TEXT:  
   
  Roweena
  Roweena
  Roweena
  Roweena    
  Takes A Trip
  Takes A Trip
  Takes A Trip
  Takes A Trip    
   
   
   
  A Legendary Lives Adventure 
   
   
   
  By Joe Williams & Kathleen Williams 
   
   
   
   
   
   
   
   
  Copyright © 1990, 2007 by Joe Williams 
   
  Email me at: freeRPGs@comcast.net 
  
   
   
  2 
   
   
   
  2 
  Roweena Takes A Trip 
  This adventure begins with a sweet little child 
  and ends with a dwarf in a baby costume. Will your 
  players ever forgive you?  
  Author’s Note: This is an early adventure 
  written for the first edition rules. Some conversions 
  will be required. 
  The Bridge
  The Bridge
  The Bridge
  The Bridge    
  Your players should be well acquainted by the 
  time 
  the 
  story 
  begins, 
  having 
  introduced 
  themselves on the road. They’re all heading for the 
  famous Cabbage festival in Whimpleville. Maybe 
  they can get a date with the Cabbage Queen, or at 
  least a Rutabaga Princess. At any rate, they’re 
  looking forward to a good time. 
  As the party crosses a bridge, they hear the 
  burble of a baby. Looking into the river below, they 
  see the proverbial basket carrying the infant 
  downstream. Any character who jumps into the 
  river must roll SWIM(Pas) to successfully reach the 
  basket. Those who fail are swept downstream and 
  must roll STAMINA(Pat) or else drown. Corsairs 
  and vikings receive +1 column on their Swim roll. 
  The Draconians
  The Draconians
  The Draconians
  The Draconians    
   As the basket floats downstream, four 
  draconians step from the trees on the west 
  riverbank. The draconians are at missile range 
  from the bridge. Two of the large, lizard-like 
  creatures wear leather armor and carry flails. The 
  third wears a chain cuirass, and carries a crossbow. 
  The last draconian is robed in red. As he reaches 
  the river’s edge, he mutters an incantation and 
  hurls a firedart at the basket. The basket begins to 
  smolder. The draconian in chain raises his 
  crossbow and prepare to fire. 
  The draconians are intent on destroying the 
  basket. If attacked, they will put up a fierce fight. If 
  any are captured, he will tell the party that the 
  child insulted the draconian god-king and must die. 
  He knows nothing else. Each of the draconians 
  have the following stats: 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Grt 
  Por 
  Grt 
  Gud 
  Pas 
  varies 5 
   
  Special ability: Breathe fire once per day. Does 
  Good 
  damage 
  to 
  DODGE(-Grt) 
  body 
  parts 
  (maximum 3 wounds). 
  Flamefang the Draconian: Wears a chain 
  cuirass. Does Great damage with a +7 morning star, 
  or Good damage with a +4 light crossbow. 
  Draconian warriors #1 & 2: Wear studded 
  armor on head, arms and chest. They do Great 
  damage with their +6 flails. 
  Sha-kara, Draconian conjurer: Wears no 
  armor. Does Passable damage with his claws and 
  bite. He has the following spells: 
  Blade Barrier: Useable once. It creates a 
  10’x10’ area of whirling blades around the caster, 
  lasting 10 minutes. Any player who enters it takes 
  DODGE(-Sup) Good wounds (maximum 3 wounds). 
  The barrier moves with the caster. Any missile 
  attack into the blades is at -1 column. 
  Fire Dart : Useable 3 times. The target must 
  roll DODGE(Sup) in order to avoid being hit. Does 
  Good Damage. 
  In the Basket
  In the Basket
  In the Basket
  In the Basket    
  If the characters don’t rescue the child at the 
  bridge, they will find the basket run around 
  downstream. The baby is a beautiful, 9 month old 
  sidhe female. She carries a silver rattle shaped like 
  a hammer (worth 3 silver), and cries terribly when 
  it’s taken away. At the bottom of the basket is a 
  note along with a gold coin. Roll LITERACY(Pas) in 
  order to read the letter (characters with a Literacy 
  of 13 or more automatically succeed). It reads: 
   
  Kind stranger, 
  Thank you for rescuing my baby from the river. 
  The happiness of a kingdom depends on Roweena 
  
  Roweena Takes A Trip 
  3 
   
   
   
  3 
  safely reaching the hermit of Mt. Skagmont, for she 
  is actually . . . but wait, there is no time to explain 
  everything. I can hear them searching the riverbank, 
  my leg is sorely wounded, and I can carry her no 
  further. I must trust the river to bear her to the 
  safety I cannot provide. 
  Godspeed. May the forces of goodness and light 
  go with you. 
   
  None of the party members are familiar with 
  the hermit of Mt. Skagmont or the baby Roweena.  
  Roadblock
  Roadblock
  Roadblock
  Roadblock    
  On the road to Whimpleville, the party comes 
  across a road block manned by 8 firbolgs. Six 
  additional firbolg scouts patrol the surrounding 
  hills. The firbolgs have the following stats: 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Gud 
  Por 
  Gud 
  Gud 
  Pas 
  Gud 
  4 
   
  They use +3 rapiers and wear studded armor 
  on their heads and chests. 
  The firbolgs insist on searching anyone who 
  approaches the roadblock or whoever tries to 
  circumvent it. The search will seem cursory. The 
  firbolgs simply pat down the characters’ packs and 
  bags, and search any baskets. If they find Roweena, 
  they will try to seize her in the name of the elf-
  queen. If they don’t find her, they will warn the 
  party to be on the lookout for a traitor. In either 
  case, they will show the party a wanted poster with 
  Roweena’s picture on it: 
   
  Wanted 
  The Baby Roweena. 
  Wanted by the Seelie court for High Treason. 
  Appearance: Female sidhe, about 9 months of age. 
  Strawberry blonde hair, blue eyes, engaging smile. 
  Makes gurgling noises. 
  Warning! 
  Should be considered highly dangerous! 
   
  If the firbolgs are asked for more information 
  about the charge of treason, they’ll reply: “We don’t 
  know the truth, we just know the law.” 
  The firbolgs will mention that Roweena’s 
  accomplice, Sybella the witch, was captured, and is 
  now on her way to the elf-queen’s castle under 
  heavy guard.  When Roweena hears this, she will 
  become quite agitated, possibly even giving herself 
  away! 
  The firbolgs do not wish to harm anyone, but 
  they are determined to have Roweena, and will 
  fight if threatened. If the party flees into the woods, 
  they will run into the scouts who will try to stop 
  them. 
  Baby Flees
  Baby Flees
  Baby Flees
  Baby Flees    
  Once the party escapes the roadblock, they’ll 
  want to bed down for the night. It is nearly dark, 
  and Roweena is very cranky. Ideally, this should be 
  in a grove of trees just off the road to Whimpleville, 
  near the river. 
  Near dawn, whoever is on guard will notice 
  that Roweena is no longer in her basket. When the 
  party spots her, Roweena is crawling across a log 
  precariously perched over roiling rapids (if the 
  characters did not camp near the river, substitute a 
  dry gully for the river). Anyone crossing the log 
  will cause the rotting wood to snap in half. A 
  character on the log must jump 15’ by rolling 
  AGILITY(Gud) or else fall 20’ into the river (taking 
  Passable damage), where he must make a 
  successful SWIM(Gud) roll to reach the bank or 
  else be swept over a nearby waterfall. Going over 
  the waterfall does Good damage to two body parts. 
  Once a character gets across the river, he will 
  see that Roweena is now crawling along a narrow, 
  muddy ledge 30’ above the rapids. A character 
  following 
  Roweena 
  must 
  make 
  a 
  roll 
  of 
  AGILITY(Pas) in order to cross without falling. 
  Roweena then crawls atop some loose rocks, 
  knocking them down onto the characters below for 
  DODGE(-Gud) wounds (maximum of 3) of Passable 
  damage each. Once the baby reaches the top, she 
  sits on a large, flat rock and begins to cry. The rock 
  totters and slides down the far side of the rock pile 
  to what looks like certain death. 
  Almost at once, Roweena is snatched up by a 
  mutant avian that swoops down from the sky 
  (anyone who looked up earlier would have noticed 
  three winged creatures circling in the moonlit sky). 
  Normal avians are completely humanoid except for 
  fully functional wings (see Player’s Primer, p. 11). 
  The mutant avians seem reptilian, and have scaly 
  
  Roweena Takes A Trip 
  4 
   
   
   
  4 
  wings rather than feathers. They have  large claws, 
  and their skin is greenish and leather-like. The 
  three avians will head north with Roweena, in the 
  direction of Whimpleville. 
  The mutant avians have these stats: 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Gud 
  Grt 
  Pas 
  Pas* 
  Gud 
  Pas 
  4 
   
  *Fly at Awesome+. 
  They have three +2 javelins each and wear no 
  armor. The avians will not allow themselves to be 
  captured. Any avian reduced to 0 BP will be 
  knocked from the sky and will fall to its death. If 
  the avian carrying Roweena is slain, another avian 
  will catch her and quickly fly out of missile range. 
  Road to Whimpleville
  Road to Whimpleville
  Road to Whimpleville
  Road to Whimpleville    
  Along the road to Whimpleville, the characters 
  should come across the following poster, either 
  nailed to a tree or blowing in the wind: 
   
  Ziggy’s Creepshow 
  All Live! All on view! 
  Behold the largest assortment of Freaks of Nature 
  and Creatures of Nightmare ever assembled! 
  Never before have you seen anything like Ziggy’s 
  Creepshow & Circus Extrodinaire! 
  Come join us on the fairgrounds just outside of 
  Whimpleville. 
  Ziggy’s Creepshow
  Ziggy’s Creepshow
  Ziggy’s Creepshow
  Ziggy’s Creepshow    
  As the characters crest a hill, they come across 
  a most amazing sight. In the foreground is a group 
  of wagons garishly painted with pictures of a feral 
  child, 
  bearded 
  lady, 
  manticore 
  and 
  other 
  inhabitants of the circus. On the central tent is a 
  painting of a scaly avian.  
  In the background the party can see a stage, 
  and even further away, a large helium balloon 
  sitting in a cabbage patch. A number of cyclops are 
  milling about the wagons, and it is obvious that 
  they provide the security for the circus. If the party 
  wishes to roam freely through the wagons, they 
  may do so after paying $3 each. 
  More About Zi
  More About Zi
  More About Zi
  More About Ziggy
  ggy
  ggy
  ggy    
  Ziggy is a seedy serpentine who rules over his 
  circus with an iron hand. He will fight for what he 
  considers his, but he’d rather compromise with 
  cold, hard cash. Ziggy carries a +6 bullwhip and has 
  the following stats: 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Pas 
  Gud 
  Pas 
  Pas 
  Pas 
  Gud 
  4 
   
  Always on the lookout for a fast buck, Ziggy 
  has come across a lucrative business venture 
  involving babies. Once he has bought or stolen a 
  child, he places it in an oddly shaped urn with only 
  the head poking out. The two halves of the urn are 
  held together by metal bands. As the child grows, 
  his body conforms to the shape of the vessel, and 
  once his bones set, Ziggy has a man-made freak 
  which he can sell to another circus or simply show 
  himself.  At this time, Ziggy has six children in jars, 
  including Roweena. They are kept on shelves in a 
  dark, windowless wagon. This wagon is off limits to 
  the public, and a manticore is stationed outside the 
  wagon to keep sightseers away. The manticore has 
  the body of a lion, the face of a bearded man, and a 
  quilled tail, allowing him to fire darts at anyone in 
  missile range. He has a limited vocabulary. He is a 
  vicious, clever man eater, and will attack with his 
  huge teeth, claws and quills. See The Referee’s 
  Rulebook for more information. He has the 
  following stats: 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Awe 
  Grt 
  Por 
  Gud 
  Gud 
  Grt x4 4 
  The Big Top
  The Big Top
  The Big Top
  The Big Top    
  This large tent contains an assortment of 
  oddities. First, the characters will see twisted and 
  deformed humans ranging from 6 years old and up. 
  These are Ziggy’s children of the jar. Their minds 
  have been warped along with their bones, and 
  while they are no hindrance, they are no help, 
  either. 
  
  Roweena Takes A Trip 
  5 
   
   
   
  5 
  In a dark, shadowy corner of the tent is a glass 
  tank full of water. It contains a lovely asari. Anyone 
  who sees her will be overcome with love for her for 
  WILL(-Grt) days. Her name is Linnea and she 
  misses her ocean home terribly. If a ray of sunshine 
  touches her skin, she will melt away, but she can 
  travel in the darkness easily, as long as she is 
  immersed in water (see the Referee’s Rulebook for 
  more information on asaris). 
  Lastly, the players come to a place where the 
  surviving mutant avians are roosting near the top 
  of the tent. Upon spotting the players, one of the 
  mutants flies out a slit in the tent roof and escape. 
  He has gone to warn Ziggy that the guardians of his 
  latest victim (Roweena) are here. Players who run 
  from the tent will get outside in time to see the 
  avian heading for Ziggy’s wagon. 
  Two cyclops (see below) patrol the tent, and 
  will attack anyone who causes a disturbance. 
  See all the Sights!
  See all the Sights!
  See all the Sights!
  See all the Sights!    
  Any and all of the members of Ziggy’s 
  Creepshow may participate in this scenario. Among 
  them are: 
  Six Cyclops roustabouts: These cyclops’ are 12 
  feet tall. They obey Ziggy implicitly. Each of them 
  carries a +6 spiked club which does Superior 
  damage. They normally travel alone or in pairs. 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Awe+ Por 
  Por 
  Por 
  Gud 
  Sup 
  8 
   
  Smidge, the Dwarf dwarf: Smidge is surly and 
  ill-tempered. He carries a small +2 axe. Smidge is a 
  former jar baby, deliberately dwarfed by Ziggy, 
  whom he hates. 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Pas 
  Por 
  Pas 
  Por 
  Pas 
  Por 
  2 
   
  Bella, the Bearded lady: Bella is a sympathetic 
  gypsy who dislikes circus life. She’ll answer any 
  questions readily, and will inform the party of 
  Ziggy’s plans for Roweena. She knows Roweena’s 
  location because it is her job to feed the jar babies. 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Pas 
  Pas 
  Pas 
  Pas 
  Pas 
  Pas 
  3 
   
  Olo, the Missing Link: This feral child is an 
  easterling raised by gorillas. If loosened from his 
  cage, he will quickly take to the trees. If Olo feels 
  threatened, he will attack using his teeth and long 
  fingernails. Olo is not capable of speech, though he 
  grunts like an ape. 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Por 
  Grt 
  Por 
  Gud 
  Pas 
  Por 
  4 
   
  Wailer: This 12-foot tall, headless humanoid is 
  so horrible, it is under complete lock and key. It 
  costs $2 to peek through a small hole in the side of 
  its wooden cage. Only the faintest moans and sobs 
  can be heard within the confines of its prison, yet 
  the wails are so pitiful that anyone peeking 
  through the hole will fall into a weeping fit for 
  WILL(-Pas) x 5 minutes. A character who makes a 
  Fate roll of Inferior or worse will recognize one of 
  the tiny faces that protrude like blisters from the 
  wailer’s body. Such a character will be at -2 skill on 
  any attack against the wailer. 
  During feeding time, two gypsy roustabouts 
  will go to feed “Uncle Hairy” as they fondly refer to 
  him. One of the gypsies carries a long spear with a 
  slab of fresh meat on it. The other carries a heavy 
  bullwhip and a club. They open a trap door in the 
  roof of the cage and drop the meat in, one of them 
  beating back the wailer with his club while the 
  other drops the meat down. It costs $5 to peek 
  through the hole during feeding time. 
  Ziggy will loosen this creature as a last resort. 
  See the Referee’s Rulebook for more information 
  on the wailer’s special attacks. It has the following 
  stats: 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Grt 
  Pas 
  Gud 
  Pas 
  Gud 
  Gud x2 5 
   
  Bernie, the knife thrower: Bernie is a four-
  armed hill folk man. He attacks with eight daggers, 
  which he prefers to throw in groups of two. He also 
  carries a +2 sword, which he will draw when he 
  runs out of knives. 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Gud 
  Pas 
  Pas 
  Pas 
  Pas 
  Gud 
  4 
   
  Chimera: This creature is confined to its 
  wagon where it can do no harm. It may be 
  
  Roweena Takes A Trip 
  6 
   
   
   
  6 
  observed through a sliding panel in the door. If let 
  loose, the chimera will attack with it’s three heads -
  - that of a lion, goat and dragon -- and may even fly 
  away with its huge bat wings. The chimera attacks 
  with its lion bite, two front claws, a bite from its 
  serpent tail, the horns of its goat head and a bite 
  from its dragon head. Characters will need to make 
  a LEGENDS(Gud) roll in order to identify this 
  unusual creature. 
   
  STR 
  AGI 
  INT 
  RUN 
  COM 
  DAM 
  BP 
  Sup 
  Gud 
  Por 
  Pas* 
  Gud 
  Grt x6 7 
   
  * fly at Superior  
  GGGGetting Away
  etting Away
  etting Away
  etting Away    
  If the party attempts to buy Roweena from 
  Ziggy, he will charge them $100 (bargaining is 
  allowed, see page 10 of the Referee’s Rulebook). At 
  any time, Ziggy may decide that all this fuss over a 
  little baby must indicate that she’s worth a fortune, 
  and refuse to sell her. 
    
  If the party wishes to grab Roweena and 
  run, they will find a raging river to the west, 
  firbolgs searching the town to the north, dangerous 
  mountains to the east, and draconians coming from 
  the south. Only the helium balloon offers them a 
  relatively safe getaway. 
  In the Balloon
  In the Balloon
  In the Balloon
  In the Balloon    
  The balloon is controlled by a tiny, old 
  easterling man named Keio who will serve as a 
  guide to Mt. Skagmont if paid $100. There is a map 
  of the area in his balloon, and Mt. Skagmont is 
  clearly marked. He will sell the map for $20. 
  Players must roll MEC(Pas) in order to control the 
  balloon.  
  The Hermit
  The Hermit
  The Hermit
  The Hermit    
  When the party finally reaches Mt. Skagmont, 
  they’ll be welcomed by Kilgore, the hermit. When 
  he spots the baby, he says “Hello, Braggo! I heard 
  you had gotten yourself into trouble again. Let me 
  clean you up a bit.” He then pours an oily substance 
  into his cauldron, snatches up Roweena, and 
  throws her in! 
  After the baby is removed from the water, it 
  peels back it’s skin, and out steps a skinny dwarf. 
  He says, “Whew! It was hot in there!” The rattle has 
  changed into a war hammer, and he tucks it into 
  his belt. 
  Kilgore comments, “This is the best disguise 
  Braggo has ever had. Sybella really outdid herself 
  this time.” If questioned, Braggo will explain: 
  “I’m the elf-queen’s favorite jester. Yeah, she 
  thinks the world of me, but sometimes I go a little 
  too far. When that happens, she threatens to throw 
  me in the dungeon, or worse. ‘Course, everyone 
  knows she doesn’t really mean it, but why take 
  chances? I just sneak outta town for a few months, 
  and stay with my good friend Kilgore ‘til things 
  cool down a bit. 
  “The draconians wanted to build trade routes 
  through the sacred elf forest, so they came to the 
  Seelie court to petition. A lotta elf-kin were 
  opposed to it, but the queen seemed to think it was 
  a great idea. Every one looked so solemn at the 
  debate, I thought I’d cheer ‘em up with a joke. 
  Guess it wasn’t so funny.  The draconians were 
  furious, and so was the queen. My friend Sybella 
  put me in the baby costume, and tried to take me to 
  Kilgore, but the royal guard figured it out, and 
  tracked us down. Gee, I hope Sybella didn’t get in 
  too much trouble.  Anyway, thanks for giving me a 
  lift the rest of the way!” 
  If asked about the joke, Braggo will repeat it: 
  How many draconians does it take to light a 
  candle? One, but kiss the sacred forest good-bye! 
  If asked why he tried to flee, Braggo will 
  explain that he was trying to go back to rescue 
  Sybella from the firbolgs. 
  Rewards
  Rewards
  Rewards
  Rewards    
  For bringing his good Braggo to the safety of 
  his cave, Kilgore will reward each player by 
  presenting him or her with a magical gem (he has 
  only as many gemstones as there are players): 
   
  Crystal  
  (+1 Alertness) 
  Jade  
  (+1 Entertain) 
  Pearl 
  (+1 Medical) 
  Sapphire 
  (+1 Charm) 
  Topaz 
  (+1 Dodge) 
  Emerald 
  (+1 Bargain) 
  Moonstone 
  (+1 Lie) 
  Bloodstone 
  (+1 Weapon skill) 
  
  Roweena Takes A Trip 
  7 
   
   
   
  7 
  The End
  The End
  The End
  The End    
  You may end this scenario any way you like, 
  but we prefer to think that the elf-queen managed 
  to pacify the draconians, Braggo was invited back 
  to the royal court, and the characters finally made 
  it to Whimpleville, where they danced the night 
  away with the Cabbage queen and Rutabaga 
  princesses. If your players successfully guide 
  Braggo to the Hermit, feel free to award your 
  players with up to three inspiration points for good 
  role playing and participation! 
  
SOURCE: textdata/thevault/Legendary Lives/Legendary Lives Roweena Takes a Trip.pdf