Rolemaster 

Norek Campaign - Chapter 7

 

 

Inside the Werewolve's Lair

Chamber 6.

A formal living room, with plush sofas and chairs fills the cavern. A beautiful woven carpet covers the stone floor. Mounted on the wall are fine crystal oil lamps. Two end tables made of a golden Ash hold a small collection of famous G'thal literature.

A great bronze tea table dominates the centre of the room. Engraved in its polished surface are pictures of castles, gardens and courtly ladies. A glass trophy case sits along each wall leading into room 11. The left hand case contains a small coffer in which there is an old parchment, a glowing silver sword with the message "Don't pick up this sword until you know the word!", three locks of hair, a cloak with runes embroidered on it and an hourglass, tongs and tiara.

In the case on the right is a walking stick which appears to be made from Miran, two pairs of dress gloves and a luxurious fur stole. A sign on the chest reads "Please open the chest in the playroom before disturbing these items.

Chamber 7.

Dining Area

A triangular table made of dark Cherry wood is dominated by three silver candelabra, one at each point. Three intricately carved sit around the table, one to each side. The surface of the table sports a mirror finish. An extensive wine collection rests in a wine rack on the west wall.

Chamber 8.

Kitchen

Shining steel pots and pans hang from hooks along the walls of this kitchen. Fine silverware and glass plates sit in cushioned holders beneath a large butchers block. Preserved fruits and vegetables line shelves in the eastern alcove, while a small fireplace fills the tiny western indentation.

Chamber 9.

Library/Study

A tile mosaic covers the floor of this small library. Shelves of books line the walls and bookcases stand free in the room. Soft cushions are piled in various locations for comfortable reading. Three desks sit before the south wall. Searching the first desk reveals: A small key, a packet of papers dealing with purchases for the cavern complex, a ring and a manual of bird and fish identification.

Searching through the second desk will uncover the heads of three birds and a rather large lizard.

In the third desk stands a stack of neat papers. The papers contain a record of all transactions between Englick, Dunor, Jacon and Ton Bron. There are notes listing all the suspicions and distrust Englick has for Ton Bron. The final pages are the result of research that indicates that a rogue named Brunton Phibbs is living in a small keep on the southern tip of Nole Knob in the Bindwater province. Englick's notes state that Brunton has been retired for several years, but that it is likely he is not retired and is in fact the man they have been dealing with all along.

Chamber 10.

Storage Area

The southern wall is covered by boxes and crates, some with their lids ajar or lying on the ground. Sealed in a crate near the bottom is a platinum figurine of a woman holding an orb in one hand, some precious stones, a ring set with stones, a tiara and various coins.

Chamber 11

The Tazelwurm Lair

Apart from the carcass of the Tazelwurm, there is only the lever in this chamber. Due to a locking device, it requires two hands to operate.

Chamber 12.

Storage Room

A basic 'galley' kitchen, fire making materials and preserved foods. The women from the harem came here to prepare their meals.

Chamber 13.

Torture Chamber

Torture devices – pokers, thumbscrews, things of that ilk.  There is also a pit off centre in the room in which the three men would toy with victims that have nowhere to run.  The pit is approximately nine feet deep and about seven feet across, reinforced with stone flags it almost impossible to climb.

There is a large brass clasp bound chest in a southern alcove.  On it is in a note in High Speech or Zori which reads “To the killers of the werewolves: Please open this chest.  It is not trapped.  It is locked.  We promise you, you will not be hurt.”  The note is signed by Tilkso, Englick & Benwe.

The chest contains three smaller chests.  The first is that of Tilkso, containing his will.  It explains that he has devoted his entire life to resolving his curse.  He is sorrythat he has nothing to give to the PCs in return for killing him, but he hopes they will understand.  Finally, he mentions the phrase, “All three lie dead.”

The second chest is trapped with a needle that is Very Hard to detect and Very Hard to disarm.  It will stab as a dagger with +25 OB and inject a 6th level reduction poison.  Inside the chest is a gas trap which is absurd to detect and Absurd to disarm.  The gas cloud covers a ten feet radius.

After the gas clears there is a note  reads “You have slain me; I go to the grave with the word you need to open the glass case.  You will never get my treasure!  Jacon.”

The third chest contains the will of Englick.  It seems that he was a successful owner of several businesses in Norek which he has left sole ownership to the PCs.  The businesses are The Red Headed Lady and a shipping establishment named Sea to Shining Sea.

Chamber 14.

Cages

The are six cages in this room.  The have a lattice of steel mesh with bar reinforcements.

Chamber 15

The entire room is filled with thin veils of material draped from the walls and ceiling. A strong scent of incense taints the air.  Fifteen women lounge around the room and cushions crowd every inch of the floor. 

Chamber 16

Tilkso’s Room

There is a plush feather bed on the western edge of this room.  The rest of the room is filled with books and notes on various issues to do with lycanthropy.  In total, the books way approximately 3000 lbs.  The rest of the room appears Spartan aside from the bed.

Chamber 17

A madhouse clutter of junk, this room is filled with mementoes from people’s lives.  A shoe, a glove, a snuff box, a gold tooth on a chain, etc.

Chamber 18

Jacon Benwe’s Room

There are carefully sealed jars around the room containing various animal body parts.  The room seems almost designed to induce nausea but on closer inspection the furniture was once fine.  Now however it is covered with deep gouges, teeth marks and blood stains.

There is great glass vat filled with a swirling greasy-looking liquid.  The vat stands almost three feet high .

Englick’s notes implicate Ton Bron as the mastermind of the smuggling / bandit operation.

The PCs search the cavern from top to bottom finding all the miscellaneous booty.  They recover the body of Benwe from the road and place it in the cart.  They then trip back to the cave, bringing most of it with them.  Ferox grabs some of the books from the cave to study.  They also bring Raal's body back for a decent burial.

They return to Norek and are stopped at the gate.  The guards refuse to let them into the city with the dead bodies - might 'ave plague.

Biryn pulls back one of the covers to reveal Capt Benwe.  The guard is taken aback but knows about the warrant out for Benwe's arrest and agrees to call Capt James - he dispatches a runner to fetch him.

Capt James is none too pleased to see them again, but even he has to admit that the city owes a debt of gratitude for killing Benwe.  He is sceptical about the werewolf story, but from the claw marks on Sira's legs and the enormous dents and blood-stains on everyone else, he can see that they have been through the wars a bit.  He takes them to the guard house and agrees to dispose of Raal's body, especially as it is evidence of Benwe's nefarious deeds.

They grab a simple meal at the guard-house.  Then they split up in the city to pursue their own goals.

Ferox stops in at the library to look up something or other.  Alistair drops by and they decide to donate the G'Thall literature at the cave to the library in return for Gold card access.  I.e. no fees and full access to all sections

The PCs see Guthrin who again advises them that they should go and investigate Brunton Phibbs in the neighboring province.  He has already offered to pay them 20 gp each to bring him back.

He also tells them that there is a reward for releasing the stolen Wilfin Manor booty.  120 gp and gives them a writ to collect from City Hall.  They collect.

The will also told them that they had gained two of Englick's businesses.  They visit the Sea to Shining Sea shipping company and discover a Oban Kennir attempting to claim it.  Using a combination of Ulrich and Biryn's diplomatic talents they put him off for a few days.  Meanwhile they speak to the manager of the warehouse who informs them that they have debts of 2000gp owed to Mr Kennir for two lost shipments of Melurian cloth.  The ships were insured with the Cynar govt.  They, however have put a stop to all insurance claims by enforcing a military govt in the absence of the ruler - Kier.  The manager has contacts in Cynar who could put a legal case together to successfully pay out the 2000gp insurance claim, however they cost 250gp to hire.  The characters and the safe of the Red Headed Lady chip in and between them they raise the 250gp required to hire the legal team.  They hand this to the manager.  The staff offer them a rousing cheer.

Dehl gets promoted.

Biryn and Sira visit their respective temples.

They get the magic items evaluated for very little.

Humar Winnoy & Anton are still actively fortifying the city.  Large cargoes of grain and water are being stored at various places around the city.  They are working in conjunction with King Liras and the elven Guardian Lionar.  There are new recruits training all over the city.

Guthrin is still trying to track the dwarf, Narky and his men, who were seen on the road leading to Slaw, also the direction of Phibb's Keep.

Earlier this morning the Norinth pulled down two bodies hanging from one of the river gates.  So far there are no clues to their identities. 

Captain James will take them to see the Merchant Councillor who informs them that the Sentinels have recovered most of the booty from the manor and that the merchants of Norek have put forward a 10% reward.  The total reward comes to 120 gp. 

The threat of attack from Lord Boshkar of Vorn has risen dramatically in the last few days.  His envoy has departed the city and now word has reached the Council that Lord Boshkar has a sufficient force to mount an attack against Norek.  Consequently the Norinth are training harder than ever.  Large combat grounds have been put up on Bering Isle and the city-folk begin to mutter as the soldiers drill.

An adventuring party has returned from the Rularon mine and the Council has discovered it and now lays claim to it in the name of Norek.  Some of the council consider this a hasty move as the dwarves of the Brank Mountains have not been consulted.  This,in fact turns out to be an important consideration.  The dwarven envoy currently in the town lay claim to the mine and reject the Council’s claim.  In the interests of goodwill between the two societies the dwarves suggest a trade.  They will mine the Rularon and sell it exclusively to Norek in return for Jussi stones.

Ferox' Knowledge

As you know there are a few things that I want to do (and I guess everyone else is in the same boat), but have trouble getting a word in edgewise most of the time. Maybe one session I'll not sit at the far end of the table, and stand more of a chance....

1. Talk to Dehl, and explain to her what happened with the whole Englick/Pith thing. Tell her that although we had thought that werewolves were creatures contained entirely within myth, the evidence of their existence is compelling - that Englick was one, he bequeathed the pub and shipping company to us in return for releasing him from the curse.

Done. Dehl was always a bit wary of Pith, although she had a soft spot for him as he always seemed to have that 'haunted' look about him. What you have told her makes a lot of sense of some of the things that Pith had hinted at, often on the verge of trusting her with some terrible secret. She had met Englick a few times, when he brought clients to the Red Headed Lady, but he had barely said more than a few words to her.

Explain to her that the only loose end from the whole situation seems to be Ton Bron, and although it is highly unlikely that he will show himself, everything points to the fact that he's actually a fellow called Brunton Phibbs. Should she meet him, exercise due care.

She has never heard of Brunton Phibbs. Although there is a legend in the poor quarters about a bandit name Ton Bron that once broke into Lord Boshkar's castle and stole his jewelled earrings - right off his ears!

Also let her know that we believe that Pith is dead, but we also suspect that he set us up. Should he return, she should treat him as normal, but be wary for her own safety and let us know as soon as possible - without rousing his suspicions.

Pith used to talk wistfully of his homeland in Tanara, on the odd occasion they spoke 'off the record' perhaps he has gone there?

I'll also tell her of my reason for being here, and ask that should she know, or overhear anything about the Arcanus that I would like to know of it. Also mention the men in red robes that I observed in the area.

The red-robed men, often met with Dunna Revin in various places around the city. They were feared by the townsfolk, rumours about dark rituals adding to the distrust. Where the Arcanus might be she cannot say, although there is an odd section of the city on Spheari Isle that always gave her the creeps - right near the park.

2. Research 'Wonder-boy'. Try to find out what I can about the blade, who made it, if it can change shape etc.. I'm not sure if Biryn was happy to share the knowledge he had of it with the party or not. This was the 'other' research I meant to do in the library, when I had that mental blank. It's in preparation for Point 3:

There are many references to a sword such as this and stories of it's powers and it's role in history. Legend has it that Durlag Rizen of Vorn commissioned this from an unnamed Master Smith after his wife and family were torn apart by werewolves. He vowed to hunt them down and for many years he did just that. As more joined his cause, his band became known as the Wolfshead. Apparently in one of the Melurian States, Durlag and his band of twenty were cornered by hundreds of the beasts. Durlag went into a murderous rage, slaying both were-beasts and his followers. The beasts were not entirely unsuccessful though and infected him with lycanthropy. Durlag then fell to his knees and impaled himself on the blade.

What happened to it after that is unclear, but the Wolfshead Clan is mentioned many times in the history of that realm - searching for the sword that is the symbol of their clan - Wolvesbane!

Sword Trivia
The sword is made of a Mithril alloy, and has enhanced offensive capabilities against shape-shifters. Durlag was a superb swordsman. The sword warned Durlag of the presence of shape-shifters. Durlag was reputed to talk to the sword for hours toward midnight, worrying his followers. The sword was once picked up by a were-bear after Durlag had been knocked down - a column of flame consumed him. It seems to add some resistance to lycanthropy, although this is by no means certain, since Durlag ended up being infected?

3. Try to bond with 'Wonder-boy'. I will clear this with Biryn next session, but I'd like to try an attunement roll on the blade; not to try
and use it but for the purpose of communicating with it. Only to be seen as an equal to it, not it's master. I have no idea if a weapon has a memory or not (?) but it would certainly have seen a few weird and wonderful things. Perhaps it could give us some information on different types of monsters and their weaknesses etc... Also, I may be able to influence it's will to a minor degree and make it easier for Ulrich/Biryn to use.

OK. Clear it with Biryn and we'll see what comes up.

I would personally advise the blade itself that it would be better off with Ulrich than Biryn. He's far too pure of heart, and hung up on undead - which I'm sure it finds dull....

4. Talk to the manager (It would appear that I have neglected to write his name down) of the Sea to Shining Sea in regard to Navigators. If the company is shipping valuable freight, they would possibly employ a Navigator to safeguard it's delivery? I am very keen to find out what I can about them, in the never ending search for knowledge :)

They had employed Navigators in the past, but for the Cynar / Lethys journey Englick was convinced that an alternative could be found. For this trip he hired a business associates recommendation in Lethys. He does not know his name. All the Navigators Guilds tended to be regarded in the same way - money-grubbing bastards. They wouldn't piss on you if you were on fire, unless coin was involved. Some claim the Navigator's caused the flowstorms in the first place and now made a living out of guiding people around their own magical accidents. He has personally travelled with the Guides of Vurn-Kye and Cypharian Guild - both of which bore out his opinion of them.

5. Continue to talk to and 'domesticate' the Rumtifuzal (is that how it's spelt?). I've decided to call him Mordrax, partly in memory of Drak, my tutor. See if I can at least teach him some tricks, particularly to fetch things. Shouldn't be hard to do, probably easiest by using a few different small items and casting a light mirage of some sort on them to show him what I want, and give him a gum leaf everytime he gets it right.

Sorry Trent, nice try, but you'll be needing Animal Handling / Training at 3rd level. At the moment the Rumtifuzel pretty much does as he pleases. He wants to stay with you at the moment, but later - who knows.

I'm sure there's a few more things, but that's a start

You're damn right there. Hope this is enough to keep you going.

Regards

Jeremy
GameMaster


Juzlin's Story

Her grandfather Benthem was a good wizard who helped out the the local fishermen and studied magic.  One day she went into Norek to get some supplies and on her return she found that a small undead army, probably from Ly-Aran, had attacked the homestead, killing her grandfather and burning the homestead to the ground.

Note: The people of Norek have long considered him a hero for repelling an almost certain undead invasion.  

The players leave the city and head once again down the road towards Slaw.  The sky is blue and the sun is shining.

As they near Slaw, they can see a great plume of smoke rising ahead of them.  They crest a rise in the road they can see the devastated fishing town of Slaw.  Keen eyes spot the black longboat pushing off from the beach and black, armour-clad men scrambling to their stations.  The party move quickly down the hill and into the village.  Ulrich notches an arrow to his bow, but the longboat is moving quickly out of range.  The carnage is everywhere, men, women and children butchered and left to die on the sand.  Any makeshift weapons the townsfolk had were no match for the raiders.

As Biryn and Lysar move among the people, looking for injured and dispensing what help they were able, slowly others begin to emerge from the blackened houses and sheds.  Asheren cries out "Eruk?" and an old man rushes toward him, thinking his son may have returned.  Asheren explains what happened the previous night, but the old man has lost his wife of forty years and has little interest beyond the fact that his son, daughter in law and grand-child still live.

Biryn calls upon the Goddess' power again and again healing all he can, until finally he slumps to the ground, drained beyond his limits.  The other players pick him up and talk to the townsfolk about the attack.

A few days ago a man rode into the village on an huge jet-black charger and told them all to leave the village immediately.  Many of the townsfolk tried to ask him why but his eyes simply looked straight through them and he repeated his demand that they all leave.  Some of them had done so, the man frightening them; going to stay with family in other villages dotted along the coastline, others had fled into the mountains.  But the majority of them had nowhere to go.  This was their life here and many of them had helped build the tiny fishing community.  So they stayed.

An hour ago the black longboat had silently arrived, beaching itself on the sand.  As the folk came out to investigate, they had been struck with a great fear.  There, where a figurehead should have been was the corpse of Filip Hess, a fisherman who liked to get out early and sleep late.  He would sleep forever.  Then began the butchery.  It was terrifying - the raiders made no sound - they simply set about their work.  They killed indiscriminately, torching houses and sheds.  When the killing finally ceased, the man who had ridden in a few days before, kicked Filip's corpse from the prow and addressed the town.  "'Leave', I said, and leave I meant.  We are coming and you will all die."

After assisting the townsfolk to gather their dead, the players learn of the location of the old Benwe farmstead up the hill.  They could see a thin plume of smoke rising into the afternoon sky.  They strike out toward it.

When they near the homestead they can see that it too has been burnt to the ground, although much longer ago.  The walls are broken and outline the shape of the old house.  Mangled husks of old beds and smashed tables sit silently and the remains of the chimney points skyward like an accusing finger.

Outside this area is the carriage they saw hurtling past them the night before, the daylight making it seem much smaller and less terrifying than it seemed in the moonlight.  The two horses chew contentedly at the patchy grass and sitting at a campfire is the driver of the carriage, boiling a kettle on a small campfire.

"Ow do?" says he.

"Say, friend, is this the Meethe farmstead?" asks Ferox. 

"Aye.  It be." replies the old driver.

"Well, we are looking for Juzlin, she hired us in Norek to search for some manuscripts.  Do you know where she be?"  Ferox found himself imitating the man, and smiled inwardly, imagining what his father would think of him now.

Just then Juzlin seemed to arrive out of nowhere but Sira can see that she had, in fact, climbed out of large hole in the foundations.

She smiles as she approaches, although she looks a little spooked.  "There you are!  I've been looking all over Norek for you!  You were going to meet me two days ago, but you never turned up. Now you're here - however did you find me?"  She is a very attractive woman and even covered in dust and not a small amount of dirt she looks ravishing.

After they explained what had happened, she then told them of her mistake in translating her grandfather's notes.  The reference to Saralis, was actually an archaic phrase meaning cellar.  After she discovered this she headed straight back here last night and this morning she began to examine the ruins. 

The players ask her if she had heard the slaughter going on less than a mile and a half away, she replied that she had been so excited about finally finding her Grandfather's treasure and spell books as well as some family heirlooms that she had not noticed anything else.  Once she had found the trapdoor leading down into the cellar she had spent most of the morning down below.  Just a few moments ago she had been examining some of the bottles of wine when she heard a low growling noise behind her.  She had dropped the torch and fled, only to find the very people who could help were waiting for her.  Perhaps a wild beast had made his home down there?

The players all agree to check it out, but Biryn is still too tired and after a cup of tea from Juzlin's man, he is sound asleep.

They move down into the cellar. 


The diary from the cell.

The prisoners name was Fred Meer, a local fisherman from Slaw.  Folded into a slip in the front cover is a small treasure map with a note asking that whoever finds this diary and the treasure give half of it to his wife.  One of the last entries is "old Benthem Meethe really has the townsfolk fooled.  None of us knew the evil he practices.... I hope I live long enough to tell someone."

Ash's Vision

Chapter 8