Caravan traffic has ceased, and their only
clue is a children's rhyme...
Bannunu dreams.
He has not seen the eye in years, but it appears now, in his
dream. Staring, helpless, as the scene inside theeye plays out.
The campfire's burning low. The wagons of the caravan are
encircled, the meal is done. He is the only child there,
and obviously bored and tired. His mother is hugging him, saying
"Go to bed. I'll tuck you in in a minute." He scampers up
into a wagon, into his pallet, the rough wool blanket pulled over his
head as he play-hides from his mother, ready to jump out and scare her.
He hides, smiling for a minute as the sounds of his parents and friends
talking around the fire, in anticipation as his mother starts to climb
into the wagon... until the laughter turns to screams, his smile to a
mask of fear, and the blanket becomes spattered with his mother's
blood.
The eye blinks.
The theme begins.
mp3
Act I
The town of Lirius. A small idyllic town, where the children are
playing hide-and-go seek in the square. Adults are beginning to
hang the decorations for Inari's night, the orange and brown
decorations matching the changing leaves. Uvares, a servant of
the local Merchant's Guild appears at the temple, and summons Jallarzi,
the new priestess and Bannunu, the local handyman.
As he leads them to the Guild's building, Jallarzi notes an unusual
exchange in the market: "What do you mean, there's no
spices? I expected them here a week ago!" Normally, at this
time of year, trade is at its highest as everyone prepares for
winter.
Uvares takes them upstairs to the Guild leadership - Isabella, Ernesto,
and Rezia. There is an unusually dressed man with them -
Rannos, who is introduced as a "trade negotiator". Rannos is
currently stuck in town as for the last two weeks there have been no
caravans who have made it in - or out - of town. Caravans - and
travelers - have been brutally mauled and killed approximately a day's
caravan travel out of town. The next nearest town is three days
away at a caravan's pace. The Guild has sent warriors and guards
- they, too have been slaughtered. The Mayor will not allow the
city guard to leave the city to deal with the problem. Something
strange has been going on. Rannos, a student of odd things
himself, suggested gathering others who are interested in the occult to
take a crack at the problem... as he is desperate to get out, and the
Guild is desperate to resume trade.
There have been remnants recovered - and one survivor.
Uvares is summoned to take them to what evidence remains - and they
head to the basement.
- "There's been one survivor." "So there's our
suspect." "He's five." "Oh." - Isabella & Bunnunu
Act II
They go to the child first. The room in the basement is not a
prison - but the door is locked. Uvares apologetically explains
that it's for the child's safety; earlier he had a violent fit
when a person had a long, rope-like tunic cord. As they enter the
room, the child seems unhurt and well, but simply rocks on the bed,
singing a rhyme over and over again. Bannunu recognizes the child
as being the one from his dream. The rhyme is like one for the
children's game hide-and-go-seek:
PDF
wav
Bannunu performs a small sleight of hand to make the child feel more
secure (somewhat unsuccessfully), as Jallarzi casts a spell to remove
fear (quite a bit more successfully). The child calms,
somewhat. Enough to reveal that his name is Pes, and to recount
the events of the prelude. Jallarzi takes him outside for
sweetmeats in the market, a memory scratching at the back of her mind,
but not quite identifiable yet. Rannos and Bannunu examine the
rest of the evidence, the gnawed horse leg and crushed, splintered wood
showing thier foe is formidable... but not giving any more clues.
All this begins to spur Bannunu's memory... something about a tale of
Baldric. Not being able to remember it, they meet back up with
Jallarzi (who is returning Pes to the care of the Guild for the moment,
but suggests that the Church may be able to care for him) and head to
the Lucky Whistle.
The Lucky Whistle is an unusual tavern - it is a sort of trading post
and library for bards. One whole wall is covered with
pigeonholes, where scrolls of tales are left. Anyone is free to
copy one, but you must leave one yourself to copy it. Ennis, one
of the few year-round resident bards of Lirius, accepts Bannunu's
promise of a later tale to dig out the epic tale of the death of
Bardric the Swift.
PDF
As they read this tale, Jallarzi's memory gels, and she pulls forth her
small book of scripture, flipping to the tale of the defeat of the evil
god Danmunos.
PDF
Putting two and two together, they decide to venture out that night and
lay in wait for this "Danmunos".
- "You scared him!" "Wasn't trying to." - Jallarzi &
Bannunu
- "Mommy doesn't go nyeah." - Jallarzi
- "Great. We're listening to the babbling of the 5 year
old." "Got a better idea?" - Rannos & Bannunu
- "That's a clergy thing." "And you wouldn't understand." -
Rannos & Jallarzi
- "If I must, I must." "You must." - Rannos & Jallarzi
- "Are you afraid?" "No, but there's a warm bed upstairs." -
Bannunu & Rannos
- "What more information do you need? We're here, they're
there, let's go get them." - Bannunu
Act III
They are accompanied out by Uvares, who takes back the horses of
Jallarzi and Bannunu. Rannos decides to keep his with them.
They make it to the place where Pes' caravan was attack, and make camp
there. Despite searching, there is little left of value, and no
further clues.
It is later than they expect when the six Danmunos
stats
attack. It is a vicious battle, but the party successfully
uses distraction and diversion to keep the Danmunos from ganging up on
any one person. Though wounded, the only death is Rannos' horse.
A strange figure is seen at the edge of bowshot, but quickly disappears
untraceably into the night.
In the morning, as they search, they find a bit of red velvety cloth
where they'd seen the figure the night before. And quite a bit of
Danmunos hide for boots and evidence.
Uvares meets them most of the way into town, and procures them horses
for the rest of the journey. As they enter town, they notice that
the uniform of the city guards is made of a velvety red cloth.
After reporting back to the guild, they wonder to themselves: Why
did these things come here? Why now, at the beginning of a holy
feast? And what connection does the city guard have with these
things?
Like all good adventurers, they go to ponder these things at a place of
deep thought and consideration.
Back at the Lucky Whistle.
End Credits
mp3
- "Donate half on the behalf of the church. The broken half."
- Bannunu
- "You thought the five year old was making it up?" - Jallarzi
- "What else is a five year old gonna come up with?" "I
killed my family?" - Rannos & Bannunu
- "Why couldn't it be follow the butterflies? It had to be
snakes." - Jallarzi
- "Anything that's big enough to be thier prey has gotten out of
here. Except for US!"- Jallarzi
- "That's why the tent has a sign that says `Faith'." - Jallarzi
- "What's your name?" "It's not faith!" - Bannunu & Jallarzi
- "Momma's got a new pair of boots!" - Rannos
- "I don't think eel baloney tastes very good..." - Jallarzi
- "Breathing horses. With whole necks. That haven't
been torn out." - Jallarzi
- "Why don't we go to the tavern first before we see the
Mayor. That way we have plausible deniability." - Bannunu
Hide and Go Seek
an original adventure by Steven Saus
Played 11/06/04
Experience Awarded - 950 xp each
Cast
Bannunu Tinari
portrayed by "The Rock"
played by Adam T.
|
Jallarzi
portrayed by Brigit T.
played by Brigit T.
|
Rannos
portrayed by Glenn Quinn
played by Geoff M.
|
|
Supporting Cast
Mamulius - High Priest
Casius Sellius - Mayor
Isabella de la Trader - Head of Merchant Guild
Rezia de la Spice - Merchant Guild Member
Ernesto de Trader - Merchant Guild Member
Uvares - Hireling and servant of the Merchant Guild
Name: Danmunos

wav

Motivation: Eat
CritterType: Monstrosity
STR:16 DEX:22
CON:6 INT:6
WIS:3 CHA:-1
WIL: 3 FOR: -2 REF: 8
INIT: +12
AC:16 HP:
5
HD:1 CR: 1
Special Abilities: Motion-sensing vision (see below)
Maneuvers: Improved Init x2
Name +HIT
DAM Notes
Bite Variable 2d4
Appear as a moray eel, locomoting like a cobra. Very acute
eyesight when detecting motion, otherwise nearly blind. Other
senses (such as smell) are roughly comparable to a human. They
hunt in packs, usually about six or so. Due to thier unusual
creation, they are extremely rare on this plane. Finding them
tends to imply that someone has summoned them there.
To hit is modified by TARGET'S speed:
Target Movement Speed
|
To Hit Bonus
|
Fast (Riding a horse, running)
|
+10
|
Normal (Regular attack, walking)
|
+6
|
Slow (Moving silent)
|
0
|
Very Slow
|
-4
|
Still
|
-8
|
Obviously, going slow or slower reduces damage done - save by such
things as bows. These guys tend to hunt in packs, have the first
initiative, then "hold thier action" until something tries to
move. There's gotta be some fudging here, depending on the action
made - Reflex saves vs 15, for example, to move before it notices you
and pre-empts your attack.