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FIVE LIGHTS
An adventure for Barbarians of Lemuria
The Hook
The Heroes find themselves in the mountain
fortress of Jarek Thal a warrior lord whose
lands are in a region plagued by hostile tribes.
The tribes are rising more than usual this year
and his forces are committed to keeping them
Pacing and so on
If the GM wants to include an early action
scene to get the adventure going quickly then
the interview with Jarek Thal can be dealt
with as backstory (You have been hired
by) but my preference is to establish what
the man and his people are like to give some
context and perhaps raise the question
among the Heroes of whether or not the
daughter would be better off with the new
cult.
There will be the opportunity for an action
scene as the Heroes travel through Jarek
Thals lands on their way to the city which
may prove a refreshing change of pace from
the scene in the Tower of the Eagle see
Raiders below. Another option may be to
start the session In Medias Res with Raiders
and then after that is resolved run the Hook
as a flashback to show how they got there,
ending the Flashback with the Heroes arriving
in the city. Whatever fits your play style and
group.
Raiders
To establish the sort of life lived in this area
the Heroes will come across a raid being
carried out by a group of hostile tribal
warriors against a small farming village in
Jarek Thals lands. This will take place while
the Heroes are travelling toward the city to
fulfil their task.
As they travel they will hear the sound of a
horn being blown in what any warrior, soldier,
mercenary etc would recognise as an alarm
call. In the distance the sounds of sword on
sword and the distant muffled roar of war
cries and the sounds of conflict. The source
is a small palisaded village on the slopes of the
hillside.
The village is Nurn a small settlement of
shepherds and their families. By happy
chance there was a small group of Jarek Thals
warriors on patrol nearby when the raiders
emerged from the moorland and surged over
Things to Establish
The raiders are actually savage hostile
bastards not downtrodden outcasts fighting
for survival. They fight without mercy and
slay anyone in their path, man, woman or
child. They do not beg for mercy if defeated,
and while they will flee if they are losing they
will not surrender to a challenge. Their
culture treats captives as meat to be toyed
with and they expect the same from their
enemies.
The local villagers are a tough lot, used to
struggle. They will defend themselves with a
stoic resistance and not whine about their lot.
They are loyal to Jarek Thal despite his
warlike mien he is a good ruler to them.
They know Aleyna and love her she was
always welcome in their village and her good
heart was well known. She brought gifts of
food and clothes when winters were hard.
They remember the strange priests who
passed through. They did good things, but
they spoke blasphemy.
The soldiers of Jarek Thal are hard bitten
brutal men. They are loyal to the death to
Jarek Thal for he brings order to this land.
While they mistrust outsiders (probably
including most of the Heroes) they respect a
warrior and anyone who performed well in
the fight against the Raiders will be treated as
an ally. They will share food and drink with
such a one and can confirm the general view
of Aleyna as a fine and honest maiden, one
that would make a good mother to warriors.
One of the surviving soldiers remembers the
two Priests who came to the Tower of the
Eagle. Their words were honey, but in their
eyes I saw nothing but greed.
A Familiar Face
Aftermath
Hopefully the heroes will have rescued
Aleyna. Having seen the god of the Five
Lights shes in no particular rush to dedicate
herself to its cause. She doesnt want to
return home either, which will give our
Heroes a bit of a moral dilemma do they
force this sweet girl back into her fathers
brutal care and claim their reward? Or assist
her escape and make an enemy of a powerful
warlord?
If the High Priest survived he will certainly
seek revenge, though the death of Ogenfijf
will reduce his powers if not his desire for
blood.
If Ogenfijf was not killed then it will certainly
seek to continue its foul cult. If that is
impossible due to the actions of the Heroes
then it will find an opportunity at some time
to reach out its mind and ensnare another
gullible worshipper who will find a way to
open the way and then the God of Five
Lights will emerge and seek revenge for the
wrongs done it.
Brawl: 1
Melee: 2
Ranged: 0
Defense: 1
Lifeblood: 14
Armour: Medium (d6-1, -1 to Agility)
Weapon: Great Mace (1d6+2)
Careers:
Soldier 2
Noble 2
Jarek Thal is a solid muscle of a man, broad shouldered and deep chested. He looks far more a
warrior than a nobleman and he is used to leading hard men into dangerous situations and keeping
order. To play him imagine rock solid stability and determination. Speak in clipped sentences and
make definite statements. These priests are weaklings. My daughter will be returned safely. He
is a dangerous man and knows it, but he takes his obligations to his people seriously.
Thals Warriors
Strength +1
Agility +1 (0)
Mind +0
Appeal +0
Brawl: 0
Melee: 1
Ranged: 1
Defense: 0
Lifeblood: 3 (Rabble)
Armour: Leather hauberk, helm (d6-1, -1 to Agility)
Weapon: Sword (1d6)
Brawl: 0
Melee: 1
Ranged: 1
Defense: 0
Lifeblood: 4 (Rabble)
Armour: Leather harness (d6-2)
Weapon: Sword (1d6), Bow (1d6)
Strength +0
Agility +1
Mind +3
Appeal +0
Brawl: 0
Melee: 0
Ranged: 1
Defense: 3
Lifeblood: 10
Armour: None
Weapon: None
Careers:
Noble 1
Physician 1
Careers:
Soldier 1
Raiders
Strength +1
Agility +1 (0)
Mind +0
Appeal +0
Careers:
Barbarian 1
Alayna Thal
Alayna is in her late teens, a good looking young woman with straight black hair. She has a kind
heart and is genuinely concerned for the fate of those who cannot protect themselves. When
playing her talk softly, do not make harsh statements, ask insightful questions, look for good to do.
Barethra
Strength +0
Agility +3
Mind +0
Appeal +1
Brawl: 1
Melee: 1
Ranged: 0
Defense: 2
Lifeblood: 10
Armour: Skimpy chainmail (d6-2)
Weapon: Daggers (d3), Slim Sword (d6-1)
Careers:
Courtesan 1
Thief 3
Barethra is a petite and slim woman with unruly dark hair and a
gleam of mischief in her eyes. Shes made her way in the world
using her wits and her speed at getting out of trouble and by a
disregard for the rules that hold other people back. Known by a
dozen different names in a dozen different cities shes tricked,
fleeced, conned and robbed the high and mighty for the last five
years. Shes always looking for one last big score so she can retire
to a safer life but thats never happened yet.
To play Barethra remember that everythings a game, but that you play to win. People are less
threatening if you can tease them or flirt with them, and theres always a way to win them over so
act like you expect that.
Brawl: 0
Melee: 2
Ranged: 0
Defense: 2
Lifeblood: 11
Armour: Bracers and light leather (d6-2)
Weapon: Staff (d6-1)
Arcane Power: 13
Careers:
Magician 3
Priest 1
Fasian Kryp, the High Priest of the God of Five Lights is a consummate actor. In public he presents a
faade of placid benevolence, smiling, nodding, speaking very little and when he does speak it is in
soothing platitudes (All will be resolved as the god desires, All mankind is as one to me, I make no
judgements.). In private though he applies the same calm resolve to his vile magics and his
devotion to the monster he serves. He is no cackling maniac but a devoted and pragmatic servant
of a power beyond humanity. Everyone is cattle. He is a tall lean man with hollow cheeks and
heavy lidded eyes. His hair is tonsured and white. He appears to be in his middle years despite the
white hair and he his supernaturally health.
Brawl: 1
Melee: 1
Ranged: 0
Defense: 0
Lifeblood: 3 (Rabble)
Armour: None
Weapon: Daggers (d3), Staff (d6-1)
Eunuch Guards
Strength +2
Agility +2
Mind +0
Appeal +0
Brawl: 2
Melee: 2
Ranged: 0
Defense: 0
Lifeblood: 4 (Rabble)
Armour: Leather Harness (d6-2)
Weapon: Scimitar (d6)
Careers:
Soldier 1
Ogenfijf
Strength 4
Agility 3
Mind 1
Attacks:
Grab +4 (no damage but target is held and must make a difficult STR roll as an action to break free)
Bite +3 (+5 against a grabbed opponent), 2d6 damage
Slamming blow +4, 1d6+2 damage
Once per day only the creature will bow its head and the five eyes around its mouth will flare up
with a foul penetrating white light. Anyone it is facing (up to three targets) must make a Mind roll
or be shaken and nauseous, taking an extra penalty dice on all actions for the next 1d6 rounds
If Ogenfijf can be destroyed the shining eyes can be pried out of its head, they are crystalline things
and feel slimy to the touch. Needless to say they have a rarity value. Alchemists will pay a high
price for them as ingredients or if the Heroes know a little of magic they will realise that such
trophies can command an even higher price from wizards. A single eye will count as a rare
ingredient for many Magnitude 2 spells, all five would be suitable as a component for a Magnitude 3
spell.
Afterword
Of course anything and everything in this adventure can be tweaked, changed, altered, spindled,
mutilated, powered-up or powered-down to fit your group, their characters and your preferred style
of play. While Ive included some suggested scenes these are just incidents that could possibly
happen that fit the genre and tropes of Sword and Sorcery and you shouldnt try to force your
players to hit these beats if their actions dictate otherwise. Respond and adapt and remember you
can always bring a bad guy back some other time.
Thanks to Simon Washbourne for creating Barbarians of Lemuria in its many incarnations.
Text and errors are my own, the artwork is my own too using DAZ Studio.