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Bajevar Guidebook

Bajevar
INTRODUCTORY ADVENTURES, v1.0
BY MARK PARISH

INTRODUCTION
The Bajevar adventure setting is defined in the downloadable docs Bajevar Guidebook and Bajevar
Critter Book. You will need those books to play these adventures.
The Introductory Adventures are three mini adventures for three or four Tier 1 characters. It introduces the players to the town of Brin and to the playable NPC Orlo.

This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its
logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook
Games, LLC. www.montecookgames.com
This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is
used with permission under the Community Content Agreement for Cypher System Creator.
All other original material in this work is copyright 2016 by Mark Parish and published under the Community
Content Agreement for Cypher System Creator.

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Bajevar Guidebook

TABLE OF CONTENTS
Table of Contents .......................................
Opening Notes ...........................................
Weather .................................................
Random Encounters.................................
GMs Area Map...........................................
Mini Adventure #1 .....................................
Opening .................................................
The Proposition .......................................
The Trip .................................................
The Castle ..............................................
The Setup ..............................................
The Journey ...........................................
Back in Brin ............................................
The Reward ............................................
Mini Adventure #2 .....................................
Opening .................................................
The Story ...............................................
The Offer ...............................................
The House ..............................................
The Payment ..........................................

2
3
3
3
4
5
5
5
5
5
5
6
6
6
7
7
7
7
7
8

The Reward ............................................ 8


Mini Adventure #3...................................... 9
Opening ................................................. 9
The Job .................................................. 9
The Offer ................................................ 9
The Trek ................................................ 9
The Castle .............................................. 9
First floor............................................. 9
Second floor........................................11
Basement ...........................................12
End Notes..............................................12
The Reward ...........................................13
Possible Random Encounters ......................14
Creature ................................................14
Human ..................................................14
Terrain ..................................................15
Omen ...................................................15
Player Handouts ........................................16

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Bajevar Guidebook

Opening Notes

OPENING NOTES
RANDOM ENCOUNTERS

These adventures are written for a party of


three or four. If the GM is running a party with
more or fewer characters, she should change
the adventures where she deems necessary.
All these adventures begin in the city of Brin.
This is a good-sized town, about 1300 folks.
Almost everything the players could want is
here. The town is walled. The main entrance
is in the east wall and a smaller field workers
entrance in the west wall.
Brin is well-integrated. There is little prejudice. The west side of town is the rough side.
The most known tavern/inn in town is the
Green Griffin. Although it is in the heart of the
west side, the place is quite safe and peaceful,
as rowdy taverns go. The regular patrons are
very protective and keep unnecessary bloodshed to a minimum. Necessary bloodshed is
usually ushered out to the street.
The characters are all wanna-be adventurers
who are staying at the Green Griffin.

Note the travelling turn in the key of the


GMs Area Map on the next page. Each travelling turn is about 4 hours of walking.
You should roll 1d6 for a random encounter
each travelling turn. 6 means the party has a
random encounter. Roll 1d20 to find the type.
ROLL
1-12
13-15
16-18
19-20

ENCOUNTER
Creature
Human
Terrain
Omen

In a creature encounter, the party meets up


with something from the Bajevar Critter Book.
It does not have to be a deadly encounter.
The creature could be friendly or be a long way
off.
In a human encounter, the party meets traveling humans of any (or mixed) race. They
could be thieves waiting in ambush, roving actors looking for an audience, or a shepherd boy
with his flock.
In a terrain encounter, the party is startled,
awed, or even harmed by the land. This could
be a rock slide on a mountain, a large spider
dropping from a tree (just a harmless animal,
but enough to startle the characters), or a
beautiful waterfall that was not on the map the
characters purchased.
In an omen encounter, something not intrinsically harmful occurs. The party could feel as
though they are being watched. A certain insect, known as a harbinger of evil, could land
on a character. The omen encounters are
meant to play off the superstitions of Bajevar
and the curiosities and fears of the players.
The Possible Random Encounters section at
the end of this book has 20 pre-generated encounters you can use if you would like.

WEATHER
It is early spring in Bajevar, the rainy season.
The nights still become chilly, but the days are
quite comfortable. Roll a d4 and a d6 every
twelve hours for the weather:
d4 (wind):
1 = calm
2 = mild breeze
3 = stiff breeze
4 = heavy wind
d6 (rain):
1 = clear
2 = cloudy
3 = drizzle
4 = light rain
5 = heavy rain
6 = torrential rain

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Bajevar Guidebook

Opening Notes

GMS AREA MAP


KEY:
each squre = 5 miles
= main road
= one travelling turn
= one day's march

=
=
=
=

small road
Farm & Ranch
Forest
Hills

= City
= Castle
= House

N
W

E
S

Deserted
Castle
1
East Road

Cammon Road
2

Brin

South Road

Marlett
Ranch

Macrue
Ranch

Duchal's
Castle

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Bajevar Guidebook

Mini Adventure #1

MINI ADVENTURE #1
OPENING

they will meet the first party of orcs on the


way there and the second party on the way
back. There are six wary orcs, one with a
crossbow.
3) The ant hill: There are 991 workers, 25
guards, a queen, and 65 eggs. If the
characters go straight to the castle and sell
the eggs, they will be worth 8 ptras each
(520p). The players would not survive a
direct attack. They are going to have to be
devious. If the characters have a way of
destroying the ants without confrontation
(such as Molotov cocktails), allow them to
kill all but 10 workers for each party member (so if there are 3 players and Orlo,
there would be 40 workers). This reduces
the battle to a manageable size.
4) Cavalry: On the way back to Brin, the party passes three of the Barons cavalry men.
They have been away and know nothing of
the theft (see below). There are two water
men and one fire man, all on horses. They
all have swords and chain mail. Level 3
(defend as level 4), 12 health, 4 damage,
2 Armor.
As you see, there are not many preset encounters along the road. Spice up the trip with
random encounters.
And dont forget the
weather that can changes a few times a day.
Random encounters can happen every 4
hours, even when the characters arent travelling. That means that characters should set a
watch when they camp overnight. Play up the
elemental visions of the person on watch.

The characters are all in the Green Griffin tavern having dinner. Seated near the center of
the room is a short man wearing a dark cloak.
The hood is down revealing the laugh-lined
face and the twinkling eyes of an earth man.
Word around the bar is that hes looking to hire
some people, though no one is sure of the job.
You will have to have a drink with him (he will
buy) to get details. A few random NPCs also
join to listen to the pitch. His name is Orlo.

THE PROPOSITION
Orlo knows a man who is willing to pay market
price for large ant eggs. The man (Baron
Duchal) lives in a small castle four days travel
from Brin by road. Orlo knows where there is
a nest between the castle and Brin. He will not
divulge its whereabouts to anyone who does
not agree to his price (see below). He wants
help destroying the nest. If it is an average
sized nest, there should be about 55 eggs.
The group will make (hopefully) 550p minus
lost value for carrying time (see large ants).
Whatever the end price, Orlo keeps ten percent off the top of whatever the group is paid.
The rest is split evenly between the party, Orlo
included. The offer is not negotiable.
Any random NPCs listening to the offer will
turn it down. It will just be the PCs and Orlo.

THE TRIP
Give the players Orlos tier 1 character sheet.
Also give them the players area map.
The characters can take the East Road from
Brin. About one days travel out, they turn
south down Cammon Road. Baron Duchals
castle is about three days travel down this
road.
Map notes:
Travelling rates for the area map are:
road 3 squares per 4 hours
forest 2 squares per 4 hours
farm or hills 2.5 squares per 4 hours
Numbered encounters on the GMs Area Map:
1) Orcs: There are five orcs. They have been
separated from the rest of their scout party. They are not in a good mood, but a
fight can be avoided with courtesy.
2) Orcs: These 6 orcs are the rest of the
scouting party from encounter #1. The
characters meet them sometime after having the first encounter. If the party takes
the road to and from the barons castle,

THE CASTLE
The characters will receive medical attention
(including resurrection, if necessary) and hospitality at Baron Duchals castle. They may
stay here as long as they want, but it is pretty
boring.

THE SETUP
On the first night of the characters stay in the
castle they are all, including Orlo, sleeping in a
large room. Just before midnight, a beautiful
fire lady quietly wakes the group. She looks
near panic and as though she has been crying.
She says she is Jula, a new (but faithful) servant of the house. She tearfully tells the group
that a number of gems were stolen and that
she is being blamed. She was the only person
the guards admitted to the treasury anteroom,
which she was cleaning. When the gems were
discovered missing, she was blamed. If the

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Bajevar Guidebook

Mini Adventure #1

characters ask why she is not in custody, Jula


says that one of her maid friends overheard
the conversation implicating her and warned
her to leave before she was found.
Jula begs the party to take her to Brin. She
cannot make the journey alone. It is too dangerous. She has nothing to offer, but she is
begging for her life. They have to sneak out
tonight before the castle guards find her.
Julas story is a lie. She is not a maid in the
castle. She is a thief. The only true thing she
said was that the road to Brin is unsafe and
she needs an escort. She stole the gems, but
the theft has yet to be discovered. The GM
should play up the sneaking out part, allowing
the players to make rolls and use their noncombat skills such as sneaking, hiding, climbing, balance, and deception. Be sure the party
is not discovered, though. Since the theft has
not been noticed, a confrontation with guards
might reveal that Julas story is a lie. We dont
want that to happen.
When the theft is discovered it will look very
suspicious that the party snuck out in the middle of the night. Nothing in these three adventures has Baron Duchal hunting for them. But
it is mentioned here so the GM can use this to
mess with the players later if she wishes.

gem and her dagger. The rest of the gems are


hidden elsewhere.

BACK IN BRIN
The characters are walking down a busy street
toward the Green Griffin when a bar fight in a
different tavern empties into the street. Jula
uses the disturbance to escape unnoticed. The
character with the highest Intellect may make
a difficulty 3 Intellect roll to see Jula running
down the street. If the roll is successful, the
party may give chase if they wish, but she will
elude them and disappear.
Orlo finds a gem in his pocket with a note.
Give the players the Julas note handout. It
reads:
Heres one of the gems I was accused of stealing. Do not try to give it
back to the Baron. They would just
think it a ruse and arrest you. Thanks
for your help.
-Jula
The players need to decide what to do with
the gem. Do they sell it? (It is worth 700p
and Orlo would want his share of that.) Do
they turn it in to the local constables and tell
them what happened? At this point it does not
matter what the party decides. But if the GM
has Baron Duchal hunt them down and question them later, their choice now might greatly
impact how that plays out.
After the party disposes of the gem (turns it
in to the constables, sells it, or whatever), Orlo
takes his leave. He promises he will try to find
the group if he hears of any more lucrative
jobs which he cannot do on his own.

THE JOURNEY
Jula will request that the party travels through
the first night in secrecy to put some miles between themselves and the castle. Play up the
use of elemental visions when travelling or
battling in the dark. After the first night, however, Jula suggests resuming day travel since
night travel looks suspicious.
In a dangerous situation the party will need
to protect Jula. She is level 3 (sneaking, deception, and thievery as level 5), 9 health, a
silver dagger that does 2 damage, and no Armor. If asked, she says the dagger was a gift
from her father on his death bed (which happens to be true, but it leaves out the fact that
her father stole the dagger). If she dies and
the party searches her, they will find only one

THE REWARD
After the completing the adventure, the players each get 1 XP for taking the ant eggs to
Baron Duchal and another XP if they protected
Jula and escorted her back to Brin. Also, each
player should have gotten 1 or 2 XP from GM
intrusions during the adventure.

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Bajevar Guidebook

Mini Adventure #2

MINI ADVENTURE #2
OPENING

ue in the house. The Macrue brothers have


squandered the family fortune and brought the
once-splendid ranch to ruin. They want Marletts land because they think it will solve their
problems.
The houses exterior is comprised of stones
of varying sizes, shapes, and colors. It is quite
artfully made.
In the first draft of this adventure the
house was made of wood. The players
simply lobbed oil flasks at it and burned it
to the ground, never bothering to set foot
inside.
Cheeky buggers.
So now the
house is made of stone.
On the inside, the whole house appears run
down. It is obvious that the house was once
beautiful and lively. But now all the furniture
is old and torn, the paintings are faded, and
the dogs have destroyed many pieces of art
which at one time may have been worth a
small fortune. The dogs attack on sight. If
any character has an ability to communicate
with animals, all he will get from the dogs is
shades of blood lust.

The characters are sitting together in the


Green Griffin tavern. An earth man enters. He
is old and looks very angry. He says he has a
job for anyone handy with a weapon. He is
looking for anyone interested in the justice of
vengeance. The mans name is Jonah Marlett.

THE STORY
Jonah Marlett is a rancher who had a deal with
some griffins that lived in a cave on his land:
If they kept his land free of predators and
poachers, he would give them one cow each
month. The griffins respected the rancher and
never killed his livestock with the exception of
the monthly cow.
A few days ago, the griffins were killed by
the Macrues.
The griffins were shot with
crossbows and their wings were removed. The
Macrue brothers, Jacib and Torril, own a
neighboring ranch. They also are earth men.
They have been pushing Marlett to sign a will
which would deed his ranch to them. They
sent Murdo Allor, the Macrue ranch foreman, to
tell Marlett that this was his last warning. He
must sign the will.

Macrue House
KEY:
each squre = 5'
= arched doorway
= door
= double door

THE OFFER
Kill the Macrue brothers before they kill Marlett
or destroy his ranch. Bring back some griffin
feathers as proof the job was done. Marlett
has no money, but he offers the PCs the griffins lair. Upon completion of the job, whatever is in the lair belongs to them. Marlett does
not know what is in the lair (it is in a cliff and
he is too old to climb up to it), but he knows
that most griffins horde treasure. The lair entrance is well hidden and he will not show the
characters where it is until the job is done.
The Marlett and Macrue ranches are about
half a day outside of Brin, down the South
Road. They are shown on the GMs area map.
The PCs will not be able to find Orlo to help
with this job.

N
W

E
S

13

12

14

2
11
3
10

12

9
6

12

4
5

12

THE HOUSE
The Macrue brothers stay in a large house.
They do not work their ranch themselves. No
one is allowed in the house except Murdo Allor,
a water man. The house is patrolled by a
number of vicious dogs (see guard dogs in the
Bajevar Critter Book). Jacib and Torril are fat
and lazy. They are easy to kill if one can get
through the dogs. There is nothing of real val-

1) Entrance hallway: There are some throw rugs


on the floor, but no furniture. There are four
guard dogs here that will attack when the front
door opens.
2) Ballroom: Bare hardwood floor. Outside walls
are mostly windows. Inside walls are painted
with a faded mural of dancers.

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Bajevar Guidebook

Mini Adventure #2

3) Art gallery: Many paintings, small statues, etc.


There are many things which might have once
been valuable but are now destroyed.
4) Dining hall/living room: The north side of the
room is dominated by couches and chairs.
There is a cold fireplace in the northeast corner. The south side of the room contains a
long table with many chairs. The table appears not to have been used in some time.
5) Kitchen: The place is filthy. It smells of decay
and flies are everywhere.
6) Dry storage room: Dried foods, wines, linens,
etc.
7) Butchery: There are more flies here and
miscellaneous bits of cow carcass.
8) Study: Disused. A few books on ranching and
learning, but most are tomes of handwritten,
mediocre poetry. There is a secret compartment in the desk, difficulty 3 task to find and
open the compartment. Within it is a key
which will unlock the door to room #14.
9) Grand hallway: Stone sculptures and poor
taxidermy line the south wall.
10) Closet: Empty.
11) Three guard dogs will attack as soon as
characters are in sight.
12) Private rooms: All locked and in disuse. The
doors may be opened by picking the locks or
by breaking down the door (both difficulty 3).
13) Servants room: Has not been used in a long
time.
14) The Macrue brothers, four guard dogs, and
Murdo Allor are here. If the characters did not
find the key in room #8, they must try to pick
the lock or bust the door down. This is a reinforced door and a high quality lock, so the difficulty for either is level 4.
The brothers are behind an overturned table
against the north wall. They have crossbows
and will fire as soon as the door opens. The
griffin wings are in the room. The Macrue
brothers will use swords when fighting close.
They are level 4 with 15 health. They do 4
points damage and are wearing chain mail (2
Armor).
Murdo is level 4 with 15 health. He is wearing chain mail (2 Armor). He uses a mace
which hits for 4 points damage, and a shield
that allows him to defend as level 5.
As a GM you can have fun with situational
battle plusses if you want. The Macrues are
hidden behind a table making them harder to
hit. They fire crossbows as soon as the door
opens, almost certainly gaining surprise. Murdo Allor and the dogs are blocking the way to
the Macrues, so if you want to attack the
brothers you have to try to slip past them.
And dont forget the dogs pack attack de-

scribed in the Bajevar Critter Book. Feel free


to use any of these effects or none.

THE PAYMENT
When the characters return to Marletts place
with some griffin feathers, he leads them to
the base of a cliff. The climb is moderately
easy (difficulty 3). The cave is only 40 above
ground. A character will have to make 2 successful rolls to get to the cave. If a character
rolls a 5 or lower on his second roll (and the
roll is a fail), he falls to the ground and takes 4
points damage. You could do all thator an air
character could simply fly up to the cave and
drop a rope down for the others.
The loot: level 5 Perfect Memory cypher, level 3 Knowledge Enhancement (Sneaking) cypher, bracelet worth 90p, chain mail, shield, 5
crossbow bolts, and a staff. Pretty small and
pathetic as far as griffin treasure hordes go.
But in addition to the treasure there are also
5 near-starved baby griffins!
Marlett sacrifices one of his cows to feed the
griffins. He offers to haul the characters and
the baby griffins back to Brin where they can
take the griffins to a trainer.
Allow the characters to read the griffin page
in the Bajevar Critter Book so they understand
what they are getting.
The trainer says the griffins are severely
malnourished and there is no guarantee any of
them will survive. But for those that do survive, training will cost 1,500p per griffin and
will be a long process. The griffins will not be
ready until the characters are Tier 4. As characters advance, they may want to become
trained in understanding the griffin language
and in riding griffins.
Marlett offers to pay the training costs if the
characters let him keep one mated pair to replace the ones he lost. If they take Marletts
offer, two will die of malnutrition; if they dont,
four will die. So whether the players pay for
training or they let Marlett pay, the characters
will only get one griffin out of the deal. That
griffin will be a female named Shayla, and she
will be ready when the characters reach Tier 4.
How can Marlett pay for the training if he
had no money to pay the party for this job?
Simple. The trainer is an old friend and will
allow him to pay over time. The trainer does
not know the party, so if they are paying for
the training they need to pay up front.

THE REWARD
Players each get 2 XP for finishing the adventure, and should have each gotten 1 or 2 XP
from GM intrusions during the adventure.

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Bajevar Guidebook

Mini Adventure #3

MINI ADVENTURE #3
OPENING

THE OFFER

Orlo has increased to Tier 2 since the last time


he adventured with the party. Use the character sheet with Orlo at Tier 2.
Orlo joins the party at the Green Griffin for a
drink. A bit later three men enter. Two of
them (fire and earth) are obviously guards for
the third (water). This man is dressed in expensive clothing. He looks nervous. His eyes
dart suspiciously about the room and come to
rest on the party. He comes to the table and
says, You people, my master requests that
you do him a service. He has heard what you
did for Baron Duchal and what most of you did
for that old rancher. He would like to hire you.
Please come with me. He has not been told
any details. He is to lead the party, including
Orlo, to the wealthy section of town. They go
to the Slaughtered Lamb restaurant and are
led to a private room in the back. They are
seated and given expensive food and wine.
The waiter (fire) is very efficient and helpful,
though he obviously sees the party as below
him. The messenger leaves.
After a time, a man (air) enters. He is a
large man who manages somehow to look jolly
and deadly serious at the same time. He introduces himself as a very wealthy man whose
name is unimportant.

The man will replace any equipment the characters use while completing the task and will
give each character a melee weapon of their
choice made of silver. Each character receives
one silver weapon. If there is a bare-handed
fighter in the party, he receives a pair of silver
spiked gauntlets. If there is an archer in the
party, he receives 30 silver arrows (or bolts or
whatever) instead of a silver melee weapon.

THE TREK
The characters are escorted to the castle by a
platoon of 40 guards. The guards are genial
and happy, but very efficient in taking inventory of the groups possessions.

THE CASTLE
There is no light in the castle. The place is
dusty and dirty. The entrance gate is a huge,
thick wooden door with iron braces. There is a
portcullis in front of the gate. Both portcullis
and gate are open.
Note that all doors leading into service areas
(areas ten and seventeen on the first floor) are
secret. This is common in Bajevari architecture. It is considered a service to the rich, who
generally do not want to enter into such areas.
They are above that sort of thing.
The secret doors and compartments in this
adventure were added to give stealth characters somewhere to practice their skills. However, the characters will need to get into the
areas behind the secret doors to complete their
task of mapping the castle. If the characters
fail their rolls to find or open a door, the GM
may want to lie and tell the party the roll was
a success. The two secret compartments do
not need to be found, so the GM does not need
to lie here.

THE JOB
The man has just purchased a castle which lies
one days walk east of town (deserted castle
on GMs area map). Unfortunately, the castle
has been abandoned for years and has become
quite inhospitable. The man wants anything
living within the castle to be made dead. As
the new owner of the castle, everything inside
the castle is his, therefore any treasure found
belongs to him. There will be guards around
the castle to make sure nothing extra accidentally leaves with the characters.
The
guards will make an inventory of everything
the characters take in and out. The man wants
the castle completely emptied of living things
and mapped.
If asked why his own troops do not clean out
the castle, he will reply with absolute sincerity
and with no hint of apology that he does not
want to risk any of his own men for a little
spring cleaning.

FIRST FLOOR
1) Entrance garden: There are four small fountains and a wandering path through overgrown
flower gardens. The inner door is of reinforced
wood. It is open. There are arrow slits in the
second floor wall.
Growling laughter and
taunts can be heard, but the characters can
see no one.
2) Main hall: Statues and paintings alternate
along each wall. The statue at a has a hidden compartment in the base, difficulty 4 Intellect task to find it. In this is a shrieking gem
which looks like a ruby. If the players touch

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Bajevar Guidebook

Mini Adventure #3

the shrieking gem, its yell will cause 3 grey


blobs at the back of the compartment to attack. Behind the blobs are 2 Cyphers: level 8
Analeptic and level 7 Force Screen Projector.
There is a pile of bones at b. These are 2
skeletons.
They have 4 cyphers, so their
health is 13. They will attack when the players
are within 10 or when the shrieking gem at a
yells. The 4 cyphers are level 8 Curative, level
10 Fireproofing, level 2 Friction Reducer, and
level 5 Strength Boost

5)

Deserted Castle, First Floor


KEY:
each squre = 10'
= spiral staircase
T
= trap door
S
= secret trap door

=
=
S=
=

N
door
W
E
double door
S
secret door
stairs - arrow indicates direction
stairs go to matching letter on next floor

6)

18

16 16 16 16 b
b

17

7a

6a

6c

7b

7a

6b

6b

7a

S S

16 16 16 16

7)

3
13

11
12

2
8
5

10

a
14
9

15
16 16 16 16

3) Maze: This is a magically lit maze. The floor is


polished marble and the walls are mirrored.
The whole maze is spotless.
4) The cleaner: This is a spherical creature (3 in
diameter) with many arms. At the tip of each
arm is a protrusion of feathers. The creature is
a cleaner. It was originally designed to clean
the maze and live off the dust it cleaned. Unfortunately, it is old and insane. It now cleans
anything in the maze, living or not. It will vigorously attempt to clean the characters while
incessantly muttering, Filthy!
Just filthy!
This will not harm the players, but if a player is
being cleaned all of his actions are 1 step
harder. This annoyance will continue until the
creature is killed. It is level 3 and has 20
health. The creature does not attack, but once
it is attacked it starts cleaning its attackers
more vigorously, causing all actions to be 2
steps harder. Because of its multiple arms it
can clean all characters within immediate

8)

9)

- 10 -

range at the same time, so all of them get the


difficulty increase.
The creature moves slowly, so the characters
can escape it by walking quickly. If it is not
killed, it will turn up at very inopportune moments later in the adventure, such as during
the partys next fight.
This is the object of the maze. The room is
walled in obsidian. There are velvet carpets,
cushioned couches, and a small fountain here.
There is also a very clean, very annoyed giant
red scorpion here. This is its lair. Treasure:
The scorpion has a gem in its stomach. There
is also a battle axe, and a club. The gem is
worth 50p.
Visitors sitting rooms:
a) The hallway door is locked, but is easily
picked (difficulty 2). The room is dusty,
but everything is in place. There are a few
chairs, a couch, a small table, and a small
fireplace. There are old, dingy rugs on the
floor.
b) Hallway door is unlocked. Room is in same
condition as a.
c) Hallway door is open. Furniture has been
destroyed. It is all shredded. There is a
foul smell in the air.
Visitors sleeping rooms:
a) There is a bed with moth-eaten silk sheets.
A brazier for light sits in the corner near
the door. There are nightstands on either
side of the bed. There is an 80% chance
the bed will collapse if sat on.
b) There are 3 troglodytes here. They live in
this room and are an advance guard for
the troglodytes below. They are asleep,
but will wake up if the characters are overly loud in 6c.
Audience chamber: The room is almost bare.
There are tapestries lining the walls. There is
an opulent chair on a raised dais at a. A
scribes desk sits nearby on the right. The
door on the south wall is not visible from in
front of the chair.
Private study: There are bookshelves lining the
east wall. An ornately carved desk is in the
south end of the room. The room has been
trashed (chairs destroyed, books shredded)
and smells vaguely of troglodyte. If the party
has not yet met any of the troglodytes in the
castle, they may make a difficulty 5 Intellect
check to see if any of them knows what the
smell is (and therefore be warned that there
are troglodytes in the castle). If they have
met some troglodytes, they will all recognize
the smell.
There is a hidden compartment in the desk,
difficulty 4 Intellect task to find it. In this is a
sheaf of parchment. If the players find it, give

Bajevar Guidebook
them the handout which reads, white two
grey five black eight.
10) Servants area: There are benches and chairs
here. There is also a table with simple clay
cups and pitchers. They appear to have been
used recently.
The secret door leading to this area may be
found with a difficulty 3 Intellect task. Once
the door is found, it is another difficulty 3 Intellect task to figure out how to open it, or a
difficulty 4 Might task to break it open.
11) Servants baths.
12) Servants toilets.
13) Carpenters workshop: All the tools are old and
rusted. There is a half-finished chair on a
workbench.
14) Tailor and cobbler workshop: There are piles of
old cloth about the room. A family of cats
(mother and four kittens) lives here. They are
friendly and harmless. The kittens will follow
the characters around the servants areas, but
will not leave area 10.
15) Blacksmith: All the tools are old and useless.
16) Servants quarters: There are four cots, a
small table, and one torch bracket.
17) Kitchen: Many cutting tables and work counters. Nothing useful.
The secret door leading to this area may be
found with a difficulty 3 Intellect task. Once
the door is found, it is another difficulty 3 Intellect task to figure out how to open it, or a
difficulty 4 Might task to break it open.
18) Dining hall: The walls are lined with tapestries.
The entire hall is dotted with round, six-person
tables. At a is a larger table on a raised platform. The table top sits on a wide pedestal.
The top looks like a clock face, with twelve
pointing east. There is a small depression at
each number. In the center is a large depression with filled with about twenty blue stones.
Among these there are one white, one grey,
and one black stone.
If these stones are
placed in the depressions of numbers two, five,
and eight, respectively, the pedestal base will
open revealing a small enclosure. In this hidden enclosure is a Ring of Speed (See Artifacts
in the Bajevar Guidebook).
If anyone succeeds at a difficulty 3 Intellect
task, they may discover that the table has an
enclosure. But it may only be opened by the
method described above.

SECOND FLOOR
1) Hallway is blocked by rubble. The characters
must take the door leading outside.
2) Open-air area: The outer wall extends up to
here. There are arrow slits all around the outer wall and in the wall overlooking the entrance garden on the first floor. There are cat-

Mini Adventure #3
apults and vats for boiling oil at each corner.
The main wall is broken at b allowing entrance into the inner area.

Deserted Castle, Second Floor


KEY:
each squre = 10'
= spiral staircase
T
= trap door
S
= secret trap door

=
=
S=
=

N
door
W
E
double door
S
secret door
stairs - arrow indicates direction
stairs go to matching letter on next floor

2
b

a
2

3) This was once a number of rooms (ballroom,


kings chambers, VIP chambers, etc.), but all
the walls have been knocked out. This is now
the lair of a green, ten-headed, young adult
hydra. He will not agree to leave. His treasure
is at a.
The treasure is leather armor, chain mail armor, 2 shields, and three treasure chests. The
armors and shields are lying in a pile near the
chests. All three chests are metal. They are
constructed as part of the castle (this area
used to be the treasury) and cannot be moved.
The treasure is split between the three chests
as described below. The GM may allow the
party to open a chest or not as he wishes depending on how much power and money he
wants his party to have. If he does not want
to give a chests contents, simply fail all attempts to open the chest.
The first chest contains: 6 arrows, war hammer, spiked gauntlet, and 3 cyphers. The Cyphers are level 3 Blackout, level 4 Effect Resistance, and level 3 Personal Environment
Field.
The second chest contains: 250p and a necklace worth 300p.
The third chest contains: chain mail armor
(sonic elemental), level 1 Boots of Silence, level 4 Elemental Bolt Ring, and level 6 Magic
Missile Stone (sonic elemental leech).

- 11 -

Bajevar Guidebook

Mini Adventure #3

BASEMENT

skeletons. The normal dead kind, not the undead kind that want to kill you.
8) Torture chamber: Lots of toys. The troglodyte
ruler and his 6 guards are here. Treasure:
307p, 3 leather armor, plate armor, longbow, 6
throwing stars (elemental), hand axe (sonic),
spear, Amulet of Vision, Elemental Vision
Cloak, and 3 Cyphers. The Cyphers are level 3
Mind-Restricting Wall, level 3 Information Sensor, and level 3 Sniper Module.
9) 2 small groping walls
10) 1 large groping wall
11) 2 small groping walls
12) 2 medium groping walls
Feel free to use or ignore any of these groping wall fights based on whether your particular group likes more or less fighting.

1) Food storage: All the food is old and there are


a large number of rats here.
2) Servants storeroom: There are shelves filled
with old linens, soaps, kitchen equipment, and
other such stuff. There is a secret trap door
here which may be found with a difficulty 3
Intellect roll. It is obvious how to open it if it
is found. No rolls needed to open it. The trap
door leads to a tunnel that exits into a patch of
woods 1/2 mile southwest of the castle. If
none of the PCs figures it out, Orlo mentions
hauling any treasure they want to keep out to
the woods and not mentioning the secret door
on the map.
3) These tunnels house an extensive art collection, most of which has been destroyed.
4) 4 troglodytes.
5) Secret trap door leads to a tunnel which
connects to 6.
The secret trap door may be found with a
difficulty 3 Intellect task. Once the door is
found, it is another difficulty 3 Intellect task to
figure out how to open it, or a difficulty 4 Might
task to break it open.
6) Trap door leads to a tunnel which connects to
5.
7) Prison cells: All are locked and most contain

END NOTES
The man keeps his word. He gets silver weapons for the party, restocks anything the party
used, and even pays for healing (and resurrection if necessary) at the Temple of Livelihood.
The man likes cats. If the players leave the
cats alive and in the castle, and if they tell the
man about them, he will give the party an extra 10p per person.

Deserted Castle, Basement


KEY:
each squre = 10'
= spiral staircase
T
= trap door
S
= secret trap door

N
=
=
S=
=

door
double door
secret door
stairs - arrow indicates direction
stairs go to matching letter on next floor

E
S

9
3

b
1
10

3
3
8
3

c
2

12
11

- 12 -

7
7
7
7
7
7
7

7
7
7
7
7
7
7
7

Bajevar Guidebook

Mini Adventure #3

THE REWARD

If the players have done all 3 mini adventures, give them an additional 2 XP.

Players each get 2 XP for finishing the adventure, and should have each gotten 1 or 2 XP
from GM intrusions during the adventure.

- 13 -

Bajevar Guidebook

Possible Random Encounters

POSSIBLE RANDOM ENCOUNTERS


This is a list of encounters the GM may use if
the party has a random encounter while travelling.
As it says in the Random Encounters section
at the beginning of this book, whenever you
have a random encounter you roll a d20 to determine the encounter type.
ROLL
1-12
13-15
16-18
19-20

the Cypher System Rulebook on page 296


rather than in the Bajevar Critter Book.
7) Five lower storm cats come bounding over
the terrain to attack the party.
8) A thing erupts from the ground and attacks.
9) When the players light a campfire for the
night, three tree friends make a terrific
racket from a nearby tree.
10) Three trins watch the partys actions, writing notes all the while. If spoken to, the
trins will try to ignore the party.
11) Eleven regular wolves warily watch the
party from the surrounding terrain.
12) Three zombies come moaning out of the
surrounding terrain to attack the party.
Two of them have chain mail (2 Armor).

ENCOUNTER
Creature
Human
Terrain
Omen

The encounters listed here use that same


split (1-12 are Creature, 13-15 are Human,
etc.) This means when you make that d20 roll
to determine encounter type, you can use that
roll to go directly to a numbered encounter on
this list if you want.

HUMAN
13) Two fighters trying their hands at highway
robbery. They are a water woman and an
earth man. Both of them have flails and
leather armor. Level 3 (attack, defend,
and stealth as level 4), 12 health, 4 damage, 1 Armor. They are hiding in the surrounding terrain to get surprise.
14) This is a two-part encounter.
a) An overweight, obviously wealthy fire
man is standing in the road next to his
broken, two-horse carriage. The air
driver is trying to fix a broken wheel by
himself. To do this, the carriage must
be held up while the new wheel is
slipped on. He obviously cannot do
this by himself, but the rich man will
not lower himself to physical work. Instead he is berating the drivers inability to get the job done. As the party
approaches he orders them to help.
He is rude and overbearing. The party
will not gain or lose anything by helping him or ignoring him. He has nothing worth stealing.
b) Use this only after encounter #14a.
The driver from that encounter flies up
to the party. He walks with them for a
while as he laughingly tells them how
he left dat pompous arse by da side o
da road. He generously shares his
wineskins (one is filled with dark ale
and the other two have jaharungfruit
wine) and encourages general mirth.
When the wineskins are empty he flies
off.

CREATURE
All creatures are from the Bajevar Critter Book
unless the encounter says otherwise.
1) Seventy-two large ants are going back and
forth in a line doing whatever it is that ants
do best. No nest can be found in the area.
The ants will ignore the party and continue
their work unless disturbed.
2) Four hippogriffs are flying through the sky
over the party. They turn and land directly
in front of the characters. They stand silently and stare. If nothing happens or if
their egos are caressed they will go away.
Hippogriffs are very vain. If anyone makes
a difficulty 3 knowledge roll they will know
this and the GM may hint that the hippogriffs want compliments. The creatures
cannot understand human language, but
know looks of awe and the sound of admiration in a voice.
3) Five adult krands and five krand children
watch the party from the forest.
The
adults form a protective circle around the
young.
4) Sixteen pegasi are seen playing sky tag
above the party. They will ignore the party
unless provoked.
5) Five normal skeletons rush the party from
a nearby line of trees. None of them have
armor or weapons. They have 3 cyphers:
level 3 Banishing, level 6 Condition Remover (blisters), and level 1 Infiltrator.
6) Two giant snakes slither from the grass
and attack the party. Giant snakes are in

- 14 -

Bajevar Guidebook

Possible Random Encounters

15) A very drunk, very inept fire thief stumbles


up to the party and tries to steal someones coin purse during a distraction. Unfortunately for him, his idea of a distraction
is the look over there method. He has no
money and his only weapon is a club. He
pretends ignorance even when caught redhanded. If the group does not punish him
the first time, he will think he has outsmarted them and try again. After the
second try he will wander away muttering
something about easier pickings.

hunters trap for predators. There is raw


meat in the pit which the characters might
smell, but cannot locate without finding the
pit. The covering of the pit looks just like
the surrounding ground. Each party member should make a difficulty 4 Intellect roll
to realize there is something unusual here.
If any character is successful, they may
make another difficulty 4 check to find the
hidden trap. If all characters fail to find the
trap, a random member of the party will
find the pit by falling in. The character
takes 3 points damage. If the trap is detected, they may simply avoid it.

TERRAIN
16) During an extremely windy afternoon, the
characters walk by a large, old tree whose
branches span the road (if the characters
are taking the road). Just as they pass
beneath, it gives in to the wind and tumbles to the ground. Anyone who fails difficulty 3 Speed roll does not get out of the
way of its fall and takes 6 points damage
from the tree.
17) The characters are rewarded with a scene
of natural beauty. If it is at night, the sky
is unusually clear and the stars are a sight.
If it is dawn or dusk the sun plays off the
clouds in a wondrous sunrise or sunset. If
it is during the day the characters watch a
field of tall grass swaying in the wind like
the gentle waves of a green sea.
18) At some point when the party is not on the
road (such as stopping for lunch, setting
up camp, or travelling cross-country), they
stop in an area with a well-concealed pit
trap. It is ten feet deep. The pit is a

OMEN
19) As the characters pass a plant-free clearing
a large dust devil begins to spin. This is
unusual because it happens during a time
when no wind is blowing. The characters
cannot be sure, but it almost sounds as
though voices are mumbling from the
spinning dust cloud. The whole occurrence
only takes fifteen or twenty seconds. The
characters can find no clues as to why this
happens.
20) The characters hear a scream of fear and
pain which almost sounds human. If they
go to investigate they will find a clearing
with an alarming amount of fresh blood on
the ground. There is nothing in the clearing to suggest what happened. There are
no tracks to follow.

- 15 -

Bajevar Guidebook

Player Handouts

PLAYER HANDOUTS
The following pages are handouts to give the
players at specific times:
Players area map should be given to the
players at the beginning of Mini Adventure
#1. They will refer to it throughout all
three adventures.
Julas note If the players help Jula in Mini
Adventure #1, this note is given to them
when they return to Brin.
White Two This note is found in the desk
during Mini Adventure #3, first floor, #9.

Orlo at Tier 1 is used during Mini Adventure #1.


Orlo at Tier 2 is used during Mini Adventure #3.
Completely pointless side note: Because
he already had high Edges at Tier 1, Orlo
did not add 1 to the Edge of his choice
when advancing his character. Instead, he
used an optional advancement and added
2 to his recovery rolls.

- 16 -

KEY:
=
=
=
=

10 miles
Farm & Ranch
Forest
Hills

N
W
S

Cammon Road
East Road
Brin

South Road

white two
grey five
black eight

ADVANCEMENT
IS A Hearty

Orlo

4 XP per advancement

REQUIRED

Descriptor

Earth

Warrior
Type

Train new skill or spcialize in a t rained skill

Race

WHO

Flavor

Performs Feats of Strength


Focus

TIER

EFFORT

MIGHT

SPEED

XP

11

10

POOL

EDGE

POOL

EDGE

POOL

EDGE

1 Act ion
5 M inut es
1/ 2 Hour
4 Hours

Reduce cost of wearing armor

+1 t o t he Edge of your choice

+2 t o your recovery rolls

+1 int o Ef f ort

Select a new t ype-based abilit y

SKILLS MIGHT
Defense
Carrying
Smashing

SKILLS SPEED
Initiative
Climbing
Jumping
Balancing
Swimming

SYSTEM

ar
v
e
j
Ba

RUNESTONES (Cyphers)
lv9 Null Field (fire)
lv6 Age Taker

X
X
X

DAMAGE TRACK
Impaired
+1 Ef f ort per level.
Ignore minor and major
ef f ect result s on rolls.

X
X
X
X
X

Debilitated
Can move only an
immediat e dist ance.
Cannot move if
Speed Pool is 0.

Combat roll of 17-20


deals only +1 damage.

SKILLS INTELLECT

SPECIAL ABILITIES
Impaired = Hale. Debilitated = Impaired
When you apply effort to Speed, spend an extra pt
Practiced in all weapons
Practiced in Armor (-1 speed cost)
Thrust (1M) +1 dmg
ATTACKS
Battle Axe
Longbow (30 arrows)

MOD

T = Trained, S = Specialized, I = Inability

1d6+

+4 point s t o st at Pools

INTELLECT

18
RECOVERY

CYPHER

OPTIONAL

Name

LIMIT

2
EQUIPMENT
Leather Armor
backpack
5 oil flasks
tinder box
7 regular rations
4 wineskins of water

DAM

ARMOR

4
4

1
MONEY
Ptra
Qvari

ADVANCEMENT
IS A Hearty

Orlo

4 XP per advancement

REQUIRED

Descriptor

Earth

Warrior
Type

Train new skill or spcialize in a t rained skill

Race

WHO

Flavor

Performs Feats of Strength


Focus

TIER

EFFORT

MIGHT

SPEED

XP

12

10

POOL

EDGE

POOL

EDGE

POOL

EDGE

1 Act ion
5 M inut es
1/ 2 Hour
4 Hours

Reduce cost of wearing armor

+1 t o t he Edge of your choice

+2 t o your recovery rolls

+1 int o Ef f ort

Select a new t ype-based abilit y

SKILLS MIGHT
Defense
Carrying
Smashing
Medium Bladed weapons

SKILLS SPEED
Initiative
Climbing
Jumping
Balancing
Swimming

SYSTEM

ar
v
e
j
Ba

RUNESTONES (Cyphers)
lv8 Information Sensor
lv5 Contingent Activator

X
X
X
X

DAMAGE TRACK
Impaired
+1 Ef f ort per level.
Ignore minor and major
ef f ect result s on rolls.

X
X
X
X
X

Debilitated
Can move only an
immediat e dist ance.
Cannot move if
Speed Pool is 0.

Combat roll of 17-20


deals only +1 damage.

SKILLS INTELLECT

SPECIAL ABILITIES
Impaired = Hale. Debilitated = Impaired
When you apply effort to Speed, spend an extra pt
Practiced in all weapons
Experienced With Armor (-2 speed cost)
Thrust (1M) +1 dmg
trained
Feat of Strength (1M) -1 difficulty on brute str tasks
ATTACKS
Battle Axe
Longbow (30 arrows)

MOD

DAM

-1

4
4

T = Trained, S = Specialized, I = Inability

1d6+2

+4 point s t o st at Pools

INTELLECT

21
RECOVERY

CYPHER

OPTIONAL

Name

LIMIT

2
EQUIPMENT
Chain Mail Armor
backpack
5 oil flasks
tinder box
7 regular rations
4 wineskins of water

ARMOR

2
MONEY
Ptra
Qvari

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