Series Pilot - Hide and Go Seek

Caravan traffic has ceased, and their only clue is a children's rhyme...
(click here for the Director's notes)

Prelude


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. Click here for multimediamp3

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.


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:  Click here for multimediaPDF Click here for multimedia 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.  Click here for multimediaPDF

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.  Click here for multimediaPDF

Putting two and two together, they decide to venture out that night and lay in wait for this "Danmunos". 


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  Click here for multimediamp3


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

Monster Stat Block

Name: Danmunos  Click here for multimediawav  Danmunos (or a moray eel, actually)
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.

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