Randonium! or The Strange Case of Baron Rumpole

This adventure is designed for 2 to 4 players. It is also somewhat silly.

Randonium consists of 4 episodes:

  1. Introduction
  2. Village of Alnwick and all its zany villagers
  3. Penetrating the Castle Rumpole
  4. Conclusion and lots of guts

Introduction

Characters are summoned by a scientist or business contact, I used H.C. Dennison's chemist contact Bob Baker. Baker commissions them to obtain quantities of a highly unstable, experimental compound known as Randonium. A Baron Rumpole in the Welsh village Alnwick is known to possess the compound in abundance. The contact will supply them with transportation, provisions, and drivers. He will also give the characters rope, lanterns, or any other mundane, reasonably cheap equipment they may need.

Bob Baker, chemist

ST

10

DX

10

IQ

13

HT

10

Skills:

Chemistry 15

Alchemy 14

Merchant 12

Physician 12

Weird Science 13

Quirks:

Calls H.C. "Harley"

 

 

Frank Addison and

James Bilbey, the drivers

ST

10

DX

10

IQ

13

HT

10

Skills:

Teamster 14

Riding 12

Animal Handling 10

Orienteering 12

Quirks:

Talk back and forth with each other really fast, "What's up with me then?" "Yeah, what's up with you then?"

Baker is unaware of the specifics of the Baron's Randonium stash, and puts off negotiating until they've returned with the goods. He will pay much more handsomely if he is someone's actual contact.

The characters will arrive in Alnwick after three or four days travel. Gamemasters are free to insert any encounters along the way, especially if Frank and James miss any of their skill rolls.

Village of Alnwick and its zany villagers

If the characters arrive in Alnwick from the northeast they'll meet two or three guards, who share the same quirk as Frank and James, who will dump them off and take the wagon to the nearest hotel. Frank and James are only paid to drive, so getting them to help will require some good Social Skill rolls.

Make available to the characters (unless they manage to really botch things up early on in the game) with the map. This should give them a good idea of where to go and whom to contact for information.

Town Encounter Table

Upon the streets of Alnwick City, people come and go as need requires. In certain places, like on video games, characters will always be found. Otherwise use this at random

Roll

Person

Notes

1

Bar maid

 

2-3

Bar fly 1d6

 

4-6

Farmers 1d6

1-3 angry, 4-5 neutral, 6 drunk

7-9

Merchant/professionals

 

10-11

Normal children

 

12

Freaky children

Have glowing eyes and white hair. You can give them freaky powers if you want to.

13-14

German scientist

Collecting provisions for Castle Rumpole

15-16

Bitter old men

Bitter, old

17

Mayor Castor Bridge

Very useful contact for High Status characters

18

Joey Jo Jo Jr. Shabbadoo

Has a giant hand. May also be found in one of the bars

19

Pastor Flaherty

+2 to requests for information. May also be found in church

20

Misc. civil servant

May also be found

The Pastor and the Mayor are your ideal contacts. They will know the most and have the most ability to help. Neither has had "official" contact with the Baron for a month or two.

Alnwick Rumor Table

0 - Disastrous (These will probably be followed by a -2 to -4 Reputation in Alnwick)

1

"Get outta my face, or I'll knife ya!"

2

"Nobody wants you here, why don't you just leave!"

3

Starts a fight

4

Grabs self, spits, and refuses anything

5

Gives two-finger salute and 'calls the characters on'

6

"Oh! You misfits! Get out of Alnwick!"

1-3 - Very Bad (Will be followed by a -1 Reputation in Alnwick)

1

"Shaddap!"

2

"What am I, a library?"

3

"Whadda I look like, Vinnie the Snitch? Go talk to him instead."

4

"There is a pile of gold in the caves." (lie)

5

"Baron Platelet, he's a magnificent ruler." (lie)

6

"Witch! Witch! You're in league with them!"

4-6 - Bad

1

"There's a merchant imprisoned in the nearby caves." (lie)

2

"Tribes of Welsh anti-British separationists are plotting to destroy the castle." (lie)

3

Beware of treachery from within. (??)

4

Children are trapped in the Castle's Dungeon (true)

5

Lizard men live in the river (lie)

6

New technology is in development in the next village, Greater Bottom (lie)

7-9 - Poor

1

Them children with white hair's is dangerous! (lie, but not a malicious one)

2

The Pastor's rogering the baker's daughter (lie)

3

Bar's a good place for finding information. Why don't you go there and leave us folk alone.

4

(motions for money; if receives, roll again on the Neutral table)

5

There's a lot of crazy Krauts around nowadays (true, somewhat)

6

Something's a happenin...oh yes, somethings a happenin! (true)

7

Joey Jo Jo Jr. Shabbadoo is the wisest man in town. (lie) He's always at Bar X (true)

8

I think I saw a Japanese body guard somewhere (lie)

10-12 - Neutral

1

I think there's some kind of scientist in the castle

2

I seen some wierdo animals

3

I think the pastor knows something

4

Drop my name to the bartender (+2 to rolls with the bartender at Bar X)

5

Someday the Canadians will rise against us (true!)

6

Boy, those sure are some handsome hooters (may be true)

13-15 - Good

1

Don't drink anything Nichtswissen gives you

2

Visit the Pastor. Drop my name (+2 roll w/ Pastor).

3

The mayor hates what's been happening at Rumpole. He'd help you, if you help him.

4

Farmers have had a lot of animals stolen lately.

5

There's a back entrance to the castle through the caves.

6

You folks are OK people. We love to help outsiders, except Germans.

16-18 - Very Good

1

Nichtswissen is an old adversary of London chemist Dr. Baker

2

I hear there's a new substance called Randonium, discovered in the caves

3

They hate bright light, them creatures

4

The waiter is a skulking, vile henchman named Jeeves. He comes down to the village every night.

5

If someone wanted to form a mob and storm the castle , this town would follow.

6

Nichtswissen transformed the Baron into a freak and took his money (only somewhat true). We'd all help kill him!

Excellent 19+

1

Prof. Nichtswissen is performing animal/human experiments. Almost everyone has lost livestock. Here's a small vial I found.

2

I found a list of formulas for Nichtswissen's potions. (Won't be too useful to anyone without Weird Science or Alchemy, but Baker will love it.)

3

Here's a key to the castle's back door.

4

I know the groundskeeper. Mention my name to him and he'll help you. (+3 to roll w/ groundskeeper and wife)

5

Let's form a mob and smoke the place! (The townspeople may form a mob if the characters organize it.)

6

Here's a map to Castle Rumpole (show them a map)

Penetrating the Castle Rumpole

Characters have several options. They can try to cross the river (difficult without a boat) or use the covered bridge, which has been locked up and barred. A guard stands watch, but more to prevent any mutant animals from coming across than to prevent any people from trying to visit the castle.

After reaching the other side, they can try to break through a window, enter the main gate, or go through the tunnels on the castle's south side. Let them have fun. 100 yards separate the castle and the river. The grounds keeper and his wife have a small cottage here. They will stay inside during the night. Good people, they will help characters who approach them intelligently and receive good reaction rolls. (Attributes and skills are unimportant, but they may have some useful equipment and animals.)

Here is a rough aerial drawing of the situation. The yellow blob is the city, the brown the bridge, the blue the river, the light brown the road to the castle, the grey is the castle (note the circular tower), the black is the dungeons and caves beneath, the red square the groundskeeper's house, the dark green are swamplands.

 

Characters will encounter animals and some people on the grounds, according to this pattern.

  1. Guard
  2. Ignorant servant
  3. Nothing
  4. Animal
  5. Guard
  6. Animal

Should the result Animal come up, consult this table. All animals will be hideously mutated and force a fright check.

Roll Animal Notes

3-7

Dog

 

8-9

Wolf

 

10-11

Bear

Gentle, will not attack unless provoked

12-13

Ape

 

14-15

Wild boar

On the edge

16

Camel

 

17-18

Elephant

Body of shadow and weird powers

Entrance to the dungeon will be easy to find. Characters will encounter only animals there (where many have made their homes) and a few prisoners. Use any old D and D map and throw in some weird inventions and small, lost children.

Conclusion and lots of guts:

The castle:

In the castle, characters will encounter others frequently.

  1. Nichtswissen OR Jeeves
  2. Guard
  3. Ignorant servant
  4. Animal (use outdoor table)
  5. Scientists
  6. Guard

 

 

Level 1:

The first level of the castle is a huge circular structure. On one end, characters will find the entrance to the dungeon and on the other, the main gate. Rooms surrounding the large, circular inner courtyard will be in disarray, torn to pieces by mutated animals (GMs may make these rooms kitchens, libraries, or whatever). There are guards on the walkways, but none on the ground. Stairs near the dungeon entrance lead to level two. They will eventually encounter Jeeves, butler turned ape.

Jeeves the Toady

ST

13

DX

12

IQ

8

HT

14

Skills:

Foraging 12

Streetwise 10

Boxing 15

Wrestling 14

Savoir Faire 13

Short Sword 13

 

 

Advantages:

Toughness 1

Pitiable

Disadvantages:

On the edge

Jeeves will appear as a normal, crusty butler, but then talk like a slavering henchman. He leads the guards and is armed with a Shocking Nancy. Used with Short Sword skill, the Nancy does 1d6 electrical damage, half of which goes on to fatigue and half of which goes on to hit points. Armor will help against the physical damage. It has 6 charges per day.

 

Level 2:

One corridor snakes back and forth through the second level, its only purpose to heighten tension. The stairs down begin at one end and those up at the other. The corridor connects ten rooms. Roll on the following table to determine what kind of room characters enter:

  1. Billiard room
  2. Entertaining room
  3. Ballroom
  4. Conservatory
  5. Small lab
  6. Room
  7. Trophy room
  8. Cages (2d6) One of the cages will contain the Baron's wife and two kids.

The second level is not as disheveled as the first, but is in no good shape. GMs may include mutant animals and inventions at their discretion. GMs are encouraged to throw as many traps as possible at the characters from the following list, the effects of which will mainly annoy the players and keep them on edge.

Traps:

  1. Goey webbing sprays on the character. Treat as +1 encumbrance level. Webbing must be removed within 30 seconds or it solidifies.
  2. Character soaked in blood.
  3. Character soaked in puss.
  4. Soaked in Randonium (roll on table for effects)
  5. 1d6 -1 explosive damage
  6. Bear trap, 1d6 damage to the leg
  7. Soaked in water
  8. Character savaged by a checkered chiffon dress.
  9. Character springboarded up to rooftop.
  10. Soaked in booze

Level 3:

Characters who emerge from the staircase will have to dash 20 yards to the castle tower, where Nichtswissen's primary lab is. Two sentries guard the door. The tower interior looks something like this.

A large, menacing malformed creation is on the big table, which is flanked by two big electronic super-sciency poles. This creature is the good baron, who employed Nichtswissen to transform him into some kind of monster. The project has failed, and the baron is now nothing more than a hideous creature. Nichtswissen and 1d6 other guards / scientists are in this lab.

The Baron:

He has no real mind, but six tentacles will lash out at characters with DX 13 and ST 15. If they entangle, they will drag a character to his maw and take 1d6+2 biting damage. Each tentacle has 8 hit points and his main body has 20 hit points.

After killing him, he will explode and destroy everything in the lab. Anyone who waits about will take 2d6 points of explosion damage and risk drowning in his guts.

Dr. Vile Nichtswissen

ST

9

DX

10

IQ

14

HT

10

 

Skills:

Weird Science 17

Assorted other engineering skills

 

Advantages:

Gadgeteering

Hard to Kill +6

Quirks:

Really not that evil

The Baron hired Nichtswissen to perform all these mutations and experiments, finally upon himself. Nichtswissen is not really evil, and if characters kill him out of hand feel free to punish them.

 

 

 

Randonium Effects Table

Consult this table whenever characters choose to consume Randonium. If they take a particularly sizeable portion, or two portions one right after the other, add 2 to the roll.

Roll

Positive effect

Negative

3

Roll again; permanent

Change gender; permanent

4

30 points of Super/Racial advantages; permanent

30 points of Super/Racial disadvantages; permanent

5

(Something the character will like, up to 20 points; permanent)

(Something ironic, points equally the Positive effect; permanent)

6

Unfazeable

On the Edge

7

Resistant to Poison (3d6 days)

Bad Smell

8

High-Pain Threshold

Delusion (-10) - believes to be Napoleon

9

+1d6 ST (1d6 hours)

Can speak only rustic German

10

+1d6 HT (lasts until lost as hit points or end of adventure)

Amnesia (-10)

11

+1d6 DX (1d6 x 10 minutes)

Compulsive Giving

12

Toughness 1 AND Penetrating Call

Curious (-10)

13

Hyper-Reflexes (2 hours)

Blood Lust

14

Infravision

Frightens Animals AND Anosmia

15

Flexibility AND Acute Hearing +7 (1d6 hours)

Slave Mentality

16

Werewolf

Dwarfism AND Low-Pain Threshold

17

Fire Breath; permanent

Disturbing Voice AND HT (-10 points)

18

100 points of any Advantages/Attributes; permanent

-100 points of any Disadvantages/Attributes; permanent

Random Invention Table:

Scatter random inventions throughout the castle at your whim. Guards may be equipped with some of these (usually light hats) as well.

  1. Shocking Nancy (see Jeeves' description)
  2. Light hat (looks like a Smurf's hat but with a light on it)
  3. Perpetual motion generator
  4. Vegetable slicer
  5. Walking clock
  6. Mutation tank
  7. Binocular that allow 360 degree vision
  8. Spider-man like webbing ammo (2d6 bullets)
  9. Randonium cube
  10. Star Trek tricorder
  11. Deck of magic playing cards
  12. Flame thrower

13 - 20. Elixir of Randonium

Picking up the pieces:

Baker will typically offer 80 pounds for every intact vial of Randonium. Cubes may fetch double that. Be generous if the characters did a good job, and stingy if they didn't. If they killed elephants, saved the dungeon children, and role-played well, but only found two vials of Randonium, Baker will exclaim, "Purest of the pure! This is worth 10 times a standard vial!"