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em-vindo – welcome – to this adventure set in the fictional world of The Elephant & Macaw Banner. “The Legend of the Golden Condor” marks an unprecedented moment in the development of that world. Up until now, I wrote all the stories, books and comics related to the Banner, but this adventure is the first written by a guest author: João Beraldo. And we could not have cho-
sen better! Beraldo is one of the leading authors of fantasy fiction in all of Brazil. His series Reinos Eternos (Eternal Kingdoms), inspired by African cultures, is an epic read. Beraldo has also written supplements for the popular Pathfinder RPG system, and scripted computer games such as Taikodom and Angest. It is a great honour to be able to call upon him for this adventure. And what an adventure! “The Legend of the Golden Condor” brings to life a fabulous story, with richly drawn characters and desperate situations. I love it! But I shall let the adventure speak for itself. For those who do not have have the rulebook The Elephant & Macaw Banner Roleplaying Game, don’t worry. You can get a free preview of the book (in PDF format) with the first 60 pages and all the basic rules you need. You can also find a printable character sheet and other extras, such as paper figures to represent your adventurers. You can find all this at: www.porcupinegames.com/EAMB You could also convert this advnture to your preferred RPG system. The most important thing for us is that you enjoy this grand adventure. Boas aventuras!
Christopher Kastensmidt 26 October 2017
Credits
Contents
Author: J. M. Beraldo Producer & Art Director: Vitor Severo Leães Editor: Douglas Quinta Reis General Coordintor: Christopher Kastensmidt Cover Illustration: Yan Kyohara Interior Illustrations: André Meister, Ernanda Souza e Guilherme Da Cas Graphics, Layout & Cartography: Filipe Borin Copy Editor: Marcelo Cortez Social Media: Victor Marques Batista Logo Design: André Vazzios English Translation: Thomas McGrenery
The Story So Far.................................................... 3 Adventure Overview............................................ 5 Playing the Adventure......................................... 5 Introduction................................................................... 7 Sâo Mateus Fort............................................................ 8 The Hermit’s Cabin................................................... 11 The Shaman’s Camp................................................. 13 Protectors of the Forest...........................................14 The Slough of Despond...........................................14
Published by: Porcupine Publishing
Village.............................................................................15 Grotto of the Sun........................................................ 17 Conclusion...........................................................20 Pre-generated characters................................. 21
THE LEGEND OF THE GOLDEN CONDOR © 2017 Christopher Kastensmidt. All rights reserved. Based on the fictional world The elephant & Macaw Banner (A Bandeira do Elefante e da Arara)™, created by Christopher Kastensmidt English translation © 2019 Thomas McGrenery
1
The Legend of the Golden Condor J. M. Beraldo
THE STORY SO FAR
kinds of dangers, from wild animals to terrible diseases, marshes and swamps to hostile peoples. The
A
long time ago, several decades even
journey only ended when, on a hectic night, fleeing
before the Portuguese arrived in
from a territorial group of Guaianá, one of the war-
the Americas, is the very beginning
riors spotted a golden bird that led them to a cave.
of this story.
There the priestess’s body was laid to rest.
From the other side of the continent, the pow-
But they were in Tupiniquim territory, hav-
erful Inca Empire expanded its control southwards,
ing in fact just fought off warriors and hunters of
conquering territories which nowadays cover Bo-
a nearby village. Curious about the invaders, the
livia and Argentina. In the wake of their conquests
Tupiniquim went to the cave. After a brief confron-
were other peoples who resisted as best they could.
tation, they managed to capture one of the last
Among these peoples was one whose name has
sacred warriors. This was when the golden condor
long since been forgotten. They fought bravely, led
appeared, reborn in the body of its priestess, and
by a caste of priestesses who worshipped a gigantic
avenged its most faithful followers.
golden condor, a guardian of the sky who carried the
The Tupiniquim fled, but the stories about the
spirits of the dead to the world of the gods. Knowing
woman said to be made of gold spread. Over time,
the risks that they ran, the leading priestess ordered
the story has become distorted. It was heard by
an escape from the capital carrying the most sacred
Portuguese sailors in São Vicente, Santos and Rio
of their relics: the condor’s golden egg. But it was too
de Janeiro, finally arriving at the Portuguese court
late: in desperation, the warriors assigned to protect
on the other side of the ocean. At a court event, a
the priestesses battled forces ten times greater than
captain newly returned from the Americas report-
their own to reach the temple. There they found
ed the legend of the golden holy one protected by
their leader dead, her fingers around the golden egg,
sacred knights, attracting the attention of an im-
fixed like stone. Interpreting this as an omen, the
pressionable Portuguese nobleman.
warriors placed the priestess on a palanquin and
Rich and very religious, Dom Casimiro de Lu-
bore her away from the capital.
cena, a nobleman of the Portuguese court, believed
During that night, while they camped far from
that this was a clue to a centuries-old mystery:
the city walls, they had a vision: the golden condor
the whereabouts of the Sacred Chalice of Jesus
landed before them and told them that if they fol-
Christ. Dom Casimiro had recently read a number
lowed it to the cradle of the sun, they would find an
of works that told the stories of King Arthur and
entrance to the underworld, where the priestess and
his knights in search of the Holy Grail and made
the condor’s golden egg would be protected.
the connection in his mind. If the Knights Tem-
Over the ensuing months, this group faced all
plar were responsible for protecting Christ and his
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Map of the region
Adventure: The Legend of the Golden Condor
most sacred treasures, it was surely they who had
visions of the confrontation of the Tupiniquim and
hidden the Chalice before the dissolution of the or-
natives of other lands before the recent attack by
der two hundred and fifty years earlier.
Dom Casimiro in search of information. They also
Listening to the legends about a sacred grot-
face a very powerful entity while experiencing mem-
to filled with gold, Dom Casimiro was sure he had
ories of the village’s inhabitants.
discovered the whereabouts of the Sacred Chalice.
Guided by the vision, the group finds in the grot-
He left for Brazil with a private entourage, ready to
to (G) Dom Casimiro’s last remaining soldiers facing
explore the farthest lands of the Captaincy of São
an unusual creature within a lake of blue waters, and,
Vicente.
further into the cave, the Portuguese noble himself
For weeks now, no one has heard anything
before the mummified body of a Peruvian priestess
of Dom Casimiro or his expedition. Worried about
covered with gold. Greed and uncertainty lead the
what might have happened, the captain-general of
entity that protects the mummy to awaken it, and
São Vicente, Jerónimo Leitão, sends a group of ex-
the group will have to deal with the curse while keep-
plorers to find Dom Casimiro and bring him back,
ing Dom Casimiro alive and bring him back to the
alive if possible.
Fort of São Mateus and finally to São Vicente.
ADVENTURE OVERVIEW
DISTANCE BETWEEN POINTS JOURNEY
DIFFICULTY
TIME (HOURS)
A/B
difficult
3
A/C
difficult
3
B/C
difficult
5
B/D
difficult
3
A/D
difficult
3
C/D
difficult
3
D/E
very difficult
6
ers Dom Casimiro’s notes and, connecting them to
E/F
very difficult
5
the gold piece, identifies a map showing where the
F/G
difficult
4
The adventure begins in a camp on the banks of the Tietê River. After a night to get to know one another and learn about the region, the group sets out through the jungle towards the Fort of São Mateus (A), a small fortification that Dom Casimiro used as a base of operations in his search. The group finds the fort abandoned, except for a single Portuguese soldier, driven mad, who hides in the chapel feverishly hugging a piece of gold. Exploring the fort and surroundings, the group discov-
Portuguese nobleman would have gone. After a brief encounter with a travelling sha-
PLAYING THE ADVENTURE
man who turns into an eel (C) and a Jesuit hermit protected by a swarm of giant mosquitoes (B), the group heads towards the swamps, where they are
This is an introductory adventure for The El-
attacked by Tupiniquim (D) who want to prevent
ephant & Macaw Banner Roleplaying Game. It can
them from leaving the place. The Tupiniquim cease
serve simply as a way to get to know the game or as
their harrying pursuit when the adventurers enter
the beginning of a longer campaign. It can also be
the swamplands, leaving them to the mercy of the
inserted in the midst of other adventures already
supernatural dangers therein (E).
under way.
The group is guided by supernatural sounds and
The adventure presumes to begin with that
odours to an old indigenous village (F) that seems to
the group is at a camp on the banks of the Tietê
have been abandoned and burned. There they have
River, north of the town of São Paulo. At this time,
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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
not miss the opportunity to witness it with her own eyes; José got himself into deep trouble: if he doesn’t pay 5,000 réis soon to the Capitão do Mato Teófilo, known as ‘The Caribbean’, he will have his skin torn off while he yet breathes.
the Tietê is a clean and entirely navigable river, and São Paulo, only a poor town centred around the Jesuit College. The group may be in the camp returning from their travels or preparing for a new journey, or they may even be each coming from a different place when they meet to spend the night there. That’s when they learn of the reward offered
Each player may choose one of these charac-
for Dom Casimiro’s safe return. The payment:
ters to portray. If the group already has a campaign
3,000 réis for each member of the successful expe-
in progress, players may use their pre-existing
dition.
characters. In this case, the mediator may assign
At the end of this book, there are five charac-
motives to each member of the group or simply of-
ters ready to be used. Each of them has a personal
fer the reward as motivation for the adventure.
motivation to be involved in the journey:
Matheus Barbosa is an old friend of one of the soldiers on Dom Casimiro’s expedition, the soldier named Evaristo (met at G3); Jean-Guillaume was commissioned by the Jesuits of the College to investigate the supposed history of miracles and the Sacred Chalice; Filipa Penna received a mission from Captain Nuno Gonçalves to retrieve the diary of the nobleman in exchange for having her name cleared and honour restored; Isadora de Luna y Falcó is sure that the legend actually refers to witchcraft, and she can
5
Adventure: The Legend of the Golden Condor
This is a good time for the mediator to intro-
INTRODUCTION
duce the player characters, telling the players who
The following text may be read aloud as an in-
each one is and what their goal is, so that the players
troduction to the adventure for the players. Para-
can make an informed choice of whom to play. Make
phrase as you see fit, however: as long as you con-
room for players to include their own ideas, such as
vey the key facts (underlined), your own rendition
having characters who know each other, whether
is always more engaging than simply reading from
past events connect them in some way, or whether
the page.
they are only together by coincidence or for the pur-
A week ago, you were summoned into the presence of none other than Jerónimo Leitão, captain-general of São Vicente. Initially, none of you could comprehend how it could be that such an unusual group as yourselves could be dragged in front of the master of these lands, chosen by the King himself. But he was quick to explain: A Portuguese nobleman by the name of Dom Casimiro de Lucena has disappeared in the jungle in the interior of the captaincy, and Jerónimo Leitão cannot permit any evil to befall a member of the Portuguese royal court in the territory it is his duty to oversee. So he sent out a call for a group of people with diverse abilities and, promising a reward of 3,000 réis to each member of the expedition that brings back the noble, safe and sound, to São Vicente, sent you off on their journey. You departed upriver from São Vicente and, after days far from civilization, docked at a nameless encampmenton the banks of the Rio Tietê, a day or so’s journey from the nearest settlement, the small, poor town of São Paulo, where the Jesuits catechize the natives of the region. It is night and you are tired from the journey, anxiously awaiting the chance to finally eat some hot food There are two dozen people here, scattered around a few campfires where deep pots boil with game meat and fish. They are bandeirantes and hunters coming and going from expeditions, stopping here to sleep overnight and share food and stories. At first light you will depart, heading northwest in search of the fortress of São Mateus, where Dom Casimiro was to establish an outpost in Tupiniquim territory. But before then, it may be good to get to know your travelling companions, and to find out what you can about the dangers that await you in these wild lands.
poses of this journey alone. Do not force anything. If someone is not yet comfortable with how to play their character, let them discuss with the group what they want to reveal to each other. Also give the opportunity to talk to other characters in the camp. You can create some characters or introduce ones you have used in other adventures. Allow players to contribute as well. Perhaps the brother or rival of one of their characters is in the camp. This can generate some interesting conflicts that can be brought back into future adventures. Let the participants test their skills. A friendly shooting competition may arise between characters, or perhaps someone wants to fish, cook or sew a banner for the group. Another interesting activity would be to try to get information about the region. Here is some information that the characters could obtain by talking to other travellers or just listening to their conversations: Only one old bandeirante here has previously been to São Mateus Fort, and he laughs when someone refer to the place as a fortress. He says it is nothing in comparison to the forts of São Vicente and Rio de Janeiro; Tupiniquim natives live in this region. Some negotiate with Europeans, but others hate them. It is always wise to be careful when dealing with them; Nomadic Guaianá natives also prowl the region, and they rarely get along well with the Europeans, so be careful in case of confrontation;
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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
Going north-west, the jungle becomes more
other and with the characters in the camp, let the
dense, but it turns into marshes in some places
night scene come to a close. Early the next day, the
where tributaries of the Tietê River drench the
group will set off towards the São Mateus Fort, go-
earth. No one claims to have passed through the
ing up away from the river. The trip to the fort will
region, but they say it must be difficult to cross
take about 3 hours of travel through the forest.
and infested with mosquitoes;
A. FORT OF SÃO MATEUS
Some travellers believe in a legend about a for-
The Fort of São Mateus is a disappointment for
est spirit living nearby. It is not friendly unless
characters accustomed to European forts with
it sees you as a protector of the woods and ani-
high stone walls and solid wooden gates. Built on
mals. If this is the case, you will have protection
a low hill in an open field, it is little more than a
for the rest of your life. But otherwise...;
few wooden houses surrounded by a wall of logs about 3 varas (3.3 metres) high. An observation
Every now and again a shaman from the region
tower, also made of wood, stands out above the
visits the camp to trade medicinal herbs, skins
palisade.
and hunting tools. The fellow is friendly but considered slightly mad. They say he talks to animals.
Some pieces of information that characters would know according to their abilities are: Cartography or Land Navigation lets you
After the player characters interact with each
know that from the top of that tower a person
Fort of São Mateus
Adventure: The Legend of the Golden Condor
would have a wide view of the region, seeing far
fighting to the death in order to protect their young.
beyond the forest immediately around them. Soldiery lets you know that this fort would
PECCARY
never withstand a prolonged confrontation, but
Size: G
could perhaps be enough against disorganized na-
Speed: 3
tive forces. They would just shut the gate and wait
Habitat: Forest, Savannah
inside, as long as they had provisions.
Number: 2
Architecture, Artillery or Carpentry lets you
Physical attacks: Bite 1 (damage 2)
know that the palisade is quite strong and prepared
Endurance: 6
to withstand fire and even some harquebus gunfire,
Passive Defence: 2
though it would never withstand a cannon.
Active Defence: 3
In addition to this information, it is soon clear to anyone paying attention that the tower is empty and that there is no sound coming from
A2) The fort’s central courtyard is made of beat-
inside the fort. Nor does anyone approach them
en earth and is where the garrison would usually
as they get closer. Furthermore, the entrance gate
dine, pass the time between patrols in the jungle
seems to be slightly ajar, not barred.
and train. There are four small wooden houses (A4 to A7) of different sizes, all with doors closed, the
A1) The entrance of the fort is protected by a dou-
tower in the centre (A3) and a covered area where
ble wooden gate, which is far enough ajar for a thin
meals are made (A8).
person to sidle in. From afar you cannot see the
There is not a soul to be seen in any of these
interior of the fort, but someone approaching the
places.
gate can see a small part of the interior courtyard
A3) The observation tower is almost 10 varas
without having to push the gate. On the ground in front of the gate are traces
(about 11 metres) in height. It is a very simple struc-
of the movement of many people and some ani-
ture made of logs and wooden boards. A rough lad-
mals. An intermediate feat of Tracking identifies -
der leads up to a basket about one vara by one vara
amid traces of at least a dozen men on foot - a pair
in size, covered by a thatched roof. From the top of the tower, it is possible to
of more recent trails entering the fort, as well as
observe for several kilometres in all directions,
that of some sort of swine. Inside the courtyard is a family of peccaries
marking the location of the river to the southwest,
(wild pigs) who went in search of food in the fort and
a swampy area to the west, and an open area to the
ended up trapped inside when the wind blew the
north where there seems to be some sort of rustic
gate closed. As soon as the gate is opened, they try to
building. An easy feat of Cartography allows you
burst out of the fort and flee towards the woods. Un-
to create a functional map of the region from this
less someone tries to stop them, they will go right by,
observation, identifying the estimated travel time
squealing ferociously but not attacking.
between those points. If someone with Land Navi-
Should any player character attempt to stop
gation observes the landscape from the tower, you
or attack them, the two parents will retaliate while
will have a bonus of +2 on later tests to navigate
their half a dozen piglets attempt to flee into the
the region.
forest. Once the piglets have escaped (which they will do within three rounds unless someone pre-
A4) The largest of the buildings is where the
vents them from escaping), the adults beat a retreat
soldiers of the fort slept. Twelve hammocks are
as well. However, if cornered, the parents will keep
stretched between the walls and a central post,
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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
have taken away all the guns and ammunitions stored
all empty. On the floor near the walls, underneath
here in haste, but did not do the same with the food.
where each hammock is attached to a wall, are small chests of clothes and bags with personal belong-
A6) Adjacent to the dining room and kitchen is a
ings. If someone searches the bags, they will find a
small building with the door ajar. If someone en-
total of 150 réis in various coins, an antique viola
ters or peers inside, read or paraphrase the follow-
with the name Virgílio engraved on the neck, a pot
ing description:
with a balm to ward off mosquitoes (identifiable with an easy feat of Herbalism), two tallow candles and a small bag of cloth sewn and attached to a
The interior is illuminated by a window protected by a grille. Inside is a rough wooden table set on two tree stumps, on which is a map of the area. Points are marked on the map with indecipherable inscriptions, scrawled as if written by a madman. The walls and the floor are covered with books and pieces of paper on which are notes and drawings concerning a wide variety of subjects.
rope as a necklace. This last is an amulet of Calming made by a Yoruba priest and given to protect one of the soldiers from the magical powers of the jungle creatures. Fearing that Dom Casimiro would see the amulet and judge him a heretic, the soldier hid the amulet among his clothes. Anyone who wears the amulet on their necks is immune to attacks of madness. The amulet’s African origin and its function of magical protection may be identified with
An intermediate feat of Cartography by some-
an intermediate feat of Folklore or Identify Magic
one who has climbed the tower identifies the nearest
(Counterworking level 2).
clearing on the map, where there is a building (B), a
As well as these objects, a character with
point just beyond the swamp about two days’ jour-
Prestidigitation or Tailoring level 2 will spot a hid-
ney from the fort (F), and a third point near the river,
den pocket sewn into a piece of clothing. Inside is
where there is a question mark (C).
a gem hidden by another soldier. It is a rough topaz
The walls and the floor are covered with books
that can be sold in the city for about 200 réis.
and pieces of paper written and drawn on about various subjects. Someone able to read Portuguese
A5) Between the dormitory and the wall of the fort
(level 2 of Portuguese) will quickly identify reports
is a large shed with the door locked by a padlock. It is
about the Templars and the Holy Grail. With level 2
possible to break the door with attacks (Endurance
in French, they will recognize legends of King Arthur
4), an intermediate feat of Physical Strength or with
and the Round Table, and, with level 2 in Spanish, re-
the key from Dom Casimiro’s office (A6). The interi-
ports on people of Spanish America who worship the
or is quite dark, due to the lack of windows and the
Sun and the Moon and bathe in gold.
piles of barrels, sacks and shelves everywhere. In-
This is the room Don Casimiro took for himself,
side there are provisions for a dozen men to survive
where he planned his incursions and made his notes.
for another two or three weeks, mostly dried meat,
The three points marked on the map are locations
flour, hard bread, water and wine. Most of it is stored
where scouts indicated they found clues to the where-
in sacks and vats, difficult to transport in the jungle.
abouts of the grotto of gold (locations B, C and F).
It would be possible for players to take 5 days’ worth
As well as the documents, there is a hammock
of food and water each without overloading their
where the noble slept and a chest where it is possi-
backpacks and bags.
ble to find the key to the storehouse (A5), the key to
Some boxes are tilted against the wall opposite
the chapel (A7), an ornamented and very valuable
the food. Two dozen lead bullets for pistols and har-
Bible (3,500 réis, if sold to a noble or merchant in
quebuses, as well as a single charge of gunpowder are
the city), an ornate dagger set with semiprecious
scattered on the ground nearby. Someone seems to
9
Adventure: The Legend of the Golden Condor
stones (+1 for Blade Weapons tests, value 2,000
that Dom Casimiro was searching for a grotto of
réis), a heavy silver crucifix (can be used as an en-
gold where, he believed, the Sacred Chalice was
chanted club, value 5,000 réis), a ream of writing
to be found. Virgílio does not know where Dom
paper, quills and two full ink cartridges, plus some
Casimiro is. As a scout, his mission was to explore
changes of clothes that could be sold in the city for
one of the points marked by the nobleman and
about 500 réis.
report later. According to what he remembers, he found a Christian hermit in a hut in the north and
A7) The smallest of the buildings here is a narrow
a pajé near the river, and an Indian village beyond
chapel that only accommodates one person at a
the swamp, but he does not remember much more.
time. Every morning, Dom Casimiro would open the
When asked about the piece of gold in his hand,
chapel doors and read excerpts from the Bible to the
he looks at it in surprise, as if he has never seen it
soldiers, who listened outside, standing in the court-
before, then opens his eyes wide and tries to pull
yard. At other times, the door was customarily locked
away as far as he can, screaming “The Mother of
in order to protect the gold-adorned statue of Saint
Gold! The Mother of Gold!” An easy feat of Folklore
Matthew, for whom the fort is named, which resides
identifies the legend of the Indian spirit that pro-
by a small altar inside. However, the padlock is on
tects a treasure of gold, while an intermediate feat
the floor next to the iron loop pulled out of the door.
recalls that this legend refers only to gold nuggets
Inside is the soldier Virgílio Serrão, fallen in a foetal
and that the gold piece Virgílio has could not have
position before the altar, hugging something, stam-
been made by natives of this region.
mering incoherently.
Healed or not, Virgílio refuses to leave the
Days ago, Virgílio returned alone from Dom
fort, preferring to stay within the protection of the
Casimiro’s last expedition to the jungle, carrying
small chapel and the walls of the fort.
with him a thin gold bar adorned with drawings of the sun and a kind of demon with its tongue
A8) This is where the fort’s food is made and meals
sticking out. The piece seems to have been ripped
are served. It is nothing more than a covered area
out of something larger due to the hole at one end,
without walls, where a cauldron hangs over a hole
where a cord or wire once passed. It is a piece of
surrounded by stone, in which firewood was lit.
the necklace that encircles the neck of the priest-
There are some dirty pans nearby and half a doz-
ess in the grotto.
en wooden stumps where the soldiers sat down
Virgílio went into the cave and found the
to eat. There are some bones and scraps of food
body of the priestess and the spirit that protects
and fruit scattered around, especially alongside a
her. Driven mad by seeing the mummy rise before
wooden bucket recently toppled by the peccaries
him, he grabbed the first thing he saw (the priest-
and already covered in flies.
ess’s necklace), plucked it off, and fled desperately back to the chapel. He has since prayed incessant-
B. THE HERMIT’S CABIN
ly, asking for forgiveness for his sins.
This cabin is about three hours’ journey away to the
Virgílio’s madness is magical and can be cured
north, through an area of sparse trees and relatively
by Expel Afflictions (Healing, level 3), Cure Illness
flat terrain. The person who lives here is one Father
(Life, level 2) or Calm (Influence, level 1). It is also
Renato, a Jesuit who left the College of São Paulo
possible to use the amulet of Calming found in A4
shortly after its foundation in order to reach the
or for someone to play the viola found in the same
most distant indigenous villages. Renato believed in
place, which belongs to Virgílio, with an interme-
a different approach to that of his colleagues, wish-
diate feat of Bowed String Instruments.
ing to learn more about local culture rather than, as he perceived his brethren, just demonizing it. It was
If cured, Virgílio reports in some confusion
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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
his contact with the natives that attracted the at-
rounds while dragging the priest’s body out will
tention of Dom Casimiro.
take five. For each point of damage sustained, there
Father Renato constructed a cabin in a mix-
is a risk of the character being infected by an illness.
ture of the European style and that of the indigenous
At each exposure round, make an attack of Send Dis-
maloca long-house, made of wood covered with clay
ease (Death level 2) against the character. A charac-
and with a thatched roof. Outside, he was trying to
ter affected by the sickness will have a penalty of-3
build his own version of a larger oca dwelling, which
on all feats and reduced movement.
remains unfinished.
Someone who uses the mosquito balm found
After being discovered by the scout Virgílio
at A4 can get in and out of the hut without being
Serrão, the priest was visited by Dom Casimiro,
pestered by the insects, but there is only enough
who tried to extract from him the location of the
ointment for one person. Its effects last for about
nearest village. Fearing what the noble would do,
three hours.
the priest refused to tell him. Believing himself to
Another alternative is to use fire to drive out the
be acting in the name of God, Dom Casimiro as-
mosquitoes. In this case, it will take ten torch attacks
saulted the priest, trying to force him to speak. In
from a single person or distributed among several peo-
desperation, the priest cried out for help from any-
ple (e.g. five people making two attacks each) to shoo
one who could her him. Help came from the jungle.
the mosquitoes away. Follow the rules about attack
Knowing the priest’s friendship and respect for the
and damage by the mosquitoes described above in the
jungle, the spirits of the forest sent a swarm of gi-
meantime.
ant mosquitoes to torment Dom Casimiro and his
If they are able (or courageous enough) to
men. When he saw these mosquitoes the size of
explore the interior of the hut, the characters will
hawks coming through the window, the nobleman
find very little beyond a very simple Bible, food and
killed the priest and ordered the retreat, dropping
some objects given by local Indians such as cum-
his diary in the rush to escape.
buca pots, necklaces and feathers. Ironically, one
When the characters arrive at the hut, read or
of the cumbucas contains more of the mosquito
paraphrase the following description:
balm, enough for four uses. Anyone who attempts to retrieve Father Renato’s body and bury it properly will benefit as if under
The isolated hut looks like a mixture of an indigenous maloca and a European house. It is made of wood covered with mud and has a thatched roof. The front door is open, as is a window from which you hear a loud buzzing, as if thousands of mosquitoes were flying about inside.
the effect of the power Defence Against Evil until the end of that day. Attacks made on these characters will suffer a -2 penalty to their dice rolls. Dom Casimiro’s diary contains his notes on his theory that the Templars brought the Sacred Chalice to Brazil, a theory proven, he claims, by the local legend of a golden grotto protected by
Anyone approaching the door or windows
sacred warriors. Dom Casimiro mentions reports
will be able to see the swarm of giant mosquitoes
of a holy woman in the cave, which he relates to
and the dead priest’s body, killed with a blow to
visions of Our Lady. In the last pages of the diary,
the head but untouched by the mosquitoes. Dom
he notes that his scouts discovered a Jesuit living
Casimiro’s diary is lying right in front of him.
in the area, who would certainly know the loca-
Anyone entering the house without protec-
tion of the village from which the accounts of the
tion will be attacked by the swarm and will suffer 3
cave came. Dom Casimiro did not believe that the
damage per round with no chance of defence. Pick-
Jesuit would refuse to help his sacred mission.
ing up the diary and leaving will take at least three
The final entry written in the diary is an irritated
11
Adventure: The Legend of the Golden Condor
scrawl in which Dom Casimiro states that Father
duration of this adventure. Once used in combat,
Renato refused to give up his information, which
they can be recovered and reused. Rudá will also
demanded drastic measures. According to the no-
say that Dom Casimiro must be in search of the
bleman, the priest must have been corrupted by
Tupiniquim village that lies beyond the swamp,
heresy, being seen talking to animals by one of the
and asks that the characters be respectful of them
soldiers.
in the same way “that you were with Rudá.” He says he has not visited this village for many years,
C. THE SHAMAN’S CAMP
because the inhabitants do not like intruders,
On the banks of the Tietê River lies the camp of a
even other Tupiniquim.
Tupiniquim pajé called Rudá. Rudá is no stranger
Should he be approached in an aggressive
to the Europeans, and he has had much contact
manner, Rudá smiles and says that it is not in
with the soldiers of the fort, as well as with the
their interest to be aggressive towards anyone in
town of São Paulo and other villages. Curious
the forest, for the forests deal with anyone who
about foreigners, he often brings fish and game,
acts against their children in the proper way. He is
and sometimes medicinal herbs, under the pretext of trading. Actually he wants to talk to people and learn more about what is said in these places. Rudá is no fool, and when Virgílio came to find him in the name of Dom Casimiro, he knew there would be trouble. He escaped from the meeting with the Portuguese nobleman using the magic of the forest that surrounds him, returning only when the nobleman gave up searching for him. RUDÁ (AGE: 60) Canoeing 2, Foraging 2, Herbalism 3, Breath 3, Cure 2, Counter Magic 2, Control of Nature 3, Folklore 2, Persuasion 2, Cooking 1, Swimming 2, Tupi 1, Portuguese 1 When the group arrives, Rudá is already waiting for them. He is preparing enough food on the fire for everyone and, without looking, asks how they are in very good Portuguese. If the characters are friendly and share information about their travels and their homelands, Rudá will offer to help them with his powers and knowledge, healing wounds, taking away evil effects and curing illnesses, but only one effect for every two characters in the group. He may also offer to sell for 1,500 réis half a dozen enchanted arrows, which give +1 to feats of Archery, and are able to cause injury to magical creatures for the
12
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
referring to the fate of the soldiers in E, though he
anyone from leaving the cursed area, fearing that
will never say that unless he is directly questioned
one of them might bring some evil from the cave
about it. In this case, he will comment that the
with them. None of them speaks any language oth-
forest is the one that passes judgement, but those
er than Tupi, and none of them is interested in a
who make the mistake are invariably the foreign-
conversation. If someone can make them listen (a
ers themselves.
difficult feat of Persuasion in Tupi), they shout that
If attacked, Rudá leaps away in the direction
no one should leave the ‘Poor Land’ and that they
of the river and turns into an eel, disappearing for
should return to their ‘Mother of Gold’.
the rest of the adventure, leaving behind some unidentified herbs, an evening meal and a bag with the
TUPINIQUIM WARRIORS
enchanted arrows.
Size: H Speed: 3
D. PROTECTORS OF THE FOREST
Habitat: forest, rivers
About six hours of travel between the fort
Physical attacks: Archery 2 (bow - damage 1),
and the Tupiniquim village in F there is an ex-
Impact Weapons 1 (club - damage 2)
tensive area of swamp that cannot be easily gone
Endurance: 10
around. It is a result of an almost invisible tribu-
Passive Defence: 0 (2 in forest)
tary of the Tietê River that floods this region and
Active Defence: 2 (4 in forest)
makes movement much slower. Where the ground is not covered with boggy mud, it has roots that
The main reason the Indians do not advance is
loop up off the ground, causing a risk of tripping if
because they know the fate of the last group that did it.
someone tries to walk fast.
A few weeks before Dom Casimiro’s expedition passed through this area. Many perished here.
The swamp also serves as a boundary for the natives of the region, who believe that everything
E. THE SLOUGH OF DESPOND
beyond it is cursed and to be abjured. As the group begins to approach the swamp,
As the group advances through the swamp, one of
already noticing the soggy ground, perhaps decid-
them stumbles upon something immersed in the
ing to camp for the night, a group of Tupiniquim
mud. It’s a harquebus, now ruined by the water. It
warriors armed with bows and clubs approaches.
looks brand new and was fired just before being im-
Using the trees as cover, they attack from afar to
mersed. Not far from there, another character will
frighten the intruders. Their intention is to force
spot a traveller’s knapsack caught in a twisted tree.
the characters into the swamp.. There are at least two Tupiniquim for each
If they try to recover it, they will see that the straps
player character. They shoot arrows and hide in
are attached to the trunk as if the tree had grown
the forest until the characters retreat into the
around it. Inside the backpack there are some pro-
swamp, but will not chase them. Once the char-
visions (already rotten), some copper coins (40
acters are in the swamp, the Indians will observe
réis), bullets and gunpowder (already damp and
from a distance, singing a low song. An intermedi-
unusable) and a pot of anti-mosquito balm identi-
ate feat of Folklore or Tupi reveals that their mu-
cal to that found in A4. The knapsack belonged to
sic is a lament for those who have died, whether
one of Dom Casimiro’s soldiers and is here because
they are friends or enemies. The song is sung for
that soldier died here and was turned into a tree.
the characters, even though they are alive for now.
As the character examines the bag or tries
The warriors are from a village close to the
to remove it, the twisted trees around it begin to
swamp, guardians whose mission is to prevent
come to life. They are Corpo-Secos, ‘Dry-Bodies’,
13
creatures cursed by the jungle for their evil in-
destroyed by powerful spells or graces (Banish Evil,
tentions. There are dozens of them in the swamp,
Return to Life or Ward Off Death). When its Grasp
three of them immediately adjacent to the player
attack is successful, the Corpo-Seco attaches to
characters’ group. As they come to life, they reveal
its victim, dealing three points of damage in that
the elongated forms of people with tormented fac-
round and all subsequent rounds until the victim
es seemingly etched or carved into the trunk. Some
dies (when all critical damage boxes are filled).
still wear tatters of Portuguese soldiers’ uniforms
Facing the Dry-Bodies is too risky for an in-
or have harquebuses and daggers hanging from
experienced group, and the best plan is to escape.
their branches.
The mediator should give the opportunity for the participants to do this, making it clear that they
DRY-BODY (CORPO-SECO)
can act immediately while still having an escape
Size: G
route open further into the swamp, towards the
Speed: 1
village (F). Even if the three Dry-Bodies close at
Habitat: forest, mangrove
hand are somehow defeated, others will soon ar-
Number: 3
rive, surrounding the group. If the group manages to defeat one of the
Skills: none Physical attacks: Grasp 1 (see below)
Dry-Bodies, an extraordinary outcome in this sit-
Endurance: 6
uation, a bag attached to one of the branches falls
Passive Defence: 2
near one of them. Inside are a number of small
Active Defence: 2
precious stones that may be sold in the city for a
Special: immune to normal weapons
total of 3,000 réis. The bag belonged to one of the soldiers who found Father Renato’s cabin before
Dry-bodies are immune to normal weapons,
the giant mosquitoes appeared.
but can be wounded by magical or blessed weap-
If the group returns through this area again,
ons (such as the silver crucifix found in A6), and
they will have to face more Dry-Bodies. Due to the
14
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
terrain and size of the swamp, it is almost impos-
the feathers of a bird. Her features are also slightly
sible to pass through it without encountering at
foreign, with a larger nose and broader torso than
least one of these creatures at some point.
most of the natives that any of the characters knows in this region.
F. THE VILLAGE
An easy feat of Goldsmithing makes clear that
Read or paraphrase the following:
the gold is real and that it is a type of work that is not known amongst the natives of the Brazilian colonies. An easy feat of Tailoring makes it clear that
As you advance through the woods and the soil becomes less waterloogged, you smell burning. It is not only burning trees, but also the strong smell of burnt flesh. Soon you hear the sound of screams and gunshots coming from somewhere ahead. You follow the sound until you reach a clearing, but there is no fire or living person.
the same can be said of her clothing. It is still very simple compared to what is worn in Europe, but it is certainly more complex than what is worn by the natives of the region. The woman says nothing. If someone approaches or threatens her, or the group decides to leave the maloca, this happens:
This was an indigenous village, the one that Rudá mentioned and Dom Casimiro sought. Now
The woman closes her eyes in contempt and, before any of you can react, disappears in an explosion of light that makes everyone blind and dizzy for a few moments of panic. When your vision returns, you are inside the same maloca hut, but it is intact. The sound of shouts and excited voices comes from outside. Only then do you realize that you are surrounded by natives. No! You are the natives! You are all Tupiniquim fighters, ready for battle with spears and bows. Confused, you go outside, into a village alive and full of men, women and children. A group of warriors appears from the jungle, dragging a tall warrior wearing colourful clothes like those of the woman you saw, with feathers on a gold tiara on the head. Injured, the prisoner is forced to the ground on his knees by three of the biggest tribesmen. He then looks in your direction and says in halting Tupi: “You will never prevent the prophecy from being fulfilled.” You all understand the words perfectly despite them being spoken in Tupi - as well as the hatred they convey. It is then that a shadow falls over the village and a mighty howling approaches. As you turn towards the sound, you spy a gigantic golden bird, a condor whose wings are almost as large as the whole village. The world turns to night under the shadow of its massive body. The prisoner smiles and says: “You are going to die.”
there are only ruined malocas that were burnt down, though not recently. It is soon clear that whatever happened here, it happened a long time ago. The smell of smoke and the sounds heard in the woods have disappeared, leaving only this abandoned place. An easy feat of Theology will bring to mind stories about the salting of the earth, in which no life can be born after a curse is cast upon a place. An intermediate feat of Tracking identifies relatively recent tracks on the dead ground. They are footprints of half a dozen men wearing shoes. The trail goes to one of the more isolated malocas, where among the burnt remains of wood and straw the group finds a hole in the ground. Lying on a bare patch of earth beside the hole is a piece of worked gold resembling the one found with Virgílio at the fort. If anyone approaches the hole to pick up the golden item, they are surprised by the sudden appearance of a young indigenous woman standing before them, regarding them with contempt, carrying herself with the manner of a queen or princess. Unlike the natives of this region, she wears a very colourful cotton dress richly decorated with gold and jewels, including a necklace made of long strips of gold identical to that on the floor and the one Virgílio had, forming what looks like
15
Adventure: The Legend of the Golden Condor
GREAT CONDOR, APU OF THE MOUNTAIN Size: O
G. GROTTO OF THE SUN
G1) The woods open up into a rocky area covered with moss and creepers. The rocks lead to a cave
Speed: 6
that descends into the depths beneath the forest,
Habitat: mountains
out of the field of view of the characters. Before the
Physical attacks: Claws 3 (damage 10)
entrance, two Portuguese soldiers stand guard: Te-
Endurance: 150
odoro and Abelardo. They are clearly frightened by
Passive Defence: 3
this place and whatever is going on inside the cave.
Active Defence: 6
They are also injured. Their clothes are covered in
During this vision, the group will have at their disposal only a spear or a bow and arrows. They act as if they have Archery and Throwing Weapons level 2. Their Passive Defence is 1 and Active Defence is 3, regardless of previous attributes, and they cannot use magical powers or graces. The group’s chances of winning this fight is minimal. When all the characters have been defeated, they will see the golden condor rescue the foreign warrior and take him away, towards a hill that shines blue as the sea. Then they all wake up again in the destroyed village as if nothing had happened, but knowing exactly in which direction they should follow: to the grotto at point G.
dirt and blood and several recent tears. If attacked, they seek cover and fight back until one of them is wounded two or three times. Then they will surrender, begging to be spared. They just want to return home alive. They will do the same if threatened or persuaded with an intermediate feat of Persuasion. SOLDIERS Size: H Speed: 3 Habitat: anywhere Physical attacks: Firearms 2 (harquebus - damage 3), Blade Weapons 1 (cutlass - damage 2) Endurance: 6 (current) 10 (maximum) Passive Defence: 2 (padded doublet & helmet) Active Defence: 3
Grotto of the Sun
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
If questioned, Teodoro and Abelardo report that
Passing by the lake, one can see submerged
they came with Dom Casimiro to São Mateus Fort a
just near the shore, seemingly within reach, an
few weeks ago, thinking it would be an easy job, but
open purse with gold and silver coins spilling out.
the Portuguese nobleman is obsessed with the idea
There is about 3,000 réis in various coins there,
of finding the Sacred Chalice, swearing that the gold
stolen from other soldiers who perished on the
they have found in the area is evidence of what he says.
way by a soldier who wanted to kill Dom Casimiro
They say the nobleman killed a priest and had an en-
and steal the gold he found in the cave.
tire village destroyed in search of answers. This second
An intermediate Tracking feat will identi-
statement is not true: they saw the village empty and
fy subtle claw marks in the stones near the shore,
concluded that Dom Casimiro was responsible.
in addition to what appears to be fresh blood be-
They have been lost in the jungle for weeks,
tween some of the stones..
seeing their numbers reduced one by one by at-
The lake is home to an Ipupiara, a monster
tacks from natives, monsters and disease.
that looks like a giant catfish with arms and claws.
A few hours ago, Dom Casimiro and the last
The creature hides in the sandy bottom of the lake,
four soldiers entered the cave, then the two guards
from where it launches its ambushes.
heard the sound of shouting and decided not to
Less than an hour earlier, it attacked Dom
enter. They planned to wait another hour or two,
Casimiro’s soldiers, swallowing the one who intended
then look for a way to the river, to go home.
to betray the nobleman and dragging another into a
They will refuse to enter the cave, promising
submerged cave at the bottom of the lake. The bag has
to wait outside. If threatened with weapons, they
fallen there by accident..
will say that between being killed there by a person
During the attack, the creature was injured by
or being killed by whatever is inside the cave, they
the shots of the other soldiers, but will not give up
would rather die right there.
the chance to catch more prey. It has not eaten for some time and fears it will be a long time before an-
G2) When the group enters the cave, read or para-
other animal passes by the lake..
phrase the following:
If someone enters the lake or tries to grab the bag, Ipupiara will attack, trying to pull them into the water to drown them.
The cave descends along a tortuous and dangerous path of slippery stone surrounded by stalagmites and stalactites. On the descent you can see that the cave opens to a large lake of very blue waters illuminated by a light coming from outside. There is no sign of anyone here. The trail takes you around the left side of the underground lake until it reaches a pasage that descends deeper into the rock. On the right side, the lake continues until it disappears under a cave wall.
INJURED IPUPIARA Size: K Speed: 3 (in water) Habitat: rivers and lakes Number: 1 Skills: none Physical attacks: Grab & bite 2 (damage 6) Endurance: 20 (current) 40 (maximum) Passive Defence: 4 Active Defence: 5
It is very difficult to be sure of the depth of the lake by looking from outside. It appears to be very
The Ipupiara will abandon any prey and re-
shallow, with the sandy floor within reach, but in
treat to the bottom of the lake if its Endurance is
fact the lake is about 100 metres deep at its central
reduced to 13 or less. In that case, it will not threat-
point.
en anyone for weeks, until it has recovered its
17
Adventure: The Legend of the Golden Condor
strength by feeding on the soldiers it killed.
weapons with a difficult feat of Persuasion. Other-
If the group does not disturb the lake when
wise, they attack.
passing through this place, the Ipupiara does not attack immediately, but may attack later if the
SOLDIERS
group returns to the cave distracted by what they
Size: H
found at G3. The Ipupiara will launch itself out of
Speed: 3
the water to try to grab a character.
Habitat: anywhere Physical attacks: Firearms 2 (harquebus - dam-
G3) The passage by the side of the lake leads down
age 3), Blade Weapons 1 (cutlass - damage 2)
a narrow, tortuous path to another grotto, which is
Endurance: 10
illuminated by rays of light leaking through a high,
Passive Defence: 2 (padded doublet & helmet)
porous ceiling where water constantly drips down.
Active defence: 3
The light falls on a stone formation that looks like a natural altar. A very thin woman is sitting on top
If any of the players characters have one of
of it, wearing a dirty, stained version of the colour-
the missing two gold pieces with them, during the
ful clothes of the woman the characters saw in the
confrontation with the soldiers or while trying to
village. Only when they get closer will they realize
get Dom Casimiro to come with them, the eyes of
that not only is the woman dead, but also mum-
the mummy will blaze with golden light. She will
mified, as if her body were extremely dry, the hard,
then be illuminated by the light of a golden condor
wrinkled skin shrunken onto the bones. Two of the
and will rise to demand something in an unknown
pieces of the priestess’s necklace are missing: they
tongue, with a voice that resembles the sound of
are those found with Virgílio and in the village.
the wind passing through stones. She wants the gold from her necklace back and peace restored in
An intermediate Folklore feat recalls stories
the cave.
and legends about the natural mummification of bodies, when the body is preserved in a cold or hot desert. With an intermediate feat of Theology, it
ANDEAN MUMMY
is possible to recall saints whose bodies never de-
Size: H
compose.
Speed: 2
Dom Casimiro stands before the mummy, exam-
Habitat: caves, mountains
ining one of his diaries, complaining that he sees no
Skills: Terrify 1
trace of the Chalice and the Templars. He shouts for
Physical attacks: Claws 2 (damage 3) + Paralyse 1
the two remaining soldiers (Evaristo and Zeferino) to
Endurance: 5
look for crosses engraved on the stones as evidence of
Passive Defence: 4
their discovery. The soldiers do not seem very interest-
Active Defence: 6
ed in doing so, turning stones with the tips of their feet
Special: immune to normal weapons
or the barrels of their harquebuses. They just want to Whenever the mummy hits someone with
finish up here and go home. The arrival of the characters will attract the
their claws, perform an intermediate feat test to try
attention of the soldiers, who point their weap-
to paralyse the victim until the end of the confron-
ons. Dom Casimiro will spot them and will panic,
tation or until a feat of Banish Evil or Cure Maladies
calling them heretic thieves, giving orders for the
is used on them.
soldiers to shoot. The soldiers will not be so willing
The mummy may also utter a scream like the
to attack if the group seems clearly better equipped
sound of a howling wind coming into the cave. When
than they are. They can be persuaded to lower their
this happens, make a difficult feat test of Terrify
18
against all the living beings present who do not have at least one level in Soldiery. If successful, the victim will attempt to escape the cave for 5 rounds. Calming serves to remove this terror, which means that a character using the amulet of Calming will be immune. Dom Casimiro will be paralyzed with fear before the mummy, which means he will soon be a victim if the group does not intervene. The soldiers, if still armed, will attack the mummy until they are sure their weapons are useless, then they will try to escape the cave and flee into the jungle. If the mummy is reduced to Endurance 0, it will fall to pieces on the floor. However, this is not the end.. Within a few minutes the clothes and dust will begin to glow in the shape of the golden condor again and she will regain her form. The mummy will not rest until she has all her gold back. She will pursue those who are in possession of her gold untiringly, never stopping due to fatigue or terrain. If the player characters return the two pieces of gold, the mummy returns to her original position.
CONCLUSION The group’s objective is to return to São Vicente with Dom Casimiro alive. The nobleman will not be so easily convinced to abandon everything, believing that he has been deceived, that the Chalice is still there somewhere. It will take a difficult feat of Persuasion or Bargaining to convince him to give up on his quest (for now), or at least an intermediate feat to convince him to return later with reinforcements. The adventure does not have to end with the exit of the cave. After returning the mummy’s gold, Dom Casimiro or one of the surviving soldiers might steal another piece and secretly take it away, provoking the return of the mummy once more. Feats to perceive the nervousness of the one who committed the crime or to spot the hidden gold can reveal the reason fro
20
Adventure: The Legend of the Golden Condor
the mummy’s renewed pursuit, but should be kept
help in the future. He returns in search of his
for an opportune moment, after the player characters
people, to discover them taken by a group of
have already had time to question why the mummy
criminals intending to sell them as slaves. Rudá
is chasing them. Distrust about who stole the gold
could use his powers to, along with the group,
can even be reason for much interaction between the
infiltrate the enemy camp and save his friends;
characters while fleeing through the jungle. The escape itself will not be so simple. Under
A return to the fort would be an alternative,
normal conditions, the group will have to pass through
with it becoming a starting point for new ad-
the swamp, the Dry-Bodies and the natives who guard
ventures. There is no shortage of challenges to
the region to the São Mateus Fort, where the adven-
be faced on the banks of the Tietê River, and
ture could end with a desperate defence of the fort
expansion into that region may require battles
with an army of the undead trying to break through
against terrible magical creatures!
the gates at night. Alternatively, a character can perform an in-
A world of possibilities arises from the loose ends.
termediate feat of Cartography, Land Navigation
Pay attention to what the players talk about after
or another appropriate skill to work out the di-
the adventure. Anything they say “I wonder what
rection of the Rio Tietê to the south, giving them
happened to...?” about is perhaps the seed of their
the option to flee for the river. In this case, it is
next escapade.
worth including challenges such as wild animals,
READY-MADE CHARACTERS
aggressive natives and even a reunion with the shaman Rudá. Navigating the river can also be a
MATHEUS BARBOSA Portuguese bandeirante
challenge, especially if you do not have a canoe to hand.
Matheus is perhaps the most experienced of the
OTHER ADVENTURES MAY START HERE. SOME IDEAS ARE:
group when it comes to travel in the rainforests of
What happened to the other warriors who pro-
in search of adventure and gold, he has explored
tected the priestess? Perhaps a search for their
the jungle of São Vicente several times in search of
bodies takes an expedition to the southernmost
natives, treasure and monsters, not always having
tip of the Pantanal, totally unexplored at this
luck. Scars and the vague look of one who has seen
time, involving contact with unknown indige-
too many friends swallowed up in the jungle mark
nous peoples and revealing more of the mysteries
a face aged by adventure.
Brazil. Arriving in São Vicente eight years earlier
Matheus is religious and God-fearing, and in-
of the Andes;
creasingly convinced that Brazil is a place of Hell What other treasures did they bring with them?
itself.
A piece of gold can be found by a bandeirante, taking with him a curse to one of the most dis-
Skills: Blade Weapons 1, Firearms 3, Climbing
tant settlements of the colony. Imagine spirits
1, Foraging 1, Land Navigation 2, Swimming
of the Andes haunting São Vicente or Rio de Ja-
1, Portuguese 1, Tupi 1, Canoeing 2, Physical
neiro!
Strength 1 Items: harquebus, machete, padded doublet,
The lonely shaman Rudá may need the group’s
knapsack, 1,000 réis
20
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME
JEAN-GUILLAUME FEBVRE Frenchman ‘gone native’
ISADORA DE LUNA Y FALCÓ Occultism Enthusiast
Twenty years ago, Jean-Guillaume came to Brazil
Isadora was not born for life at court. While her sis-
as a French corsair. Together with his comrades, he
ters were preoccupied with ball-gowns and charm-
settled at Rio de Janeiro, where they founded a col-
ing princes, she crept through ancient corridors to
ony against the wishes of the Portuguese crown.
dusty books where, she believed, she could find the
After a violent confrontation in which he was left
ancient magic that once existed in Europe. Isadora
for dead, Jean was rescued by some natives with
ended up learning a little of everything, becoming
whom he lived for several years, learning their cul-
a walking encyclopedia, to the despair of her par-
ture and way of life, preferring to stay far from Rio
ents. Upon discovering that she would be forced to
de Janeiro to prevent his French accent from mak-
marry a man three times her age to see if she would
ing him a pariah. He recently came to the captaincy
“sort herself out,” she embarked on a ship to Brazil,
of São Vicente in order to get to know more indige-
to find the occult secrets of the New World.
nous peoples and their cultures. Skills: Persuasion 3, Theology 2, Humanities 1, Skills: Throwing Weapons 1, Traps 1, Foraging
Folklore 1, Scrivening 1, Portuguese 1, Latin 2,
1, Archery 1, Agriculture 1, Herbalism 2,
Spanish 2
Folklore 3, French 2, Tupi 1, Portuguese 1
Items: diary, pen & ink, travel clothes, fancy
Items: spear, bow & 20 arrows, bags, simple
clothes, 5 tallow candles, 1,000 réis
clothes, 1,000 réis
JOSÉ Light Fingers
FILIPA PENNA Royal Cartographer
No one knows exactly where José was born or who
Trained by the Army of His Majesty the King of
his parents are, not even he. What they say in São
Portugal, Filipa served the Crown loyally for three
Vicente is that José just showed up one day with a
years before becoming embroiled in trouble in Lis-
smile on his face, clothes too big for his body and
bon by humiliating a Portuguese nobleman in a
an irrepressible desire to steal anything not nailed
shooting competition. She ended up on a ship to
down. For five years, José evaded the authorities
Brazil as punishment. Her loyalty, however, has not
and those who wanted to take justice into their
been shaken: she believes she can serve the King in
own hands, surviving on petty crimes here and
his most remote colony, no matter how much trou-
there. One day he tried to steal from an experi-
ble may be put in her way.
enced bandeirante, who caught him. He forced José to join him on an expedition into the jungle. Since
Skills: Cartography 2, Tracking 3, Firearms 2,
then, José has not stopped exploring the forests -
Soldiery 1, Cooking 1,
though he sometimes picks a pocket for fun.
Swimming 1, Climbing 1, Physical Strength 1, Carpentry 1, Portuguese 1
Skills: Prestidigitation 3, Acrobatics 2,
Items: harquebus, machete, travel clothes,
Bargaining 2, Blade Weapons 1, Persuasion 1,
woodworking tools, cooking equipment,
Climbing 1, Wrestling 1, Portuguese 1, Bowed
knapsack, 1,000 réis
String Instruments 1, Tailoring 1 Items: dagger, knapsack, simple clothes, viola, 1,000 réis
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Adventure: The Legend of the Golden Condor
Fool’s Gold? An indigenous legend describes a sacred grotto, filled with gold, in the unexplored lands of the interior. Many have already disappeared in search of this treasure. The noble Dom Casimiro de Lucena, however, believes that this story is nothing more than a clue to the whereabouts of an object far more valuable than gold. When he also disappears, will your group of adventurers be able to follow in the footsteps of Dom Casimiro and unravel this centuries-old mystery?
This is an adventure compatible with The Elephant & Macaw Banner Roleplaying Game. You can find the basic rules on our site: www.porcupinegames.com/EAMB
Unlimited adventures in colonial Brazil await you in the fantastic world of The Elephant & Macaw Banner. The Roleplaying Game includes complete rules, three magic systems, a historical setting, a mini-adventure and more than seventy legendary creatures. Gather your friends and explore this incredible world. Available 2019.
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