Sample File ART DIRECTOR Mike W"Tlliams Shirley Soto

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Sample File ART DIRECTOR Mike W Earthdawn EARTHDAWN GM SCREEN ADVENTURE: INTO THE BREACH by Gary McBride WRITING ASSISTANCE Sample file ART DIRECTOR Mike W"tlliams Shirley Soto EARTHDAWN LINE DEVELOPER GM SCREEN ART Mike W"tlliams Patrick Keith SENIOR EDITOR LAYOUT HenryKhang MarcoSoto SPECIAL THANKS Jason Middleton EARTHDAWN FIRST EDITION COMPANION WRITTEN BY: Lou Prosperi, Greg Gordon, Christopher Kubasik, and Allen Varney EARTHDAWN® is a Registered Trademark ofWizKids, LLC in the United States and/or Published under license by Living Room Games other countries. INTO THE BREACHTM is a Trademark ofWizKids, LLC. 116 W Williamsburg Manor Arlington, TX 76014 Copyright© 2002 by WizKids, LLC. All Rights Reserved. E-mail: [email protected] Printed in Canada. Visit us on the World Wide Web at htrp://www.lrgames.com EARTHDAWN 1 Into The Breach INTRODUCTION WESTER'S CROSSING "Into the Breach" is an introductory adventure for the Earthdawn The town of Wester's Crossing is a small and unremarkable fantasy roleplaying game. This adventure is intended for four to eight community on a busy crossroads. It is run by a thoroughly corrupt first to third circle adventurers. It is intended to introduce the player mayor named Finneas DeVahl (a human non-Adept). He keeps the characters to both the system and the world ofBarsaive. However, it is peace for the most part, but his friends, family and allies seem to also easily adapted to more experienced characters. Notes on doing this prosper while those who do not curry his favor seem unable to keep are included at the end ofthis adventure. their businesses open and profitable. The town is small, virtually lawless, These events are furthermore designed to be easily inserted into and beneath the notice ofany ofthe major players ofBarsaive. Finneas an existing campaign. The primarylocation ofWester's Crossing could likes it that way. be literally anywhere in Barsaive, though a location in Landis or near Ifthere is anything redeeming about Wester's Crossing, it is the Throal seems particularly appropriate. Dire Beagle. The Dire Beagle was an inn and way station even before the Scourge. Though it has been rebuilt and restored many times it BACKGROUND remains one ofthe fmest and largest inns and taverns for manymiles in any direction. Though it is not the only inn atWester's Crossing, the It is a tempting thing - to prey on the young and adventurous. rest seem like virtual hovels bycomparison. And Barsaive is full ofyoung would-be heroes eager to give birth to The Dire Beagle boasts a large and inviting fireplace, surprisingly their legends. Once, one such young would-be hero was an elfArcher good fare for a roadside inn, and a seemingly endless -supply of an Named Derros Fallingstar. He joinedwith a company oflike-minded outstanding local brew called the Beagle's Boast. The proprietor is a Adepts to find their legend and make their mark upon Barsaive. dwarven Troubado~r Named Karl Growler. He runs a tight ship at the Unfortunately, Derros' dreams went horribly astray. His Dire Beagle, and his efforts have made him a wealthy man. companions were almost entirely slain by other Adepts because ofa The Inn sees a lot ofvaried traffic and caters to everyone from the personal vendetta. Derros found himselfalone, disillusioned and on traveling wealthywith its twenty five silver a night King's Suite (once the run because ofa quarrel that was not his. Derros was only able to slept in by King Nieden himself, a sign boasts) to the common room at survive by hooking up with a notorious bandit gang. six copper a night (no complimentary breakfast and you must be Quickly, he found that the bandit life suited him. Ifhe couldn't awake and out fifteen min~tes before the lunch crowd starts trickling make his markas a great hero, then he would make itas one ofBarsaive's in at eleven). most feared outlaws. He rose through the ranks, eventually becoming It is also currently the haunt ofSkyler, a human Thiefagent of the commander ofa sizeable bandit gang ofhis own. This once would­ Derros' bandits (see the NPC section for details). Skyler has the clay be hero had become a criminal menace. tablet so central to Derros' plans. He has orders to find a group of Derros proved to be a clever leader. He has always prided himself young fledgling heroes full ofbig ideas and valuable equipment and on being inventive and novel in his schemes. Recently, he has concocted give them the tablet. a new scheme that has proved so far very successful for Derros and his Skyler does not want to just hand the tablet over to the dupes. fellow highwaymen. That might arouse their suspicion (and after all, he gets a cut oftheir Derros has, strictly by luck, located a long-looted andSamplenow file gear). Rather, he wants them to think they have somehow won it or forgotten kaer that had been breached during the Scourge - Kaer cleverly acquired it. How he does that depends entirely upon the Andellus. Kaer Andellus is one ofthe all too frequent bleak reminders players themselves. Below are some suggestions. of the Scourge that dot the landscape of Barsaive. It is a place that Name-givers, desperate for respite from the onslaught ofthe Horrors, TAKE MY TABLET ... PLEASE put their faith in to protect them. And ultimately, they found no Here are three ways that Skyler might employ in making sure the shelter at all- only madness and death. PCs end up with the tablet. But every adventurer and fortune seeker has heard tales ofstill­ sealed kaers filled with wonders and wealth from the age before the The Old Fake-My-Caravan-is-in-Trouble Trick Scourge. Further, a breached kaer is rarely a safe place. Often some Skyler pretends to be a merchant namedAble Keller worried that residue ofthe Horror infestation still resides in such places. It is the his caravan (which he was supposed to meet here in town) didn't arrive stuffthat tales often dwell on - heroes fighting the last bastions ofthe on time. He has heard rumors ofa group ofbandits in the area andfears Horrors remaining in Barsaive and enjoying the spoils oftheir effort. that the caravan may have fallen prey to them. He wants to hire a It is this very desire that Derros now preys upon. He has turned an group ofadventurers to retrace their route and see ifthey can find any old breached kaer into a trap. Using a fake map hidden inside a clay sign ofwhat happened to the caravan. Here's the rub - the merchant tablet, he lures young fortune hunters into an ambush. Adventurers is flat broke. He barely has enough to stay at the inn. He can't pay the are often loaded with magical and expensive equipment. Derros' band adventurers up front. But ifthey can find his caravan (robbed or not) has grown quite wealthy with this scheme and his agents always make he promises "to pay them one hundred silver or at least whatever is left sure that the map only falls into the hands of the young and the in the strongbox ifbandits have attacked the caravan." inexperienced. This adventure begins with the map entering the hands On the path that the caravan was supposed to follow there are ofour heroes.... signs ofa struggle (broken arrows and dried blood) and a trail that can be tracked against a (Difficulty Number of5). It leads to a couple of. 2 EARTH DAWN III Into The Breach broken and looted wagons. The only thing there is a broken strongbox Regardless ofwhat the PCs say, Skyler relates his story. "I have that contains only the clay tablet (described in detail below). overheard that there is aTheran spy in town who is collecting Barsaivan This entire scene has been faked. The blood is pig's blood. The artifacts to return to the Empire. He goes under the guise ofhumble broken arrows were placed there bySkyler. Thewagons are a couple of peddler named Gorman Klaos. I am a patriot, Adepts, andwould not old wrecks looted from other victims some time ago. Thorough see myhomeland pillaged. Unfortunately, Gorman has connections to investigation maywarrant PerceptionTests, and certainly the use ofthe the mayor of this town (perhaps he's bribed him with his ill-gotten Evidence Analysis talent could reveal that strange things are afoot. artifacts) so doing anything against him here would be foolish. I am Ifthe PCs return to the "merchant" with news ofthe caravan's just a merchant. I can't do anything to stop this business, except tell destruction, he feigns distress and proclaims his ruin. Ifthey mention you." that the only thing in the strong box was the clay tablet, he is taken Ifthe PCs ask for proof, Skyler relates that he has none. Onlywhat back. "That? No.. J didn't mean that!" But he relents. "I am a man of he seen, but he knows how to prove it. The peddler should leave town myword. Take that as payment for your aid. It is all I have to give. At in the next few days. Confront him on the road and search his wares. least now I knowwhat became ofthe caravan. I am returning home to He claims to have only household goods. Ifthat is all he has, he is free start over again. Perhaps we will meet once again." And then Skyler to go. But ifyou discover unusual items then it will confirm that he is leaves town, confident ofa job well done. a Theran and a thief. He must be dealt with. This scheme is most likely employed ifthe PCs have a virtuous air Ifthe PCs approach Gorman, he is unwilling to let anyone rummage about them.
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