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GURPS Elin Arris.qxd
C ARAVAN TO
An e23 Sourcebook for GURPS ® from Steve Jackson Games
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of
Steve Jackson Games Incorporated. Pyramid , Caravan to Ein Arris , e23 , and the names of
all products published by Steve Jackson Games Incorporated are registered trademarks or
trademarks of Steve Jackson Games Incorporated, or used under license. Some art copyright
© 2003-2006 www.clipart.com. All rights reserved. Caravan to Ein Arris is copyright
© 1986, 2004, 2006 by Steve Jackson Games Incorporated.
By Creede and Sharleen Lambard
Development by Steve Jackson
Art by Dan Willems ; Map by Kyle Miller
Fourth Edition Conversions by Charles Griswold
Playtesters: Norman Banduch, Rob Kirk,
Allen Varney, Mike Moe, Dan Willems, C. Mara Lee
The scanning, uploading, and distribution of this material via the Internet or via any other
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STEVE JACKSON GAMES
®
Stock #82-0020
Version 1.0 March 31, 2006
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T ABLE OF C ONTENTS
I NTRODUCTION . . . . . . . . . . . . . . . 3
Character Creation . . . . . . . . . . . . . 3
Character Creation . . . . . . . . . . . . . 4
1. H IRING O N . . . . . . . . . . . . . . . . 4
World Background . . . . . . . . . . . . . 4
Replacement Characters . . . . . . . . . 5
The Tests . . . . . . . . . . . . . . . . . . . . . 5
2. T HE O BLIGATORY
T AVERN S CENE . . . . . . . . . . . 6
Katsaya . . . . . . . . . . . . . . . . . . . . . . 6
Farvaro . . . . . . . . . . . . . . . . . . . . . . 7
Intrigue . . . . . . . . . . . . . . . . . . . . . . 7
3. I NTERVIEW WITH H ALMARO . . . 8
Tsorvano . . . . . . . . . . . . . . . . . . . . . 8
4. S ANDSTORM . . . . . . . . . . . . . . . 9
Halmaro . . . . . . . . . . . . . . . . . . . . . 9
Lost in the Desert . . . . . . . . . . . . . 10
5. T ATSORI . . . . . . . . . . . . . . . . . 11
Late to Tatsori . . . . . . . . . . . . . . . . 11
6. A W EDDING . . . . . . . . . . . . . . 12
Wedding Customs . . . . . . . . . . . . . 12
Stealing the Gifts . . . . . . . . . . . . . . 12
7. S ECRET M ISSION . . . . . . . . . . 13
Kira . . . . . . . . . . . . . . . . . . . . . . . . 13
8. T HE T AX C OLLECTORS . . . . . . 13
Generic Fighters . . . . . . . . . . . . . . 14
The Ayun Stockade . . . . . . . . . . . . 14
9. M ORE T AX C OLLECTORS . . . . . 15
Ayuni Trade Pidgin . . . . . . . . . . . . 15
The Bridge . . . . . . . . . . . . . . . . . . . 15
10. T HE B RIGANDS . . . . . . . . . . . . . 16
The Brigand Camp . . . . . . . . . . . . 16
Karhan, the Brigand Chief . . . . . . 17
Prisoners of the Brigands . . . . . . . 17
11. D ADDY S L ITTLE G IRL . . . . . . . 18
12. H AGGLING IN A YUN . . . . . . . . . 18
Tekoff the Pawnbroker . . . . . . . . . 19
13. T HE A BBEY . . . . . . . . . . . . . . . . 19
Improvised Adventures . . . . . . . . . 20
M AP OF L ANTARA . . . . . . . . . . . . . . . . 21
Riana . . . . . . . . . . . . . . . . . . . . . . . 22
14. T HE V IGIL . . . . . . . . . . . . . . . . . 23
15. A W EDDING IN E IN A RRIS . . . 24
15. C HARACTER P OINTS . . . . . . . . . 24
17. F URTHER A DVENTURES . . . . . . 24
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I NTRODUCTION
The air is buzzing in the market of Khedris – the great mar-
ket that stretches from the fishmongers on the shore to
Caravan Square. Halmaro the Red – master of the powerful
Merchants’ Guild, second in power in Khedris only to the
emperor of Lantara himself – is organizing a caravan! And this
is no ordinary caravan; it will carry goods and gifts for the
wedding of Halmaro’s daughter Kira to Prince Eiru of
Mashanda.
The caravan will be huge, even by Khedran standards. It
includes 220 camels, 50 horses, 40 head of fattened cattle, and
50 oxen pulling five wagons. The wagons are quite a rarity in a
caravan; some of the wedding gifts must be huge!
The word is out that Halmaro is looking for herdsmen,
scribes, translators, cooks, guides, physicians, laborers, and
other hirelings for the caravan. Many of these will come from
the various guilds, but there will be plenty of room for free-
lancers. Of course, guards will be needed too. Caravanning is
not without its risks; bandits, highwaymen, and thieves take
their toll on the caravans, as do sandstorms, heat, and floods.
Halmaro will pay $600 to $1,000 per person for about 6-8
weeks’ work – one quarter when the caravan sets out, another
quarter when the caravan reaches Ayun on the Mashandi bor-
der, and the rest when the caravan gets to Ein Arris, the capi-
tal of Mashanda. (How much each employee is paid depends
on the job and how well they impress their foremen; there is a
possibility of a bonus for exceptional work when the caravan
reaches Ein Arris.) Halmaro treats his employees fairly, and
even encourages his hirelings to trade on their own (he’s
always looking for people who might be merchant material).
Not everyone who applies will be hired, of course, but noth-
ing ventured, nothing gained. And you’ve worked for the
Merchants’ Guild in the past when you needed a stretch of
steady pay. Right now you are looking for a chance to travel
and do something a little out of the ordinary. This might be
that chance.
(GMs: You may read the above paragraphs to the players, if
you wish, before they start to create characters. The rest of the
material in this adventure is for your eyes only unless specified
otherwise.)
Important NPCs
Character descriptions and stats for the important NPCs in
this adventure may be found on the following pages: Halmaro,
p. 9; Tsorvano, p. 8; Katsaya, p. 6; Kira, p. 13; Karhan the
Brigand Chief, p. 17; Fighters I, II, and III (generic NPC war-
riors), p. 14; Riana, p. 22; Tekoff the Pawnbroker, p. 19; and
Farvaro, p. 7
Character Creation
This adventure is designed for three to six 125-point
characters. The following skills will be useful; skills
marked with a * will be very useful. After hearing the
introduction, the players may figure this out on their own;
if not, you may want to offer some hints.
Combat skills*
Desert Survival*
is spoken in Ein Arris), and Ayuni Trade Pidgin. A charac-
ter who speaks Khedran Lantrai will have a default of
Nomic at (Lantrai-1) and Ayuni Trade Pidgin at (Lantrai-
2). Note that the Ayuni Trade Pidgin cannot go above
Broken; no matter how smart someone is, he will never be
able to translate Shakespeare (or his Lantrai counterpart)
into Trade Pidgin, or even do much more than trade
and carouse. This language could be written in Ayuni
script, but nobody would ever bother; it is only useful as a
spoken tongue. See box, p. 15.
Horse Riding
Camel Riding*
Animal Handling*
Thief skills in general
Merchant
Bard
Diplomacy
Fast-Talk
Detect Lies
Horse Riding and Camel Riding default to each other
at -3.
*Animal Handling requires specialization: Camel,
Equines, Oxen, and Cattle will all be necessary on this trip.
Patrons
The following organizations may be useful as patrons
for local characters:
The Merchants Guild is a powerful force in Khedris.
Twice in the past, strikes declared by the Merchants’ Guild
have caused a change of emperors, and the threat of a
third nearly caused a civil war. The Guild has offices in all
Lantrai cities of any size, and conducts diplomacy with
similar organizations in other countries. Treat it as a very
powerful organization that can give orders but appears
rarely – a 10-point advantage.
A member of the Guild has a +2 on any reaction from
Tsorvano or Halmaro, should it be necessary to make one.
Languages
The local “common tongue” is called Lantrai; it is the
official language of the empire. Other languages that
might be useful on this trip include Nomic (related to
Lantrai approximately as Swedish is related to
Norwegian), Yat Ayun (the language of an island kingdom
to the south), Shandassa (the language of Mashanda – this
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Character Creation
White Sword is an association of freelance body-
guards, watchmen, and mercenaries. Think of it as a tem-
porary help agency for soldiers of fortune. Members are
entitled to wear the “white sword” insignia – some flaunt
it, some display it discreetly, some don’t bother. It is a rea-
sonably powerful organization that appears fairly often
but cannot order its members – a 15-point advantage.
A member of the White Sword has a +1 on any reaction
from Tsorvano, Halmaro, or any city guard who knows
the PC is working for Halmaro. Unemployed members of
the White Sword wouldn’t rate much of a reaction bonus
except from other White Sword members!
Anyone wearing any armor heavier than heavy leather
will have a -2 on all reactions from townsfolk.
Trustworthiness
When the players make up their characters, it would
make sense if one of them were a member of either the
Merchants’ Guild (in which case they will be loyal to
Halmaro) or White Sword (in which case he is paying
them to be loyal). If no one wants to belong to one of these
organizations, someone in the party should have Sense of
Duty, Honesty, or a good local Reputation. Halmaro will
be sending the party on important missions, and he needs
someone he can trust! These jobs would not be assigned
to random street scum.
And, during the adventure, there will be a number of
opportunities for the PCs to take valuable items and run.
In every case, Common Sense would warn them that they
would do better by serving Halmaro loyally. For good role-
playing, let the PCs act according to their nature – but for
the best possible adventure, most of the PCs should be
trustworthy.
Equipment
Each PC needs personal weapons (unless he’s a total
non-fighter) and his “personal travel belongings.” Armor
is certainly possible. However, the weather all along the
travel route is quite hot. Normally, nobody wears armor
except troops in battle. Plate is absolutely not worn here;
even scale and chain are rare. Anyone with Merchants’
Guild experience knows the desert brigands wear no
armor at all – not from bravery, but for comfort.
1. H IRING O N
It seems that everyone in Khedris is applying for positions
in Halmaro’s caravan, but of course not everyone will be
accepted. Halmaro wants competent help, and rather than rely
on verbal interviews (Khedrans are well known for their fast-
talk ability) he has arranged a series of practical tests for
potential employees.
The PCs have no trouble finding Halmaro’s recruiters; they
are wearing red-and-white sashes, and are surrounded by
hopeful applicants. The recruiters give all the PCs the same
message: everyone is to meet at Caravan Square the next day.
There will be a full day of “placement trials” before the caravan
gets underway. Those who excel at the trials will get the best
jobs. There will be plenty to eat and drink.
The recruiters won’t know much more than that though if
a PC gets a good reaction roll from the recruiter, he gets an
additional bit of information. Roll a die to see what is
learned:
World Background
Any character who makes it to Lantara for this adven-
ture would know the following:
Lantara is a large state occupying the central portion of
the continent. Khedris is its capital and the largest city on
the continent, with some 300,000 people. The main indus-
tries in Lantara are government, tourism, and trade.
Common trade goods are the farm products grown along
the Kindino River and ore mined in the north. Lantara is
ruled by an emperor; the guilds are also very powerful
(there is some dispute as to whether the Royal Family or
the Merchants’ Guild is more powerful). Advancement in
the Merchants’ Guild is by skill and competence (and the
ability to survive guild politics, of course).
The Royal Line stretches back many generations; few
of the names are remembered by any but historians. One
name still remembered is Khedren, a wise emperor who
abolished slavery, lowered taxes, and raised the general
standard of living. Khedris is named in his honor.
Lantara has a Tech Level of 3. Lantarans consider
themselves a scientific, enlightened culture with no super-
stitions – i.e., no magic. In rural areas, folk may believe in
the “evil eye,” charms, etc. There may be magic in this
world, but the characters will not encounter it in this
adventure.
The Lantrai religion is polytheistic; the gods personi-
fy activities or virtues (commerce, law, charity, music,
etc.). The gods are relatively benign entities. Fanaticism,
especially religious fanaticism, is rare and generally not
tolerated.
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Replacement
Characters
If the PC dies along the way, or is so badly wound-
ed that he cannot continue, the GM may allow the
player to create a new 100-point character.
If the lost PC was a spy for Katsaya, the replace-
ment should also be her agent if the original spy was
not revealed. If the first agent had been unmasked, the
replacement should be loyal – since other players will
suspect him no matter what.
4 –Almost everyone who is any good should be able to get
a place in this caravan. It’s so big that the transients and
indigents who normally camp by the river in Caravan Square
are being displaced – something no one can remember ever
happening before!
5 –Everybody calls Halmaro “Big Red” – but not to his face.
If you’re in the Merchants’ Guild you call him “Guildmaster.”
Otherwise, you call him “Sir.”*
6 –Halmaro has a reputation for fairness. If you do your job
and keep your nose clean he’ll take care of you. If you cross
him, you won’t do it twice.*
*Members of the Merchants’ Guild will know number 5 and
6 already. If a member of the Guild gets either of these, roll
again.
Before the PCs reach Caravan Square they will hear the
noise; in fact, they’ll hear it halfway across the city. Caravan
Square is usually a quiet park with an occasional caravan
forming up; today it’s a swarming mass of people, animals, and
more people.
Each character should decide what job he wants to apply
for. There are plenty of red-and-white sashed aides here, and
any of them will be able to direct applicants to the appropri-
ate areas. They will be divided into groups; entertainers in
one section (many of these will be performing at the wed-
ding), herdsmen in another, guards in another, and so forth.
(Players may try out in more than one section. In fact,
1 –Halmaro’s No. 1 wife will be there, too. Halmaro is a
strong man, but she’s just as strong. And she plays for keeps.
Don’t cross her or you will have an enemy for life.
2 –Halmaro believes in receiving value. The recruiters will
be looking for people who are willing to work and who look
like they’ll be loyal to Halmaro. The food and drink are free to
applicants, but anybody making a pig of himself will hurt his
chances of being hired.
3 –Big Red (Halmaro) is looking for a few good fighters
and scouts. The team he had intended to use is overdue from
a mission in Ajir.
The Tests
1. Guards who claim hand-weapon ability will fight in
sham combat, without armor. They will be issued wooden
weapons and told to go at it. The first character who
strikes three “touches” wins the contest. They are not to
use their full strength (if a character decides to use his full
strength, and hits, tell him he’s injured his opponent and
lost the contest).
It isn’t necessary to create complete NPCs for oppo-
nents. Give the NPC all of the character’s weapon skills at
–1, or use one of the NPC fighters on p. 14.
Archers and crossbowmen get five shots each round at
a man-sized target 100 yards distant. Hitting the target
three times out of five is considered a successful round. In
the first two rounds, everyone has time to aim. Later
rounds will not allow aiming!
2. Entertainers, cooks, and most other applicants will
be paired off two by two and engage in contests of the
appropriate skill. These contests have a practical purpose
(feeding and entertaining the contestants) as well as com-
paring the applicants.
Again, complete NPCs aren’t needed here. Give each
character’s opponent skill equal to or one less than the
character’s skill, and a couple of quirks to make the
encounter interesting.
3. Animal handlers will be required to show that they
can control and take care of the animals. To do this, they
must make several Animal Handling rolls with several dif-
ferent animals. Appropriate animals are camels, horses,
mules, oxen, and cattle. Remember that Animal Handling
is a skill with specializations, and if you try to use your
skill on the wrong kind of animal, you’ll suffer a penalty –
anywhere from -2 to -6, depending on how different the
animals are.
If the character is trying to handle a camel and doesn’t
have that skill specialty, the character rolls his Animal
Handling at -4 (camels are notoriously obstinate). If
the character misses the roll, the camel ignores him. On a
critical failure, the camel embarrasses the character by
kicking or spitting at him. The judges expect this and will
probably be amused unless it happens excessively. They
must also demonstrate their Horse Riding and Camel
Riding skills.
Each character will compete at least twice and perhaps
as many as five times, depending on how much fun the
players are having. Use your own judgment here. Halmaro
and Katsaya, together or separately, are seen watching
some of the tests.
Each PC’s salary will start at $600; for each contest
won, his salary will go up by $100, to a maximum of $400
extra. If the character works in two capacities, he will get
an extra $200.
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