Gloranthan Classics. Pavis &. Big Rubble. 1. PAVIS: City Guide for the
Gamemaster - Steve. Perrin and Greg Stafford. Temperature and Precipitation -
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Gloranthan Classics
Credits PAVIS:
BIG RUBBLE:
City Guide for the Gamemaster - Steve Perrin and Greg Stafford
Common Knowledge for the Players Greg Stafford and Steve Perrin
Common Knowledge for the Players Steve Perrin and Greg Stafford
Guide for the Gamemaster - Greg Stafford and Steve Perrin Lunar Patrol - Sandy Petersen Garden Guardians - Mark Lukens Additional Troll Material - Gordon Monson
Episodes for the Gamemaster - Greg Stafford and Steve Perrin Griffin Gate - Steve Perrin and Steve Henderson Wolfhead’s Lair - Oliver Dickinson Raid on Yelorna - Michael Trout The Devil’s Playground - Ken Rolston Krang’s Table - Brian Marick The Puzzle Canal - Sandy Petersen Temple at Feroda - Marc Willner
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The Great Chart Caper - Oliver Dickinson Lanbril Cult - Anders Swenson Zola Fel Cult - Marc Willner Additional Prices, Entertainments Sandy Petersen
Cult of Yelorna - Michael Trout
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Temperature and Precipitation - Lynn Willis Population Distribution, Animal Prices Sandy Petersen Sun County Temple Description, Additional Rumors - Michael Trout Additional Rumors - Anders Swenson, Marc Willner
Episodes for the Gamemaster - Steve Perrin and Greg Stafford
Welcome to the City - Ken Rolston Burglary at Raus’ House - Anders Swenson The Cradle - Greg Stafford [and the advisory board] Adventurer’s Forms - Steve Perrin, Lynn Willis, Charlie Krank Researching Information - Ken Rolston Scenario Hooks - Greg Stafford Statistics - Sandy Petersen, Steve Perrin Editing - Lynn Willis Additional Editing - Sandy Petersen, Charlie Krank Proofreading - Yurek Chodak, Sherman Khan, Reid Hoffman Maps and Plans - Charlie Krank, Lynn Willis, Yurek Chodak Art - Mike Blum, Brad Foster
A Moon Design Production: Graphic Design and Typography - Colin Phillips Layout, Scanning and Editing - Rick Meints Proofreading - Nick Brooke New illustrations - Dario Corallo, Simon Bray, BA Wayne, and Dan Barker. Cover by Dario Corallo. Pavis and the Big Rubble is copyright (c) 1999 by Moon Design Publications; second edition revised and corrected, with new material. Pavis and the Big Rubble is licensed from Issaries, Inc.; all rights reserved. Glorantha is a trademark of Issaries, Inc. First editons of Pavis and Big Rubble were originally copyrights Pavis (c) 1982 and Big Rubble (c) 1983 by Chaosium Inc. This book may not be reproduced in whole or in part by any means without written permission from Issaries, Inc., except as quoted for purposes of illustration, discussion, and game play. Reproduction of the material within this book for the purposes of personal or corporate profit, by photographic, electronic, or other methods of retrieval is strictly prohibited. To direct questions or comments concerning Glorantha see www.glorantha.com, or write to Issaries, Inc., 950A 56th St., Oakland, CA, 94608, USA.
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PAVIS CITY GUIDE ........................................ 5 CIVILIZED PRAX ........................................... 6 The River Valley 6 Valley of Cradles: North [map] 6 Valley of Cradles: South [map] 7 People of the Valley 8 Temperature, Precipitation [table] 8 Population Distribution [table] 9 Corflu 10 Corflu [map] 10 Sun County 11 Rulers of Sun County [list] 12 Sun Dome Temple [plan] 14 Trade in Prax 17
23 23 23 24 25 26 27 28 29 30 30 31 31
PAVIS ENCOUNTERS .................................. New Pavis Encounter Tables Daytime Encounters Key Night Time Encounters Key
32 32 33 34
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PAVIS POLITICS ........................................... 35 The City Council 35 Pavis Constabulary 35 2
Animal Sellers Animal Prices [table] Armorers Assorted Goods Clothiers Equipment Sellers Treasure Buyers Training
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NEIGHBORHOODS ...................................... Explanation Neighborhood Relationships [diagram] Public [with map] Downtown [with map Riverside [with map] Suntown [with map] Farmer’s Quarter [with map] Oldtown [with map] Rich Hill [with map] Dwarfside [with map] Badside [with map] Zebraside [with map
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19 19 19 19 20 20 20 21 22
LIVING IN PAVIS .......................................... Permanent Residences Taverns and Inns Comparative Prices for Living Quarters Buying and Selling
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CITY DESCRIPTION & BACKGROUND . The City and the Rubble Population of Pavis Religions of Pavis Number of Rune Masters in Pavis[table] Housing Buildings and Styles Food Walls, Gates, and the Bridge
Citizenship Merchant Guild Lunar Occupation Forces Political Movements Additional Groupings Friends of the Empire Friends of the City Orlanthi Allies The Ingilli River Association Leading Families
Notables’ Homes Stables Employment Entertainment Thieves of Pavis Temples [list of locations] Places [list of buy/sell locations] Rumors
36 36 36 36 37 37 37 37 37 37 38 38 39 40 40 40 40 41 42 42 42 42 42
44 44 44 44 47 48 48 49
PAVIS COMMON KNOWLEDGE .............. 51 A Pavis Chronology 54 History & Background 55 The Building of Pavis 56 Jaldon Toothmaker 57 The Seventeen Foes of Waha 58 Troll Invasion and Occupation 59 Life Outside the Walls 60 The Re-opening of Pavis 60 The Zebra People 61 Dorasar Founds New Pavis 62 A Pavis Panorama [illustration] 64 Prices in Pavis 66 Directives of the Occupation 67
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POWERFUL PEOPLE .................................. The Lunar Army Civilian Administrators The Lunar Temple Pavis Temple The Pavis Royal Guard Yelmalio Temple Group Other Personalities
68 68 69 69 69 71 72 72
THE CRADLE .............................................. Moon and Weather Gamemaster Information Combat Statistics & Helpful Information Report on the Cradle 1 - The Red Moon Assault The Hiring The Cradle Player Character Duties The Battle Lunar Forces Statistics
THE GREAT CHART CAPER ..................... 73 GIMPY’S [with floorplan] ............................. 77
2 - Retaking the Cradle
3 - The Voyage Downriver
156
The Trip Sun Domer Statistics
156 159
BLACK FANG BROTHERHOOD ............... 90
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ZOLA FEL CULT ......................................... 100
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SUN DRAGON CULT .................................. 104 EPISODES FOR THE GAMEMASTER ... Researching Information Scenario Hooks City Patrolmen Statistics
105 106 106 108
WELCOME TO THE CITY ....................... The Lunar Guard at the Northern Gate Food, Lodging & Opportunity. The Temple of Your Choice Fracas in New Pavis New Pavis Jail The Lunar Court A Visit to Trolltown
109 110 111 112 113 116 117 120
143 144 144 145 150
LANBRIL CULT ............................................ 83
YELORNA THE STARBRINGER CULT ... 95
132 134 135 136 140
Troll Statistics Thieves Statistics The Denizens The Cradle Interior
FLINTNAIL CULT ........................................ 80
PAVIS CULT ................................................... 92
129 130 130 130 131 132
Battle at Corflu Lunar Forces Pinchining’s Reward Postscript
161 161 163 164 164
CRADLE SCENARIO ORDER OF EVENTS FORM [GM use] ...................... 165 USING THE RUBBLE FORMS ................. 168 BIG RUBBLE COMMON KNOWLEDGE 169 Rubble Areas 169 GUIDE FOR THE GAMEMASTER .......... 173 Rubble populations 174 Rubble Areas & Points of Interest 175 RUBBLE AREAS ......................................... 176 Garden Guardian descriptions 177 POINTS OF INTEREST .............................. 181
BURGLARY AT RAUS’ HOUSE ................ The Almost Empty House Climbing the House Wand of the Seven Phases Duke Raus’ Treasure Chest The Drunk
124 124 125 126 127 128
GETTING INTO THE RUBBLE................ 188 ENCOUNTERS ............................................ 189 Big Rubble Encounter Table 189 A Lunar Patrol 190
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Chaos Leaders and 5 Gangs
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Leaders The Mutations The Losers Slop and Slime The Bison Broos The Leaper Gang
190 193 194 196 198 199
The Adventurers Free Guard
200
BROOS & DISEASE .................................... 201 SPECIAL ENCOUNTERS .......................... Koncherry the Elf Bandit Badbones Dulkan’s Droppers
202 202 203 204
WOLFHEAD’S LAIR .................................. The Hideout The Gang’s Behavior and Reactions Gang Member Descriptions and attitudes
232 233 236 238
RAID ON YELORNA .................................. Scenario One Scenario Two The Yelornans Further Possible Scenarios
241 241 242 250 255
THE DEVIL’S PLAYGROUND .................. The Pavis Cult Priest The Crippled Adventurer The Sun Dome Temple & Taleo Lumine The Devil’s Playground
256 256 258 260 261
KRANG’S TABLE........................................ Recruitment Krang’s Area Krang’s Stronghold Troll Statistics and Notes Herd Mother Tables
267 267 271 273 279 280
THE PUZZLE CANAL................................ Player Information Puzzle Canal Maps How to Run the Puzzle Maze Standard Cavern diagram The Canal The Deeper Maze The Hidden Maze Central Room diagram Running the Maze Puzzle Canal Encounter chart Encounters
281 281 282 283 284 284 287 289 292 293 294 294
TEMPLE AT FERODA ............................... Act I - The Hiring Act II - Equipping the River Trip Act III - The Trip Across the Plains Act IV - At the Temple Act V - The Trip Home
304 304 305 305 306 308
EPISODES FOR THE GAMEMASTER ... 206
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BALASTOR’S BARRACKS ....................... 217 Balastor’s Barracks Plan 223 Balastor’s Axe 231
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GRIFFIN GATE ........................................... 206 Highhowler & His Chaos Band 213
Original Blessings & Warnings!
The original six books, save one, contained a protective blessing or warning. Thus, we have included them all in one place for that extra bit of concentrated effect. Balastor, Last Champion of Pavis, stands against all who would profane his city, its people, or its lore.
Irripi Ontor, Master of Wisdom and Seeker of Lore, protects this document and the gentle city. May he feed the hearts and souls of those who would defile, misuse, or profane the wisdom or stone of Pavis to Yara Aranis, demon daughter of Moonson. May Zola Fel, Bosom of Life, withhold his sweet nectar from those who trespass against him, his children, or his words. Musa gave this book, a work of Inspiration. Let her protect it, with aid of her lord, Bright Yelm, Emperor of Light. Shades of day, invisible in daylight, protect all of this for Justice. Only evil-doers need fear, but perjurers and plagarists will live and die in terror. - Kargan Tor (upon sealing Pavis’ Gates)
ADVENTURERS FORMS .......................... 309 PAVIS & BIG RUBBLE INDEX .................. 311
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Gamemaster Introduction
One of us (Steve) and his friends played the original Pavis campaign episodes. This supplement grew from that original campaign, with many years of play and with a multitude of later players and referees contributing to it. We feel this latest batch of scenarios captures the feel and flavor of the earlier encounters.
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A campaign is a series of scenarios which are played out in the same locale, using the same player-characters or non player-characters. Chaosium always urges a campaign setting because it gives players a sense of confidence to know that they will be in mostly familiar territory each adventure. Campaigns may take on as much or as little detail as the players and Gamemaster want. Pavis offers many opportunities to use all the facets of role-playing, including peaceful interchange. Campaigns come in two general types. The first is one of ongoing event, in which each session moves time ahead slightly, catching players in the politics of daily life. There is considerable opportunity for pure role-playing in these situations, for playing characters in these campaigns is as likely to occur in a meeting hall or tavern as in a dangerous ruin or cavern. Such play is not for everyone. Often people prefer to play the romantic adventurer seeking out his own lucky fortune by his sword. Players may be unable to regularly attend a campaign, making it hard for them to keep abreast when campaign events move swiftly. An episodic campaign is better in these cases. An episodic campaign links discrete adventures by means of geographical setting (in this case, Pavis). Adventures may not depend upon a chronologically-intertwined series of episodes. The campaign is played in a number of sessions. There is an objective in each session, and sometimes it is critical that the same players try to play from session to session in a particular scenario. But the scenarios themselves are not linked and may be played in the order and amount needed, simply by breaking off at the end of play and returning anew each session. Episodic campaigns allow players to be absent from a play session without missing anything except the chance for their characters to learn from experience. Temporary adventuring groups can be put together without political or religious conniving or commitment by players Episodic campaigns are recommended for beginning Gamemasters.
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Civilized Prax
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The River Valley
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Civilized Prax includes all of those areas in which agriculture is the primary way of life. This includes the whole of the valley of the River of Cradles, from the Leaping Place in the north to the salt marsh at the river’s mouth, near Corflu. As the River of Cradles flows southward through Shadows Dance, various tributaries, controlled by barbarian nations, join it. Seasonal tributaries join the main river further downstream, in Prax, but they are less noteworthy for increasing the water flow than for having eroded the canyon walls which finally parallel the River of Cradles, making convenient entries into the valley from the plateaus to the east and west. From the Leaping Place to the sea, the river is 445 kilometers long. From the river ’s mouth to the town of Chomoro the valley is crowded between the plateaus to the west and east. It averages 13 km wide through this region. The plateau to the west gradually drops, while the one to the east veers away from the river past Chomoro. Here the valley is broad and flat, with an average width of 27 kilometers, though the actual shape is irregular. The river got its name centuries earlier from the fact that gigantic cradles, bearing gigantic infants, sailed to the sea from some mysterious source. The river is also called Zola Fel, which is the name of its god. The western border of the valley is steep, inaccessible even to most climbing animals, except for two canyons cut by tributaries. The western cliffs of that valley rise sharply to an average of 300 meters above the valley floor. The eastern wall rises much more gradually and is frequently climbable by mounted riders. Such slopes often are broken by steep falls and cliffs ranging from 30 to 100 meters high. The eastern wall rises higher than that of the west, finally reaching 900 meters and Vulture’s Country, which stretches away to the endless desert of the Genert Wastes. The valley is a comparative land of plenty. Melt-off from the mountains far upriver floods the valley every spring, then the river gradually dwindles to a trickle just before Storm Season. The flood plains are covered with thick,
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Bogs and Vegetation The bogs along the River of Cradles are a morass of mud pits, cypress, and cane. Everything grows here, and insects are thick and pesky. Unless a trail is used daily, it will grow over and disappear within a week. In Storm through Sea season, the bogs are at least half water. In Fire and Earth seasons they dry up a bit and may become fire hazards. They are thickly covered with brush, thorns, and hardwood trees. They are difficult to walk through, impossible to ride through, and quite easy to hide in. The ground can be treacherous and unstable. The trees of the valley are the remnants of an extensive forest overgrazed by dinosaurs. Various attempts at farming the area eradicated more trees, but trees still exist on ground otherwise unsuitable for growing things. Scattered trees are present up the east rise of the valley nearly to the top. The valley floor is a mass of brush and grasses. Wild herds and nomads have grazed the land sufficiently to
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tough plants forming treacherous bogs. The bogs begin to grow with Storm season, are largest in Sea season then subside over Fire, Earth, and Dark seasons. Occasionally, the collapsed ruins of ancient stone irrigation ditches can be seen runnelling the valley floor. The width and depth of the river varies with the season. At its shallowest the River of Cradles is a meter deep and ten meters wide. At the crest of a flood it might be 400 meters wide and at least six meters deep, and be quite swift-flowing besides. It is normally a gentle river, slow-moving and without serious obstacles until above Pavis. During Storm and Sea seasons the river is usually between three and four meters deep and from 100 to 200 meters wide, sometimes growing much larger during the floods, and, during years of drought, being less. The river drops down to only a meter or two in depth and twenty to a hundred meters wide during Fire season, and remains wadeable during late Fire season and early Earth season, when the rains begin to swell it again. It reaches a depth of two to three meters during late Dark season, and then increases up to the yearly height during Storm season.
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