Slave Smugglers of Tuam

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1 Slave Smugglers of Tuam Setting: Andora - Tullamore Tuam Back Story: Slavers are kidnapping people to sell into bondage. It is usually done by taking common peasants from towns but sometimes it is done for revenge or for ransom. The slave ring in Tuam is run by Zarthus through Tenebris but there is nothing to directly connect them to it. This is a minor business for Tenebris and Zarthus and the local team of slavers is run by Mercer the Tobacconist (aka Smoke ). The slaves are smuggled into the city and taken to the Vanushka Cemetery located in the labyrinth. Introduction: PCs are returning from their most recent adventure. They are about 1 hour walking distance outside of Tuam. They are walking or riding the main road (a well-kept highway leading to Tuam). In the distance, they can see a large plume of thick black smoke rising from over the tree line where they think the road travels. They can hear men riding horses. Scene I: The Brigands A group of 6 men come riding up the road on horseback and 8 more come running up after. The riders stop and wait for the group to come up the road on foot. All the men are armored and carrying swords and have cross bows. Option 1: Fighting: The large number of men is meant to discourage an attack by the party. This would seem, and probably is, suicide. The stats are provided below just in case the party is insane. Option 2: Sneak Up. The party can sneak up to spy on the riders who are not paying much attention and are making noise (-1 notice checks). Stealth v. Notice -1 (bandit chief rolls). If the stealth roll gets a raise, then there is a +1 for each raise to the listen check. If party fails its stealth, the conversation will stop. The riders will become spooked and will flee immediately. There are four women being held on the back of the horses. These women are tied and gagged. Two own expensive clothing and two are probably attendants. The men will have a discussion. Then the horsemen will ride off at a gallop down the road. They will eventually leave the road. Notice Check to Listen: TN 4 They will meet up at The Dancing Queen for payment; TN 6 One of the men is called Smiley (maybe the boss) and another Rusty (Jared) (red head?); TN 8 They are going to deliver the women to Mercer. Option 3: Investigate Smoke. The party can avoid the dangerous looking men and go investigate the smoke from further up the road. About a quarter mile up the road is the site of a burning carriage, 2 dead horses (two other horses were stolen), 6 dead men-at-arms, 1 dead chauffer and 8 dead servants. There are three chests strewn about the road and an empty coffer. There is no treasure left. 1

2 If the bodies are searched, one is found alive: Bartholomew Cubbins. He is badly wounded and needs medical attention. (don t forget that magic is illegal). He is barely conscious. What he knows: The physician is Bartholomew Cubbins. He is very young to be a physician and is the physician for the Vanderbilt household. The kidnapped attendants are the from the House of Vanderbilt: Lady Talia Vanderbilt and Mistress Genevieve Vanderbilt. They were taken by brigands. The physician will insist that It is urgent that he get to Tuam and inform Lord Gregor Vanderbilt. They were returning from a mountain sanitarium because Mistress Genevieve has the consumption and went for her health. They were returning for the wedding of Lady Talia. If Dr. Cubbins likes the party, he will make a gift of 3 potions upon returning him to the city. Option 4: Follow Those Brigands! The party can follow the brigands and this can be done with some difficulty. They will move as a group down the road until they are about 10 minutes outside of Tuam. Then a smaller group of 8 break off with the prisoners toward the river. Upon arriving near the base of the wall and the river the party will lose sight of them in some trees and when they come out the prisoners will be gone and two riders will be leading the horses back to the main gate without the prisoners. Note: What happened is this. The group of 6 entered into the city through a secret sewer passage. If the party searches for such an entrance, it is a Search TN4 or Tracking TN4. Option 5: Follow Those Tracks! Tracking on the road is easy if the party follows right away. There is a -1 to tracking for every hour. The tracks lead up to the city wall near the river. There the horse track become grouped together. Area is marshy. Tracking TN 4 Follow to marshy area where the trail is lost near the road. There is too much traffic near the marsh area just outside the outer city wall. The area of the city is known as the labyrinth. TN 6 You realize that the horses are led away with all the men and women on foot. A scrap of dress is found in the marsh area before the trail is lost. A one hour search of the area (TN 6 [1 roll with +1 per aid at TN 4]) locates the TN 8 below. TN 8 You are able to locate a trail in the mud where the foot prints of men and women lead to a small barred opening into a passageway (looks like a storm drain). Thea area is camouflaged and covered with branches. The party must crawl in and it is very dark. Small Locked Gate (Lock TN 4). Shadow mark (Notice TN 4) Scene II: Baron Vanderbilt Lord Vanderbilt is a good-natured man who is genuinely distraught over the kidnapping of his wife and daughter. He believes there will be a ransom note where he must pay in exchange for his wife, daughter and servant. Vanderbilt has a gambling problem owes a lot of money to The Syndicate but when 2

3 it came time to make good on his debts he pulled rank and had his lenders arrested and jailed. This was a terrible mistake as he has now made an enemy of some unsavory men and a powerful criminal organization. He thought he was borrowing money from a low level noble (landed gentry) but it turns out they were working for The Tenebris. They have kidnapped his wife and daughter as revenge. He assumes that they will attempt to ransom the girls. He will pay the party 300 gold each to rescue his wife and daughter but could be persuaded to pay more (100 gold pieces more each for charisma roll TN 4 and each raise). He owes 5000 gp to Tenebris. What he knows: he borrowed money from a man known as Mercer. He arranged for Mercer to be arrested on charges of illegal gambling. Mercer got out of jail in less than a day. Mercer is better connected than Lord Vanderbilt. Scene III: The Dancing Queen A group of the Brigands will meet up at The Dancing Queen as discussed. (Maynard, Smiley, 2 brigands +2 per party member) Smiley will have the payment (400 gp) with him and is there to square away the deal. What He Knows: The Chief works for Mercer the Tobacconist. He is a part of Tenebris. The others do regular work for Smiley but don t know Mercer. Scene IV: Mercer the Tobacconist Mercer is the head of the slaver s organization. He is running it out of his home and tobacco shop. A. Façade Old sign that says Mercer the Tobacconist. Store entrance (Lock TN4). Street Entrance to Apartments (Lock TN 5). B. Tobacco Shop Counter area with stores in the back. Two small tables with checkers sets Hidden behind counter: locked coffer (Search TN4) (Lock TN4) (30 sp and 20 gp) Prices Cheap Med Expensive Tobacco(oz) 6sp 4 sp 6 sp Pipes 2 gp 4 gp 6 gp Cigar 4 sp 6 sp 8 sp Matches 1 sp each Incense 1 sp bundle C. Hallway Wood floor and well-travelled. D. Dining Room Table, chairs, cabinet with dishes, fireplace and vaulted ceiling E. Office Desk with ledgers. Storage area for merchandise (drying tobacco everywhere, rolls of incense, etc). Search TN 4 locate slave ledgers and costs. List of 200 names of slaves and prices. Search TN 6 Coffer (Lock TN 4) 100 sp and 100 gp. F. Courtyard Drying plants, cooking pit in covered area, fire wood, stairs going to cellar. Kitchen door unlocked. 3

4 G. Kitchen Table, chairs, cooking utensils H. Alley Typical Alley (dirt, trash, feces, smelly) Locked door (TN 5). I. Bedroom Bunkbeds 3x (6 men live here). There will be two present +1 per PC at encounter with limit of 6). These are thugs working for the Tenebris. Notice (TN 4) Back of the secret door to enter cellar of Mercer s shop. Notice (TN 4) Shadow mark. Streetwise (TN 4) Symbol of the Tenebris. 2. Passage Junction Opens up into a wider area 6 wide and 6 high. Rats everywhere. Sewage and muck in the center with some flowing water. 1½ foot ledge on one side. Notice (TN 4) Shadow mark. Streetwise (TN 4) Symbol of the Tenebris. Treasure Search (+1 per person w/ TN4) TN 2 30 sp TN 4 10 gp TN 6 20 gp TN 8 30 gp J. Antechamber Small Table and Chairs K. Bed Chamber 4 poster bed (silk sheets) and chest, armoire (elegant dresses and men s clothing) vanity with (200 gp in jewelry). 3. Passage 6 wide 6 high w/ 1 ½ foot ledge Notice (TN 4) locate shadow mark. Short tunnel and stairs leading to door. Locked door (TN 6). 4. Outside Entrance Go to Scene I, Option Antechamber Ansel the Guard, table, cot. Will shout for help at 1 st sign of trouble. Search (TN 6) 8 signet rings and forgery kit inside of the vanity draws in secret compartment. L. Cellar Food Stuffs, Two shelves of 4 Wine Casks. On one shelf the wine casks are empty and untapped. (Strange? this is a clue in case they don t search for or find secret door). Secret Door (Search TN 4) (Tracking TN 4) (Scratch marks on floor from moving casks against the wall. Four casks on shelf and all are empty so it can be easily opened and closed.) Scene V. Sewers of Tuam 1. Long Thin Hallway 4 wide and 5 high Dark without light 6. Passage Trap Crossbow Notice (must search for traps) TN 4. Fight d8 (2x) 2d6 dmg. 7. Guard Room 2 cots and 2 guards. No door from hallway. Two doors are locked (Lock TN 4). Same as 6 thugs listed on page. 8. Chief Guard Room The vampires of Tenebris sometimes feed on the slaves before they are sold. They attempt to keep them alive but sometimes accidents happen. The Ghoul here is Athan. 9. Prison There are currently 7 (9) slaves being held here. They are trapped in the room with two cots and the stench is unbearable. 4

5 Jacquelyn (f) Milkmaid (age 23) Amalone (f) peasant (age11) Mylle (f) seamstress (age 16) Hewe (m) farmer (age 30) Ansfrid (m) carpenter (age 25) Huet (m) bower (age 22) Wilkin (m) blacksmith (age 28) Genevieve Vanderbilt (f) (age 50) Tala Vanderbilt (f) (age 18) GM Option It is possible that Lady Talia Vanderbilt and Mistress Genevieve Vanderbilt are not here. It is up to the GM. It is also possible that they were taken to the Vanushka Cemetery to be left. 1) Option to just find them 2) Option to have the party rush to save them and actually rescue them with one last dramatic fight 3) Option to have the party rush to save them but they have vanished in thin air. Could still have a fight. If the party goes to the rescue they will also rescue the following: Mark Trowel minor merchant complained to the counsel about Lord Tigrev s abuse of authority. Sam Magillicutti local boxer who didn t throw a fight. 5

6 Scene VI. Rewards Provided the party rescues the daughter of Vanderbilt and/or his wife, they will receive their reward. Hindrance: (Enemy: Tenebris) The PC s have made enemies of The Tenebris. Nothing good can come of this. Edge: (Connections: Vanderbilt Family & Bartholomew Cubbins). The party has made a connection with the Vanderbilts and Cubbins who will be willing to help them out in the future. Experience: 2 points experience. 1 extra point for good roleplaying or cleverness. Scene V: Unresolved Issues & Questions Vanushka Cemetery. The bodies are left there for the night and then the carts are later recovered with payment inside in gold. What is being done with the slaves? The slaves are being used to work in a mine somewhere is all that is known. GM Information Gardul is the kingdom of the ghouls. It is one of the six kingdoms of the Black Forest. There is a Way Gate between worlds in the Vanushka Cemetery. There and the prisoners are taken through the Way Gate to Gardul to work as slaves and as food for the ghouls of Gardul. That adventure has not been written yet. If the party makes the right inquiries of someone who would know (Mercer), then they may discover the following information. Where were the slaves being taken? The slaves were taken out of the sewers and transported in dung carts to the 6

7 GM AIDES Dramatis Personae Protagonist Allies Bartholomew Cubbins (the physician) Lady Tala Vanderbilt (kidnapped victim of the Tenebris). Mistress Genevieve Vanderbilt (kidnapped victim of the Tenebris). Lord Gregor Vanderbilt (distraught father and husband). Villains Smiley Bandits (Smiley) Villains Mercer the Tobacconist Athan the Ghoul Prisoners: Jacquelyn (f) Milkmaid (age 23) Amalone (f) peasant (age11) Mylle (f) seamstress (age 16) Hewe (m) farmer (age 30) Ansfrid (m) carpenter (age 25) Huet (m) bower (age 22) Wilkin (m) blacksmith (age 28) Genevieve Vanderbilt (f) (age 50) Tala Vanderbilt (f) (age 18) Organization Tenerbris: Erit Lux Tenebris (criminal organization of undead- running slave trade.). 7

8 SCENE I 1 BANDIT CHIEF (SMILEY) (Maynard) (Wild Card) Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Climbing d6, Fighting d8, Intimidate d6, Notice d6, Riding d8, Shooting d8, Stealth d6, Throwing d6. Charisma -2; Pace 6; Parry 6; Toughness 7 (1) Hindrances: Greedy, Mean Edges: Block, Combat Reflexes, Command Gear: Leather Armor, Short Sword d6+d8, Dagger d4+d8, Cross Bow (light) 2d4 Smiley is a bitter and angry man who never smiles. He is scarred and unkempt with a messy beard. He is mean through and through. 15 BANDITS (Reggi, Sam, Simon) Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6 Skills: Climbing d6, Fighting d6, Riding d6 (horsemen), Notice d4, Shooting d6, Stealth d6, Throwing d4. Charisma -2, Pace 6; Parry 5; Toughness 6 (1) Hindrances: Greedy, Mean Edges: None Gear: Leather Armor, Short Sword d6+d6, Dagger d4+d6, Cross Bows (light) 2d4. 8

9 Dr. Bartholomew Cubbins (the physician) Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d4 Skills: Climbing d4, Fighting d4-2, Healing d12; Investigation d6, Knowledge (Alchemy / Science) d12; Repair d10; Notice d4, Open lock d8, Shooting d4-2, Stealth d4 Charisma 0; Pace 6; Parry 3; Toughness 4 Hindrances: Clueless; Curious; Bad Eyes Edges: Arcane Background (alchemy); New Power (x3), Power Points (x2) Gear: Short Sword d6+d4, Dagger d4+d4. Power Points 20 Powers: Armor, Blast, Boost, Environmental protection, Healing, Greater Healing, Quickness. 9

10 SCENE II Baron Gregor Vanderbilt Agility d4, Smarts d6, Spirit d6, Strength d4, Vigor d4 Skills: Fighting d4, Gambling d6, Knowledge: Religion d6 & Nobility d8, Riding d4, Notice d6, Shooting d4. Charisma +2, Pace 5 (d4); Parry 4; Toughness 5 Hindrances: Obese, Habit (gambling) (major) Edges: Connections, Noble Gear: Short Sword d6+d6, Dagger d4+d6. 10

11 SCENE III See bandit chief and bandits in Scene 1 for NPC combat information. SCENE IV Mercer the Tobacconist (wildcard) Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10 Skills: Fighting d10, Gambling d10, Intimidation d8; Knowledge: Nobility d8, Persuasion d8; Riding d6, Notice d8, Streetwise d8; Shooting d10. Charisma +2, Pace 5 (d4); Parry 4; Toughness 7. Hindrances: Obese; Servant of Tenebris; Greedy. Edges: Connections; Vampire enhanced servant. Gear: Long Sword d8+d10, Dagger d4+d10, Cross Bows (light) 2d4. Mercer is a corpulent man with a gray beard who smells of smoke and wears expensive clothing. He is physically powerful due to his vampire enhancements. He may be found anywhere inside the shop. He will try to escape no matter what. If trapped he will offer to guide the party to the slave pits rather than forfeit his own life. Mercer is motivated by hopes of being made a vampire and a part of the Tenebris. He seeks immortality and what it brings. He is very Machiavellian and will do whatever he can to survive. What Mercer knows: Where were the slaves being taken? - The slaves were taken into the city in dung collector carts. The carts are taken to the Vanushka Cemetery. There the carts are left in a copse of trees and recovered just before dawn. What is being done with the slaves? - The slaves just vanish and the payment is left in the cart. 11

12 Mercer The Tobacconist s Shop 12

13 SCENE V Sewer of Tuam Shadow Mark The party will find the symbol of the Tenebris within the catacombs. This is known as a shadow mark. Similar symbols are used by thieves to mark territory or show a hidden path. If this mark is encountered it will be hidden and is a TN 4 to notice. However, if the party is looking for it, then the a PC will be at +1 his notice checks to locate it. For each character helping look for it, that individual may make a roll as well and adds a +1 to the other players notice check. It is a Streetwise (TN 4) to know it is the symbol of Tenebris. Streetwise (TN 6) there are rumors that they are not human and may be undead. Streetwise (TN 8) there are rumors that there are vampires. Holy Water: A holy man may make holy water through a ritual and 1 hour of prayer. It can be easily stolen from a temple. It may also be obtained through a modest donation. 13

14 3+ Slave Guards (Rick, Greg, Harry, +1 per PC) Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6 Skills: Climbing d6, Fighting d6, Riding d6 (horsemen), Notice d4, Shooting d6, Stealth d6, Throwing d4. Charisma -2, Pace 6; Parry 5; Toughness 6 (1) Hindrances: Greedy, Mean Edges: None Gear: Leather Armor, Short Sword d6+d6, Dagger d4+d6, Cross Bows (light) 2d4. Athan (Ghoul) (Wild Card) Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10 Skills: Fighting d8, Intimidation d8 (if transformed); Notice d6, Streetwise d6; Shooting d8; Swimming d6; Throwing d6. Charisma 0; Pace 6; Parry 6; Toughness 9. Hindrances: Weakness (Holy Water) (Holy Symbol = fatigued) (invitation only); Stake (-4 Vigor or dust); Sunlight (vigor check or fatigued). Edges: Connections (Tenebris) ; Tough (2) +2 toughness (As Brawny Edge) Gear: Claws d4+d10; 50 gp. Athan is a Ghoul who maintains control of his faculties. He requires human flesh to keep from degenerating into a mindless zombie. In his former life Athan was a mercenary and was by no means a good man. Nevertheless, he doesn t want to be a ghoul but is resigned to feasting on rotted human flesh and brains. He can get these things working for Tenebris. 14

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