Burglary at Raus' House
By Anders Swenson, converted to Hero Wars by Gary James.
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Note! The conversion of this scenario to Hero Wars is a
fan work. The hard-working volunteer has made all interpretations of
game stats.
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Benchmark: This episode is designed for heroes whose best ability is
5 . It emphasises non-combat
thief abilities.
Premise
There aren't too many major burglaries (as opposed to relatively minor thefts and
break-ins) in Pavis. There are a few good reasons for this. Pavis is a relatively
small town, and the few permanent treasure-troves are well guarded. While the
thieves of Pavis are a competent bunch, the local citizenry have had practice in
fending them off. For those with really substantial fortunes, the best steps for
protection are well known. The Pavis thieves and robbers spend most of their time
hijacking loot freshly taken from the Rubble.
Sometimes security slips. For instance, on Clayday of a certain week and season
one year, the residual servants at Duke Raus' Pavis townhouse were invited to join
their fellow butlers and servants from other closed-down townhouses for a major
bash at the Sable Horn Inn. Old Mellowy, the eldest footman, was left to watch
things at Raus House, but he was heard to state his intention of indulging in a bit
of feasting of his own, and everyone knew that he'd be in a drunken stupor by an
hour after sunset.
Duke Raus of Rone pioneered some moderately successful plantations down river from
Pavis, beating back the worst of the nomads and generally taming the desert. Raus
maintains a fancy residence in the city, as suits his station, but usually lives
in his fort to the south, where his considerable fortune and collection of magic
items is guarded by a small army of retainers. Raus' fortune in Pavis consists
of enough money to pay small bills and cover emergencies, some gems for which he
hasn't been bid enough yet, a wardrobe, and some things he needs more in Pavis
than down river. When the Duke is away, he reduces his townhouse staff to the
minimal number of servants needed to keep each other honest (four or five).
Tonight, for a few hours, the number on duty has been reduced to zero and an
ambitious cat burglar can make a good night's piece of change.
The objective of the scenario is for one or two players to run thief heroes in a
raid on Duke Raus' petty cash box. This is not an adventure for an army: one cat
burglar is all that is needed, and an optional street lookout. The idea is to
evade the watch, not to fight them. Even under the Lunar restrictions, the night
watch is plenty strong and tough.
Scene 1: The Street
Key Points
The raid begins with the hero hearing about Raus House and its temporary lack
of guards. This can be done by a successful ability test using an appropriate
mental ability. The hero will then need to decide if he is enough of a cat
burglar to do the job, or if he wants to bring a friend in on the job.
Action
The mechanics of the raid are simple. No plan of Raus House has been provided,
because the main action is initially on the outside of the house as the thief
climbs up the street wall, then in the study where the treasure chest lies, and
then back down the front wall and into the street. The hero can easily discover
that the only possible entry into Raus House is through a front second story
window, because the roof is solid, and the sides and rear abut directly onto
other buildings (with no doors through). Furthermore, the ground floor of the
townhouse is as solidly secured against unauthorized entry as four centuries of
Pavis security system development allows. A battering ram could get through the
downstairs front, but little else. The second story windows are the likeliest
weak spots.
To enter Raus House, the hero will have to climb the front of the building and
open a window. An alternate, costlier plan would be to rent a room in the Silk
'N' Plume inn next door, climb to the Silk 'N' Plume's roof, go over onto Raus
House' roof, then let oneself down to the window. This would cost the character
the price of a night in the Silk 'N' Plume and possible recognition or discovery
by others at the inn. For the average scruffy burglar, it is wiser just to climb
up the front.
To climb the front of Raus House (15): Climb.
Climbing the face of the building is made more difficult by wearing heavy or
restrictive clothing, especially armor. The hero incurs a penalty of -3 for each
rank of armor worn or carried.
Victory (Marginal, Minor, Major or Complete): The hero reaches a second
storey window.
Marginal Defeat: The hero is stuck half way up the wall.
Minor Defeat: The hero falls and is hurt for the rest of the episode.
Major Defeat: The hero falls and is injured.
Complete Defeat: The hero falls and hits his head on the paved street.
He is injured and unconscious.
After each attempt to climb front of the house, check for an encounter on the
street. (See "The Watch" and "Encounters"
below.) If the climber falls, it may
attract the attention of a nearby watch trollkin. If the hero fails to reach a
second storey window and is not distracted by an encounter or a nosy watch trollkin,
he may make another attempt to climb the front of Raus House.
The second storey windows are shuttered and locked. Opening the window requires
another simple contest.
To open a second storey window (14): Open Locks, Strong (-10).
Victory (Marginal, Minor, Major or Complete): The hero opens the window.
Defeat (Marginal or Minor): The hero is unable to open the window.
Major Defeat: The hero slips and falls to the street below. He is hurt for
the rest of the episode.
Complete Defeat: The hero slips and falls to the street below. He is injured.
After each attempt to open the window, check for an encounter on the street. (See
"The Watch" and "Encounters" below.)
If the burglar falls, it may attract the attention of a nearby watch trollkin. If
the hero fails to open the window and he doesn't fall, he may make another attempt
to open the window.
The Watch
Scaling Raus House is made complex by the existence of the Pavis night watch, a
force of trolls and trollkin who can get along perfectly well in the dark. The
ascent into Raus House will take time, and if a watch trollkin comes along, the
hero must try to conceal himself against the side of the building.
To hide from the watch (17): Hide.
Victory (Marginal, Minor, Major or Complete): The watch trollkin does not
notice the hero.
Defeat (Marginal, Minor, Major or Complete): The watch trollkin spots the hero.
If the watch trollkin spots the burglar, he will blow his whistle and attempt to
Befuddle the hero.
If the burglar falls, or otherwise makes noise, the Narrator should check to see if
a nearby watch trollkin heard the noise. On a roll of 17-20, a watch trollkin is
near enough to have heard the noise. The watch trollkin will need to make a
successful ability test with his Listen ability at a penalty of -10.
If a watch trollkin blows his whistle, a heavy patrol will come around the corner
in little more than a minute. It will consist of five typical watch trollkin and a
single dark troll sergeant from the central watch station. They will approach in a
group and, as tactics, will attempt to Befuddle followed by possible attack with
weapons. They will round up everybody in sight and take them back to the guard
post for questioning. Even the sounds of battle in the streets will not move the
Lunar guards at the nearby gate, who have other duties. If the heroes, however,
have organized a particularly strong fighting party, the dark troll sergeant may
sound his alert horn and bring a Lunar squad on the double from the barracks less
than 60 yards away.
A burglar, or his lookout, should not think of fighting the watch. The best plan
is to run as fast and as evasively as possible. If the thief is inside the house
when his lookout is pursued, his best plan is probably to climb to the roof, which
requires only a successful ability test. He can stay on the roofs until the street
is empty, and might avoid all detection while up there.
The trolls, of course, know about this trick, and, if they are alerted to the
presence of a burglar within the building or upon its roof, may roust out the
entire night watch to guard the streets around the block.
Encounters
Climbing the front of the house and opening the window will take time, and while
time passes, so do people on the street. There is a good chance that various foot
traffic may happen by. The high number of passers-by is explained by the fact that
the Silk 'N' Plume is next door to Raus House, and Erigio's is right around the
corner. The trollkin come by so frequently because Jorjar the Quick's residence
(Jorjar is the Constable of Pavis) is on the other side of Raus House!
Foot Traffic Encounters
| Die roll |
result |
| 1-10 |
no traffic |
| 11-16 |
one or more drunks |
| 17-20 |
trollkin night watch |
Roll for an encounter after each attempt to climb the wall or open the window.
If the hero was farsighted enough to arrange a lookout, the lookout can tell the
nature of a coming encounter before it arrives on the scene.
The Lookout
If the lookout wishes, he may try some private enterprise, and roll some drunks.
If there is more than a single drunkard, this will be difficult, as at least one
of them will be able to stagger off to Jorjar's house or the Silk 'N' Plume, and
shout for aid. If there is but one drunk, he can be subdued easily. He will
carry 1D100L (this is the rich quarter of town, remember) and will be knocked
out with a successful ability test. Rolling drunks makes it impossible to do
any looking-out. It also takes time. The Narrator should roll for another
encounter and if a watch trollkin comes onto the scene, he will blow his whistle
for help and try to arrest the assaulting party. This may, of course, have
interesting consequences for the cat burglar.
The Narrator should remember that hiding in mere shadows is worthless against a
Darksensing trollkin, and there is precious little cover on Parade Way. If a
watch trollkin shows up, the lookout will have to explain his presence on Parade
Street at an inauspicious hour. This requires an ability test. The lookout must
come up with a plausible story to back up his ability. If the story isn't too
likely, then the Narrator should apply an appropriate penalty. If the trollkin
isn't satisfied with the explanation, he will blow his whistle or attempt to
Befuddle the hero. If the lookout is rolling a drunk, the watch trollkin will
blow his whistle, try a Befuddle and, if that fails, attack with the club.
If the lookout isn't busy committing a crime, he can signal to the burglar when the
watch trollkin appears. This can be done by a bird-call, popgun, bullroarer, a
light signal, or whatever the heroes devise. In any case, the watch trollkin needs
to make a successful ability test using Listen or Darksense Scan to notice the signal.
The lookout might move away. If he walks off to the Lunar troop barracks, for
example, where there is always someone in the street, he will miss whatever is
happening in front of Duke Raus' house for at least one encounter.
Scene 2: The Almost Empty House
Setting
The Duke's study is sparsely furnished with a desk and chair. There is little to
interest the burglar apart from the chest against the far wall.
Duke Raus' Treasure Chest
The treasure chest is large and heavy. It is over three feet wide and eighteen
inches tall and deep. A rectangular prism with a deep top hinged a few inches
from the top. The exterior of the chest is lead sheeting riveted to an interior
frame.
The hinges of the lid are concealed inside the chest, so the lock must be picked.
This requires a successful Open Locks ability test with a penalty of -3 due to the
difficulty of the lock.
If the lock is too much for the thief, brute force is possible.
To bash open the chest (8w): Close Combat.
The hero may use an ability like Strong to augment his Close Combat ability.
Bashing open the chest requires a weapon such as an axe, pick, hammer or mace. If
the hero chooses to use a less appropriate weapon, such as a sword, the Narrator
should apply an appropriate penalty.
Victory (Marginal, Minor, Major or Complete): The hero bashes a hole in
the chest large enough to reach in with his hand.
Defeat (Marginal or Minor): The hero bashes the chest to no real effect.
Major Defeat: The hero bashes the chest and triggers the trap in the secret
compartment. (See below.)
Complete Defeat: The hero breaks the weapon he is using to open the chest.
After every third attempt to bash open the chest, check for an encounter on the
street. If a watch trollkin happens by while the chest is being pounded open, he
will definitely investigate. He won't leave without satisfying himself about the
situation.
If an attempt to bash open the chest results in a Major Defeat for the hero, he
will spring the trap in the secret compartment at the back of the chest. He must
make an ability test not to breathe the poison gas that will quickly fill the room.
If he fails, he must then win a simple contest to avoid dying. The gas has a
Potency of 20 and is both Instant and Lethal.
Once the chest is opened, the contents are available for the taking. There are
two big moneybags, each holding 1,000L and a smaller moneybag with 50 wheels.
There is a small gem pouch with some uncut diamonds. If the character succeeds
with an ability test after getting the diamonds safely home, he will discover that
they are worth 1,000L total. If he fails, he will get but 500L for them.
Hidden Spots
A successful ability test when the chest is opened will reveal cracks leading to
the proverbial secret compartment in the chest's back. Another successful ability
test will reveal little holes in the compartment lid. A third successful ability
test will both open the compartment and disarm the trap. If the hero fails this
third test, the trap will be set off.
The trap consists of poison gas (this could also have been set off by pounding the
chest open--if it was, then it will not act again here). The gas will billow forth
and fill the room. If the hero succeeds in an ability test, he can hold his breath,
grab the treasure and run. If he fails, he must win a simple contest to avoid dying.
The gas has a Potency of 20 and is both Instant and Lethal.
If the compartment is opened, the hero will find the Wand of the Seven Phases of
the Moon.
The Drunk
Remember Mellowy, the servant left behind because someone had to watch the house?
The guy who decided to have a little party of his own? Well, he could interfere
in the scenario's action. If the scenario has had enough happening, the Narrator
can let Mellowy snore on in his easy chair, to come to a rude awakening long after
the damage is done. However, if Parade Way has been empty for hours, the climb up
the wall was a breeze and the treasure chest fell apart under the thief's nose,
then perhaps Mellowy can be used to increase the pace of the episode. In any case,
the Narrator may think that it is a good time to bring on good old Mellowy, who may
have thought he heard something, or may have just gotten up for a little old walk
to the latrine.
Mellowy will blunder into the treasure room just when the treasure is spread out on
the floor ready to be packed into a knapsack. As can be seen by his statistics, he
is stone drunk. He will be as annoying and impertinent as the Narrator can make him,
and he will cause trouble, though he won't be exactly sure what is going on. "Are
you the new cleaning man?" Mellowy may ask loud questions, he may sing; insist on
cleaning up the mess; or engage in other similarly annoying projects. These acts
may have no effect on the detection of the burglar, but may worry him all the same.
Getting Rid of Mellowy
Getting rid of this pest is tricky. Except for the wand, the treasure chest is a
minute part of the Duke's fortune, and he would prosecute the thief with only the
normal vigor. If, however, an intruder murdered one of his servants, his wrath
would be unbounded. Tact and diplomacy are called for. The hero needs to think
up good lines to encourage Mellowy to go away. A successful ability test should
accompany these lines. Finally, a gentle cosh on the head could settle the problem,
once Mellowy has obligingly turned to leave - this also only requires an ability
test.
Escape
Once he has grabbed the loot and dealt with Mellowy, the burglar only needs to
climb out the window and either jump or climb down to the street. This requires an
ability test, not a simple contest. The Narrator should make one last encounter check.
If all goes well, the thief escapes with his loot.
Denouement
Duke Raus is harsh in his treatment of thieves. If it is possible for the Duke to
make a connection between the break-in at his Pavis townhouse and the hero, the
Narrator should decide whether the Duke learns of the hero's actions and becomes
an adversary of the hero.
Aversaries
Chooga, a Dark Troll Nightwatch Sergeant
Significant Abilities: Maul fighting 2w, Sling shooting 13, Darksense Scan 20,
Darksense Scrutinise 17, Great Strength 18, Intimidate Trollkin 17, Listen 18,
Very Large 19.
Weapons: Maul ^5, Sling ^3.
Armor: Composite armor and thick skin ^3.
Fetish: Befuddle 13; 1/day
Fetish: Heal 13; 1/day
Fetish: Move Silently 13; 1/day
Fetish: Run Fast 13; 1/day
Fetish: Wall of Darkness 13; 1/day
Notes: Carries whistle and alarm horn.
Nightwatch Trollkin
Significant Abilities: Club fighting 17, Thrown Object 5w, Darksense Scan 17,
Listen 5w, Resist Bribe 5w.
Weapons: Club ^1, Thrown Rock ^1.
Armor: Leather and tough skin ^2.
Fetish: Befuddle 9; 3/day
Fetish: Heal 9; 1/day
Notes: Carries loud whistle for summoning help.
Mellowy, Drunken servant
Significant Abilities: Swing Wine Bottle 7, Annoy 13, First Aid 12, Listen 8,
Stagger 13.
Weapons: Wine Bottle ^1.
Armor: None.
Notes: Mellowy's abilities reflect his extreme drunkenness.
Treasure
The Wand of the Seven Phases of the Moon
DESCRIPTION: A wand ten inches long and half an inch in diameter made of a
single huge ruby engraved down its length in a spiral band with a series of
pictoglyphs of the seven phases of the Red Moon. These glyphs are repeated seven
times through the length of the wand, and the spiral bends around the rod seven
times, so that the glyphs for each phase are aligned all down the wand's length.
KNOWLEDGE: Famous to Lunars. It is one of a kind.
HISTORY: The item was found in the fabulous Machine Ruins, but its origin
is unknown. Possibly, it was mistakenly manufactured by the pragmatic sorcerer
smiths of the city, but proved of little use to them. Perhaps some forgotten moon
worshipper took it there in the early days of the empire. The rod has been little
studied, so the truth is unknown. Knowledge of the wand's use is limited to Lunar
priests and a few scholars of magic. Duke Raus has it as part of his heritage.
Because the Duke is not a Lunar cultist, he has no personal use for the rod. He
holds it in trust for such time as a Rone heir can trade it to the empire in return
for a suitable return gift.
POWERS: Only a Devotee of Natha or Rufelza may attune the wand. Attuning
the wand costs three hero points and takes 49 weeks, as each of the 49 moon symbols
must be attuned individually and in order. When the rod has been attuned, it will
act as a Glowspot for the wielder. Every day will be treated as if it were the full
moon when judging availability and effectiveness of Feats. In addition, the owner
gains a new Feat, Holy Fire, at 12. The new feat enables the hero to use the wand
as a weapon. He can cause the wand to emit a pulse of holy red plasma to incinerate
an opponent. The wand has a range of ninety yards and a weapon rank of 10.
VALUE: This item is so specialized and unique that it is priceless.
Reputable magic merchants usually have heard of it, and won't buy it. Anyone
stealing it may hope at best to ransom it back to the Duke, who is notoriously
intolerant of thieves.
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