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Red Moon Over Sartar Campaign
Adventure Outline for December 10, 1995


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951210 Fur Trappers

Setup

  • Dark season and the rains have arrived
  • Players get two weeks to train (100hrs)
  • Soldiers in the garrison at Runegate are all getting sick
  • Everyone roll CON x 5 or less to avoid sickness
    Sickness = -1d10 HP per four hours until CON x 5 made
    0 HP means coma for days equal to negative HP
  • Local farmers are also getting sick
  • Patrols have uncovered nothing

    Ranking Inspector Doblian is assigned to solve this mystery

    Background

  • Malia Disease Master wants revenge against the Lunars
    Starting with Runegate
    Using a series of simple afflications and major infections
  • Site of infection not on the stream leading to Runegate [Map of gully and cavernous pool]
    Located instead in an intermittent gully (near tax ambush spot)
    Strange diseased animal corpses and chaos festering in the dark pool/cave dip
  • Group of 5 Fur Trappers operating in the area looking for beaver, otter, fox, and hare
    Protective of their hunting area, especially from interfering Lunars
    The Fur Trappers have broadswords and have a Tarshite accent
    They know little animal lore and have poor devise (the traps do not look too good)
    They are actually ogres working for the Rebel Tarshite Disease Master

  • Killing the Trappers
  • Tracking the Leader
    The ogres only know that the Disease Master may return in four days to renew the infections
    They are supposed to collect their payment near the Earthshaker Temple on the way home
    They are to meet Curious Geolff the trickster at the Temple and he will lead them to the DM
  • Return of the Disease Master
    The DM will return in four days, but approach the camp carefully and at night
    If anything is wrong, he will leave. He rides a horse and will hide it before approaching the camp
    Hoping his ogre buddies made an escape, he will rendevous near the Earthshaker Temple
  • Disease Master at the Temple
    He will be very hinky at the temple
    If he has any clue Lunar Constables will be after him, he will set the party up with local thugs
    The local thugs will be told the Lunars are transporting a payroll overage back to Bagnot
  • The Local Thugs [Map of a couple hills and a few trees]
    The local thugs will be very eager to kill the players, because they are supposedly carrying 400 wheels
    Eight thugs will attack and will retreat if four are wounded or one is killed
    They will let the players go if the thugs determine there is no money
    The thugs think that the DM is hiding in Black Grove
  • The Black Grove [use existing heavily wooded area]
    The DM will be staying in a mystic cottage deep in the wood
    He will feel safe and be somewhat on the lazy side

  • Not Completing the Mission
    Until the DM is killed, Mulcius does not feel the mission is over
    The DM will come back and infect the area again
    The new protectors will be Sartarite Rebel Ducks
    The Higher Levels
    The players will probably not be able to discover the identity of either the go between or his patron (a Tarsh exile Lunar hater)


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    Copyright © 1995 by Michael Derry, derry@jugenstil.com Updated December 19, 1995