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Tavern Troubles - A Into The Odd Adventure
Tavern Troubles - A Into The Odd Adventure
Tavern Troubles - A Into The Odd Adventure
Another weird small scenario idea for Into The Odd by MSantaro
Laslo Poitin is a good treasure hunter, scavenger, thief and grave robber. He is well paid to recover arcana, and he
never fails… except for this time. Laslo has disappeared and now you have to find him. Why? Perhaps he’s your
brother or friend, or maybe someone will pay you to find him. Maybe Laslo worked for your company and now the
boss wants you to find the arcanumhe sent to recover… and yes, if you find Laslo too everyone will be happy, but the
arcanum comes first.
Laslo was sent to steal the Iron Arm from the tomb of Baron Rurik the Red, but he never returned to Bastion.
Asking around and doing some detective work will lead you to the Wizard’s Saloon.
The owners are Octavio and Garrett Bofil, sons of the notorious explorer Roger Bofil (also author of a couple of
books on his travels). The old man died during one expedition, but left them a lot of money and a diary that
explained how to use some of the arcana he found. One of them was found under the storage shed in their garden…
the place where they built the Wizard’s Saloon.
And the creature isn’t an ogre, it’s a simulacrum created by a powerful arcanum, the Simulacrum Projector.
The arcanum is formed by two part: a round metal platform with strange
signs (above ground) that is inside the cage and covered by sand, and a
part underground accessible from the cellar: this part is made of another
identical platform with an altar (of a strange metal) in the centre, and six
pillars that connect the lower platform to the upper one through the
terrain.
When a living body is placed on the altar it’s covered by the strange
molten metal entering a comatose state, and a brown guardian
Simulacrum appears on the upper platform. The Simulacrum cannot
leave the platform (and can’t be pushed/dragged away, there are
invisible walls all around the platform that trap the Simulacrum inside)
and has no desire to do that: it guards the area attacking anyone that
walks on the platform where he’s confined.
The altar below slowly consume the living body that sinks more and
more with the passing of time (the upper part of the altar becomes liquid
metal), draining 1 STR each day.
It’s important to remember that the Simulacrum has a resemblance with the victim that is on the altar (and it quickly
morph his appearance matching the victim when it is changed) , for this reason Garrett started shaving the victims.
Remember that the tavern isn’t well illuminated and most patrons don’t give much attention to the Simulacrum
appearance (the victims were all middle aged men). The only exception (besides the owners) are Ullia and Dahel.
The Simulacrum – STR: 14, DEX: 10, WIL: 10 Hp: 15. Armor 1. Fists as hard as stone 1d6
Astrid Bofil, the tavernkeeper’s wife and cook – STR: 6, DEX: 10, WIL: 12 Hp: 8.
Cleaver 1d6, sleeping pills (bought from Erresea).
- Wants to become rich. If someone discover their crimes she’ll blame the brothers and flee with the money.
She lived in poverty in the slums of Bastion and she married Octavo only because he told her he was rich. She
wanted to be a lady, not a cook. She is bitter but now this business will improve her conditions.
Garrett Bofil (Garrett the Great), the wizard – STR: 6, DEX: 12, WIL: 14 Hp: 5.
Razor 1d6, stereotypical wizard robes with pointed hat, key of the cage door,
key of the chest in his room, lots of rings, the Eye Ring.
- Wants to become rich and famous. Otherwise he’ll just flee with his loot.
Garrett is tall, handsome and serious. He’s always been the mind. He claims he
learned magic from a sage, and that he found the creature during and
expedition (they never left home). He wears lots of rings so that the “source of
magic” (his father’s eye ring) remains hidden.
Modus operandi
1 – They look for lone travellers that can kidnapped and used to power the Simulacrum Projector. These must be
middle age men of the lower class. If they are not sure Astrid or Garrett has a chat with them to know more of their
background.
2 – Astrid places a sleeping pill in their soup or beverage. They’ll soon be sleepy.
3 – During the night Octavio and Garrett kidnap the guest from his room and drag him to the cellar. The guest is
chained (and shaved by Garrett if he has moustaches or beard) and hold prisoner in a cell underground.
4 – When the man placed on the altar is at 1 STR Octavio or Garrett go to place the new sacrifice on the altar.
The Staff
The Others
- Underground: Here you find the cellar and a little dungeon with two small cells and the Simulacrum Projector.
- Ground Floor: Where you enter and find Octavio behind the counter, Astrid in the kitchen and Garrett near the
cage. Here there is also Octavio and Astrid bedroom and a trapdoor to the cellar.
- First Floor: Balcony where some patrons go to see the fights and bet on the challengers.
- Second and Third Floor: Here you find the rooms, every floor has five rooms (Erresea, Dahel and Friedrich stay
here) . On the third floor there is also Garrett room that contains the chest with the belongings of the kidnapped
guests.
The Loot
In Octavio and Astrid room their stash is in a bag under the bad: it
contains fifty shillings and twelve guilders.
Inside Garrett chest you will find some of the belongings of the old
guests: a pistol, a silver engraved knife, a pocket watch, a gold ring,
two silver rings, lockpicks, a pouch with five pennies, forty shillings and
eight guilders. And the Iron Arm stolen by Laslo, of course.