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Between a Bat and a Troll Place
A Runequest 2 Scenario

Introduction:

This scenario was the first one I ever wrote for RQ. It is for RQ2 and is fairly basic, but does present the PCs with a few moral dilemmas.

Part One:

Situation:

The PCs are travelling along a roadway through the pass between Jaldon's Woods and Wintertop in Dragon Pass when they arrive at the village of Hafsgate.

While in the village, perhaps resting for the night at the inn, or even if simply passing through, the PCs will be smothered with hospitality and attention. They will be given flowers, villagers will smile happily at them. They will be offered free drinks at the tavern, etc. Later, the village elder will ask the PCs if, for a substantial reward, they would help save their small village.

The elder explains that the Crimson Bat is rumoured to be heading this way, and it is quite hungry as a result of the recent campaigns against lands of Fronela recently lifted from the Syndics Ban. None of the village folk are or will consent to become laymembers of the Bat Cult, since none in the village love Chaos or the Lunar Empire. In addition, the villagers do not want to raid fellow countrymen to gather sacrifices for the Bat, and in fact will steadfastly refuse to do so.

However, a group of bandits has been raiding the area (including Hafsgate) and the villagers would love to see these brigands meet a horrible end in the fangs of the Crimson Bat. The elder figues that the bandits plus any foreign slaves the bandits hold may be enough to satiate the Bat. He offers a reward of 300L per PC, and a few villagers will accompany the PCs on their raid. The elder estimates that the bat will arrive in anywhere from 3 to 18 days, and always arrives during nighttime.

Vonishgt Hamilkar - Elder of Hafgate and Initiate of Orlanth Rex

Strength

12
  Defense 5%
Constitution

12
  Hit Points: 13
Size

15
  Sex Male
Intelligence

15
  Age 54
Power

13
     
Dexterity

10
     
Charisma

14
     

Damage Bonus:

+1D4
  RL (1-4)

0 / 5
  LL (5-8)

0 / 5
  AB (9-11)

0 / 5
  CH (12)

0 / 6
      RA (13-15)

0 / 4
      LA (16-18)

0 / 4
      HD (19-20)

0 / 5

Weapon Skills:
Staff

45 / 45

D8+D4

SR 4

15 hp

Spells:
Battle Magic: Hamonize, Farsee, Healing 2, Befuddle, Shimmer 2

Other Skills:
Speak Esrolian 90%, Read/Write Esrolian 50%, Speak Tarshite 75%, Read/Write Tarshite 25%, Speak Tradetalk 80%, Evaluate Treasure 65%

Equipment:
Wears a badge of authority being a silver brooch shaped like a balance set with carnelian worth 650L, staff

Action:

The bandits, numbering ten members and fifteen slaves, should be taken alive in order to be worthy of consumption by the Crimson Bat. The encampment is about 1.5 days from the village, and the elder can tell the general direction of the camp from the village. A guide from the village who saw the camp while out hunting will lead the PCs to the camp, and three stout villagers will accompany the PCs to aid them in the raid.

Enchil - Hafsgate Guide and Lay Member of Foundchild

Strength

12
  Defense 15%
Constitution

11
  Hit Points: 10
Size

8
  Sex Male
Intelligence

14
  Age 15
Power

10
     
Dexterity

17
     
Charisma

8
     

Damage Bonus:

nil
  RL (1-4)

1 / 4
  LL (5-8)

1 / 4
  AB (9-11)

1 / 4
  CH (12)

1 / 5
      RA (13-15)

0 / 3
      LA (16-18)

0 / 3
      HD (19-20)

2 / 4

Weapon Skills:
Composite Bow

45 / 15

D8+1

SR 5/8

10 hp
Dagger

40 / 40

D4+2

SR 7

12 hp

Spells:
Battle Magic: Speedart 1

Other Skills:
Speak Esrolian 70%, Peaceful Cut 35%, Hide in Cover 40%, Move Silently 55%, Listen 50%

Equipment:
Leather pants, leather byrnie, cap, 15L in pouch along with rope prey harness, composite bow, arrows (20), dagger

For the 3 stout villagers, use Militia #1-3 from the Felton's Loyal Farmers section of the Militia & Mercenaries RQ2 supplement, or use suitable low ranking militia statistics. The three are named Druek, Forner, and Mallithar. The former two are males and the latter a feisty female.

The Bandits:

The bandit lair is located in Jaldon's Woods.

Refer to the above map and the following key.

a) A privy used by the bandits. The hole is 0.5m in diameter and 2m deep and about half full of offal and waste.

b) This stockade is formed by large logs laid sideways. These logs will provide protection for a humanoid's hit locations 1-8 if standing behind it and 1-11 if crouched behind it.

c) This leather and hide tent is propped up by wooden poles. There is a man-sized flap opening in the southern face and inside is a plush bison fur pallet, a brass brazier filled with ashes, and a tree stump table with an animal hide map of the Wintertop area. A locked chest holds the Troll Mace (adamantium with Bludgeon 3 matrix), boots, a cloak, 500L, 17W, and a set of cold weather sable clothing (worth almost 1500L).

d) A fire ring with various ashes, rocks, and animal bones.

e) Covered deadfalls some 5m deep and set with wooden stakes. Anyone falling in will be attacked by D4 1H short spears at 45%.

f) Mangy pallets belonging to the lay banditry as numbered.

s) Snares set at 65% comouflage. These will catch a leg and spring the victim up against the treeside nearest them. This will stun the victom unless Con+Pow or lower is rolled on D100. Stun will be for 20-Con melee rounds. Also, the victim will take D3 damage to the limb entrapped and D6 to a random location from the impact.

+) Branches set to swing out with wooden spikes attached to them. These are camouglaged at 65%. If sprung, they attack as D6 daggers at 50% to the chest on a creature of Size 7-14, abdoment on a creature of Size 15+, and to the head on a creature of Size 3-6. They will pass over a creature of Size 2-.

The slave pen holds 25 slaves, as follows:

#1 is an elf
#2-4 are trolls
#5 is a trollkin
#6-20 are human Esrolians (Ernalda, Issaries, and Orlanth worshippers)
#21 is a broo (not infected by disease)
#22 is a human Lunar
#23-25 are members of a wandering Players troupe

At night the campire is lit. There is a 30% chance that each bandit is awake. There are always two of them awake for certain, acting as guards. During the daytime, there is a 50% chance that all of the bandits are present, otherwise there will be 5 bandits here (f1-f8) and the remainder (Thoromang, Ovarret, and the others) will return to camp 25% per hour.

The Bandits:

All lay bandits have Move Silently 45%, Hide in Cover 45%, Camouflage 45%, and Climb 45%.

Thoromang - Runelord of Black Fang, Leader of the Bandits

Strength

13
  Defense 10%
Constitution

15
  Hit Points: 15
Size

12
  Sex Male
Intelligence

13
 
Power

15
     
Dexterity

15
     
Charisma

11
     

Damage Bonus:

+1D4
  RL (1-4)

7 / 5
  LL (5-8)

7 / 5
  AB (9-11)

7 / 5
  CH (12)

7 / 6
      RA (13-15)

7 / 4
      LA (16-18)

7 / 4
      HD (19-20)

4 / 5

Weapon Skills:
Bastard Sword

75 / 65

D10+1+D4

SR 6

20 hp
Dagger

75 / 70

D4+2+D4

SR 8

12 hp
Dagger (thrown)

50 / 70

D4+D4

SR 6/9

12 hp
Medium Shield

0 / 35

nil

nil

12 hp

Spells:
Battle Magic: Detection Blank 1, Healing 2, Bladesharp 3, Dispel Magic 2, Mobility, Silence
Rune Magic: Shatter (one use), Concealment (one use)

Other Skills:
Hide in Cover 90%, Camouflage 90%, Move Silently 95%, Climb 90%, Evaluate Treasure 65%

Magic:
Golden diadem with an onyx worth 1900L that will act as a Farsee if 1 Pow is put into it

Equipment:
Platemail and leather greaves and vambraces, chainmail and leather shirt, open helm, bastard sword, dagger, medium shield, 2D100L, 2D10W

Dither Regaleyes (f1) - Laymember of Black Fang

Strength

9
  Defense 10%
Constitution

11
  Hit Points: 15
Size

17
  Sex Male
Intelligence

11
 
Power

16
     
Dexterity

8
     
Charisma

15
     

Damage Bonus:

+1D4
  RL (1-4)

2 / 5
  LL (5-8)

2 / 5
  AB (9-11)

6 / 5
  CH (12)

6 / 6
      RA (13-15)

2 / 4
      LA (16-18)

2 / 4
      HD (19-20)

1 / 5

Weapon Skills:
1H Hatchet

35 / 35

D6+1+D4

SR 8

15 hp
1H Hatchet (thrown)

25 / 35

D6+D4

SR 6/9

15 hp
Dagger

40 / 40

D4+2+D4

SR 8

12 hp
Dagger (thrown)

25 / 40

D4+D4

SR 6/9

12 hp
Small Shield

0 / 15

nil

nil

8 hp

Equipment:
Ringmail and leather shirt, leather greaves and vambraces, hood, hatchet, dagger, small shield, D100L, D10W

Falstaff (f2) - Laymember of Black Fang

Strength

14
  Defense 5%
Constitution

10
  Hit Points: 10
Size

10
  Sex Male
Intelligence

14
 
Power

9
     
Dexterity

12
     
Charisma

10
     

Damage Bonus:

+1D4
  RL (1-4)

1 / 4
  LL (5-8)

1 / 4
  AB (9-11)

3 / 4
  CH (12)

3 / 5
      RA (13-15)

1 / 3
      LA (16-18)

1 / 3
      HD (19-20)

1 / 4

Weapon Skills:
1H Broadsword

25 / 20

D8+1+D4

SR 7

20 hp
Dagger

35 / 35

D4+2+D4

SR 8

12 hp
Dagger (thrown)

25 / 35

D4+D4

SR 6/9

12 hp
Small Shield

0 / 15

nil

nil

8 hp

Spells:
Battle Magic: Disruption

Equipment:
Linen shirt, leather greaves and vambraces, hood, small shield, broadsword, dagger, D100L, D10W

Hamsholt (f3) - Laymember of Black Fang

Strength

17
  Defense 5%
Constitution

17
  Hit Points: 17
Size

9
  Sex Male
Intelligence

13
 
Power

11
     
Dexterity

12
     
Charisma

13
     

Damage Bonus:

+1D4
  RL (1-4)

1 / 6
  LL (5-8)

1 / 6
  AB (9-11)

3 / 6
  CH (12)

3 / 7
      RA (13-15)

1 / 5
      LA (16-18)

1 / 5
      HD (19-20)

1 / 6

Weapon Skills:
1H Broadsword

45 / 40

D8+1+D4

SR 7

20 hp
Dagger

40 / 35

D4+2+D4

SR 9

12 hp
Dagger (thrown)

25 / 35

D4+D4

SR 7/10

12 hp
Small Shield

0 / 15

nil

nil

8 hp

Equipment:
Linen shirt, leather greaves and vambraces, hood, small shield, broadsword, dagger, D100L, D10W

Grakkor (f4) - Laymember of Black Fang

Strength

12
  Defense 10%
Constitution

13
  Hit Points: 14
Size

15
  Sex Male
Intelligence

16
 
Power

10
     
Dexterity

16
     
Charisma

7
     

Damage Bonus:

+1D4
  RL (1-4)

1 / 5
  LL (5-8)

1 / 5
  AB (9-11)

5 / 5
  CH (12)

5 / 6
      RA (13-15)

1 / 4
      LA (16-18)

1 / 4
      HD (19-20)

4 / 5

Weapon Skills:
1H Flail

35 / 25

D6+2+D4

SR 5

12 hp
Dagger

45 / 40

D4+2+D4

SR 7

12 hp
Dagger (thrown)

30 / 40

D4+D4

SR 4/7

12 hp
Medium Shield

0 / 20

nil

nil

12 hp

Spells:
Battle Magic: Mobility

Equipment:
Chain shirt, leather greaves and vambraces, open helm, medium shield, flail, dagger, D100L, D10W

Stolbreath of Tarsh (f5) - Laymember of Black Fang

Strength

13
  Defense 5%
Constitution

11
  Hit Points: 12
Size

14
  Sex Male
Intelligence

14
 
Power

8
     
Dexterity

10
     
Charisma

5
     

Damage Bonus:

+1D4
  RL (1-4)

1 / 4
  LL (5-8)

1 / 4
  AB (9-11)

5 / 4
  CH (12)

5 / 5
      RA (13-15)

1 / 3
      LA (16-18)

1 / 3
      HD (19-20)

1 / 4

Weapon Skills:
Morningstar

20 / 15

D10+2+D4

SR 5

12 hp
Dagger

30 / 30

D4+2+D4

SR 7

12 hp
Dagger (thrown)

20 / 30

D4+D4

SR 5/8

12 hp
Small Shield

0 / 15

nil

nil

8 hp

Spells:
Battle Magic: Protection 1, Strength

Equipment:
Chain shirt, leather greaves and vambraces, hood, small shield, morningstar, dagger, D100L, D10W

Firnith Fiilf (f6) - Laymember of Black Fang

Strength

12
  Defense 5%
Constitution

10
  Hit Points: 11
Size

15
  Sex Male
Intelligence

15
 
Power

10
     
Dexterity

10
     
Charisma

13
     

Damage Bonus:

+1D4
  RL (1-4)

2 / 4
  LL (5-8)

2 / 4
  AB (9-11)

3 / 4
  CH (12)

3 / 5
      RA (13-15)

2 / 3
      LA (16-18)

2 / 3
      HD (19-20)

2 / 4

Weapon Skills:
2H Bastard Sword

20 / 25

D10+1+D4

SR 5

20 hp
Dagger

30 / 25

D4+2+D4

SR 7

12 hp
Dagger (thrown)

25 / 25

D4+D4

SR 5/8

12 hp

Spells:
Battle Magic: Ignite, Detect Spirits

Equipment:
Linen shirt, leather greaves and vambraces, cap, bastard sword, dagger, D100L, D10W

Hestrikul (f7) - Laymember of Black Fang

Strength

15
  Defense 0%
Constitution

13
  Hit Points: 14
Size

14
  Sex Male
Intelligence

12
 
Power

8
     
Dexterity

11
     
Charisma

9
     

Damage Bonus:

+1D4
  RL (1-4)

1 / 5
  LL (5-8)

1 / 5
  AB (9-11)

5 / 5
  CH (12)

5 / 6
      RA (13-15)

3 / 4
      LA (16-18)

3 / 4
      HD (19-20)

4 / 5

Weapon Skills:
1H Hammer

40 / 25

D6+2+D4

SR 6

20 hp
Dagger

40 / 30

D4+2+D4

SR 7

12 hp
Dagger (thrown)

35 / 30

D4+D4

SR 5/8

12 hp
Medium Shield

0 / 20

nil

nil

12 hp

Spells:
Battle Magic: Healing 2

Equipment:
Chain shirt, cuirbolli vambraces, leather greaves, open helm, medium shield, hammer, dagger, D100L, D10W

Magepir (f8) - Laymember of Lanbril

Strength

10
  Defense 10%
Constitution

14
  Hit Points: 15
Size

15
  Sex Male
Intelligence

16
 
Power

11
     
Dexterity

13
     
Charisma

11
     

Damage Bonus:

nil
  RL (1-4)

1 / 5
  LL (5-8)

1 / 5
  AB (9-11)

5 / 5
  CH (12)

5 / 6
      RA (13-15)

3 / 4
      LA (16-18)

3 / 4
      HD (19-20)

1 / 5

Weapon Skills:
1H Broadsword

30 / 30

D8+1

SR 5

20 hp
Dagger

35 / 35

D4+2

SR 7

12 hp
Dagger (thrown)

30 / 35

D4

SR 5/8

12 hp

Other Skills:
Lockpicking 55%, Pick Pockets 50%, Listen 60%, Camouflage 65%

Spells:
Battle Magic: Detection Blank 1, Bladesharp 1, Healing 1

Equipment:
Chain shirt, cuirbolli vambraces, leather greaves, hood, broadsword, dagger, D100L, D10W

Ovarret (f9) - Warrior from Peloria (no cult)

Strength

14
  Defense 0%
Constitution

11
  Hit Points: 11
Size

12
  Sex Male
Intelligence

11
 
Power

12
     
Dexterity

12
     
Charisma

7
     

Damage Bonus:

+1D4
  RL (1-4)

7 / 4
  LL (5-8)

7 / 4
  AB (9-11)

6 / 4
  CH (12)

6 / 5
      RA (13-15)

7 / 3
      LA (16-18)

7 / 3
      HD (19-20)

5/ 4

Weapon Skills:
1H Bastard Sword

45 / 40

D10+1+D4

SR 6

20 hp
1H Broadsword (LH)

30 / 25

D8+1+D4

SR 6

20 hp

Other Skills:
Move Silently 40%, Hide in Cover 40%, Camouflage 40%, and Climb 40%

Spells:
Battle Magic: Healing 3, Bladesharp 1, Shimmer

Equipment:
Platemail and leather greaves and vambraces, chainmail and leather shirt, closed helm, bastard sword, broadsword, D100L, D10W

Part Two:

Situation:

When the party returns to the village, they have D3 days of rest and recovery before a force of uz arrives about 200m outside of the village. A Mistress Race Kyger Litor Rune Priestess and three dark troll bodyguards will come forward to parley and demand the return of the Troll Mace found in the bandit encampment. They will not pay for the item. If the PCs acquiesce, all will be well. If the PCs refuse, the trolls will assume the village is in league with the bandits and the Zorak Zorani will be brought forth to attack. If the bat has not yet come, the village elder will suggest that the trolls, if they could be captured, would be good Bat-fodder. If the trolls assault the village, the GM must assume at least another 40 or 50 villagers will come to the defense, with statistics as the three who accompanied the PCs. Nevertheless, the PCs should feel quite out of their depth here, as the villagers will likely cut and run if things begin to go badly.

Char-guz - Rune Priestess of Kyger Litor

Strength

23
  Defense 0%
Constitution

17
  Hit Points: 21
Size

21
  Sex Female
Intelligence

15
 
Power

19
     
Dexterity

14
     
Charisma

12
     

Damage Bonus:

+2D6
  RL (1-4)

8 / 7
  LL (5-8)

8 / 7
  AB (9-11)

8 / 7
  CH (12)

8 / 8
      RA (13-15)

8 / 6
      LA (16-18)

8 / 6
      HD (19-20)

7 / 7

Weapon Skills:
Heavy Mace

70 / 70

D8+2+2D6

SR 6

20 hp
Heavy Mace (LH)

50 / 50

D8+2+2D6

SR 6

20 hp

Spells:
Battle Magic: Jumping 4, Darkwall, Bludgeon 3, Countermagic 3, Detect Enemies, Healing 2
Rune Magic: Darksee, Blinding, Counter Chaos

Magic:
Potion of Healing 6, 8 Pow storage crystal

Equipment:
Chainmail and leather shirt and vabraces and greaves, closed helm, heavy maces (2), 450L

The remainder of the troll force consist of:

3 dark troll bodyguards (initiates of Kyger Litor)
5 dark troll infantry (laymembers of Kyger Litor)
11 trollkin (laymmembers of Kyger Litor)
6 great troll berserker (initiates of Zorak Zoran)

As the PCs are expected to wisely give up the Troll Mace rather than fight, no statistics are presented for the remainder of the troll force. Use average statistics, with the bodyguards being somewhat elite. The berserkers have average great troll statistics, but all of them know the Darkwall spell. In addition, they have the following weapon skills:

#1-2 = Maul at 40 / 40
#3-4 = RH and LH bastard swords at 50 / 20 each
#5-6 = Heavy mace at 45 / 45 and large shield at - / 35

Each troll has 2D100L. Each trolling has D100C.

The bodyguards have the following battle magic:

#1 = Disruption, Darkwall, Protection 2
#2 = Darkwall, Countermagic 1, Befuddle
#3 = Healing 2, Darkwall, Bludgeon 1, Farsee

Part Three:

Situation:

When the Crimson Bat comes, it will be accompanied by its usual retinue as per Cults of Terror (including 25 initiates). The Bat will need 25 victims. If enough have not been rounded up prior to this, then as the crimson glow of the bat appears on the last night, the elder will prepare a feast in the party's honour (for their raid on the bandits and their success with the trolls) and drug the wine with POT 15 sleep poison. Victims who are not overcome by the poison are at 1/2 stats and skills, while fully affected persons sleep comatose for D4 hours. The villagers will then attempt to subdue any PCs and use them to reach the required sacrifice to the Bat. The PCs will have to cow or defeat the villagers enough to make their escape. If the villagers do not have enough victims, they will simply pack up and flee.

Denoument:

Although Part One is meant as a straight fight, the latter two parts are meant as morality pieces, and the GM should run them as such. Will the PCs set any of the slaves from the bandit lair free? Doing so will endanger the villagers. Will they try to flee with the Troll Mace (earning the continuing emnity of the troll priestess) and doom the village to the trolls. Will they fight the trolls? Will they give up the Mace? There is a lot of opportunity for role playing here. Will the PCs perhaps buy or kidnap some of the trollkin to round out the sacrifice? And if Part Three is enacted, how will the PCs react? Will they take their revenge on the entire village? Will they force the villagers to roud out or form the entire sacrifice? Will the PCs simply flee?

 

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