"The Grey Company" is a group of closely connected scenarios
designed to bring disparate starting characters together as a long-
lasting adventuring group. It is set in the Pavis area, though it
could be transplanted to another setting or system if necessary.
Although this scenario set allows characters of unusually diverse
backgrounds to be formed into an adventuring party, diversity is not a
requirement.
Several playtests (including a PBEM run) have been run with various
groups; on the whole, the scenario has worked very well.
I. Start In A Pickle
1) The PCs start as young and relatively inexperienced
characters. An unusually broad range of cultures and backgrounds
are possible; the only unacceptable choices are obvious Chaos
worshipers and races/cults so mutually hostile as to cause
immediate bloodshed on sight. Lunars are acceptable, though their
presence may cause difficulties.
2) In a short private session (a half-hour or less should
suffice), the GM runs each PC through a pre-game set of
circumstances in which they are forced to leave their home
culture -- either for a few years, or permanently. Possible
reasons: family feuds, accusations of crime (false or otherwise),
famine in the homeland, avoidance of conscription, disease in
homeland, family poverty, a search for aid for the tribe, or
anything else the GM wishes to inflict upon the players. In one
odd situation, a Dragonewt PC was ordered to spy upon the "human
frontier". If desired, PCs may be of local origin; in that case,
they begin the game by receiving a gift or legacy.
3) Each PC acquires an unusual grey token from a kindly-
inclined elder or friend of the family, along with a letter
recommending the character to the members of the Grey Company of
Pavis, a mercenary group of bodyguards/salvors/adventurers for
hire. The elder explains that he/she worked with some or all of
the members of the Grey Company in the past, and that the Company
owes him or her a debt of gratitude. Alternatively, in some cases
a token could be stolen, bought, or gambled for by a PC. In any
case, the PCs are urged to go to Pavis and seek out the Grey
Company, which will doubtless offer an excellent chance for
advancement, prosperity, and glory.
4) The PCs travel to Pavis. Some may meet each other on the
road; some may experience minor adventures during the trip, of
the GM's choosing. PCs native to Pavis will obviously not need to
travel.
II. Pavis!
1) The PCs arrive in Pavis, and find the home of the Grey
Company. At the Grey House a tall and cold henchman named
Abernathy informs the PCs that the members of the Company are out
of town. Abernathy does not recognize the tokens ("It's none of
my business, I'm sure; I just look after the place"). If pressed
or persuaded, he will admit that members of the Company will
probably arrive within the week. He is willing to convey a
message to any returning members in exchange for a small fee. A
cosy inn nearby is an obvious place to while away the days;
there are cheap lodgings on the floor of the common room, and the
food is hot and plentiful. While the PCs wait for their return,
they meet and get to know each other. Numerous minor adventures
may transpire in the process, of course.
III. The Return
1) The ten members of the Grey Company finally return.
They're an interesting and highly diverse group; most of them
seem to be Rune Levels, either Priests, Lords, or both. Despite
this they greet the PCs cordially, and invite them to spend the
night when the tokens of recommendation are presented. A grand
dinner marks the evening, with interesting conversation. The PCs
discover that the Grey Company is an extremely ancient
organization, dating back to old Pavis. Not all members of the
Company are on duty at the same time, since a number of them must
spend a good deal of time at their temples. However, the Company
has done a good bit of work for several cults, which sometimes
allows members to "double up" on their duties, so to speak.
2) The next day the PCs are given a tour of the house. Among
other areas, they are shown the Armory and the door to the
Treasury. The Armory is filled with magnificent weapons of all
sorts. The PCs are told that they cannot enter the Treasury
because it is protected by a powerful spirit guardian, in
addition to the usual precautions. Since the spirit doesn't know
them, it would attack them once they touched the door or entered
the room. Among the most valuable possessions in the Treasury are
the diaries of the Company, which include rare lore from long
ago. In some cases the Grey Company has been hired because they
are the only ones who have a particular map or scrap of esoteric
information.
3) The PCs are invited to apply for apprenticeships with the
Company. This is a highly prestigious opportunity, and a great
honor. It must be stressed that cult obligations are understood
to come first for all members.
NOTE: There are presently no apprentices in the Grey Company,
though the PCs may not notice this. It is not called to their
attention. If they ask about this mysterious lack, the elder
members of the Company are clearly uncomfortable. If pressed,
they say simply that it was necessary to dismiss the previous
apprentices for malfeasance.
IV. The Tests
1) The GM may make up any number of tests he desires. Some
options: tests of strength, mock combat, diplomatic questions,
magic. In one of the most revealing tests in playtest,
characters were asked to make up their own test; to do something
to show the Members their worthiness for apprenticeship in the
Company. Player imaginations tend to run wild in this case.
2) Barring disasters, the PCs are accepted. They take the
Oath of the Company. The Oath includes a promise to guard the
honor and keep the secrets of the Grey Company.
VII. Where Are They?
1) Three days pass, a week...the senior members do not
return. The PCs are in possession of a house, a Treasury that
they cannot get into, and the reputation of the Grey Company --
possibly the most valuable item of all. When it becomes clear
that the members are not going to return, Abernathy quits. He
seems very nervous when he gives notice. If pressed, he will
simply mutter that it is "too dangerous" to stay at the Grey
House.
VIII. The Tax Demon Cometh
1) Tax time has come, and taxes must be paid by the Grey
Company. The tax is almost certainly more than the PCs have.
They must raise money somehow, either from outside sources or by
figuring a way into the Treasury, past the Spirit Guardian.
The Spirit Guardian Harfel Sarfaxian, the ghost of a deceased
member. His POW is 21 and and his INT is 16, and he was
voluntarily bound as a ghost many years ago. Harfax knows the
following spells: Glue 4, Befuddle (2), Disruption, Heal 4,
Mindspeech 1, Ignite, Extinguish 1, and Strength 2. Built into
the door is a matrix for the spirit magic spell Spirit Screen 4,
plus 20 points of stored magic points. If the door is touched by
a stranger with additional strangers present, Harfax will cast
Befuddles on each member using the stored magic points. Once all
present are Befuddled, he will Disrupt them until they flee or
die. The reaction of a Befuddled person to being Disrupted by an
(invisible?) ghost is left for the individual GM to decide.
If the door is touched by a stranger who is alone, Harfax
will cast Spirit Screen 4 and attempt to possess the target.
Should his efforts fail, he will cast Glue 4 on the door and
renew the spell if necessary until he is completely out of magic
points.
If the PCs manage to persuade Harfax that they are legitimate
members of the Grey Company he may allow them to enter -- but he
will be suspicious. If they attempt to loot the Treasury they may
find themselves locked in by an angry ghost!
2) If the PCs fail to pay the taxes, the House and all of
their own property will be confiscated by the Lunar Government.
An auction will be announced, and a group of bidders will attempt
to buy the entire House. (Alternatively) Though the action is
announced, when the time comes the House and contents will have
already been purchased by a mysterious buyer (potential plot
complication).
IX. Brick Through The Window
1) Late one night, a brick is hurled through a downstairs
window. Attached to it is a crudely-scrawled note, saying "Leave
the House or meet your doom!"
2) If feasible, magical warnings are given. One possibility:
Ranged Voice Projection (depending on the Sorcery system used)
moaning and warning all within to leave or die, threatening
remarks delivered by Mindspeech to a PC on the street while in
the middle of a large crowd (making it difficult to guess who has
cast the spell), etc.
3) If desired, the Grey House is fired late one night. The
fire is not large, and does not pose a serious threat to the
House unless it is ignored. While the PCs are dealing with the
blaze, an attack will be made upon the House from the opposite
side. The attack is interrupted by the Lunar Guard. Costs will
be charged to the PCs if the Guard must help to put out the fire.
This encounter may take place at whatever point the GM feels
would be most dramatic.
XI. The Lurkers Without
1) The Grey House is definitely being watched. Both the Lunar
Government and the mysterious hostiles are possible culprits,
depending on the PCs' previous actions. Both at once is also
possible.
2) A Spirit spy enters into the House, and departs.
3) It becomes clear to the PCs that the Lunars regard them
with extreme suspicion, whether they managed to pay the taxes or
not. With luck and effort, they may discover that they are under
suspicion of being Orlanthi assassins, guilty of a recent murder.
They have apparently been the victims of an anonymous tip to the
Lunars.
XII. A Noble Summoning
1) The PCs are summoned by a local noble. When they arrive,
they find that the "noble" is actually the noble's young son, who
wishes to hire them as guards for a trip he and his noble friends
wish to take into the Big Rubble while his father is away. If
they refuse, the child is clearly determined to attempt to enter
the Rubble anyway; the already-suspicious Lunars will doubtless
take an interest. The situation is best resolved through
roleplaying rather than combat.
In one run, the PCs decided to "test" the young nobles by
taking them on an overnighter in Prax. Some of the group
disguised themselves as bandits and attacked the party in the
night. They were careful not to main the young nobles, who
defended themselves more fiercely than the PCs expected. In the
process several PCs were injured. Nonetheless, in the morning the
chastened young nobles decided that they weren't ready for the
Rubble.
XIII. Into The Rubble
1) At this or some other time the PCs may decide to enter the
Rubble, seeking the senior members. If they are intelligent, and
have managed to get into the Company Treasury, they will hire as
many Humakti or other blooded warriors to escort them as they
possibly can.
2) The senior members may communicate with the PCs, but are
inextricably trapped in the Big Rubble for a long and indefinite
period.
a) They are dead, and are ghosts, or
b) They are embarked on a strange HeroQuest within an
underground cavern of crystal, which will take an indefinite
number of years to complete. (The Crystal Cavern scenario details
have been omitted).
XIV. The Old Apprentices
1) The mysterious hostiles eventually make their all-out
attack. They are the old Apprentices of the Grey Company, who
fell into evil ways and were dismissed. They desire possession of
the Grey House and its contents, as well as the name and
reputation of the Grey Company. In their campaign to achieve
these goals, they killed an innocent man; they anonymously tipped
the Lunars that the PCs are Orlanthi assassins, responsible for
the murder. At least one of the old Apprentices is an Initiate of
the Black Fang Brotherhood.
2) If the final showdown is not decisive, the old Apprentices
remain as a thorn in the side of the PCs. They may proceed in a
number of ways against them (details omitted), and will act as a
continuing plot device.
XV. Miscellaneous
1) The contractual obligations listed in Section X are a
continuing way to introduce new scenaria to the PCs.
2) Additional history of the Grey Company may also be
relevant. The PCs may find that they have friends as well as
enemies, based upon the reputation of the Company.
3) The main force which acts to bind the PCs together is
greed. The Treasury of the Grey Company is extremely valuable;
the Oath of the Company forbids them to loot it (assuming oaths
matter to them). The Grey House itself is most desirable, and
the reputation of the Grey Company more valuable yet. With the
resources of the Grey Company almost any personal character goal
would be more easily attained.
4) New characters can be easily introduced into the Company;
all they need to do is show up bearing a Grey token. Of course,
it's also possible that an enemy (one of the old apprentices,
say) might use this method to infiltrate the group. In any case,
a competent new apprentice might wonder why his new masters were
so comparatively inexperienced.
NOTES
Many additional elements have been omitted for brevity. These
include:
the strange and unfamiliar magic in the Company Treasury,
the secrets of the history of Grey House,
and more. These may eventually be written up and published.
On the other hand, GMs are invited to create their own answers.
Given the open nature of "The Grey Company", it is best if
the GM plays the role of the Lunar officials and the old
apprentices flexibly, as best fits the situation. Adopt the point
of view of each party in order to decide what actions to take.
Events need not take place in the order listed above; if the PCs
are clever, some may never happen at all.