The Thousand Islands; bits and bobs.

The trouble with the Chaubrettans......

Background:

A few days ago Gunnar Hasbakk, a Kurlish merchant, was in town trading furs and, unknown to most of his associates, attempting to relay information to a fellow Kurlish spy.

While he haggled late into the night with his contacts at the Grey Goose Inn, he got more than a little drunk and was persuaded to hire a working girl named Molly. Molly caught on that the information Gunnar was carrying was very important and very valuable. After the merchant lapsed into unconsciousness, Molly slipped out with the majority of his florins and the doeskin package containing the information: the orders and information requests for a, not as loyal as he appears, a steward high up in Hadrics court.

Her plan is to sell the information to Betsy Cooper, a local madam and information broker, take the money and flee with her young daughter, Kelly back to her parents holdings in Baron Aldreds barony.

Hasbakks first mate, Eli, discovered this lapse on his masters part and immediately pounced upon the chance of seizing the ship for himself and moving up in the esteem of the Kurlish nobility.

He plans on hiring a group to find the information and get it to him so that he can humiliate his boss and be the hero. Hasbakk has hired his own team of ne'erdowells, however, to retrieve the package.

The local Chaubrettan spy-ring, however, has also been notified of this debacle through the infamous Betsy Cooper, hoping to make a sale. They have no intention of bargaining, however, when politics are at stake. They plan on taking the package by force and gaining the upper hand on both the Albish and the Kurlish.


Part 1.The Companions are told through a contact that a gentleman has heard of their prowess and has arranged a table at the Owl and Badger to discuss a new job. It's a simple job:

"Retrieve a stolen item from a woman named 'Molly.' Return said item to me in a days time to receive 200 florins each."

Eli is flamboyant and outlandish, he is dressed in bright colors of red and purple and his blue-tinted facial tattoos and ragged, gold ringed ears attract a lot of attention. His smugly sarcastic attitude can barely hide his nervousness.

"Molly is a whore. Her address is unkown. There are no descriptions of her that I have been able to find. She was last seen working at the Grey Goose four nights past. Her fate is inconsequential to the job but it is preferred that she not be harmed.'

' I have to go now, but I will be here tomorrow at this time to collect my package, at which point the money will be handed to you. Please do not try to contact me, follow me, or double-cross me."

"Good Luck."


Eli
Stats: Int: 12, Ref: 8, Psy: 5, Str: 14, Looks: 5,

Combat Stats as 1st rank Barbarian.




Part 2.
The Grey Goose

A few questions in the right ears will reveal that the fellow running the ladies of the night at the inn is an ex-Clysteran named John Willson.

--------------------------------------------------------------------------------
John Willson
Stats:
Int: 18, Ref: 10, Psy: 6, Str: 13, Looks: 13,

--------------------------------------------------------------------------------

Wilson will at first try to get one of the PCs to "borrow" one of his girls.
When, if?, they don't oblige, he gets really pissed off. Then after a minute or two he collects himself and relaxes. If pressed he will reveal, "Damn you to hell, you bastards are worse than those Chaubrettan scum that came by an hour ago! Yeah, I know Molly! She still hasn't paid me for that favour I did her with the guards. She isn't around and she hasn't been working. I'm losing money. If you find her worthless arse, tell her I'm gettin' impatient?"



"Wheres she livin? Hells, I don't kn- Wait! I think I remember goin' there once."

" Little place on the east Side of the Lungbarrows, near the tanneries, I think. Big building, warehouse, kinda run-down?" A successful chat with any lower-class contacts, or lower class PCs will reveal the building as an old warehouse, abandoned due to rumours of plague which houses a large number of itinerent labourers and the like.



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Part 3: Followed by the Chaubrettans
A successful Perception check vs. Jean Croix's Stealth of 10 will alert the PC's that they are being followed. If discovered a short gentleman in a long-coat and unruly hair will be seen to be following about 300m behind.

If the PC's take any action, Croix must make an Perception (17) vs. their Stealth if they are attempting to hide their interest. If successful, he will duck into a nearby building or shopfront and hides.

--------------------------------------------------------------------------------
Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,

Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).



He will throw knives a few times and escape out the back. He will make use of his climbing abilities to disappear up walls and across rooftops.



--------------------------------------------------------------------------------
Part 4: A home by any other name......
The PC's get to the warehouse building. A bit of a scare put into any urchins playing in the street or any neighbors will reveal her hovels location.

The door is hanging open, the piece of wood bracing it in splinters. The inside is trashed. A successful Perception check vs. 15 will reveal someone lying under a pile of furniture and trash. It is Mick, blasted out of his skull on cheap booze.

"Angels, heh heh.....they spoke to me, ! But they, like sounded like demons! Three lovely angels........"

"And they wanted Molly? She must be chosen by the Lord!"

" You got any booze?'

"Oh, Molly, right! She said she was goin' out. Said somethin' going to happen. Then...... She's gone!.......Then the Angels came!..........The angels came and asked me where Misty was, then.....then......she sent her little girl to play at Betsys house'

He lapses into unconciousness. Any PC with knowledge of the local area knows who Betsy is.

As the PCs leave they hear a noise on the rear stairs. On the way down, they find Anya and her mercenaries with Molly. Misty is being beaten. A fight should ensue.



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Part 5:
Anya, Kurlish She-wolf.
4th rank Barbarian.
Stats:
Int: 13, Ref: 17, Psyc: 13, Str: 8, Looks: 13,
Skills:
Track, Speaks: Albish, Kurlish, Chaubrettan.

Gear
Chainmail ( Maille)
Two handed Sword.



Maria

2nd rank Knight.
Int: 14, Ref: 10, Psych: 9, Str: 12, Looks: 10.

Padded Armour.
Shortsword.


Slava
1st rank Knight.
Stats:
Int: 8, Ref: 9, Psych: 10, Str: 7, Looks: 9.

Gear:
Padded Armour.
Shortsword.


Owl
2nd rank Mystic.
Stats:
Int: 12, Ref: 11, Psych: 14, Str: 14, Looks: 9

Gear:
Crossbow.
Dagger.
Mace.
Hardened Leather.



Molly.
Stats:
Int: 13, Ref: 9, Psych: 8, Str: 6, Looks: 8,

Note: Misty is a non-combatant in this scenario. After being beaten up she is at 1 hp. Any further damage may kill her.







--------------------------------------------------------------------------------

Anyas tactics:


Attack the nearest sorceror
Slava attacks anyone with missile weapons.
Maria attacks any one closing.
Owl uses a spell.
Everyone takes off, getting to the next level and splitting up. Owl gets down the hall, behind some cover, and casts a delaying spell.

They've already gotten what they want to know. Mollys daughter has the package and is probably already on her way out of the city headed for home.
Molly, however, is done for. She has been stabbed, kicked, knocked around a little and punched in the belly. She is hurt really bad and will die in 1 to 10 hours without the attentions of a competant leech or magical aid.

The PC's are given a choice, go get the package across from across town or save Molly.



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Part 6: Sweeter than Honey
Anya and her group will regroup near the Grey Goose.

They know:


Molly handed the package to her daughter.

Her daughter must go to someone to fence the goods.
The closest person capable of fencing such information is Betsy.

Their new plan:


Go to Betsy, find out if she still has the package. If so, buy it back for as cheap as possible. If not, contact their employer and have the money raised to be able to purchase it.

If the package is not in her possession, find either the girl or the new owner and take it back, killing the owner if necessary.
They go to Betsys, hoping to find it, only to find the PC's there already.

The PC's should go to Betsys. All weapons are held at the door by three very serious looking cutthroats.

The 3 guards will stop any PC's concealing any weapons ( unless exceptionally well done).

Betsy is inside with Mollys daughter and her 'uncle' Mr. Cellas.





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Betsy Cooper

As normal human.


Stats:
Int: 12, Ref: 15, Psyc: 13, Str: 10, Looks: 9.

Gear:
Padded Armour.

Notes: Betsy is not a fighter and has a group of leg-breakers who devotedly fight to the death for her.



Mr. Cellas
4th level Sorceror
Stats:
Int: 15, Ref: 15, Psy: 15, Str: 12, Looks: 8.

An elderly Emphidian man he disdains violence and will not engage in hand to hand he prefers not to injure his opponents but is VERY protective of Betsy.

Kelly, Mollys daughter.
Normal human.
Int: 13, Ref: 15, Psy: 8, Str: 8, Looks: 10,
Gear:
Crossbow.

Kelly is just an innocent little girl, but she's not stupid. She knows that what she's carrying is valuable and knows how to exploit the situation for a profit, or at least for survival.





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Betsy will try to bargain for the package. She wants 2000 florins. The PC's, of course, can't pay....if they can why the hell are they taking such piddling jobs? :).. If they try to take it by force the guards will attempt to stop them. Mr. Cellas will immediately cast a delaying spell so that Kelly and Betsy can get away. Otherwise, after a few moments of bickering and dealing, Anya comes in.



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Guard #1, Tyr
1st rank knight.
Int: 8, Ref: 11, Psy: 8, Str: 15, Looks: 10

Gear: Padded Armour, sword.

Guard #2, Ferrow
1st rank knight.
Stats:
Int:9, Ref: 11 , Psy: 8, Str: 14, Looks: 10

Gear: Padded armour, flail.

Guard #3, Edward.
1st rank knight
Stats:
Int: 8, Ref: 14, Psy: 8, Str: 15, Looks: 9.

Gear: mace, hard-leather armour.


Note: The Guards will fight to the death defending Betsys escape.


--------------------------------------------------------------------------------

Anya and her team are extremely confident. There is really no need for fighting at this scene.

If the PC's describe their employer at any point, Engel laughs. She explains that Eli works for her employer. Unfortunately, she is getting paid much more. She buys the package from Betsy by at least 200 florins over their nearest offer, game over... until the Chaubrettans attack!




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Part 7: Party Crashers

Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,

Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).


Francois
2nd rank knight
Stats:
Int: 9, Ref: 10, Psy:9, Str: 15, Looks: 9.

Hardened leather armour.
Axe.


Pepe
2nd rank knight.
Stats:
Int: 11, Ref: 12, Psy: 9, Str:14, Looks: 10,

Gear: Smoke pot.


--------------------------------------------------------------------------------

A smoke pot goes off at the stairway. The Chaubrettans are attacking. They don't see why they have to pay for anything they can just take.


Kelly takes her package back from Betsy and disappears into the shadows. She slips out the warehouse door and onto the loading docks in facing the port.

The guards and Anyas mercs. battle each other. Anya, Jean and Betsy all flee the battle to find Kelly. Mr. Cellas casts a delaying spell, blows out the lantern and runs after them.




Kelly heads down the ramp, around the corner, over the short wall, and runs for the stairs back up towards the nearby main streets.

Betsy and Mr. Cellas follow but at a distance, they will not risk further harm to themselves.


If Kelly isn't captured, she will head to the docks across the now crowded morning streets and markets. If she makes it, she will threaten to drop the package into the water unless she is paid 500 florins! and allowed to leave.

If the PC's are smart, they'll get rid of everyone else and deal with Kelly.

Getting Jean and Anya to attack each other will leave the PCs a clear path to the child.


Secretly, Eli is reluctantly willing to pay an addtional 250 florins for the package, though it will take up the entirity of his life savings. He will do it, if he has to, but only if the PC's know what the package contains, only if everyone else has been dealt with, that a little girl has it, and if the PC's know Elis own boss wants it far worse than he does. If the PC's don't know all that, or if they don't have possession of the package, he will hire others to kill the PC's, find the girl, kill her, and take the package. If anything happens to him, Gunnar will be after anyone responsible; he has quite the soft spot for his first mate not knowing that he is betraying him.

Once he gets the package, minus his money or otherwise, he'll be happy and leave. He has the goods on his boss, who lost the package to Molly when he hired her. He'll remember the PC's and their attitudes next time he, and the Kurlish crown needs a job done.

If the PC's deal with Kelly, give her at least 100 florins, and help her any other way, they will be in the good books with her family; if they save Molly and Kelly they will have free lodgings and food whenever they venture north ( and some extra xp). If they just kill the girl and hand over the package, they'll get paid their moneyand receive no extra xp.

If the PCs discover what is in the package they must make a choice.....do their loyalties lie with Hadric? What if loyalists find out they assisted Kurlish spies? The Chaubrettans will be looking for payback.
And its never good to have a pissed off Kurlish woman looking for payback.


This is a conversion of a Cyberpunk scenario I've had sitting on my hardrive for a long time........sorry, not sure who the original author is.
 
The trouble with the Chaubrettans......

Background:

A few days ago Gunnar Hasbakk, a Kurlish merchant, was in town trading furs and, unknown to most of his associates, attempting to relay information to a fellow Kurlish spy.

While he haggled late into the night with his contacts at the Grey Goose Inn, he got more than a little drunk and was persuaded to hire a working girl named Molly. Molly caught on that the information Gunnar was carrying was very important and very valuable. After the merchant lapsed into unconsciousness, Molly slipped out with the majority of his florins and the doeskin package containing the information: the orders and information requests for a, not as loyal as he appears, a steward high up in Hadrics court.

Her plan is to sell the information to Betsy Cooper, a local madam and information broker, take the money and flee with her young daughter, Kelly back to her parents holdings in Baron Aldreds barony.

Hasbakks first mate, Eli, discovered this lapse on his masters part and immediately pounced upon the chance of seizing the ship for himself and moving up in the esteem of the Kurlish nobility.

He plans on hiring a group to find the information and get it to him so that he can humiliate his boss and be the hero. Hasbakk has hired his own team of ne'erdowells, however, to retrieve the package.

The local Chaubrettan spy-ring, however, has also been notified of this debacle through the infamous Betsy Cooper, hoping to make a sale. They have no intention of bargaining, however, when politics are at stake. They plan on taking the package by force and gaining the upper hand on both the Albish and the Kurlish.


Part 1.The Companions are told through a contact that a gentleman has heard of their prowess and has arranged a table at the Owl and Badger to discuss a new job. It's a simple job:

"Retrieve a stolen item from a woman named 'Molly.' Return said item to me in a days time to receive 200 florins each."

Eli is flamboyant and outlandish, he is dressed in bright colors of red and purple and his blue-tinted facial tattoos and ragged, gold ringed ears attract a lot of attention. His smugly sarcastic attitude can barely hide his nervousness.

"Molly is a whore. Her address is unkown. There are no descriptions of her that I have been able to find. She was last seen working at the Grey Goose four nights past. Her fate is inconsequential to the job but it is preferred that she not be harmed.'

' I have to go now, but I will be here tomorrow at this time to collect my package, at which point the money will be handed to you. Please do not try to contact me, follow me, or double-cross me."

"Good Luck."


Eli
Stats: Int: 12, Ref: 8, Psy: 5, Str: 14, Looks: 5,

Combat Stats as 1st rank Barbarian.




Part 2.
The Grey Goose

A few questions in the right ears will reveal that the fellow running the ladies of the night at the inn is an ex-Clysteran named John Willson.

--------------------------------------------------------------------------------
John Willson
Stats:
Int: 18, Ref: 10, Psy: 6, Str: 13, Looks: 13,

--------------------------------------------------------------------------------

Wilson will at first try to get one of the PCs to "borrow" one of his girls.
When, if?, they don't oblige, he gets really pissed off. Then after a minute or two he collects himself and relaxes. If pressed he will reveal, "Damn you to hell, you bastards are worse than those Chaubrettan scum that came by an hour ago! Yeah, I know Molly! She still hasn't paid me for that favour I did her with the guards. She isn't around and she hasn't been working. I'm losing money. If you find her worthless arse, tell her I'm gettin' impatient?"



"Wheres she livin? Hells, I don't kn- Wait! I think I remember goin' there once."

" Little place on the east Side of the Lungbarrows, near the tanneries, I think. Big building, warehouse, kinda run-down?" A successful chat with any lower-class contacts, or lower class PCs will reveal the building as an old warehouse, abandoned due to rumours of plague which houses a large number of itinerent labourers and the like.



--------------------------------------------------------------------------------
Part 3: Followed by the Chaubrettans
A successful Perception check vs. Jean Croix's Stealth of 10 will alert the PC's that they are being followed. If discovered a short gentleman in a long-coat and unruly hair will be seen to be following about 300m behind.

If the PC's take any action, Croix must make an Perception (17) vs. their Stealth if they are attempting to hide their interest. If successful, he will duck into a nearby building or shopfront and hides.

--------------------------------------------------------------------------------
Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,

Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).



He will throw knives a few times and escape out the back. He will make use of his climbing abilities to disappear up walls and across rooftops.



--------------------------------------------------------------------------------
Part 4: A home by any other name......
The PC's get to the warehouse building. A bit of a scare put into any urchins playing in the street or any neighbors will reveal her hovels location.

The door is hanging open, the piece of wood bracing it in splinters. The inside is trashed. A successful Perception check vs. 15 will reveal someone lying under a pile of furniture and trash. It is Mick, blasted out of his skull on cheap booze.

"Angels, heh heh.....they spoke to me, ! But they, like sounded like demons! Three lovely angels........"

"And they wanted Molly? She must be chosen by the Lord!"

" You got any booze?'

"Oh, Molly, right! She said she was goin' out. Said somethin' going to happen. Then...... She's gone!.......Then the Angels came!..........The angels came and asked me where Misty was, then.....then......she sent her little girl to play at Betsys house'

He lapses into unconciousness. Any PC with knowledge of the local area knows who Betsy is.

As the PCs leave they hear a noise on the rear stairs. On the way down, they find Anya and her mercenaries with Molly. Misty is being beaten. A fight should ensue.



--------------------------------------------------------------------------------
Part 5:
Anya, Kurlish She-wolf.
4th rank Barbarian.
Stats:
Int: 13, Ref: 17, Psyc: 13, Str: 8, Looks: 13,
Skills:
Track, Speaks: Albish, Kurlish, Chaubrettan.

Gear
Chainmail ( Maille)
Two handed Sword.



Maria

2nd rank Knight.
Int: 14, Ref: 10, Psych: 9, Str: 12, Looks: 10.

Padded Armour.
Shortsword.


Slava
1st rank Knight.
Stats:
Int: 8, Ref: 9, Psych: 10, Str: 7, Looks: 9.

Gear:
Padded Armour.
Shortsword.


Owl
2nd rank Mystic.
Stats:
Int: 12, Ref: 11, Psych: 14, Str: 14, Looks: 9

Gear:
Crossbow.
Dagger.
Mace.
Hardened Leather.



Molly.
Stats:
Int: 13, Ref: 9, Psych: 8, Str: 6, Looks: 8,

Note: Misty is a non-combatant in this scenario. After being beaten up she is at 1 hp. Any further damage may kill her.







--------------------------------------------------------------------------------

Anyas tactics:


Attack the nearest sorceror
Slava attacks anyone with missile weapons.
Maria attacks any one closing.
Owl uses a spell.
Everyone takes off, getting to the next level and splitting up. Owl gets down the hall, behind some cover, and casts a delaying spell.

They've already gotten what they want to know. Mollys daughter has the package and is probably already on her way out of the city headed for home.
Molly, however, is done for. She has been stabbed, kicked, knocked around a little and punched in the belly. She is hurt really bad and will die in 1 to 10 hours without the attentions of a competant leech or magical aid.

The PC's are given a choice, go get the package across from across town or save Molly.



--------------------------------------------------------------------------------
Part 6: Sweeter than Honey
Anya and her group will regroup near the Grey Goose.

They know:


Molly handed the package to her daughter.

Her daughter must go to someone to fence the goods.
The closest person capable of fencing such information is Betsy.

Their new plan:


Go to Betsy, find out if she still has the package. If so, buy it back for as cheap as possible. If not, contact their employer and have the money raised to be able to purchase it.

If the package is not in her possession, find either the girl or the new owner and take it back, killing the owner if necessary.
They go to Betsys, hoping to find it, only to find the PC's there already.

The PC's should go to Betsys. All weapons are held at the door by three very serious looking cutthroats.

The 3 guards will stop any PC's concealing any weapons ( unless exceptionally well done).

Betsy is inside with Mollys daughter and her 'uncle' Mr. Cellas.





--------------------------------------------------------------------------------
Betsy Cooper

As normal human.


Stats:
Int: 12, Ref: 15, Psyc: 13, Str: 10, Looks: 9.

Gear:
Padded Armour.

Notes: Betsy is not a fighter and has a group of leg-breakers who devotedly fight to the death for her.



Mr. Cellas
4th level Sorceror
Stats:
Int: 15, Ref: 15, Psy: 15, Str: 12, Looks: 8.

An elderly Emphidian man he disdains violence and will not engage in hand to hand he prefers not to injure his opponents but is VERY protective of Betsy.

Kelly, Mollys daughter.
Normal human.
Int: 13, Ref: 15, Psy: 8, Str: 8, Looks: 10,
Gear:
Crossbow.

Kelly is just an innocent little girl, but she's not stupid. She knows that what she's carrying is valuable and knows how to exploit the situation for a profit, or at least for survival.





--------------------------------------------------------------------------------

Betsy will try to bargain for the package. She wants 2000 florins. The PC's, of course, can't pay....if they can why the hell are they taking such piddling jobs? :).. If they try to take it by force the guards will attempt to stop them. Mr. Cellas will immediately cast a delaying spell so that Kelly and Betsy can get away. Otherwise, after a few moments of bickering and dealing, Anya comes in.



--------------------------------------------------------------------------------
Guard #1, Tyr
1st rank knight.
Int: 8, Ref: 11, Psy: 8, Str: 15, Looks: 10

Gear: Padded Armour, sword.

Guard #2, Ferrow
1st rank knight.
Stats:
Int:9, Ref: 11 , Psy: 8, Str: 14, Looks: 10

Gear: Padded armour, flail.

Guard #3, Edward.
1st rank knight
Stats:
Int: 8, Ref: 14, Psy: 8, Str: 15, Looks: 9.

Gear: mace, hard-leather armour.


Note: The Guards will fight to the death defending Betsys escape.


--------------------------------------------------------------------------------

Anya and her team are extremely confident. There is really no need for fighting at this scene.

If the PC's describe their employer at any point, Engel laughs. She explains that Eli works for her employer. Unfortunately, she is getting paid much more. She buys the package from Betsy by at least 200 florins over their nearest offer, game over... until the Chaubrettans attack!




--------------------------------------------------------------------------------
Part 7: Party Crashers

Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,

Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).


Francois
2nd rank knight
Stats:
Int: 9, Ref: 10, Psy:9, Str: 15, Looks: 9.

Hardened leather armour.
Axe.


Pepe
2nd rank knight.
Stats:
Int: 11, Ref: 12, Psy: 9, Str:14, Looks: 10,

Gear: Smoke pot.


--------------------------------------------------------------------------------

A smoke pot goes off at the stairway. The Chaubrettans are attacking. They don't see why they have to pay for anything they can just take.


Kelly takes her package back from Betsy and disappears into the shadows. She slips out the warehouse door and onto the loading docks in facing the port.

The guards and Anyas mercs. battle each other. Anya, Jean and Betsy all flee the battle to find Kelly. Mr. Cellas casts a delaying spell, blows out the lantern and runs after them.




Kelly heads down the ramp, around the corner, over the short wall, and runs for the stairs back up towards the nearby main streets.

Betsy and Mr. Cellas follow but at a distance, they will not risk further harm to themselves.


If Kelly isn't captured, she will head to the docks across the now crowded morning streets and markets. If she makes it, she will threaten to drop the package into the water unless she is paid 500 florins! and allowed to leave.

If the PC's are smart, they'll get rid of everyone else and deal with Kelly.

Getting Jean and Anya to attack each other will leave the PCs a clear path to the child.


Secretly, Eli is reluctantly willing to pay an addtional 250 florins for the package, though it will take up the entirity of his life savings. He will do it, if he has to, but only if the PC's know what the package contains, only if everyone else has been dealt with, that a little girl has it, and if the PC's know Elis own boss wants it far worse than he does. If the PC's don't know all that, or if they don't have possession of the package, he will hire others to kill the PC's, find the girl, kill her, and take the package. If anything happens to him, Gunnar will be after anyone responsible; he has quite the soft spot for his first mate not knowing that he is betraying him.

Once he gets the package, minus his money or otherwise, he'll be happy and leave. He has the goods on his boss, who lost the package to Molly when he hired her. He'll remember the PC's and their attitudes next time he, and the Kurlish crown needs a job done.

If the PC's deal with Kelly, give her at least 100 florins, and help her any other way, they will be in the good books with her family; if they save Molly and Kelly they will have free lodgings and food whenever they venture north ( and some extra xp). If they just kill the girl and hand over the package, they'll get paid their moneyand receive no extra xp.

If the PCs discover what is in the package they must make a choice.....do their loyalties lie with Hadric? What if loyalists find out they assisted Kurlish spies? The Chaubrettans will be looking for payback.
And its never good to have a pissed off Kurlish woman looking for revenge.


This is a conversion of a Cyberpunk scenario I've had sitting on my hardrive for a long time........sorry, not sure who the original author is.
 
A tale of Garuda
Jonggrang was a daughter of a king called Ratu Baka (King of Death), and she had a proposal from a young noble, Bandawasa. He was handsome, wealth and powerful, but Jonggrang didn't want to marry him.

Ratu Baka gave a task to Bandawasa. He was asked to build 1000 temples in one night, to prepare his marriage to Jonggrang.

Bandawasa used his uncles magical crown to summon a supernatural force of jinn, and they made the temples at unbelieveable speed.

Worried Jonggrang used a trick her father had taught her: She ordered her servants to the kitchens and made such a ruckus and din and called out 'Breakfast is ready'; the sound of 'cooking' was heard by the jinn.

Bound only until the morning came the jinn downed tools and vanished.

Bandawasa was so angry with her. He had already finished 999 temples and when he built the 1000th, he cursed Jonggrang so that she was buried within it.

The largest temple in the abandoned Pranan complex is the temple to the Minji god of Destruction,Shiva, and inside the temple, at the centre of the temple there is a Durga (Goddess of Darkness, wife of Shiva, God of Destruction) statue believed to be the body of Jonggrang.

Ratu Baka incensed at the ensorcelling of his daughter, bequeathed to her his lordship over death and she was made immortal as he was made mortal. Ratu Baka abandoned his kingdom, took his wives, a great portion of the treasury and disappeared beneath the mountains.

It is rumoured that if one could find a way to release Jonggrang, the princess would reward the heroes with the treasures of her fathers kingdom......of course it is said that many of Bandawasas descendants make up a goodly number of the noble families....who may not appreciate an immortal queen from the past, armed with ancient treasures reappearing in their midst with a score to settle.
 
A tale of Singhara Island.

There was once a king of Singhara, who was the most handsome and proud of all the people of the island. No one could compare to him in battle, art or politics and, he grew haughty and arrogant, always seeking praise. He could not bear it, if others got praised for clever antics or acts of bravery, and his jealousy would grow into hatred. In fact, he would actually kill those who drew attention away from him.

He did so when the Queen of the Southern Seas sent a daughter to wait at his court. The girl was blessed with a most exceptional voice and her singing charmed the court and all the people of the island. The king saw this and grew incensed, he would have none steal his limelight.

He arranged for the girl to be murdered and the death to look as if she had slipped and fallen.......but one does not fool a goddess with such tricks.

The next day, an enourmous shoal of huge garfish came to the shores of Singhara and began leaping up onto the beaches and attacking the people on the beaches and tearing apart fishermen at sea. The garfish were as strong and large as dogs, with long hard snouts and razor sharp teeth, which they pierced right through the bodies of the people with ceaseless violence.

When the king heard this news he knew that his trickery had not worked, enraged, he got up on his war elephant & taking his army to the beach, saw the many bodies of his people strewn across the sandy white beaches now stained red with blood.

The king immediately ordered his men to kneel and form a line on the beach, creating a wall against the garfish.

But this didn't stop the huge fish from attacking. In fact, one of the garfish leapt so high up in the air that its snout tore the perfumed sleeve of the king.

Seeing so many of his men being killed by the ferocious fish, had not unerved the king but at the attack on his person he immediately ordered the men to retreat and declared that all his subjectswere to stay away from the coastline.

Meanwhile, he gathered all his advisors and tried to figure out a way to deal with the problem; as Singhara dependent on its fishing and seas for trade.

At this time, a young village boy, unknown to the court he was a mortal son that the Singha, Lord of the Forest, had fathered on a dumb and blind woman, asked for the audience of the king.

'Your Highness, I may have a solution to the garfish. Why don't we line the beaches with banana stems, so when the garfish attack them, they will become stuck and cannot get back to the water and we can kill them at our own leisure?'

The king, having no other solution, executed the plan and ordered his men to cut banana stems and firmly plant them along the beach at low tide.

Soon the tide came up and the schools of garfish approached. The king, his men and the little boy watched as the garfish began attacking the line of banana stems and getting their snouts stuck in the thick stems. When the last garfish got itself stuck, the men began to slay each and every one of the vicious fish, ending the menace.

A shout of joy rang out throughout the kingdom and the people began to praise the boy for his cleverness, calling him a genius and a blessing from the gods.

The king's heart again began to fill with jealousy and rage. That night, the king ordered his loyal lieutenants to kill the boy.

The boy lived with his mother on a small hill in the southern part of the island, but his mother could not sleep that night and left the boy asleep in their hut to take a walk.

The lieutenants walked up the hill and pulling out their kris began to stab the boy. At first, the boy began to scream in pain and cry, his mattress filled with blood. When the men stopped stabbing the boy, they noticed something was amiss. The blood did not stop flowing and became a fountain of blood. Scared, the lieutenants fled from the hut.

The fountain of blood oozed down the hill, covering it. The next morning, the people of Singhara gathered around the hill, wondering why it was red. After searching the hill, they found the boy's body and became sad, never knowing that it was their own king who plotted the boy's death.

The king himself went missing the very next week when on a hunting trip with his favoured lieutenants....their butchered corpses were found stacked atop the Red Hill.
 
A great jungle cloaked hill stands at the mouth of Terganu River, is said to be home to a powerful group of Orang Bunian.

Villagers visit the 'princess' of the orang Bunian and may ask to borrow her gold and silver plates and pots in order to hold engagement and marriage feasts or kenduri.

The Hills caverns are actually home to a group of seven female Orang Bunian. These same elfin princesses are summoned by the local villagers in the haunting ceremony known locally as Mayang. Believed to possess immense supernatural powers, their assistance against evil was constantly sought after by the locals. Locals maintain that upon reaching the top, you can inhale the lingering sweet scent of the princesses.

The hills name is Bukit Puteri to the locals, it is simply called 'hill-home' by the Orang Bunian.

It is unknown what would occur if the villagers were ever to not return the gold and silver but it would certainly be the job of a ready band of heroes to hunt down those who stole the objects before the local villages ,deprived of their protectors, are subject to the predations of evil.
 
The Mount Ledang temple carries a carved legend :the tale of the vain King Mansur of Malka Island, who wished to marry a woman superior to the wives of any other prince in the world. Obsessed with this notion the King decided to ask for the hand of the Orang Bunian princess of Mount Ledang.

The Princess of Mount Ledang was a stunningly beautiful being with the graceful movements that accentuated every curve of her body. Adorned with silk and gold, she resided, with her people, in a cave at the summit of Mount Ledang.

The Guardian of Mount Ledang, the princesses aunt Raya Rani, was not happy with the kings proposal.

In order to dissuade the Sultan, she set impossible stipulations as a dowry. The Sultan was given the task of acquiring a betrothal gift of seven trays of mosquito hearts; seven trays of hearts of mites; a vat of water from dried areca nuts; a vat of tears from virgin maidens; a bridge made of gold from Malka to the peak of Mount Ledang and a bowl of his young prince’s blood.


The cruel and impulsive Sultan agreed to the dowry and severely oppressed his people for his own pursuit. Not even the sacred relationship between father and his only heir could stop his madness. He was willing to kill his only son in order to fulfill his selfish desires.

Just as he was to plunge the blade of his kris into his child the Orang Bunian 'betrothed' appeared out of the shadows. She swore that she would never marry a man who was so cruel and capable of murdering his own son.

The king went mad with rage and attacked her, the servants were never able to get the rose stain of his blood out of the white marble ceiling and columns.......

She eventually did wed a mortal, though she was warned against it by her aunt whos eyes could often pierce the clouds of the future.

She married Nakhoda, a renowned seafarer and mighty warrior for the downtrodden.

Unfortunately, that joyful union would too end in tragedy. One day, as the princess was sewing a magical vest to protect her love from any harm, her husband surprised her by tickling her ribs. Startled she accidentally stabbed him with the ensorcelled needle, the energies unleashed killing him immediately. Heart-broken, she made a solemn decision to return to Mount Ledang and vowed never to set eyes on another man again.

The Temple on the mountain is said to be built from the remains of the bridge linking Malca and Mount Ledang. The temple staff do not enter the crystalline caverns beneath the building and it is said that sobbing is still heard on a certain day in the wet season.

Rumours persist that the impenetrable vest is kept somewhere within the caverns......it is only a matter of time before some rulers greed sends men to their deaths........

Kota Kelanggi

A great cavern city of the Orang Bunian which was cursed many years ago, the inhabitants were all turned to stone by the magics of one of their own dukun who was corrupted by an ancient evil.

Huge Insects and other such creatures are said to roam the caves and their are ancient chambers still concealing the mysteries of the orang bunian.

If some noble souls could be found to venture deep into the now wild and haunted caverns and slay the ancient thing that layed the curse they would prove themselves friends to the Orang Bunian throughout The Thousand Islands.
 
Banjarsin


Banjarsin is the capital of the kingdom of Nan Serun in southern Kalimantan. The cities population is 57,000.

From the beginning of time the ancient kingdom has been here from the earliest temples to forgotten gods, to the Minji-influenced kingdom Negara Dipa and today the kingdom of Nan Serun, the rivers of Southern Kalimantan were always been the favorite spot of both the Orang Bunian and the native peoples.

In the chaotic time of civil war between the rightful heir of Negara Dipa, Samudera, and his uncle, Samudera was forced to flee for his life. At this time, Banjarsin received him warmly, stopped paying taxes to his uncle and support Samudera’s fight to get his throne back.

When his uncle finally surrendered, Pangeran Samudera decided to make Banjarsin his new capital, and began his rule over the new Kingdom of Nan Serun.

The Kingdom flourished, its power enveloped almost all of the area of southern Kalimantan.

This growing power provoked warfare with the expanding garudan Empire and the Orang Bunian and sparked the fierce three-way Banjar War which produced a lot of highly-revered local heroes such as Antasari.
The orang Bunian succeeded in pushing both the garudans and Seruni out of their lands and Banjarsin was forced to make concessions to the Garudan empire after the total destruction of the outer palace grounds and the capture of Princess Zalha.

Reminders of its previous glory dot the city and occasionally a hero will rise up agitating for the ejection of the Garudans but for the most part Banjarsin silently keeps her own council and the embers of rebellion wait for the right spark.

Travel to....

Overland
The trade routes through Kalimantan are in bad condition, only trodden by the tribal peoples, weathered merchants or stranger travellers but if one is brave and patient one can traverse the entire landmass of Kalimantan along the eastern and northern trade roads.

By sea
Another alternative to get to Banjarmasin is by ship from various places in Indonesia to Banjarmasin’s main harbour, Trisakti. Be forewarned that the condition of passenger ship transportation in Indonesia is poor, albeit cheap, and you might want to consider that before spending the night (at least 1 night if you come from Java). You best bet is Express Ferry where it’s available, only 8 hours from Java, and 2 days + 2 nights of seatrip from Jakarta Tanjung Priuk Harbor Passenger Terminal.

By boat
Alternatively, travel from the neighboring provinces is often by river there are a lot of mercantile boats plying their way through the dark waters of the rivers of Kalimantan. This could be an adventurous or boring ride depending on your luck as the dangers of the jungle cannot be underestimated.

Sights
Floating markets: Strange and exotic items and foods find their way to the floating markets of the city and one hears many stories of a chance find in the markets leading to fame and glory.........and gruesome death.


The people of the city have a unique way of building their houses and other structures in harmony with nature; it is said they learnt their building skills from the Orang Bunian. There are a number of types of traditional Banjarese houses, which still make up the bulk of the cities housing; though the more squat and square Garudan houses have accompanied the new settlers.

The palace grounds have been partially rebuilt and the great temple and royal tomb of Nasera. Built during Samudera’s rule, the temple is dedicated to a number of Minji and local gods and contains the royal burial site.

Waja Berat - this was an old military holding and has been taken as the residence by the Garudan governor and his troops.

Sarang Ular - The oldest, in use, temple in Kalimantan, 800+ years old it is dedicated to the worship of a local river god.

Cakar Elang - a gigantic gilt temple built by the Garudans to their principle gods.

Rivers

The area is criss-crossed with wide and mighty rivers. The rivers have always been a part of peoples way of life. Every morning there are floating markets in which farmers and traders bring their goods to trade on boats. There has always been a farmers’ market here and it’s the main place to catch up on local gossip.

The rivers are also important venues for boat races ( during these races the boats are decorated with fearsome 'dragon' heads to honour the guardian god of the river), festivals and other celebrations.

A large number of the older waterlogged suburbs are traversed by canals; and much of the city's commerce takes place on water.


Outskirts
Flower Island - a Khitain style temple sits on this island; the grounds are overrun bylarge aggresive macaques which answer only to the elderly monks who run it.....some claim that the monks have tails themselves!
Shadow Island - An ancient statue to a forgotten god stands on this island, it is said to be unsafe to visit after nightfall.

Trading

A large number of precious and semi-precious stones are traded through the city, but the origins of the supplies are a closely guarded secret.


Eating
Local foods that are available throughout the year and are very popular with the locals include:

Soto Banjar - "Soto" is a type of Garudan soup. Soto Banjar is a unique variant of Soto, and is popular in other places throughout the Empire. Soto Banjar is served with lontong, while Garudan Soto is served with rice, for the same meal.

Apam - the Apam here has its own twist. It is sweet and warm, accompanied with tea.

Bingka - A specialty of the region, it comes in many flavors. The pride of the local people, it's very sweet and creamy.

Klepon Buntut - Similar to Klepon, a palm sugar filled snack coated with grated coconut found across The Thousand Islands, however this one has a smoother texture and the flling is more liquid.

During religious festivals there are is a bustling emergence of many "Pasar Wadai" (Cakes Market) all over the city, with treats such as:

Amparan Tatak - banana pudding.

Bingka Barandam - Although named "bingka", tasted nothing like it. It's a small cake soaked in sweet syrup.

Drinking
One should try the local tea, which is somewhat different with the teas found elsewhere in the Thousand Islands.

Juices of fruits like durian, avocado, keledang, some different kinds of kalimantan local manggo and coconut are readily available too.

Secrets

There are a large number of resistance groups operating in the city, they mostly just talk but number of powerful Selak have begun to unify them into a formidible guerilla force.

The huge god-serpent that sleeps beneath the riverbed near Sarang Ular has begun to stir in its sleep as offerings have dwindled with the coming of the Garudans.

There are a type of fish found only in the most isolated stretches of the river which are capable of curing the most loathsome diseases by literally eating the sickness out of a person. This treatment is extremely painful and grotesque to watch but the tribal people claim it is always effective.

A number of tribal people have been raiding outlying parts of the city and taking heads as trophies.....it is feared that recent garudan attempts to 'civilise' them will provoke further killings.

The large reptiles of the interior have been sighted occasionally on the outskirts of the farmland.....what is bringing the huge beasts so close to civilisation?


Jiminy can you throw all this stuff onto the Wiki and do your edit magic for me; still a 'Forbidden Site'. :(
 
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