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Animal Companions Adventure
by Ann Dupuis

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Credits
Adventure Design: Ann Dupuis, with help and inspiration from Paul Dupuis

Character Creation: Ann & Paul Dupuis, Scott Gray, Steffan O’Sullivan, and Sharon Tripp

Illustrations: Jane Irwin, and various artists (clip-art supplied by arttoday.com)

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Page Layout, Cartography, and Image Editing: Ann Dupuis

Proofreading: J. Hunter Johnson, Maurizio Paoluzi, Greg Yon


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Playtesting: Jennifer Brinn, Andrew Byers, Paul Drapeau, Ann Dupuis, Paul Dupuis, James Goodrich, Scott Gray,
Steven Hammond, Carrie Handverger, Mark Klein, Rob Knop, Valerie Lubben, Andrew Martin, Gordon
McCormick, Charlotte Newell, Maurizio Paoluzi, John Parker, Ann Marie Riley, Tony Spallino, Phil Tow, Sharon
Tripp, and Greg Yon
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Thanks to everyone for their help and suggestions. Many thanks also to Barney, Reek Havoc, and Shadow for their inspiration and
the use of their names. Any errors in fact or presentation are the sole responsibility of the author.

About Fudge
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Fudge is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet community of
rec.games.design and other online forums. The core rules of Fudge are available free on the Internet at
http://www.fudgerpg.com and other sites. Fudge was designed to be customized, and may be used with any gaming
genre. Fudge gamemasters and game designers are encouraged to modify Fudge to suit their needs, and to share
their modifications and additions with the Fudge community. The Fudge game system is Copyright ©2000 by Grey
Ghost Press, Inc., and is available for use under the Open Game License. See the fudgerpg.com website for more
information.

Another Fine Mess Copyright ©2000 by Grey Ghost Press, Inc.


Abominations artwork Copyright ©2000 by Jane Irwin.
Table of Contents

Introduction (Player Information) The Adventure (Continued)


Adventure Background..........................................................................3 Yet Another Split..............................................................................20
Player Characters ....................................................................................3 Big Jump .............................................................................................20
Anaxagoras (Great Horned Owl) ...................................................3 Falling Into the Cold River............................................................20
Bandit (Raccoon).................................................................................3 The Crossing......................................................................................21
Barney (Mutt).......................................................................................4 The Bridge..........................................................................................21

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Isabelle (Bloodhound)........................................................................4 Drooling Thing .................................................................................22
Midnight (Horse) ................................................................................4 Lumpy Cave ...........................................................................................22
Penny (Peregrine Falcon)..................................................................4 Bumpy Tunnel.......................................................................................22
Reek Havoc (Ferret) ...........................................................................5 Slippery Hill ...........................................................................................22
Shadow (Cat)........................................................................................5 The Sorcerer’s Lair...............................................................................22

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Roleplaying Animals ..............................................................................5 The Doors...........................................................................................22
Snarling Thing ..................................................................................23
The Side Chambers .........................................................................23
Pullout: Player Character Sheets Main Temple Chamber ..................................................................23
Anaxagoras/Bandit .................................................................................6 Black Bear...........................................................................................24
Barney/Isabelle ........................................................................................7 Balancing the Encounter with the Sorcerer ..............................24
Midnight/Penny.......................................................................................8 Magic ...................................................................................................24
Reek Havoc/Shadow ..............................................................................9 The Sorcerer ......................................................................................25
The Master .........................................................................................25
Big Tunnel.................................................................................................26
The Adventure (GM’s Eyes Only)

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Setting Up the Adventure ...................................................................10
Background ........................................................................................10
About the Map: Camp, Cave, and Environs.............................10
Map: Camp, Cave, and Environs......................................................11
Cold River .................................................................................................26
Cold Lake ..................................................................................................26
Concluding the Adventure ...................................................................26
What Next?................................................................................................27
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Map: Cave Plan and Cave Profile.....................................................11
Combat Summary Sheet .....................................................................12 All the Rules You Need to Know
At the Camp ...........................................................................................13 Character Traits ....................................................................................28
The Master’s Trail ................................................................................13 Skill Descriptions ..................................................................................29
The Dog Things................................................................................14 Action Resolution .................................................................................30
Bleeding Thing .............................................................................14 Rolling the Dice ................................................................................30
Crying Thing.................................................................................14 Unopposed Actions..........................................................................30
Two-Faced Thing.........................................................................14 Opposed Actions ..............................................................................31
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The Cave .................................................................................................15 Combat................................................................................................31


Cave Formations...............................................................................15 Scale and Minimum Target Levels.........................................31
About the Map: Cave Plan and Cave Profile............................16 Multiple Opponents ....................................................................31
Cave Entrance ...................................................................................16 Wounds...........................................................................................31
Bat Den................................................................................................16 Stun, Knockout, and Pulling Punches ...................................32
Sky Eye................................................................................................17 Scale, Damage, and Knockback...............................................32
Male Flying Thing .......................................................................17 Situational Rolls ....................................................................................32
Female Flying Thing...................................................................17 Fudge Points...........................................................................................32
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Beyond the Sky Eye .........................................................................18 Magic........................................................................................................32


Crawling Thing ............................................................................18 The Only Rule You Really Need to Know.....................................32
Light!....................................................................................................18
Big Cave ..............................................................................................19
The Walk-About ...............................................................................19 Adapting “Another Fine Mess”
The Pit.................................................................................................19 Running a More Traditional Adventure ........................................33
The Rock Forest ...............................................................................19 Using Other Game Systems ...............................................................33
The Sump ...........................................................................................19
Tight Squeeze ....................................................................................19 Grey Ghost Games
Big Step ...............................................................................................19 Grey Ghost Games ...............................................................................34

2 Table of Contents
Introduction

Another Fine Mess is a fantasy adventure for Fudge, a skill-


based roleplaying game. This booklet includes ready-made The Player Characters
player characters (pp. 6-9) and “All the Rules You Need to
Know” (pp. 28-32).
The Game Master should read through the entire adven- Anaxagoras (Great Horned Owl)
ture before running Another Fine Mess for her players. As the Master’s apprentice (or so he thinks), Anaxagoras

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The following information is for players as well as Game bears himself with much dignity and reserve. He takes
Masters. Before beginning the adventure, please make sure quiet delight in sharing his vast knowledge with his less for-
all players understand the information contained in tunate companions. Anaxagoras struggles daily with his
“Adventure Background” and “Player Characters” sec- inborn nature as a Great Horned Owl – especially when

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tions. (Reading these sections out loud after handing out presented with the distraction of a squeaking rodent.
copies of the character sheets can help set the mood of the Anaxagoras is a large owl with round yellow eyes; mot-
adventure, and serves to introduce the animal characters to tled brown, black, and white feathers; a white throat patch,
the players.) and large ear tufts. His taloned feet are the size of a human
Players may also want to read the “Roleplaying Animals” hand and have feathered toes. His normal prey consists of
section before beginning play. reptiles, birds, small mammals, and sometimes fish. Owls
Note: The Game Master may replace the “Adventure swallow small prey whole.
Background” with a suitable backstory tailored to her pre- Anaxagoras is civilized enough to consider Reek Havoc
ferred game world, if desired. a friend rather than prey. Wild birds don’t recognize
Anaxagoras as “civilized,” though, so he’s just as subject to

Adventure Background
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The player characters presented with Another Fine Mess
aren’t your typical party of fantasy adventurers. They’re
being mobbed by crows as any wild owl.
Great Horned Owls are patient, and can remain immo-
bile for hours. Their hearing is superb, able to distinguish a
beetle crawling through grass 100 yards away.
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animals. Fairly ordinary animals, at that, or at least they Anaxagoras can emit a number of sounds, including
were before they began their travels with the Master. deep hoots, shrill shrieks, cooing, growling or screaming
The Master is a mage in the service of the Free Rangers (when attacking), barking, and even meowing like a cat.
of Amberland. His duties mostly involve travelling the He’s a bit of a ventriloquist, able to make some sounds
remote reaches of Amberland and sending reports back to appear to come from somewhere else.
headquarters. As a Free Ranger, he is charged with ensur-
ing that the Queen’s Peace is kept, even in the wilderness.
As a practitioner of magic, the Master also keeps a sharp Bandit (Raccoon)
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eye out for magical disturbances. To Bandit, the world is full of wonder. Every nook and
The Master’s specialty is in Animal Magics, and over the cranny is worth exploring; one never knows what treasures
years he’s collected quite a menagerie to aid in his patrols. one may find. All treasures are equally valuable, whether
His animals are his best friends and companions. He is the they’re tasty grubs, crunchy beetles, or shiny baubles. A
type of master who would earn the love and loyalty of his generous soul, Bandit will often share a newly discovered
animal companions even without the aid of magic, but his treasure with friends.
ability to speak with animals helps. Some of the Master’s Raccoons are insatiably curious. Aided by a keen sense
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magic has rubbed off on his companions. They exhibit of touch and slender, agile “fingers,” they can manipulate
more than ordinary animal intelligence, and share a com- man-made objects better than most animals. Bandit can
mon language that allows them to speak with one another. turn door handles and jar lids, pull or push levers, and
This adventure begins with the animals in camp, waiting poke and twist things until his curiosity is satisfied. Hollow
for the Master to return from scouting. The Master hasn’t trees are his favorite resting and nesting spots.
explained everything that’s happened recently (he rarely Although capable of hunting and killing frogs, fish, and
does), but the animals know it has something to do with a other small prey, raccoons more commonly eat eggs,
bad man who’s been doing bad things with magic. The insects, fruits, acorns, vegetables, and seeds. They’re also
Master is sure to fix that, though. Any moment now he not averse to eating carrion they happen upon.
will return to announce victory over the evil-doer…. A raccoon’s vocabulary includes low twitterings, growls,
snarls, and sharp barks. Bandit uses all of these sounds to
express himself, sometimes vociferously.

Adventure Background/Player Characters: Anaxagoras, Bandit 3


Introduction

Barney (Mutt) Midnight (Horse)


Barney likes nothing better than a good romp in the Midnight has been with the Master since he was just a
woods. Fortunately, the Master’s travels take them through colt, and even remembers Isabelle as a puppy. As the old-
a lot of woods, and sometimes into the mountains! A gentle est, most experienced, and by far the strongest of the
soul, Barney approaches everyone he meets as a potential Master’s companions, Midnight considers himself the

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friend. While he rarely starts a fight, he’s in no way reluc- group’s protector. When given a choice, he prefers to avoid
tant to finish one if someone else starts it. danger rather than confront it directly, but is a capable,
Barney is a deep-chested, solidly built dog with a thick trained warrior.
double coat that sheds water and dirt easily. The skin Horses excel at running, and only Penny the falcon can

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around his neck is loose and well furred, giving him an move faster than Midnight. Midnight is well muscled and
advantage in a fight. Animals attempting to go for the jugu- strong for his size (he’s a large but fine-boned horse, not as
lar are likely to grab nothing but fur and a bit of skin. massive as a draft horse). As herbivores, horses are wary of
Young and agile, Barney can leap up to 4' easily. He can situations that may indicate potential predators; sudden
jump on and clamber up and over rocks and other obsta- sounds or movement can spook them. Midnight has
cles substantially larger than that. He’s strong, too, and enough experience and training to limit his “spooks” to
seemingly suffers no ill effects after slamming head- or quick flinches while he assesses the situation – then he
shoulder-first into obstacles such as trees and boulders, as decides whether to run or stand his ground.
he sometimes does when chasing squirrels or sticks. He Equine vocalizations include snorts, nickers, and a loud
loves the chase, but has little actual drive to kill. whinnying call. Midnight, a stallion, has been known to

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Barney rarely barks, but when he does it’s a deep, throaty
“Ruff!” He whines when he’s afraid he’ll be left alone, or
when he’s excited. He pants a lot, especially after a good
run or when he’s anticipating some rough-and-tumble play.
scream his defiance in battle, a sound normally reserved
for fights between stallions over breeding rights. Horses
tend to vocalize much less than TV and movies would have
people believe.
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Isabelle (Bloodhound) Penny (Peregrine Falcon)
Although she moves more slowly and stiffly than she did Peregrine falcons are streamlined birds. Penny has slate-
in her prime, Isabelle is still a powerful dog. She can track blue feathers on her back and wings and cream-colored
a spoor for hours – or days. She has a soft spot for Barney, feathers on her breast and the underside of her wings. Her
and worries that his unbounded enthusiasm may lead him legs and talons are yellow.
into trouble. Isabelle often guides the other companions Penny watches everything sharply, and sometimes makes
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with soft-spoken suggestions. sharp comments. A fierce fighter, Penny has no fear of her
Through no fault of her own, Isabelle slobbers even companions, even the owl or the raccoon, who would be
more than Barney. (That’s just the way her heavy, droopy her enemies in nature. She tolerates Reek as helpmate
lips work.) Sometimes she forgets, and sends slobber flying rather than prey because he flushes so many partridges for
in all directions with a shake of her head. her.
Isabelle is a persistent dog, especially when following a Peregrines prey mostly on small to medium sized birds.
trail. At times she’ll concentrate so hard that she ignores Penny is particularly fond of ducks.
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everything else. She can easily follow a trail that’s no more Penny is by far the fastest of the Master’s animal com-
than 8 hours old. Trails up to 72 hours old require more panions. She can fly at 60 miles per hour in level flight;
deliberate tracking, but are still within her capabilities. three times that in a steep dive or “stoop.” Peregrines kill
Upon catching sight of her quarry, Isabelle may break into their prey by impacting at high speed with their talons.
a deep, bell-toned baying. Like most falcons, Penny is easily agitated. She may
Isabelle can be stubborn if someone tries to tell her to do become enraged if deprived of prey, and doesn’t accept
something she disagrees with. She will patiently explain, failure in her hunts gracefully.
over and over, why she doesn’t think such-and-such is a Vocalizations include a staccato “ee-chup, ee-chup, ee-
good idea. chup” as a greeting; a very loud “kak, kak, kak” when agi-
Rainy days bother Isabelle now, as do cold nights. She tated, and a quick chittering of disapproval. When hunting,
gamely plugs along, though, despite pain or discomfort she may make a sharp “kee, kee, kee” call to warn other fal-
from her arthritic joints. cons in the area to stay away.

4 Player Characters: Barney, Isabelle, Midnight, Penny


Introduction

Reek Havoc (Ferret) Roleplaying Animals


Reek Havoc’s inability to comprehend the concept of Here are some tips to help players “get into” their animal
personal property is balanced by his genuine concern for characters.
the well-being and happiness of the Master and his animal
companions. Unfortunately, Reek is prone to acting with-

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out thinking. His apologies are sincere – and frequent! Physical Capabilities
Reek is a contortionist, and can squeeze through a space Animals are physically limited by their lack of opposable
as small as 2" × 2". He delights in flushing rabbits from thumbs. If you’re not sure if your character can perform a
their burrows, and can be a fierce warrior or hunter when particular task, try doing something similar, either wearing

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necessary. He’ll also snatch up small rodents or insects with mittens or using your mouth.
glee, and especially relishes crunchy grasshoppers. The dis- Each animal has strengths and weaknesses based on its
covery of some bauble or trinket is an occasion of great joy body form. The birds are graceful in flight but shuffle
and may merit the “ferret dance” in which Reek flings him- when on the ground. The dogs are strong, but hampered
self about with stiff legs and an arched back. on slippery ground or in tight places. Shadow and Bandit
The ferret’s curiosity is matched only by Bandit’s. Reek can climb anything they can sink their claws into, but
often teases the coon, bragging about how many more Shadow is more agile and Bandit more dexterous. Reek is
nooks and crannies he can fit into than can his plump quick, but his short legs make jumping difficult. Midnight
friend. But even Reek has to admit that Bandit’s paws are is by far the strongest, but his size limits where he can go.
the cleverest of all.

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Usually quiet, Reek will sometimes chuckle or cluck to
himself when particularly happy or excited — especially
when exploring a new area. He hisses when frustrated or
angry, and sometimes while fighting. When frightened or
Motivations and Mental Capabilities
Animals are motivated by the same things humans are –
fear, hunger, pain, joy, and even love. But they’re oblivious
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in pain, he will screech or chitter loudly. to the nuances of society; politics, traditions, and other
ideas humans take for granted. They know only what they
themselves have experienced.
Shadow (Cat) Animals can reason, but not to the depth humans can.
Like most cats, Shadow’s main concern is the protection Many animals can grasp the idea of cause-and-effect (when
of his dignity. He’s a great hunter, and quite proudly brings I do this, that happens…), but most animal behavior is reac-
his prey back to the group to show off his prowess. He tive rather than proactive. Try imagining everything non-
prefers not to eat wild-caught game, though, until the Master verbally, as images or feelings or smells or tastes….
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(or sometimes Bandit) has skinned or plucked it for him.


Shadow has been with the Master since he was a kitten.
Of all the companions, Shadow has the closest bond with Language
the Master. He can usually tell what the Master is thinking Animals communicate with one another primarily
and feeling, and can often “hear” the Master’s voice inside through body language, although each species has certain
his head. Shadow can tell when the Master is looking sounds that carry basic meanings (much as the tone of a
through his eyes. Sometimes, Shadow can see through the human voice can carry meaning). In this adventure, you’re
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Master’s eyes, feel what he’s feeling, or hear what the he’s encouraged to stretch reality and assume that the player
hearing even when the Master is well out of sight. characters can “talk” to and understand one another.
Cats are agile creatures, able to leap several times their Blame this on the Master’s magic, if you like; or assume a
own height. While many cats “specialize,” perfecting a common language among all animals.
pouncing technique for hunting small mammals or a leap-
ing technique for catching birds, Shadow is equally adept
at both hunting practices. Just “Fudge” It!
Shadow is a fairly vocal cat. He meows loudly when he Don’t worry about getting everything “right” when role-
wants attention, especially at dinnertime. Hisses and growls playing an animal. As long as everyone’s having fun, factual accu-
are common when he’s annoyed. Purring is loudest when racy in animal behavior isn’t very important. Remember this is a
the Master is petting him, but Shadow also purrs whenever fantasy adventure. Feel free to base your character’s actions
he’s feeling contented. on things you’ve seen animals do in the movies.

Player Characters: Reek, Shadow/Roleplaying Animals 5

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