, though he still maintains ties with the underworld of Bowden.

Goal: Murnac’s only goal is to take care of Murnac and make Murnac rich. Nothing else matters.

Motivation: Murnac intends never to know poverty or want again. He does not care who he needs to hurt nor who needs to starve so he can eat.

What He Knows: Murnac knows all about the underworld in the Temples. He knows who is important, who is dangerous and who is a blowhard. Murnac doesn’t know much about the actual politics of the city, though he will bluff his way through any conversation concerning such, and not very well.

What Will He Tell: He will tell nothing of importance unless he is well paid for his information. Even when coins enter into the equation, he is no fool—some information in the Temples is worth a person’s life. If he feels he can profit without risk, he’ll sell knowledge, but he is careful. He knows what can happen to a careless person in the jungle of the Temples.

Tactics: Murnac is a rogue, and that means he’ll go for the sneak attack. He’ll move to flank opponents as well. First off, though, he’s going to call in his “boys,” the doormen and guards at the Snail. He’ll let them deal with trouble. Murnac’s ‘respectable’ now, so that means he shouldn’t have to get his hands dirty.

Dunchad of Helst, the barkeep at the tavern at the Squandered Snail
42 year old Male Human, Commoner 3:  CR 2; Size M; HD 3d4-3; hp 5; Init +1; Spd 30 ft.; AC 11; BAB +1; Grap +2; Atk +2 melee (1d6+1, club), or +2 ranged (1d6+1, club); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort +0, Ref +2, Will +0; Str 13, Dex 13, Con 8, Int 11, Wis 9, Cha 9.

Skills: Craft (brewing) +4, Craft (carpentry) +5, Diplomacy +1, Hide +1, Listen -1, Move Silently +1, Profession (barkeep) +6, Ride +6, Sense Motive +1, Speak Language (Common), Spot -1

Feats: Simple Weapon Proficiency (club), Negotiator, Skill Focus (Profession [barkeep]).

Possessions: apron, club, simple clothing.

Background: The village of Helst is only two days ride north from Bowden. Dunchad is the son of a carpenter, and had apprenticed with his father. Throughout his life, he heard stories of Bowden and the wealth one might find there. In truth, Dunchad is a lazy sort, and so thinking he could either remain in his home village and struggle to make a life for himself and possibly a family, or move to Bowden and find wealth and happiness without that same struggle, the choice was obvious.

While he at first found work as a carpenter, he was not particularly good. He soon learned that to make a living in Bowden he would also have to struggle. He looked for other ways to attain wealth. He started to gamble. Bad move. While he was a mediocre carpenter, he was a horrible gambler. Less than a year after moving to Bowden, Dunchad found himself without a job and soon he would be without a home. In order to pay off some of his debts to Murnac, the owner of The Squandered Snail, Dunchad did some carpentry work at the gambling house. Murnac figured the work was okay, and having a carpenter on hand might not be a bad idea. Given the choice of sleeping out of doors or working at the gambling house he frequented, Dunchad chose the latter.

That was more than twenty years ago. Dunchad continues to work at the Snail. He has since learned to be a brewer, though his skills as a brewer have not yet reached the mediocrity of his carpentry. Still, he does his job, skims only a little of the profits, and shags only Chardine, the oldest and least desirable of the barmaids. He doesn’t anger Murnac and tries to keep peace with the rest of the staff.

He sorely wishes he had stayed an apprentice in Helst.

Goal: At this point in his life, Dunchad is becoming desperate for a family. He has always desired wealth, now he only desires the means to keep a roof over his head and food on his table. He has no more grand designs. He has no more fanciful plans.

Motivation: Dunchad came to the city of Bowden believing he was smart and talented. Bowden soon changed his mind. Dunchad now believes he has been cursed. He fears old age, knowing that once he is no longer able to work, he will no longer have a home. He has seen the beggars and forsaken on the streets, and he fears the same will happen to him.

It’s not enough fear, though, to make him propose to Chardine, perhaps the one woman in his life who might actually consider becoming his wife.

What He Knows: Dunchad listens, so he knows most of the same rumours everyone else in the Temples knows. He tries hard not to listen to the planning and conniving that happens in the Snail. He figures that, for the most part, ignorance may not be bliss, but it’s not going to get your throat cut . . . usually.

What Will He Tell: Since he has nothing secretive to tell, he won’t be telling it. He usually doesn’t pass on rumours either, unless they are particularly amusing rumours regarding figures of authority in the government.

Tactics: Dunchad stays out of fights. He isn’t paid to police the establishment, merely serve drinks. If forced, he always keeps a few clubs close at hand. His favorite sits below the counter near the beer kegs. This one has an iron-shod head and has a +1 modifier to damage. He will try to flee a fight, but when forced, fights defensively.

Bressal, a gamesman at the gaming den at the Squandered Snail
26 year old Male Human Expert 2: CR 1; Size M (6 ft., 4 in. tall); HD 2d6-6; hp 4; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk -2 melee (1d4-2, dagger), or +3 ranged (1d4-2, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL NE; SV Fort -3, Ref +2, Will +4; Str 5, Dex 15, Con 5, Int 9, Wis 13, Cha 11.

Skills: Bluff +2, Diplomacy +4, Escape Artist +5, Gather Information +4, Intimidate +2, Knowledge (local) +1, Profession (gambler) +5, Sense Motive +5, Sleight of Hand +8, Use Rope +4.

Feats: Deft Hands, Negotiator.

Possessions: dagger, simple clothing.

Background: Bressel grew up the second son of a shipwright in the dockyards of Bowden. He proved to have little skill or talent for his father’s profession, though he did make an admirable attempt at learning. Bressel’s father was not appreciative of his efforts. He never appreciated how hard Bressel tried, he only cared that Bressel couldn’t succeed.

Bressel became bitter and angry. His relations with his family, all his family, soured. As a young man, the Temples swallowed him. A quick lad, and one with one ear always open, Bressel made his way, surviving but never prospering. He wasn’t tough enough to run with the gangs, and he wasn’t smart enough to think up his own plots and schemes, so he needed coattails on which to hang.

Learning how to gamble, and how to run a gambling table—cards, dice, anything—Bressel ingratiated himself to Murnac. Murnac found a place for him—not a place where Bressel can make a little side profit, rather a place where Murnac or one of his “boys” always can watch him.

Goal: Bressal is all about Bressal. He doesn’t have big dreams, just wants to make himself a boss of somewhere nice like the Snail.

Motivation: Bressal figures Murnac’s got a nice deal, nice place. Bressal is watching Murnac, trying to figure out his secret. He knows Murnac is that much smarter than the normal ‘mule’ on the street, so he’s got to have a secret.

What He Knows: Bressal knows plenty about what’s going on behind the scenes and in the shadows of the Temples. He’s always listening, and he remembers most of what he hears.

What Will He Tell: He’s not about to just share out information. Like everything else in the Temples, information is a commodity. It has a price. There’ll be a negotiation before there’s any exchange.

Tactics: Bressal prefers the safety of fleeing a fight, especially if there’s any chance at all that he might lose. If he’s got numbers on his side, he’ll try for the backstab. He’ll do anything to keep himself alive.

Faelan, a gamesman at the gambling den at the Squandered Snail
31 year old Male Human Expert 3: CR 2; Size M; HD 3d6+3; hp 19; Init +2; Spd 30 ft.; AC 12; BAB +2; Atk +2 melee (1d6, club), +2 melee (1d4, dagger), or +4 ranged (1d4, dagger); FS 5 ft by 5 ft; Reach 5 ft; AL CN; SV Fort +2, Ref +5, Will +5; Str 11, Dex 15, Con 13, Int 15, Wis 15, Cha 13.

Skills: Bluff +3, Diplomacy +8, Escape Artist +4, Gather Information +6, Intimidate +7, Listen +6, Profession (gambler) +6, Sense Motive +8, Sleight of Hand +7, Spot +5, Tumble +4.

Feats: Lightning Reflexes, Negotiator, Persuasive.

Possessions: club, dagger

Background: Faelan’s family was once one of the lesser burghers, a family of merchants and artisans. Faelan’s father, inept at everything save drunkenness and whoring, lost what little fortune the family had before loansharks took his heart. Faelan actually saw that happen. The loansharks took little Faelan as part of the payment.

Rather than a horrible fate, Faelan found he actually enjoyed the work to which he was put. He found himself working as a runner at an underground gambling den in the dockyards. It was rough, but few of even the most dangerous denizens in the dockyards would attack a kid for no reason. Faelan was smart, and picked up the tricks quickly. He survived his indenture and actually left the custody of the loansharks with skills.

Faelan has worked at many of the gambling dens in the dockyards and the Temples. He ended up at the Snail mostly due to an infatuation with Flourette, which is working itself out. He will likely move on soon. His skills are in demand.

Goal: Faelan is not a person who sets out goals. His conscious goal is to conquer Flourette romantically. His unconscious goal is to test his mettle against fate. Since surviving his indenture, Faelan has the belief that he is playing a game against fate or destiny.

Motivation: Faelan likes to win. Although he’s not known for his adherence to the law, he is a man with his own sense of honour, and keeping that intact takes precedence over winning. In his game against fate, he is uncertain of the rules, but that’s okay—he’ll learn them as he goes along.

What He Knows: Faelan has been working on the periphery of society for many years. He’s learned to keep his ears open even when his eyes are elsewhere. He’s perfected leading a gaming table while listening to each and every conversation at the table, reacting to none of them. As such, if there’s information that has passed through the Snail, Faelan likely knows it.

What Will He Tell: He’ll tell you how much he wants for his information. It might be coin, it might be a favour, it might simply be a cup of well-watered wine—one never really knows with Faelan. He’ll give information, but he’ll also expect to profit from it.

Tactics: Faelan has learned to talk his way out of fights. He really hates to resort to violence as it makes him feel somewhat stupid. He believes he should be able to talk his way out of anything. If he is forced to resort to violence, he’s not particularly interested in killing someone, unless they are trying to kill him. Rather, Faelan will do his best to drop his opponent as fast as possible. Faelan isn’t bloodthirsty, so as long as he doesn’t fear for his life, he won’t kill another individual.

________________________________

OPEN GAME LICENSE Version 1.0a

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15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

The Lorestaves: The NPCs at the Squandering Snail, Part 1 Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

Swords and A Squandering Snail: Cade of Galaras

Cade of Galaras poet, performer, and sometimes swordsman
Rogue 1/Unfettered 2: CR 3; Medium-sized Half-Elf; HD 1d6 plus 2d8; hp 19; Init +6; Spd 30 ft.; AC 16, Touch 13, Flat-Footed 14; BAB +2; Atk +3 melee (1d8+1, longsword) or +3 melee (1d8+1, longspear) or +4 ranged (1d4, dagger); AL CG; SV Fort +0, Ref +7, Will +0; AP 6; Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 16.

Skills: Bluff +5, Craft (writing) +6, Diplomacy +7, Disguise +6, Gather Information +8, Knowledge [nobility and royalty] +3, Perform [string] +5, Perform [wind] +5, Perform [act] +6, Perform [oratory] +8, Sense Motive +2, Sleight of Hand +7, Tumble +7, Use Magic Device +5.

Feats: Creative, Improved Initiative, Sway the Crowd.

Features (Rogue): Sneak Attack, +1d6; Trapfinding.

Features (Unfettered): Simple and Martial Weapons; Light Armour; Shields; Armour Class Bonus, +1; Parry.

Possessions – Carried (40.5#): leather armour; light, wooden shield (left arm); longsword (belt); longspear (back); daggers X2 (boots); belt pouch (belt); thieves tools (pouch); waterskin (belt); explorer’s outfit.

Possessions – On Mule (81.5#): bit and bridle (mule); pack saddle (mule); backpack (pack); bedroll (pack); crowbar (pack); flint & steel (pack); grappling hook (pack); lantern, hooded (pack); oil, 5 pints (pack); ink, 1 oz vial (pack); inkpen (pack); 10 pcs parchment (pack); 50′ hemp rope (pack); sack, empty (pack); sewing needle (pack); thread (pack); 5 torches (pack); whetstone (pack); flute (pack); fiddle (pack); 5 days trail rations (pack); tent (pack); entertainer’s outfit (pack); traveller’s outfit (pack).

Money: 11 gp, 3 sp, 8 cp

Background: Cade was the third son and fifth child of Corvin, Viscount of Galaras, a small, agricultural fief. Viscount Corvis had no love for the common man and worked his serfs relentlessly. Cade could not understand the sense of superiority and entitlement his father exhibited. Cadefs two older brothers, Corvis and Torvin, followed their fatherfs example. All three were brawny, brutish men while Cade appreciated literature and music.

At the age of sixteen, Cade slipped away from home. He wanted to join a troupe of musicians and actors that passed through Calaras. Taking the name Teleris of Galaras, Cade became an apprentice to Galrid of Hehrville. The troupe was a temporary grouping, but Cade joined Galrid at the end of the season. Over the years, Cade \ as Teleris \ continued to learn from and travel with Galrid, making connections throughout the Divided Duchies. Cade learnt that Galrid had no love for the One True Church and the Holy Knights. Cade couldnft blame him, having seen the corruption of the Church himself. He did not, however, share Galridfs disdain, which bordered on hatred.

After one performance, in which Galrid had lambasted the local Church officials with a lampoon and jokes subtly ridiculing their corruption, the Holy Knights came and took Galrid. Cade had been enjoying the favours of an appreciative young farm girl. When he learnt of his friend and mentorfs arrest, he went to inquire with the local authorities regarding the charge. There was none. They had no record of Galridfs arrest. The Church offered no explanation, but did not deny arresting Galrid.

Cade never saw Galrid again.

From that moment on, Cade began to work in earnest against the Church. He offered aid and protection when he could. He wrote comedies focusing on the abuses of the Church, and always stayed one step ahead of the Holy Knights, using names such as Galeris of the Valley (as opposed to the Mount) and Casrid of the Feather (referring to his goosefeather pen). His last satire he wrote under the name Galrid of Hehrville, and only barely escaped the Churchfs attempt to arrest him.

His actions earned him the friendship of a sorcerer in hiding, Eam of Tomerlan. Eam had the temerity to denounce religion and refused to recognize the moral authority of the Church. He found himself the target of the Holy Knights, who charged Eam had joined in league with the 12 Demons. Through Eam, Cade has come to know Sabrine–Eam’s cousin–and Drustan–his most trusted friend.

Craft (writing) (Int)
This skill allows a character to create articles, broadsheets, fiction, drama, speeches, tracts, and similar works of writing. You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type.

When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. The quality of the work can offer an equipment modifier to further skill checks in which the work is involved. For example, if the Craft (writing) skill is used to write a drama, and the effort achieved is Professional, a character using the Perform (act) skill to present the drama would gain an equipment modifier of +1.

Skill Check Result

Effort Achieved

Equipment Modifer

9 or lower

Untalented amateur

-1

10–19

Talented amateur

0

20–24

Professional

+1

25–30

Expert

+2

31 or higher

Master

+3

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project. The cost of creating a work of visual is simply the cost of raw materials and is usually no more than 10 gp.

Special: A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.

CREATIVE (from the Modern System Reference Document)
Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.

Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

SWAY THE CROWD
Your performance is so inspiring that the crowd feels a connection to you, and they are emotionally affected by the performance. Some are filled with adulation and respect for you, and all who have witnessed the performance are moved.

Prerequisite: Cha 13, Perform 5 ranks, Diplomacy 5 ranks.

Benefit: A character completing a performance can make a Diplomacy skill check to influence the attitudes of each NPC who has watched or heard, depending on the type of performance.

________________________________

This ends SEP’s presentation of the unpublished fiction for Lorestaves. If you are interested in more characters, watch for the NPCs from At the Sign of the Squandering Snail.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Monte Cookfs Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Cade of Galaras, Character Description Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

Mundus Novit: The Flick Got Switched

Do I need to use spoiler tags? I don’t think so. I don’t think talking about anything that happens in Dark Horizons requires spoiler tags. Why would you be reading this if you haven’t been reading that?

When last we left our heroes, they were being betrayed. One of the special operations team in Kathmandu betrayed the team. How bad is that betrayal? Well, you’ll just have to wait and see.

Betrayal is another aspect of action/thriller adventures that don’t play so well in an actual game. Here’s the thing, either the betrayer or the betrayed will pretty much lose their characters–at least for the purposes of the game if those characters have not been outright killed. How fun is that? And this is on the assumption that everyone at the table is cool with the betrayal, something you might want to souse out before going down that road.

In a group in which the players are very comfortable with each other, real friends that have been playing together for years and may even see each other outside of the game, betrayal might be fine. With a new group, though, the GM may run into some troubles with a literal sense of betrayal among the players, even though the betrayal was virtual. Well, perhaps there was another betrayal.

Anyone who listens to me on the Accidental Survivors has heard the refrain: talk to your players. This is very important when courting the concept of internal betrayal. An important part of being a GM is retaining player trust. A lot of the conflict over rules and rulings at a table can be avoided when there is mutual trust and respect among the players and GM. If one is building that trust, and then does something to harm the players’ characters, in a way that the players may consider unfair, the players may consider the betrayal one of a literal nature by their GM as well as the virtual one.

So if you intend to run a game with a betrayal, maybe broach the subject with your players to make sure it won’t cause problems. Granted, the impact may be lessened if the crew are waiting for it, but it might foster a bit of paranoia that could have an interesting impact on the game, if you are careful to stop it from being too destructive. Paranoia in a thriller or espionage style game is healthy. One would expect the characters would be at least somewhat paranoid–excuse me, careful.

And then there is the who of the betrayal. It’s really only going to carry dramatic weight if it is someone unexpected, and that almost always means a player character . . . unless your players are all bastards, in which case the NPC might be the least suspected factor. And that means that either one player character is favoured–being the one to survive the betrayal and therefore becoming something of the centre of the following story–or hindered–the betraying character is removed from the game. In either case, the game cannot go on as before.

There is one type of game in which this is to be expected–the one-shot. Having a betrayal as the climax of a one-shot works great. In the case of pre-generated characters, it’s even easier to swallow since no one’s favourite character gets effected by the situation. This is a place in which the betrayal can best be savoured. Done well, it can be exceptionally memorable.

And, again, if you have a group that is comfortable with turns in the campaign like that, and don’t mind rolling up new characters, have at it.

But be careful. As one can expect, betrayal can bite one in the ass.

The Lorestaves: The Squandering Snail – The Basement

The Tavern and Gambling Den at the Sign of the Squandering Snail
Written by Fraser Ronald
Maps and Illustrations by Dean Martin

gambling-den-sketch-basement
The Basement
The walls in this area are made of earth, though they have wood beams reinforcing them.

Storage

Wood racks, set in three rows of two, fill most of this area. On these racks are a variety of goods, mostly preserves in earthenware jugs, sealed with something that looks like dark wax. There are some small kegs and even a few boxes. The room has an odour bordering on unpleasant but not quite strong enough to be truly a stench.

The boxes contain dried fish. Some of the kegs are of salted eggs and salted pork in brine, the others hold a pale gold alcohol, quite strong, like whiskey. The preserves include fruits and vegetables.

Collapse

Other than two old, empty barrels, the only thing is this room is a collapsed wall with wood beams and splinters pointing out of it at odd angles. There is a small corridor cut into the ground leading off.

If the PCs are playing the Lorestaves adventure, this is where the first staff is found.

Sideroom

The only items in this area are two chests, each almost three feet high. They are padlocked, but the locks are rusted.

The padlocks are so rusted that their DC is 15. The chests contain personal papers and items from Wesent, the previous owner. Murnac rifled through them before he had his staff drag them into the basement. What he didn’t find, because he didn’t really try hard, was the small chest that holds 20 braces (pp). The chest has a DC 35 lock. This was Wesent’s emergency stash.

Swords and A Squandering Snail: Drustan of Teyrs

Drustan of Teyrs, warrior and outlaw
22 year old Male Half-Orc Ranger2/Rogue 1: CR 3; Size M; HD 2d8+2 + 1d6+1; hp 19; Init +3; Spd 30 ft.; AC 17 (16 without shield); BAB +2; Atk +7 (+3 two weapon fighting) melee (1d8+4, spear), or +6 (+2 two weapon fighting) melee (1d6+4, dirk), or +6 (+2 two weapon fighting) melee (1d4+4, shield), +5 ranged (1d6, dirk); SV Fort +5, Ref +8, Will +1; AL NG; Str 18, Dex 16, Con 14, Int 12, Wis 13, Cha 10.

Skills: Disguise +4, Heal +5, Hide +8, Intimidate +5, Knowledge (geography) +4, Knowledge (nature) +4, Listen +5, Move Silently +8, Spot +6, Survival +7.

Feats: Power Attack, Weapon Focus (Broad-bladed short spear)

Features (Racial): darkvision, orc blood.

Features (Rogue): Sneak Attack, +1d6; Trapfinding.

Features (Ranger): Light Armor; Shields; Simple and Martial Weapons; Track; Two Weapon Fighting; Wild Empathy.

Possessions – Carried (38): Broad-bladed short spear, long dirk, bladed light shield, studded leather armor, belt pouch (belt); thieves tools (pouch); waterskin (belt); explorer’s outfit.

(on light warhorse, Tersig, carrying 49# with rider, 300#): bit and bridle; military saddle; saddlebags.

(on mule, Arstrik, carrying 145.5#): bit and bridle, pack saddle, bedroll, fishhook, 10 ft fishing line, grappling hook, 50 ft hemp rope, 5 torches, 5 days trail rations, 10 days feed.

Background: The tribes of Herkko in the Mid-Scar Range have long captured slaves during their raids. Kaemar, Spear Captain to Hengist the Ironeye, found himself attracted to a female slave and took her as a concubine. Drusta of Teyrs did not completely oppose the union. She found Kaemar’s strength and sense of honor attractive, if not his physiognomy. From their union came Drustan of Teyrs, named in honor of his mother. Kaemar offered Drusta her freedom in consideration of giving him a son. She stayed to raise her boy.

The Orcs of Herkko still worshipped the Old Gods, making them heretics in the eyes of the Church. The usual crusades against heretics did nothing to dissuade the tribes from their worship. The Church called on the talents of the Holy Knights in their battle against the heretic tribes. The Holy Knights succeeded where all others had failed.  They not only conquered the tribes, they exterminated them. Village by village, family by family, the Holy Knights burned away the heresy and offered the mercy of swift death to all others. Even the slaves of the tribes who had accepted the Orcs’ religion were fed to the fires of purity.

Drustan fought along with the others of his tribe. Unlike them, he learned from his mistakes. He learned to fight without honor and to give no quarter. He became merciless in his battles, but in the end, though he did not lose a battle, he soon found himself alone, abandoned by the others of his tribe who could not accept the loss of their traditions, even at the cost of their lives. He lost everyone ― his mother and father to the Holy Knights, his people to his determination to survive and triumph.

The war continued, but Drustan fought alone against the Church. He became secretive, striking from the darkness. He amassed allies. He found himself protecting those who questioned the Church. Rarely were those burned as heretics truly against the Church, merely some of its practices. Drustan did his best, but he failed more often than he succeeded.

His actions earned him the friendship of a sorcerer in hiding, Eam of Tomerlan. Eam had the temerity to denounce religion and refused to recognize the moral authority of the Church. He found himself the target of the Holy Knights, who charged Eam had joined in league with the 12 Demons. Drustan aided Eam in his quest to find his cousin. When they finally did, Drustan found another trusted comrade at arms.

New Martial Weapons

Cost (gp)

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight

Type

Light Melee Weapons

Dirk, long

10

1d4

1d6

x2

5 ft.

2 lb.

Piercing

Bladed shield, light wooden

19

1d3

1d4

x2

11 lb.

Slashing

One-Handed Melee Weapons

Broad-bladed short spear

15 gp

1d6

1d8

19–20/x2

5 lb.

Slashing

Table: Armor and Shields

Speed

Armor

Cost

(gp)

Armor/Shield

Bonus

Maximum

Dex Bonus

Armor

Check Penalty

Arcane Spell

Failure Chance

(30 ft.)

(20 ft.)

Weight

Shields

Bladed

19

+1

-1

5%

11 lb.

shield, light wooden

________________________________

Watch SEP for more d20 characters from Swords and A Squandering Snail. Coming November 9, the character sheet and history for Cade of Galaras.

OPEN GAME LICENSE Version 1.0a

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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Drustan of Teyrs, Character Description Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.