This is a mini-scenario for 6 players. It was first played at Convulsion in 1994. It can serve as a handy introduction to the Genest Campaign playing area.
The year is 1621, the date late Fire season. It looks like it's going to be a good harvest this year.
Bindle is part of Carmania, which is patriarchal and based on a rigid caste system: Nobles, Freemen and indentured Serfs. There are also non-hereditary Knights, who are usually from Noble families, although Lunar philosophy allows for advancement by merit and some 'nouveau knights' worked their way up in the army or church.
Nobles have been known to have Freemen horsewhipped to death for 'insulting their honour'.
Carmania is part of the Lunar Empire. Main pantheons in this region that you know of are Lunar and Solar.The main race is Wareran (Caucasian) with dark brown or black hair, grey / blue / brown eyes, and of central European build. Carmania is not quite the 'Heartland', but it is thoroughly Lunarised.
See map of local area.
Every area on the map not shown as woods (hatched) is farmland, i.e. populated. The population figures shown on the map are only a fraction of the total population of the map area.
SIR JULIUS, your Lord, owns Reventon, Genest and Stonebow. He normally resides at Reventon, his largest village.
BLOODBURST is a village run by an independent lord.
THULE is the central town of the region and is the seat of the BARON, who is superior to both Sir Julius and the Schwarzgelts. He owns everything on the map, and more besides.
THE SCHWARZGELTS are a powerful House who own everything around Redflood Lake.
Up to 8 years ago, Reventon was literally on the edge of the world. The Syndics' Ban on the other side of the stream dominated the area - an impenetrable, opaque barrier which dissolved to reveal virgin forest inhabited by nomadic humans and some elves. No-one really knows what's in there. Sir J has made it clear that he doesn't want villagers causing trouble over there, but the hunting opportunities are enticing.
The people there are a large race, like Scandinavians in build but dark-haired. They have bronze weapons but the armour you've seen tends to hunting gear (leather).
Because the Ban has protected Bindle's border for hundreds of years, the villages have grown randomly and have no defensive features such as a stockade.
The only large buildings in most villages are the Bailliff's house and the shrine.
The area has been part of the Empire for centuries. It has been quiet for most of that time. Except for the Ban dissolving, nothing significant has happened in living memory. There are stories of how the area recently Opened used to have a strange civilisation of talking animals and hostile elves before the Ban.
Now, the Count's men patrol once a week and the occasional traveller passes by on his way to somewhere interesting.
Father Groatalus is a well-known hedge priest of 7 Mothers who travels the area on foot, calling in at several villages too small to maintain a full time priest on the way to give a weekly sermon. He is a devout Lunar of peasant stock and is quite poor (for a priest). He is generally liked by the common folk and despised by some nobles.
Recently he brought a suit against the Schwarzgelts, the most powerful nobles in the barony after the Baron himself. He accused them of being Bad Patrons. Ie: oppressing the peasants (freedman tenants and serf dependents) working on their estates. He brought this because (1) it seems to be true - they pay poorly, have tenants whipped for minor misdemeanors, don't support loyal workers properly on retirement; (2) the peasants were too terrified to bring it themselves. Although the charge was ostensibly minor, and indeed at least a third of Carmanian nobles treat their tenants as badly, because there is no written Bill of Rights for tenants, it is in effect a Slander trial because Lunar nobles must appear to be fine upstanding chaps who care about the common folk. The Schwarzgelts were furious about the possibility of disgrace at the hands of a jumped-up commoner.
The Schwarzgelts were tried by a panel of 5 peers (nobles) who found, not surprisingly, that they were not bad patrons and Father Groatalus was saddled with several hundred Lunars' worth of court costs. (This was paid by an anonymous benefactor, and the priest has become a popular folk hero, but that's another story.) However, the vote was not unanimous. Only 3 nobles voted to clear the Schwarzgelts' name. The Baron himself voted that they were Bad Patrons, and so did your own village's Lord - Sir Julius.
The Schwarzgelts have not done anything about the Baron, but small fry like Sir Julius are another matter. This morning a messenger arrived at Reventon and issued a formal public declaration of a Duel to Sir Julius, on the grounds of impugning the Schwarzgelts' honour.
The challenge was carefully worded to rile anyone hearing it. By Lunar mores, Sir Julius would be disgraced if he refused the Duel, and being a man of action he instinctively accepted - an action he may be having second thoughts about now.
Lunar nobles do not have to fight duels personally. They can appoint champions to do their fighting for them. This has evolved into the custom of the Dart War - they now hire entire armies of mercenaries, priests, sorcerers and assassins to wipe out the opposing family. In a full-blown Dart War, just killing the one bloke is usually insufficient: one must liquidate anyone who might avenge the death, like a vendetta. The extent to which this can be carried is limited to immediate family (siblings, parents, children, wives and concubines) by Imperial Decree.
A venomed dart in the back is as honourable as a face-to-face duel in a Dart War.
He immediately summoned the Reventon militia and told them they were on active duty as of now. (As a feudal lord, this is his right - you are his to do with as he wishes.) In addition, he conscripted a variety of others from his villages and farms, and hired a couple of passersby who looked as though they could fight. Thus you, the players, are from mixed backgrounds - which should give you more options.
Sir Julius considered it likely that the Schwarzgelts would not have issued a challenge unless they were prepared. On reflection, he realised they have probably already hired mercenaries, dispersed their family and may be on their way with a small army right now. He immediately:
This is quite a cunning plan. He learnt it fighting the Orlanthi bandits in Sartar - don't try to fight from a position of weakness. The Schwarzgelts probably have a strong, centralised force and (being decadent nobles with no experience of real war) are unlikely to be able to understand a guerilla strategy, because it is unheard of for a Lunar noble to fight like a bandit in this way. However, Sir Julius considers a poisoned dart in the back a completely dishonourable tactic and feels no qualms.
Sir Julius: the squire of Reventon, Stonebow and Genest. Stern, polite, well-spoken and proud - perhaps even snobbish. Doesn't mix socially with the yokels, but takes his responsibilities seriously.
Sir Julius is a rarity - a Carmanian noble who has actually had fighting experience. He is not only a Lord by birth, but a Rune Lord of Yanafil Tarnils. He fought against the Orlanthis in Sartar and, whilst normally the soul of upright behaviour, knows more about dirty fighting than any mercenary the Schwarzgelts are likely to have acting as an advisor.
Some of his armour and weaponry is rune silver and he has made sure his militia are as well trained and equipped as possible.
Gaius Revarnos: the head man of the village of Genest, Sir Julius' bailliff. Ipso facto, head of the militia there. Tries hard to be fair, but dislikes the PC's on account of Unfortunate Incidents in their youth. Little sense of humour..
Lord Schwarzgelt: Arrogant, vain, cruel, and very rich: a credit to the Lunar nobility. He has a son (14), daughter (17), wife (reputedly a heartless bitch) and a number of bastards. Infamous locally for his phrase: "If my horse is too old to work, I have it disposed of. Why should I then care about a mere peasant?"
The villages are mainly farmers and their workers. Most are too small to support a specialist baker, butcher etc - you do your own. There is usually a general store, a shrine / bailliff's hall, an inn, a redsmith (bronzesmith), and that's about it. Corn is milled at the larger villages, or ground by hand to avoid the 10% milling charge.
On a typical Windsday several villagers tromp off to the market town of Thule to barter agricultural produce or animals for goods. They are gone all day.
The villages are not on any trade route of consequence, and the roads are little better than mud tracks..
Although the cities are said to be corrupt, and the head man does have some prejudices, this is pretty straightforward. If you break the law, you are fined, lashed, sent to a labour gang etc.
Crime is rare in the area. Recently there have been rumours of a gang of escaped gladiators turned bandit, but this is the exception rather than the rule.
Duelling is legal. Dart Wars are an extension of this: nobles tend to get others to do their dirty work for them.
The basic rule system is RQ2, with modifications as detailed here (initially):
Combat:
Dying at zero HP: We use the RQ4 idea where you don't die at zero HP, but go unconcious. A 15HP character would die at -15HP.
Half the damage from soft / light blunt weapons such as fists is 'short term damage', healing slowly if resting. Healing spells affect normal damage first. Short-term damage can still kill.
PC knowledge
You are one of a squad of 6 men assigned to work together by Sir Julius. It is assumed that you are all either required to work for him, as he is your leige lord, or you are a transient whom he has offered enough money to make you agree to fight for him.
Play will be over a 2-3 day period (possibly less): each day the PC's will be sent on a different mission. This means about 1 - 1.5 hours per mission, so we can't dwell on things in too much detail during the game. The actual war might go on for weeks as the families must be tracked down.
The nominal leader of the squad is Parmedes. Sir J did not wish to "compromise security" (eh? must be some technical military term) by telling everyone in the group his plans.
On the first day, your orders are to: go out to the Schwarzgelt estate, try to intercept and kill messengers, and return intercepted messages to Sir J.
The player characters are all aged around 20, except Parmedes:
If you wish to discuss tactics before the game between yourselves first, that's fine.
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Age: 45 (old) Cult: Yanafil Tarnils (initiate)
Village militiaman. Became a sergeant in the army before retiring. Cynical, brave, has served in a couple of other Dart Wars and was once part of the Count's bodyguard. Proud of self and of the army. Now a militiaman. Contrary to rumour, never served in Danfive Xaron, but you enjoy the reputation this gossip ascribes to you.
Attitude to military targets is very pragmatic. No squeamishness about cutting a prisoner's throat or torturing for information. Remember this is an uneducated lout from a pre-industrial society at heart, brutalised through a 20 year term in the army. However, loves his wife and nephews.
Despite bravery, did not get through a 20-year term by taking unneccessary risks. If another PC gets into trouble, Parmedes would evaluate situation before rushing in. Once in, fights ruthlessly and never gives quarter.
Loyal to Sir Julius, up to the point where there's no point being loyal anymore.
As a professional soldier, would not pass up an opportunity for looting.
19-20 (Head): 6 hp / 6 ap STR 16
16-18 (L. arm): 5 / 2 (18 with shield) CON 16
13-15 (R. arm): 5 / 6 SIZ 15
12 (Chest): 7 / 5 INT 13
9-11 (Abdomen): 6 / 5 POW 18
5-8 (L. leg): 5 / 6 DEX 13
1-4 (R. leg): 5 / 6 CHA 15
Total hit points: 18
Perception skills: 65%
Manipulation: 65%
Knowledge: 45%
Stealth: 60% Dodge: 50%
Gladius (shortsword) 80% attack 50% parry
Dagger 90% 70% d4+2+d4+bladesharp
Large shield 60% 80% d6+d4
Fists 80% 70% d3+d4, twice/round
Throwing dagger 70% - d4+d2+blade venom 8
Heavy crossbow 70% - 2d6+2+blade venom
(you have 1 dose of blade venom, which can be used for 2 gladii / 5 missile weapons).
Healing-2
Protection-3
Bladesharp-4
Disrupt
Detect Silver One-use rune magic: Small Lune; Heal Body
Detect Magic Also: a Healing-6 potion, can reattach severed limbs.
Dark secret: Sir J has warned you that Sylvester was hired on the understanding that he would not then go to prison for a burglary in Reventon last night. He may try to do a runner or hold something against Sir J. Note that he comes from outside Sir J's holdings, he is not a subject of Sir J.
As leader, you know that the group is meant to rendezvous for further orders at midnight tonight, 1km north of Bloodburst.
Age: 18 Cult: initiate of 7 Mothers
Member of Reventon militia
19-20 (Head): 6 hp / 5 ap STR 17
16-18 (L. arm): 5 / 2 (18 with shield) CON 16
13-15 (R. arm): 5 / 5 SIZ 17
12 (Chest): 7 / 5 INT 13
9-11 (Abdomen): 6 / 5 POW 15
5-8 (L. leg): 6 / 3 DEX 14
1-4 (R. leg): 6 / 3 CHA 14
Total hit points: 17
Perception skills: 45%
Manipulation: 45%
Knowledge: 25%
Stealth: 40% Dodge: 35%
Gladius (shortsword) 40% attack 30% parry
Dagger 60% 30% d4+2+d4
Fists 40% 40% d3+d4, twice/round
Throwing dagger 45% - d4+d2
Large shield - 40% -
(you have 1 dose of blade venom, which can be used for 2 gladii / 5 missile weapons).
Healing-2
Protection-1
Disrupt
One-use Rune magic: Heal Body
Unknown to the others, you are actually in the pay of the Schwarzgelts. You have been an agent of theirs for some time, and they warned you before the war began that you should keep them posted of Sir Julius' plans over the next few weeks by dropping off messages with:
Reventon: Farmer Lithios
Genest: Pa Riddle
Stonebow: Ma Fuller
Bloodburst: Morris, the village beggar
Presumably they were already preparing for the war. You talked to Farmer Lithios just before leaving Reventon, and he said that you had instructions to guide your group just south of Bloodburst tonight or tomorrow (perhaps on the pretext of keeping an eye on traffic on the road). The Schwarzgelts are planning an ambush there, but you will be OK if you go as an 'advance scout' and reply 'the Moon' when challenged.
You look very like Sir J. There is a lot of speculation that he is your father. You don't know if this is so.
Age: 18 Cult: initiate of thief cult, pretend to be in 7 Mothers
What on earth is a confirmed coward like you doing here?
A ne'er-do-well from Bloodburst, a village composed almost entirely of feckless thieves. You were wandering in this area a couple of days ago when you were caught trying to rob Sir Julius' mansion. After a day in his cellar you were hauled out to be told you could go free if you fought for him in this dart war.
You're not stupid. A simple escape would mean the Law would still be after you. But if Sir J dies in this war, or if he wins and you gave the impression of fighting for him, you'd be let off. Besides, what better opportunities for looting than with a bunch of militia raiding farms and suchlike? You readily agreed.
You think the others are keeping an eye on you, so betraying Sir J will probably get your throat cut. That leaves option 2 - opportunistic filching.
19-20 (Head): 6 hp / 3 ap STR 13
16-18 (L. arm): 5 / 2 (18 with shield) CON 16
13-15 (R. arm): 5 / 3 SIZ 12
12 (Chest): 7 / 3 INT 13
9-11 (Abdomen): 6 / 3 POW 15
5-8 (L. leg): 6 / 2 DEX 17
1-4 (R. leg): 6 / 2 CHA 10
Total hit points: 16
Perception skills: 45%
Manipulation: 45% except lockpicking, 75%
Knowledge: 25%
Stealth: 70% Dodge: 65% (due to low ENC)
Gladius (shortsword) 40% attack 30% parry
Dagger 60% 30% d4+2+d4+blade venom 6
Fists 40% 40% d3+d4, twice/round
Throwing dagger 45% - d4+d2+blade venom 6
Net 45% 40% entangle
(you have 1 dose of blade venom, which can be used for 2 gladii / 5 missile weapons).
Healing-2
Protection-1
Light
Detect Life One-use Rune magic: Detect Traps
The group must not be in the vicinity of Bloodburst tonight or they may run into the smuggling caravan due then. This would displease your Thief priest immensely.
Age: 18 Cult: Hunter
Fairly loyal to Sir J, but not averse to a bit of looting on the way. You consider yourself the sneaky one of the group (See Stealth skills aquired from hunting). You are not a militiaman and your armour is poor - leathers etc for hunting in.
19-20 (Head): 6 hp / 3 ap STR 14
16-18 (L. arm): 5 / 2 (18 with shield) CON 16
13-15 (R. arm): 5 / 3 SIZ 13
12 (Chest): 7 / 3 INT 13
9-11 (Abdomen): 6 / 3 POW 15
5-8 (L. leg): 6 / 2 DEX 15
1-4 (R. leg): 6 / 2 CHA 10
Total hit points: 17
Perception skills: 55%
Manipulation: 45% except Set / Disarm traps, 65%
Knowledge: 25%
Stealth: 60% Dodge: 40% (due to low ENC)
2 handed axe 50% attack 30% parry 2d6+2+d4
Dagger 60% 30% d4+2+d4
Fists 40% 40% d3+d4, twice/round
Composite bow 65% - d8+1+speedart, twice/round
Net 45% 40% entangle
Healing-2
Farsee
Peaceful Cut One-use Rune magic: Hunter's Lethal Arrow (envenoms one
Speedart arrow with level 20 systemic poison, lasts 15 minutes)
You had best avoid Farmer Gyles, as he's convinced you've being seducing his daughter. He has threatened to slice you up with a scythe if he sees you again. Gyles' Farm is near Paldorium / Gyleswood.
Age: 18 Cult: 7 Mothers
Quintus' great feature is that he is absolutely dependable - up to a point. He is pretty stupid, and takes things very literally: he doesn't understand the subtleties of a dart war. Play him a bit like a Storm Bull - "let's get in there and twat them!" - especially when this is obviously unwise.
Personality traits:
By the way, "Quintus" means "Son no. 5" - father wasn't terribly imaginative either.
As a member of the militia, you have some equipment and leather / cuirboille armour.
19-20 (Head): 6 hp / 5 ap STR 18
16-18 (L. arm): 5 / 5 (18 with shield) CON 16
13-15 (R. arm): 5 / 5 SIZ 18
12 (Chest): 7 / 5 INT 9
9-11 (Abdomen): 6 / 5 POW 14
5-8 (L. leg): 6 / 5 DEX 12
1-4 (R. leg): 6 / 5 CHA 13
Total hit points: 16
Perception skills: 45%
Manipulation: 45%
Knowledge: 25%
Stealth: 70% Dodge: 30%
Heavy mace 50% attack 30% parry d8+2+d6
Dagger 60% 30% d4+2+d6+blade venom 6
Fists 40% 40% d3+d6, twice/round
Large Shield 45% 40% d6+d6
Composite bow 40% - d8+1 once / round
Healing-2
Bludgeon-1
Disrupt One-use Rune magic: Moonquake
Age: 20 Cult: Etyries
Overriding personality trait: greed
Secondary traits: compulsive liar, for fun; vain
Times are hard and you've had to hire out as a mercenary. Oh, well - opportunities for looting (not stealing, you understand). But you weren't told that these Schwarzgelt types greatly outnumbered your side. Ah well - make the most of a bad contract. One can always surrender, after all...
19-20 (Head): 6 hp / 6 ap STR 14
16-18 (L. arm): 5 / 5 CON 16
13-15 (R. arm): 5 / 5 SIZ 13
12 (Chest): 7 / 5 INT 14
9-11 (Abdomen): 6 / 5 POW 17
5-8 (L. leg): 6 / 4 DEX 17
1-4 (R. leg): 6 / 4 CHA 8
Total hit points: 18
Perception skills: 45%
Manipulation: 45%
Knowledge: 25%
Stealth: 70% Dodge: 35%
Quarterstaff 50% attack 50% par d8+d4+bludgeon-2, twice/round
note staves can parry once and attack twice in a round!
Dagger 50% 30% d4+2+d6
Throwing dagger 45% - d4+d3
Light crossbow 45% - 2d4+2
Healing-2 NB remember people will pay for healing!
Protection-2
Bludgeon-2
Befuddle
Glamour One-use Rune magic: Detect Bargain, Heal Body *
* The Etyries version requires you to donate 1L per HP healed to the Teelo Norri Poor Fund
You wish to be near Bloodburst tonight to pick up some dodgy goods you paid for, coming in on the 'midnight express'.
Age: 18 Cult: Yara Aranis, the horse eating barbarian killer
Not in militia.
Personality traits: Your family is a 'survivalist' one, convinced that the Rathori barbarians are going to pour over the river and slaughter everyone any day. You all have scimitars and other weapons, which you lovingly fondle. You are always polishing your armour, blades, denigrating barbarians etc.
19-20 (Head): 6 hp / 3 ap STR 13
16-18 (L. arm): 5 / 2 (18 with shield) CON 16
13-15 (R. arm): 5 / 3 SIZ 12
12 (Chest): 7 / 3 INT 13
9-11 (Abdomen): 6 / 3 POW 15
5-8 (L. leg): 6 / 2 DEX 17
1-4 (R. leg): 6 / 2 CHA 10
Total hit points: 16
Perception skills: 45%
Manipulation: 45% Ride: 50%
Knowledge: 25%
Stealth: 70% Dodge: 55% (due to low ENC)
Scimitar (Right hand) 40% attack 30% parry d8+1+d4
Scimitar (Left Hand) 20% 40% d8+1+d4
Fists 40% 40% d3+d4, twice/round
Throwing dagger 45% - d4+d2
Healing-2
Protection-1
Dual Bladesharp-1 (2mp) One-use Rune magic: Implode Horse (Yara Aranis)
You must kill a mounted enemy to complete your initiation, within a week.
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