2432 lines
137 KiB
Plaintext
2432 lines
137 KiB
Plaintext
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"AGAINST THE RISE OF EMON": PROLOGUE
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The following module was written as an entry for the MATTMARK
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Generic Dungeon Design Contest in 1987. It was originally going to be a
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joint project by myself and a friend named Bill Moodey, but Bill bowed
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out early on, despite the fact that he instigated the whole thing.
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Thanks, Bill! 8^>
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The Contest rules were quite grueling. An enormous
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"blueprint" or "outline" was provided, in the form of a rambling
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first-person narrative. Entries were to be judged in part by their
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faithfulness to this blueprint. Unfortunately, the author was less
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then competent, and seemed compelled to overload the blueprint
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with stupid-sounding names and cryptic plot points/legends/etc.
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The volume of such was incredible.
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This made writing the module a daunting task indeed, particularly
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as there was a maximum volume of 60 pages, double-spaced. Believe me,
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NO ONE could compress all the references from the outline into 60
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pages! I ended up with about 80 pages, which I compressed into a 60
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page printout -- barely. Even so, many of the outline names and points
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were simply mentioned as history, for no other purpose than increasing
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my score. Others were simply eliminated. This accounts for the wordy
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exposition of much of this work, combined with the sparsity of
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information elsewhere. This also accounts for the cramped format of the
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NPC stats.
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The prize was to be $500 and publication of the module.
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I completed two versions of the module, one for Runequest 3, and
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one for AD&D (conversion from RQ3 to AD&D took about 4 hours), and sent
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them both in. And waited. And waited. And waited.
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Finally I called the MATTMARK number. After some difficulty, I was
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informed that my entry had been received. Apparently, the MATTMARK
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company was the project of two college students named Matt and Mark,
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who had somehow managed to get a sum of money together to start this. I
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was rather surprised, as the MATTMARK Contest booklet had been rather
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professionally produced. I settled back to wait some more.
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More weeks passed, with no word. Finally I called again. This time
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I was informed that there had been an enormous, unexpected response to
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the Contest, with over 5,000 entries in each of two categories (entry
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forms cost $5 each, by the way). There would therefore be a delay in
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judging.
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More weeks passed, and once again I called. Things were moving
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slowly, I was told; the judges were picking 27 top entries from each
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category from which to choose the winner. After some searching, I was
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informed that my AD&D entry was among the top 27.
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I called again, weeks later. With much difficulty, I persuaded
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someone to talk to me. It was the brother of either Matt or Mark -- in
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fact, I had always had to speak to a family member of those two, rather
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then Matt or Mark themselves. This brother finally told me that one of
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the "officers" of MATTMARK had stolen all the Contest funds, and left
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the country. The Contest might be picked up by a New York game
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company...or might not.
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I never heard anything from them again. I had wasted months of my
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life writing a module to ridiculous specifications; and now, because
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the module was so inextricably laced with the MATTMARK-supplied and
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copyrighted names, I could do nothing with my work.
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Moral: Look before you leap.
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--> Peter Maranci, March 11, 1992
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AGAINST THE RISE OF EMON
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A Fantasy Scenario Pack
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compatible with
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Runequest 3 (tm)
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for 3 - 6 characters of
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Master skill level (90% or more).
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by
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Peter Maranci
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81 Washington St., Apt. #2
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Malden, MA 02148
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(617) 397-7958
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fcsys!trystro!rune@think.com
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computer word count: 17,817 (includes above)
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TABLE OF CONTENTS
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HISTORY.................................................A
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KINGDOMS................................................B
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PRELIMINARY PLAYER INFORMATION..........................C
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SECTION 1: THE MUGGING..................................D
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INTERLUDE...............................................E
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SECTION 2: A MESSAGE FOR THE PRIEST.....................F
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SECTION 3: THE WRISTBAND OF TINTOLEJ....................G
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SECTION 4: THE ARROW OF THE KONAE.......................H
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SECTION 5: ASSAULT ON THAKUL'S FASTNESS.................I
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MISCELLANEOUS NOTES.....................................J
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LOCAL ENCOUNTERS........................................K
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Letters indicate the order in which the various
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sections should be read. My word processor couldn't
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handle the task of creating page numbers that would be
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correct in ASCII format. My attempt to create proper
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page numbers manually (for the COPY RQ3MODUL.TXT PRN
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command) was a dismal failure.
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The map was from the Contest Blueprint, as well. It
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could easily be represented by any crude map, with the
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appropriate place names. The rune I added to it simply
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represented a crude schematic of the right route to
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take...the original was lost. As I recall, it included a
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mountain with a path line going up and over a dotted
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arch, somewhat like this:
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/\
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O = entrance /O \
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/rc\ \ ____ = the path *around*
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/a /h \ the mountain --
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o = cracked gray /__o/____\ wrong way!
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boulder / | \
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/ / \
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I recognize the crudity of this module. Let me
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assure readers that my standards of writing and game
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design are considerably higher now than they were seven
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years ago. The only reason I am distributing this at all
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is in the hope that some Gamemasters may find it to be of
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use. I didn't want all that work to be *completely*
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wasted...
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On the other hand I am not going to spend more time
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correcting the weaknesses of this work. I'd be interested to
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hear about any changes that readers might recommend, or find
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necessary, however. Needless to say, I intend no challenge to
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the copyright of any Runequest material, nor to any MATTMARK
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copyright (if there still are any). This module is for
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personal use only. It may be copied and distributed freely,
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but may not be sold. Please include all information when
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copying. (There. Hope that covers me, legally.)
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One final note: this module has been playtested
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twice in a RQ3 format. It seemed to be playable, and the
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players did enjoy it, but the author makes no warranty
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about your results. Comments may sent to the above
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address, though many obvious personal writing/design
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weaknesses have long since been corrected. I'm always
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glad to talk to gamers, though....
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-->PM
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AGAINST THE RISE OF EMON
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For months, now, strange rumors have been going
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around the taverns about the land known as the Peninsula.
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Dark stories of demons, terror, and treasure abound the
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ale-rooms, and many a minstrel has sung for his supper of
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the "Shadow on the Land". Though some are filled with fear
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at these tales, the bold and the brave know that no reward
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can be gained without risk...
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Against the Rise of Emon is a Runequest 3 (TM)
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compatible module for 3 to 6 characters of an approximate
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skill level of 90% or more in their best skills. It may
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be incorporated into your own campaign, or played as a
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stand-alone scenario. The party should include a mix of
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fighting and sorcery skills; priest, shamans, and
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thieves would also be useful. The fewer the characters, the
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higher their skills should be. No member of the party
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should be native to the area.
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The campaign consists of five interlocking
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adventures. Depending on gamemastering style, each
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section should take one or two gaming sessions to
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complete. The gamemaster should read the entire
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module carefully before beginning. Needless to say,
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players should read no further!
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It is important that the characters in this module be
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basically good; they must be the kind of people who will
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try to stop a robbery if they see one taking place (see
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Section 1: The Mugging).
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The action of Against the Rise of Emon takes place on
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a large peninsula running westward into the Ceratic
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Ocean, connected to the mainland in the east (see Map).
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There are five distinct Kingdoms: Pozart, Joulo,
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Konat-Kale, Belitfint, and Hetek. They are known
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collectively as the Domains, or the Five Kingdoms. Each of
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these is detailed separately in the KINGDOMS section.
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The area of the Domains may be incorporated onto the
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northern or western coast of a previously-designed
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continent.
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HISTORY:
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Long ago, Konar, one of the Gods of the Peninsula,
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designed a race of divine servants using members of an
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extra-planar race called the X'oaan. Key to his magical
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remodeling was a piece of the mysterious God's Stone,
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legendary source of both the God's and Demon's powers. This
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Gem, the Eye of Konar, was attuned to every Konae (as
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Konar called them), and enhanced many of their inborn
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powers. While the Konae were being created, a Demonlord
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named Emon created his own servant race, the K'thorr
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(Servants of the Fire), from the remaining X'oaan. He also
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used a piece of the God's Stone, and named it the Fire of
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Emon. Each Gem magnified a different portion of the
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original X'oaan power; the Konae gained the power of Plane
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Travel, Healing, and Telepathy. The K'thorr gained powers
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of Illusion, Persuasion (limited mind control), and
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corruption, as well as greater strength. Each Gem holds the
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essence of its race's inherent powers, and acted as an
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incredibly powerful spell-enhancer, too. The Konae took up
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the study of natural lore and white magic; the K'thorr
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took up the study of poison, treachery, and
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demonology. Unsurprisingly, the Konae are angelic, while
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the K'thorr are truly demonic. The Konae dwelt in Konat-
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Kale. The K'thorr lived in the lands later known as
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Belitfint and Hetek.
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Eventually the battle of the local Gods and
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Demons exasperated more powerful beings, who restricted
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the combatants to the God's Plane. The K'thorr and Konae
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remained on the Peninsula, their respective Gems now the
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most powerful artifacts in the land. At about this time
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(3,000 years ago) humans first moved to the Peninsula.
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Also during this time, the Konae crafted five magic Arrows
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that could suppress the external powers of the Fire of Emon
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for 500 years each.
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Infiltrating the humans by using their powers of
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illusion, the K'thorr influenced various kingdoms to
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attack the Konae; these attacks always failed. In time
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(1,800 years ago), the K'thorr set up an ascetic cult
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organization called the Origants to encourage evil practices
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among humans. These included a hatred of the Konae,
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who were portrayed as evil enchanters. At this time,
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through treachery and Demonic aid, the K'thorr managed
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place a Word of Pain on the Eye of Konar (and thus all
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Konae), forcing almost all of the Konae to leave the plane.
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The few who stayed (the Last Band) were led by Kirra, High
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priestess of the Konae, Despite the intense pain they all
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suffered as a result of the Word, they managed to
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steal the Fire of Emon and plunge an Arrow into it. The
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normal spells of the K'thorr were broken, but their
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powers and the Word remained. When the Pain continued
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unabated, all fled in despair save Kirra, who was pregnant
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and unable to travel dimensionally. She died shortly after
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giving birth to a daughter, Kamira: none but she knew who
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the child's father was. The fate of the child is unknown.
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The Origants were eventually disbanded (though not
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exposed) by a band of adventurers with the aid of a
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mysterious being. At present, the K'thorr have a new
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quasi-religious front clled the Loghuna, and they
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effectively rule Hetek. They are secretly expanding their
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power over the whole Peninsula. The existence of the
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K'thorr as such is unknown.
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Further information may be found in the Interlude at
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the end of Section I.
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THE KINGDOMS
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Common knowledge may be learned by the players in
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taverns, on the streets, from sages, etc. Special
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knowledge can only be learned in the context of an
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adventure.
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Pozart (established 1100 years ago). Common knowledge:
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Easternmost of the Kingdoms, Pozart is known as a peaceable
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land. Governed by a system of royally-appointed
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Administrators, it has a tradition of favoring wisdom over
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nobility. The standing army of Pozart is small, less
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than 2,000 men-at-arms. The local pantheon is respected
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here. Young King Adrac is well-liked.
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Special Information: Pozart has long offered the
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greatest human resistance to the corruption of the K'thorr
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and is therefore their greatest target. The nobility
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and government of Pozart are almost completely infiltrated.
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The King himself remains uncorrupted, though misinformed.
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Joulo (established 900 years ago). Common knowledge:
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Joulo is the Kingdom of Merchants. Ruled by the Plutocrat
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Cohen the Magnificent, Joulo is securely held in a curious
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system of economic feudalism: each Merchant Prince owes
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fealty to his economic superiors. All Jouloans are
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inveterate hagglers, occasionally to the point of
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obnoxiousness. Joulo's standing army of 15,000 men is the
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largest in all the Kingdoms. These are used to patrol the
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borders and suppress bloody price wars. Anything may be
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bought in Joulo. Gaven, the local god of merchants, is
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nominally worshipped but Jouloans reserve their deepest
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respect for money.
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Special Information: At present, the influence of the
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Loghuna is weakest in Joulo. This is due more to the
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peculiar monetary obsession of Jouloans, rather than any
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virtue; economic corruption is already natural to them,
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and seems to overshadow any social corruption.
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Konat-Kale (established 4000 years ago). Common
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knowledge: Oldest of the Domains, this is the ancestral
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home of the Konae (see HISTORY). It is regarded as a
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dreadful place of dark enchantment by common people. Though
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in some times the Konae were said to be beneficent (and
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some few sages still think so), it is now commonly believed
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that the Konae are Demon-worshipers and sacrifice men.
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They have been attacked many times by the human kingdoms,
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but their magic was an invincible defense. Otherwise,
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Konat-Kale has little or no interaction with the other
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Kingdoms. Konat-Kale is now supposedly uninhabited,
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but this is unconfirmed. Konat-Kale is a cold but
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beautiful land.
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Special Information: See HISTORY.
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Belitfint (established 230 years ago). Common
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knowledge: Belitfint is the least desirable land of all
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the Kingdoms, cold and drab. The people of Belitfint
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are known as humorless and violent warriors by the
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rest of the Peninsula; the feuds of the Houses of Belitfint
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are legendary. Nonetheless, the Republic of Belitfint was
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formed as a sort of mutual defense pact against
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outside attack. It is ruled by a Democratic Council of
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Lords. The Council, however, is an ineffective ruling body
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except in time of war, and the office of the Chairman
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changes hands often, sometimes bloodily. Thakul's lair is
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here.
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Special Information: Of all the human Kingdoms,
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Belitfint has received the least attention from the
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Loghuna; the eternal bickering of the people of
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Belitfint makes it an unlikely threat to the plans of the
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Loghuna. In ancient times, the Loghuna had a strong power
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base here in the form of a cult called the Origants, but
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withdrew to Hetek 1650 years ago after the Kelesh Disaster
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(see Interlude).
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Hetek (established 1230 years ago). Common knowledge:
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The oldest human Kingdom, Hetek has the most pleasant
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lands on the Peninsula. It is known for its weather, the
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warmest in the Peninsula. Oddly, Hetek also includes some
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of the coldest lands in the Peninsula: the Ice Marshes,
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home of the fabled Ice Barbarians. This cold-dwelling,
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apparently human race is famous for the ferocity,
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size, and nature-lore of its warriors. It is said
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that an Ice Barbarian cannot endure warmth without a magic
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Ice Amulet.
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Hetek proper is ruled by the Grand Kissamarlo, a
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hereditary king. The first strong King of Hetek in
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generations, his policies have occasionally clashed with
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those of the true rulers of Hetek: the Loghuna, a priestly
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caste of magician-ascetics. These have been the true
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power of Hetek throughout its history. The Loghuna worship
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no known God, but rather a philosophy: Loghuna is an
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ancient word meaning Keepers of the Law, and the Law
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of the Loghuna is Obedience. To act against the Loghuna is
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to be declared Lawless, excommunicant and damned. The
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execution of such an individual is swift and painful. As
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a result, most Hetekians are extremely faithful to the
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Law. Hetekians have an absolute fear of and hatred for
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magic when not in the hands of the Loghuna, for the
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Loghunian cult worships magic. Thus in Hetek, no non-
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Loghunian may possess magic of any sort. Apart from their
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fervent hatred of alien magic, Hetekians are an extremely
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skeptical and sarcastic people.
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Interestingly, Kissamarlo (who is not a member of the
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Loghuna, though he cooperates with them) has recently been
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linked with illegal magic. It is said that Kamira,
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mistress to Thakul the Demon (see HISTORY), has given him a
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magic ring that he cannot remove.
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Special Information: Hetek is the bastion of the
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K'thorr, who were once known as the Origants, and who
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now pass as the Loghuna. (see HISTORY). It is utterly
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under their control. The Kissamarlo is well-meaning but is
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quite aware of the power of the Loghuna and wishes to
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retain his kingdom. Thus, though he has some power, he
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cooperates with the Loghuna. Further information on the
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K'thorr may be found in the HISTORY section. Contrary
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to legend, the Ice Barbarians are a cultured and
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civilized people. They are sages of great knowledge,
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and are gentle by nature.
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* * * *
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Preliminary Player Information
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The characters begin the campaign by entering the
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Kingdom of Pozart, tempted by tales of treasure and
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adventure. Though they may arrive by land or sea, they must
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ride westward to get to Thamon Vale, capital of Pozart. You
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need not play out the trip, but should give the players
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the following preliminary information:
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The countryside of Pozart is pleasant, though cool.
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Farmers may frequently be seen, planting the usual crops;
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the land seems peaceful, and the people friendly enough, as
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a rule. Occasionally you come across a small village by the
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road, and find that the ale in the local taverns is
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excellent. The common tongue is commonly spoken here.
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Villagers will volunteer that King Adrac is a good ruler:
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peasants are loosely ruled by a local Baron-Administrator,
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who collects the (low) taxes and is responsible for local
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justice. Administrators' holdings cover about twenty square
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miles each. Baron-Administrators are considered nobility,
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but class relations are relaxed, and sage and knowledgeable
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peasants are often appointed to the position. Your
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destination, Thamon Vale, is by all accounts a great city
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indeed, and the site of the Palace of the King.
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Occasionally, you pass shrines dedicated to the local
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gods; there are many. Arria the Grain Goddess and Aramon
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the Protector rule the Pantheon, which is worshipped in
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a body. Interesting but predictable tales are told of the
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gods, the most amusing being the adventures of Arria's son
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Konar the Wanderer (an archetypical Trickster).
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Strangely, Priests and initiates possess no magic apart
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from an occasional spirit-magic Healing spell and the Divine
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Magic Worship spell; when asked, the people say "Such
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wonders are unnecessary for a happy life, and it is
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unseemly for a God to make magics like a common conjurer.
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The teaching of the Gods is all we really need." These
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|
teachings, they happily tell you, are those of compassion
|
|
for the weak and respect for the Gods.
|
|
|
|
As you ride west towards Thamon Vale, you notice that
|
|
the people seem less friendly. Though the peasants still
|
|
trade with you, they seem afraid; when pressed they
|
|
explain that "There've been dark happenings, and 'tis a poor
|
|
chance to meet strangers these days; there's been stories
|
|
of bandits and worse things, lately..." In the inns, you
|
|
occasionally catch whispers of a Demon, and of a dread
|
|
race of magicians called the Konae. Though the area seems
|
|
to be solely inhabited by humans, you hear stories of
|
|
dwarves and goblins "off in the Mountains". You also
|
|
hear other things:
|
|
|
|
People have been living on the Peninsula for thousands
|
|
of years. During that time, there have been many kingdoms
|
|
and many wars between kingdoms.
|
|
|
|
Everyone worships the local gods, though they are
|
|
weak. Everyone knows that nothing is as good as it was in
|
|
the good old days; neither crops, beasts, nor men.
|
|
|
|
A minstrel sings of Thakul the Demon who has a
|
|
magic breastplate and commands an army of goblins somewhere
|
|
in Belitfint; the breastplate may be the legendary Guard
|
|
of Emon (whatever that is). An evil Sorceress named Kamira
|
|
is supposed to be Thakul's mistress. It's a poetic tale.
|
|
|
|
Most people think that Thakul is just another bandit.
|
|
|
|
The village wrestler is the strongest man in the world.
|
|
|
|
There is an old Wizard named Trostag who ferries
|
|
people across the wild Fanaibe River in the northern
|
|
mountain-country. He's in love with Kamira, who torments
|
|
him.
|
|
|
|
Garlic and beer will cure a cold.
|
|
|
|
Finally, late one afternoon, you see a great walled
|
|
city in a green valley. The way is easy, and you reach the
|
|
open gate shortly before sundown. A bored guard welcomes
|
|
you to the city of Thamon Vale, and recommends the Golden
|
|
Boar Inn as a fine hostel (though something in his manner
|
|
makes you think that he's been paid to do so). You have
|
|
arrived in the city of Thamon Vale.
|
|
|
|
End of Preliminary Player Information
|
|
|
|
|
|
ADVENTURE #1: THE MUGGING
|
|
|
|
In which the Adventurers foil a plot, and meet
|
|
Mervan Ikul, High Administrator to the King...
|
|
|
|
The characters have arrived in the city at sundown.
|
|
After ten minutes, they pass a darkened alley on their
|
|
right; those who succeed in a Listen roll hear the sounds
|
|
of a scuffle (Note: it is vital that at least one
|
|
Adventurer hear the sounds, and that the party
|
|
investigate). Looking down the alley, they see what appears
|
|
to be a mugging in progress. A gang of toughs with maces
|
|
is giving an old man in a gray cloak a beating. The old
|
|
man, his back to a wall, is holding them off with his cane.
|
|
No guards or pedestrians are in the area. As the alley
|
|
is dark, only those who make their Scan roll will be sure
|
|
of how many toughs there are (there is one less thug then
|
|
there are party members) or notice that the old man is
|
|
using his cane broadsword-style, with considerable skill.
|
|
Combat skills are at -10% in the alley due to darkness (the
|
|
party may bring in a light source, of course).
|
|
|
|
The gang will not back down unless faced with truly
|
|
overwhelming power; the players will not be able to
|
|
frighten them off easily. However, given the relative
|
|
skill levels of the combatants, the fight should be quickly
|
|
over. If, by some outrageous chance, a player is killed,
|
|
we recommend (for this combat only) that you fudge the roll;
|
|
for a player to be killed in such a minor combat this early
|
|
in the game is ridiculous.
|
|
|
|
The leader of the gang is Samhan the Knife, and his
|
|
dagger has POT 12 blade venom on it. He has already hit
|
|
the old man once in the left arm with it, but the poison
|
|
was resisted. He is a cruel and arrogant bully, cunning and
|
|
bold. All of Samhan's followers have similar statistics
|
|
and skills; roll up extra Thugs as needed.
|
|
|
|
|
|
Samhan INT:11 melee missile armor/hp
|
|
STR:16 POW:13 Right Leg: 01-04 01-03 5/5
|
|
CON:14 DEX:15 Left Leg: 05-08 04-06 5/5
|
|
SIZ:12 APP:14 Abdomen: 09-11 07-10 5/5
|
|
Chest: 12 11-15 5/6
|
|
Hit Points: 13 Right Arm: 13-15 16-17 5/4
|
|
Fatigue:30-15=15 Left Arm: 16-18 18-19 5/4
|
|
Magic Points:13 Head: 19-20 20 5/5
|
|
|
|
SIZ SR = 2, DEX SR = 3 Armor:Bezainted + soft
|
|
Damage Bonus: +1D4 leather padding (5pts)
|
|
First Aid skill: 36% Monies: 760sp in belt
|
|
|
|
weapon SR attack damage parry HP
|
|
----------------------------------------------------------
|
|
Dagger 8 55% 1D4+2 +1D4 37% 6
|
|
Shield (Target) 8 24% 1D6 +1D4 60% 12
|
|
|
|
|
|
Thug INT:10 melee missile armor/hp
|
|
STR:14 POW:11 Right Leg: 01-04 01-03 4/5
|
|
CON:12 DEX:14 Left Leg: 05-08 04-06 4/5
|
|
SIZ:13 APP:11 Abdomen: 09-11 07-10 4/5
|
|
Chest: 12 11-15 4/6
|
|
Hit Points:13 Right Arm: 13-15 16-17 4/4
|
|
Fatigue:26-9=17 Left Arm: 16-18 18-19 4/4
|
|
Magic Points:11 Head: 19-20 20 4/5
|
|
|
|
SIZ SR = 2, DEX SR = 3 Armor: Courboulli+soft
|
|
Damage Bonus: +1D4 leather padding (4pts)
|
|
First Aid skill: 29% Monies: 127sp in belt
|
|
|
|
|
|
weapon SR attack damage parry HP
|
|
----------------------------------------------------------
|
|
Heavy Mace 7 50% 1D10 +1D4 50% 10
|
|
Fist 8 55% 1D3 +1D4 -- --
|
|
|
|
|
|
|
|
The old man is Mervan Ikul, a High Administrator to the King:
|
|
STR:11 CON:12 SIZ:15 INT:17 POW:15 DEX:15 APP:13
|
|
|
|
weapon SR attack damage parry HP
|
|
Broadsword, RH 7 87% 1D8+1+1D4 83% 10
|
|
|
|
The cane has 6 hit points.
|
|
|
|
Dodge:69% Fast Talk:70% Oratory:103% Administration:101
|
|
|
|
As Mervan should not be involved in active combat,
|
|
his combat statistics are not included (except for his
|
|
broadsword skill). His left arm, normally at 4 hit points,
|
|
is presently at -1, and therefore useless. He is not
|
|
armored. His CON has been reduced to 6 by the poison.
|
|
Do not roll out the combat between Mervan and the gang.
|
|
Mervan survives with the one wound already described.
|
|
|
|
If captured, Samhan and the gang know very little;
|
|
they were hired to kill "the old man" by a tall hooded
|
|
man with a deep, whispery voice in the Green Feather Tavern
|
|
two hours ago. They were given a description of Mervan,
|
|
told where they could find him, and paid 1000sp for the job.
|
|
|
|
If the party has captured any of the thugs, and
|
|
decides to turn them in to the city guards, the thugs are
|
|
killed in prison within six hours (the arm of the K'thorr is
|
|
long). There is no reward for their capture.
|
|
|
|
Once rescued, Mervan gasps out his thanks. Telling
|
|
the players his name and high rank, he invites them to come
|
|
to his office on Government Street tomorrow afternoon,
|
|
promising a reward.
|
|
|
|
|
|
Interlude at the Golden Boar
|
|
|
|
If the characters choose to stay at the Golden Boar,
|
|
they may gain extra information. Old Nemo, a drunken tale-
|
|
teller at the Inn, knows a great deal of the legends and
|
|
lore of the Domains, and willingly speaks of them to anyone
|
|
who will buy him ale. Though he appears to be an ordinary
|
|
(albeit well-informed) tale-teller, in actuality he is
|
|
Noman, the demigod-patron of the long-lost X'oaan (see
|
|
HISTORY), and he has been observing his descendents for
|
|
millennia. He is well-meaning but cautious: he prefers
|
|
to manipulate others to help his people. He has aided the
|
|
Konae secretly in the past, and is now trying to help
|
|
humans withstand the machinations of the K'thorr. As
|
|
a demigod, he is invulnerable and immortal. He has a
|
|
natural disguise ability, and prefers to operate through
|
|
guile and cleverness, but will act directly to save the
|
|
lives of those who are acting in his interests. Neither
|
|
the Konae nor the K'thorr are aware of his existence.
|
|
|
|
It is his habit to pass as a human and find heroes who
|
|
can be encouraged to fight evil. It is for this reason that
|
|
he has taken on the role of Nemo. He has selected the
|
|
characters as possible agents against the K'thorr. By
|
|
telling them certain rare bits of information and
|
|
misinformation, he intends to subtly guide their
|
|
actions. At the same time, he is careful to not give
|
|
out any information which would alert the K'thorr to his
|
|
existence (such as, for example, the truth of the
|
|
existence of the K'thorr themselves). He'll tell all the
|
|
common-knowledge information about each of the Five
|
|
Kingdoms, and the following special information, all
|
|
while consuming vast quantities of ale (they buy): He knows
|
|
much of the merchant wars of Joulo, the feuds of Belitfint,
|
|
and the many ancient wars of ancient kingdoms. He sings of
|
|
the Origants, and the Loghuna. He speaks reverently of
|
|
the Konae. He mentions an ancient Banishment, in which
|
|
the local Gods and Demons were forced off the plane. He
|
|
gladly tells the tale of the Fall of Kelesh (but he does not
|
|
tell the full truth, which is noted in parentheses - read
|
|
carefully!):
|
|
|
|
Kelesh was an orphan who was found by the Konae and
|
|
learned from them about 1800 years ago. Later, the
|
|
child's evil nature made it necessary for him to leave
|
|
Konat-Kale, and he eventually became the Wizard-Leader of
|
|
the Origants. As such, his sole desire was to destroy the
|
|
Konae.
|
|
|
|
(The truth is that he was a K'thorran agent, and placed
|
|
the Word of Pain on the Eye of Konar. Thus the Konae
|
|
were betrayed and forced to depart. Kelesh lead the K'thorr
|
|
as well as the Origants as an adult).
|
|
|
|
As part of a complicated plot to encourage the King of
|
|
the area, Balisi II, to fear that the Konae wished to
|
|
assassinate him, Kelesh had three of his followers
|
|
disguise themselves as Konae and attempt an
|
|
"assassination". Promising to protect the frightened King,
|
|
he arranged to have the Fire of Emon stolen by human agents
|
|
from the High Temple of Konat-Kale, along with the Five
|
|
Arrows of the Konae. He had discovered the existence of
|
|
the Arrows as a child on Konat-Kale. (The reason he sent
|
|
human thieves was that the magical defenses of Konat-Kale
|
|
were set to react to K'thorrans. The Fire of Emon was in
|
|
the High Temple because that was where Kirra left it after
|
|
the Last Band stole it from the K'thorr; she trusted the
|
|
temple defenses). When the thieves returned saying that
|
|
they had only found four Arrows, he was furious, but was
|
|
unable to discover the fate of the last arrow (Noman has
|
|
it). The thieves also reported that Konat-Kale seemed
|
|
to be utterly deserted. Kelesh's pleasure at this news did
|
|
not stop him from having the thieves killed.
|
|
|
|
With the help of foreign dwarven smiths who were later
|
|
slain, Kelesh crafted a magical breastplate: the Guard of
|
|
Emon. He set the Fire of Emon in its center. Giving it to
|
|
the King, he told him that it would make him
|
|
invincible. Kelesh knew that the Guard was dangerous
|
|
(for humans) but it was not his intention that Balisi
|
|
survive for long in any case. Coming home with the King
|
|
from a futile "raid" on Konat-Kale, he accused Balisi of
|
|
treachery and shot him with an arrow. Only one man, a
|
|
common soldier, survived the resulting explosion. What
|
|
happened to the Guard and Arrows is unknown. (Actually, it
|
|
was Noman who shot Balisi. Kelesh had had Balisi wear the
|
|
breastplate to see if the Fire of Emon had been trapped; if
|
|
it wasn't, he planned to use the power of the Fire to kill
|
|
Balisi, take the Guard for himself, and assume Balisi's
|
|
identity, and ease the entrance of Emon into the plane.
|
|
Noman prevented this by shooting the Fire. The explosion was
|
|
due to spells Noman had placed earlier on his Arrow. Balisi
|
|
and Kelesh as well as everyone else present was killed.
|
|
Later, Noman played the part of the "only survivor" to
|
|
spread the false tale. Noman took an Arrow (replacing the
|
|
one he'd used), leaving three, and left the rest in a
|
|
hiding place with the Guard.)
|
|
|
|
Noman can tell other stories about the Guard and
|
|
Arrows (both were found later by others). 400 years after
|
|
Kelesh died the Guard reappeared, along with one remaining
|
|
arrow (not counting the missing one Noman has). The
|
|
Guard eventually disappeared, as was its' wont, on a
|
|
battlefield; but the Arrow was sealed in a black stone by
|
|
a sorcerer named Tintolej, and mixed in with
|
|
thousands of identical black stones. In the stone the Arrow
|
|
was indetectable by magic except by a wristband created by
|
|
Tintolej which now lies under the ruins of Castle Kafsal,
|
|
in the lands of the Ice Barbarians. The stone itself,
|
|
along with all the similar stones, is now in Kash, the
|
|
capital city of Joulo, as part of Ramado's Castle which is
|
|
the residence of the Plutocrat.
|
|
|
|
Most recently, the Guard has been found by a stranger
|
|
to the Peninsula: Thakul the Demon. Nemo-Noman delivers
|
|
himself of the opinion that Thakul must be a lesser demon at
|
|
most, small enough to have escaped the power of the
|
|
Banishment. In any case, Thakul commands a small army
|
|
of goblins who have overrun the Northern Wastes of
|
|
Belitfint. The only other incursion of Thakul was a
|
|
brief foray into Konat-Kale. The area Thakul commands is
|
|
the poorest land of the Domains, so poor that even the
|
|
families of Belitfint have not claimed it; from there the
|
|
goblin army raids surrounding territories. Thakul's
|
|
stronghold is said to be in the middle of a circle of
|
|
mountains, in lands which are cut off from direct eastern
|
|
access by the River Fanaibe. This river is so turbulent as
|
|
to make passage nearly impossible - water-spirits
|
|
(POW=3D6+6) make flight over it impossible. The only way to
|
|
cross it without risking one's life is to be ferried
|
|
across by the wizard Trostag, who has a magic boat. It is
|
|
said that he charges nothing, but will only carry those
|
|
whose motives please him. It is also said that he is in
|
|
love with an evil Sorceress named Kamira, who is mistress
|
|
to Thakul; she it was who gave the magic ring to Kissamarlo
|
|
(see KINGDOMS: Hetek). Her motives are unknown. (Noman
|
|
knows that she is his daughter by Kirra the High Priestess;
|
|
having left the plane shortly after she was conceived,
|
|
he had believed her dead until recently. She does not
|
|
know who her parents are. He also knows that Thakul really
|
|
is a demon, but not much more; he has never seen Thakul.
|
|
He does not know how Thakul gained the Guard. Thakul and
|
|
the K'thorr are allies. Being of the same evil nature,
|
|
they cooperate to see Emon rise again. By using the
|
|
Guard and destroying the peace of the Peninsula, they are
|
|
slowly making this possible).
|
|
|
|
If the characters stay elsewhere, they will
|
|
learn common knowledge information, and gossip about
|
|
nobility; when Mervan Ikul is mentioned, it is said that
|
|
he has been acting strangely lately; senile, perhaps.
|
|
Several nobles and counselors to the King have died by
|
|
"accident" in the last few years.
|
|
|
|
ADVENTURE 2: A MESSAGE FOR THE PRIEST
|
|
|
|
In which the characters meet Belthan the Priest, and
|
|
learn some interesting information.
|
|
|
|
When the characters arrive at Mervan Ikul's office,
|
|
they find it to be richly appointed and near the
|
|
King's palace. A guard escorts the players into an
|
|
antechamber after asking their names. After a few minutes,
|
|
a thin, well-dressed man comes in: Savon Galt, Mervan
|
|
Ikul's secretary. He stares at the adventurers in surprise,
|
|
but asks their business in a polite way. He insists on
|
|
knowing the reason for the appointment, saying it's not in
|
|
the book. When told, he nods and leaves the room. Coming
|
|
back in a few minutes with a pouch of 500sp, he tells
|
|
the adventurers that this is their reward, and that they
|
|
should go away now. As he says this, however, Mervan Ikul
|
|
comes into the room.
|
|
|
|
A quiet discussion ensues. Those making a Listen
|
|
roll hear that Mervan knew nothing about this "reward"; he
|
|
is furious that the adventurers were not sent to him
|
|
immediately. Savon, with glacier-like calm, insists that no
|
|
time is available for unscheduled meetings. Mervan insists
|
|
on having the party come into his office. Leading the
|
|
way, he carefully locks the door behind him. Wine is
|
|
poured for everyone, and each adventurer is given a pouch
|
|
of 2,000sp (alter this and all amounts if they are
|
|
inappropriate for your campaign).
|
|
|
|
Mervan believes that he can trust the party, and so
|
|
wants to offer them a high-paying job (they can keep
|
|
Savon's money). Strange things have been happening in
|
|
the last few years; the incident last night was not the
|
|
first attempt on his life. For a number of reasons, he
|
|
suspects that a large conspiracy is taking place: he
|
|
does not know who in the City to trust, for even old friends
|
|
have been acting strangely. Peasants have come to him with
|
|
tales of torture and massacre by newly-appointed
|
|
Administrators, all claiming to have been sent to him
|
|
by a tall masked man (Noman). He has spoken to the King,
|
|
but was unable to convince him: his witnesses have
|
|
consistently disappeared or died before testifying. The
|
|
King is being told that he (Mervan) has become senile.
|
|
|
|
An old and prestigious priest friend of his named
|
|
Belthan had similar suspicions; after voicing them several
|
|
years ago, he was demoted and sent to Gazan, a town
|
|
near the western border. They have remained secretly in
|
|
contact since, through coded messages sent by the official
|
|
courier to Gazan. In his last message, Belthan asked
|
|
that Mervan secretly send him a party of adventurers willing
|
|
to travel. Clearly the conspiracy is a dangerous and evil
|
|
one, and the threat may extend beyond Pozart's borders.
|
|
Will the party help?
|
|
|
|
Gamemaster: It is necessary that the party accept.
|
|
Mervan will offer them whatever it takes to persuade
|
|
them; use your judgement as to what will be necessary.
|
|
Note that if the party is successful in bringing back solid
|
|
proof of a conspiracy against Pozart, the King will also
|
|
reward them. In that case, the reward might well extend
|
|
to a magic item each, knighthoods, or titles of nobility
|
|
in addition to money.
|
|
|
|
Once the party has accepted, Mervan "hires" them as
|
|
messengers (a cover job) and gives them up to 2,000sp
|
|
each for expenses. He asks that they leave for Gazan soon,
|
|
and discretely; Belthan is living in the house of Balt
|
|
the Potter, passing as Balt's wife's old father (he is
|
|
not, but she is distantly related to Mervan). For safety's
|
|
sake, Mervan feels that the adventurers should not see him
|
|
again before the party leaves. Giving the party a pouch of
|
|
scrolls to be taken to Gazen, plus a secret one for Belthan
|
|
and badges identifying them as King's messengers, he bids
|
|
them farewell.
|
|
|
|
All distances are given in terms of days and weeks
|
|
of travel. Local encounter tables have been prepared for
|
|
this area; see the ENCOUNTERS section for travel
|
|
information.
|
|
|
|
Gazan is a week's travel away. They pass both
|
|
farmland and forests. As before, a dark shadow of fear
|
|
seems to get stronger as the party travels further west (the
|
|
influence of the K'thorr is stronger in the West).
|
|
|
|
An assassin named Wastik is trailing the party at a
|
|
safe distance. He has been sent by the K'thorr to find and
|
|
kill the source of the messages that Mervan Ikul has been
|
|
receiving. He has 3 vials of Blade venom POT 14.
|
|
|
|
|
|
Wastik INT:14 melee missile armor/hp
|
|
STR:15 POW:10 Right Leg: 01-04 01-03 4/5
|
|
CON:16 DEX:18 Left Leg: 05-08 04-06 4/5
|
|
SIZ:10 APP:10 Abdomen: 09-11 07-10 4/5
|
|
Chest: 12 11-15 4/6
|
|
Hit Points:13 Right Arm: 13-15 16-17 4/4
|
|
Fatigue:31-9=22 Left Arm: 16-18 18-19 4/4
|
|
Magic Points:10 Head: 19-20 20 4/5
|
|
|
|
SIZ SR = 2, DEX SR = 2 Armor: Courboulli +
|
|
Damage Bonus: +1D4 leather padding (4pts)
|
|
Hide:94% First Aid:54%
|
|
Sneak:96% Dodge:91% Monies: 527sp in belt
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
Dagger 7 88% 2D4 + 2 64% 6
|
|
Thrown dagger 106% 1D4 + 1D2 (+14 POT Poison)
|
|
|
|
|
|
Wastik is mounted. It is unlikely that the party will
|
|
detect his presence. When the adventurers arrive in Gazan,
|
|
they are courteously greeted and housed in the
|
|
Administrator's mansion. How they approach Belthan is
|
|
their choice, but Wastik is shadowing them. He has
|
|
paid several street urchins to help keep an eye on the
|
|
party; an act of kindness to one of them by a party
|
|
member might cause a little information to come forth (or
|
|
not). In any case, it is likely that Wastik will follow
|
|
when any or all of the adventurers go to see Belthan.
|
|
|
|
Belthan INT:17 melee missile armor/hp
|
|
STR:10 POW:15 Right Leg: 01-04 01-03 -/4
|
|
CON:10 DEX:11 Left Leg: 05-08 04-06 -/4
|
|
SIZ:12 APP:14 Abdomen: 09-11 07-10 -/4
|
|
Chest: 12 11-15 -/5
|
|
Hit Points:11 Right Arm: 13-15 16-17 -/3
|
|
Fatigue:20-3=17 Left Arm: 16-18 18-19 -/3
|
|
Magic Points:15 Head: 19-20 20 -/4
|
|
|
|
Armor:none Money:none Divine Magic Spells:
|
|
First Aid: 71% Worship Local Gods
|
|
Ceremony: 55% Divination
|
|
Spirit Magic Spell:
|
|
Healing 2 (72%)
|
|
|
|
|
|
The characters meet Belthan in the back room of
|
|
Balt's cottage. There is one door (in the south wall), one
|
|
window (in the north wall - curtained) a chair (Belthan is
|
|
sitting in it), a small table, and a straw bed. After
|
|
reading the scroll, Belthan accepts the characters as
|
|
genuine.
|
|
|
|
He has been studying some manuscripts written in an
|
|
ancient tongue. In them, he has found disturbing
|
|
implications; Divination about them revealed vague and
|
|
disturbing visions. Though his understanding is not
|
|
perfect, he is troubled by what he has discovered.
|
|
There seems to be a link between the Konae, the Origants,
|
|
and the Fire of Emon, though he has always believed in the
|
|
goodness of the Konae. The Origants and possibly the
|
|
Loghuna are linked with the K'thorr, an ancient race of
|
|
half-demons now supposed to be extinct. Emon is probably
|
|
the root of "demon". References to the doctrines
|
|
of the Origants sound uncomfortably like those of the
|
|
Loghuna; furthermore, many events today seem to be similar
|
|
to those during the rise of the Origants. It seems that
|
|
a great depth of history has been forgotten or perhaps
|
|
deliberately obscured. There are hints, no more, of some
|
|
unknown power that causes "a dreadful clouding of men's
|
|
minds." If Thakul is truly a demon, than his possession of
|
|
the Guard of Emon is a terrible threat. Even if he is
|
|
human, if he is the military arm of a conspiracy of
|
|
the Loghuna (and it seems likely that he is), he must be
|
|
slain. Unfortunately, legend has it that the wearer
|
|
of the Guard of Emon is invulnerable. Only one thing
|
|
can harm him: a set of magical Arrows crafted by the Konae.
|
|
The only one still known to exist is last recorded as
|
|
being at Castle Kafsal in the northern Ice Marshes
|
|
of Hetek. That Arrow must be recovered. The Arrow is
|
|
said to work against the Firegem itself, not the Guard. If
|
|
the stories of old Nemo are mentioned to him, he is very
|
|
interested.
|
|
|
|
Belthan sent his nephew Garel to recover the Arrow a
|
|
year ago, with three local fighters to help him. They did
|
|
not return. If the characters are willing to go, he will
|
|
give them a copy of a map of the Peninsula, his thanks, and
|
|
his blessing.
|
|
|
|
Before the characters can answer, Wastik strikes. He
|
|
has been listening at the window for a while now, and has a
|
|
poisoned throwing dagger ready (if the characters took
|
|
some sort of precautions against this possibility, take
|
|
them into account). Any character who rolls under half
|
|
their Listen percentage may attempt to shield Belthan
|
|
from the arrow. Unless they had specified that their
|
|
weapons were out and ready, they will not be able to use
|
|
them (and only a shield could be used in any case); they
|
|
must use their bodies at DEX x 3, or the table at DEX x 2
|
|
(only one person may use the table, which has 10 armor
|
|
points). Make them decide their actions quickly.
|
|
Remember, unless the party has made some other
|
|
arrangements, Wastik has had a round to prepare (+10%) and
|
|
has surprised the party (+20%), raising his total attack
|
|
chance to 136%.
|
|
|
|
If captured, Wastik attempts suicide by means of a
|
|
poisoned pellet in a cheap ring he wears on his right
|
|
hand. Failing this, he desperately resists questioning,
|
|
saying nothing. If seriously tortured (use your own
|
|
judgement) he screams that the Administrator will kill
|
|
them all for this, and lapses into unconsciousness. He
|
|
actually knows little: his patron has made sure that he
|
|
knows as little as possible against just this eventuality.
|
|
Wastik knows that his boss is an Administrator, and he
|
|
was told that if captured by city guards he would be
|
|
released: however, all messages were given him by a
|
|
short, fat man wearing a gray mask.
|
|
|
|
Whatever Belthan's fate, the party should proceed
|
|
to Castle Kafsal. If Belthan is dead or unconscious, a
|
|
search of the room yields three books and twelve scrolls
|
|
in an incomprehensible tongue, a book with notations for
|
|
learning that tongue, and a map of the Peninsula, with a
|
|
route clearly marked to Castle Kafsal (see MAP). The route
|
|
circles around Thakul's mountain fastness, and avoids
|
|
the Fanaibe River. Total travel time seems to be about
|
|
three months each way. Give the party a copy of the map,
|
|
or let them refer to it frequently. If conscious, Belthan
|
|
gives the party this map and warn them that the Ice Marshes
|
|
are cold. He is not sure of the meaning of the rune
|
|
near Thakul's lair; he copied it from an older map.. He
|
|
has no money to give them. Warm clothes and blankets may
|
|
be purchased in town.
|
|
|
|
SECTION 3: THE WRISTBAND OF TINTOLEJ
|
|
|
|
Adventure in the ice and snow can be a chilling
|
|
experience...
|
|
|
|
The journey to Castle Kafsal takes thirteen
|
|
weeks. For the first ten weeks, roll local encounters as
|
|
described in the ENCOUNTERS section. From the eleventh
|
|
week on, however, the travellers are in the area of the
|
|
Ice Marshes. If the party is not protecting itself from the
|
|
cold, exposure results. Normal encounter tables do not
|
|
apply in the Ice Marshes. Instead, in the first week they
|
|
encounter a snowcat:
|
|
|
|
STR:15 CON:19 SIZ:11 INT:15 POW:9 DEX:21 APP:18
|
|
Total Hit Points:15 Move:6 Dodge:70%
|
|
Claw attack:65% (1D8+1D4) Bite attack:70% (1D6+1D4)
|
|
|
|
It is white-furred, and has a Hide ability of 109% in
|
|
the snow. It is not aggressive, but simply watches the
|
|
party. It runs away if disturbed. If cornered, but
|
|
fights if cornered. Though intelligent, it cannot speak.
|
|
|
|
The second week, a hunting party of three white-fur-
|
|
clad Ice Barbarians is encountered. If a Scan is made, the
|
|
party may attempt to Hide (-10%). The Ice Barbarians are
|
|
non-hostile (they defend themselves if attacked, but even
|
|
so try to avoid killing). If peaceful contact is made, the
|
|
party discover that Garel did pass through the area about
|
|
eight months ago, with two fighters accompanying him; after
|
|
buying some smoked meat from the Ice Barbarians (who call
|
|
themselves the Sevam), they continued on north, never
|
|
returning. The Sevam themselves do not travel travel that
|
|
way, for there is no game there and hunters sometimes do
|
|
not return. The hunters offer their hospitality to the
|
|
party. If they accept, they are taken to a tribal ice-
|
|
house. It is pleasantly warm there, and they are asked
|
|
many questions about current events. In the evening, a
|
|
large feast is served. Afterwords, the party is introduced
|
|
to the ancient Sevamdor, chief of the Sevam. He sings
|
|
several heroic lays, including one about Castle Kafsal. It
|
|
speaks of the Sorcerer Tintolej, the Arrow, and the
|
|
magic Wristband. If the party shows interest, he tells
|
|
them the tale of Tintolej from the HISTORY section,
|
|
though he does not know where the block of the Arrow was
|
|
taken.
|
|
|
|
No Ice Barbarian will travel with the party,
|
|
but they give careful directions to the ruins of Castle
|
|
Kafsal. The trip there is uneventful, the only item of
|
|
interest being a smoking and steaming hotspring on the third
|
|
day.
|
|
|
|
Castle Kafsal is now a large mound of snow-covered
|
|
rubble. Searching it takes an hour and a successful
|
|
Search roll, resulting in the discovery of a large square
|
|
hole - apparently the remains of a downward-leading stone
|
|
stairway. The stair is 20 feet deep, but the bottom 10
|
|
feet are filled with powdery snow: from above, it appears
|
|
that the stair ends ten feet down on a snowy floor. The
|
|
stairs are covered with ice, and very slippery; roll DEX x
|
|
3 to avoid falling. Anyone failing their DEX roll when
|
|
stepping on the stair falls deep into the powder, and
|
|
must roll DEX x 3 to get out (they appear to have been
|
|
swallowed up by the floor). They may attempt this once per
|
|
round, but each round after the third spent in the snow
|
|
results in 1 point of damage to total hit points. In the
|
|
snow, the frozen body of a man may be found. He is wearing
|
|
a monogrammed belt labeled "Garel". His legs are broken.
|
|
|
|
NOTE: It is suggested that as each PC falls into and
|
|
under the powdery snow, the GM should move them out of
|
|
earshot, and tell them what happened. The suspense generated
|
|
in the remaining characters will be intense. If the fallen
|
|
PC struggles, others may perceive the "floor" moving. Those
|
|
under the snow will be virtually blind, and may not realize
|
|
that they have simply fallen. If two or more PCs are in the
|
|
snow at the same time, the confusion should be very great.
|
|
Also remember that there is a corpse in the stairwell, as
|
|
well.
|
|
|
|
Removing the snow is an unusual challenge. There are many
|
|
possible solutions. Keep in mind that the snow is extremely
|
|
powdery, acting much like a liquid. Scooping by hand will
|
|
take a long time. Melting will also be difficult, since
|
|
unless the snow is converted to vapor, it will simply freeze
|
|
almost immediately -- blocking the stairwell even more
|
|
thoroughly. (In playtesting, each group solved the problem
|
|
in a unexpected and different way. I'd be especially
|
|
interested in hearing other solutions. -->PM 1992)
|
|
|
|
The stairwell ends at a wooden door, with a brass
|
|
plaque marked "Kafsal" on it. The door is locked (-10%
|
|
Devise). The door has 25 hit points. Once opened, it
|
|
reveals a stone corridor ten feet wide, leading
|
|
straight ahead (north). The corridor goes straight for 20
|
|
meters, slopes downward for another 20 meters, and then
|
|
turns left. Waiting around this corner is a large (SIZ 21)
|
|
silvery blob. It is absolutely silent; the characters are
|
|
surprised unless they roll under their POW x 3 or a
|
|
critical Listen (allow them a bonus if they took
|
|
precautions). The blob registers on a magic-detection
|
|
spell. It lashes out at the party with its six pseudopods,
|
|
2 at SR 2, 2 at SR 5, and 2 at SR 7. Each has a 50%
|
|
chance of hitting, and each does 1D6 points of cold damage
|
|
(ignoring metal armor). It takes only 1 point of damage
|
|
from ordinary weapons. Spells such as Bladesharp do extra
|
|
damage for the magic (ie. a weapon with Bladesharp 3 would
|
|
do 4 points of damage - 1 for the weapon, and 3 for the
|
|
spell). The blob is completely vulnerable to heat damage,
|
|
and even a fist attack is warm enough to do full damage
|
|
(though the fist involved would take 1D6 points of damage
|
|
as per an attack). The creature has no armor and 25 hit
|
|
points, all of which are treated as one hit location. It
|
|
regenerates 1 hit point per round until dead (except heat
|
|
damage). Its POW is 15.
|
|
|
|
Two fighters can fight abreast here, or three at
|
|
-10% each on all attack skills. Unenchanted metal weapons
|
|
hitting the creature have a 50% chance of shattering
|
|
due to the extreme coldness of its flesh. Cold and mind-
|
|
affecting spells do not affect the blob. Play it out.
|
|
|
|
Proceeding on, the party arrives at a large, barred
|
|
wooden door with a small shuttered opening at eye level.
|
|
Behind the door is a skeleton waiting to poke the eye out of
|
|
whoever opens the shutter. Be careful how you run this - at
|
|
the least a Luck roll (POW x 5) should be applicable
|
|
(give the players a chance). The room is dark. The
|
|
door to the room has 35 hit points. If the characters stand
|
|
in the doorway, they will face only three skeletons at once.
|
|
|
|
The room is full of weirdly glowing skeletons. All are
|
|
moving silently to the door, except for one that is
|
|
chained high on the wall opposite the door: a successful
|
|
Scan reveals that one is wearing a band on its right arm.
|
|
There are 4 skeletons for every adventurer. They are
|
|
unarmored. Strangely, every skeleton "bleeds" a silvery
|
|
liquid from its bones when broken. Though this liquid
|
|
looks like that of the blob, it is inanimate. Two have
|
|
broadswords.
|
|
|
|
Skeleton INT:- melee missile armor/hp
|
|
STR:14 POW:01 Right Leg: 01-04 01-03 -/1
|
|
CON:- DEX:16 Left Leg: 05-08 04-06 -/1
|
|
SIZ:13 APP:- Abdomen: 09-11 07-10 -/1
|
|
Chest: 12 11-15 -/1
|
|
Hit Points:- Right Arm: 13-15 16-17 -/1
|
|
Fatigue:- Left Arm: 16-18 18-19 -/1
|
|
Magic Points:01 Head: 19-20 20 -/1
|
|
|
|
SIZ SR = 2, DEX SR = 3 Each hit location is
|
|
Damage Bonus: +1D4 utterly destroyed by
|
|
Dodge: 80% any damage.
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
claw, RH 8 50% 1D4+1+1D4 -- --
|
|
claw, LH 8 50% 1D4+1+1D4 -- --
|
|
|
|
Generate more skeletons with the Skeleton statistics in the
|
|
Creatures book.
|
|
|
|
The hanging skeleton is Tintolej. He is animate, but
|
|
does not attack the characters. He simply holds his arm out
|
|
(if possible). Those making a Listen roll hear a
|
|
ghostly whisper saying "Please -- destroy me". The
|
|
skeleton is absolutely incapable of making any other
|
|
communication. The band cannot be removed from the arm until
|
|
the arm is smashed. The skeleton and the band are both
|
|
immune to fire.
|
|
|
|
The wristband is translucent unbreakable black glass
|
|
with three gold braid circlets embedded in it. Anyone
|
|
wearing it immediately knows that it is attuned to the
|
|
Arrow, and that the Arrow is to the southeast. A search
|
|
of the room reveals a loose stone in the back wall.
|
|
Behind the stone is a fragment of old parchment. Written in
|
|
an archaic form of the Common Tongue, it says: "...gh
|
|
none knew who the father was. ...erted by her
|
|
companions by her own order, Kirra, High Priestess of the
|
|
Kona...irth to Kamira, and died...ire of Emon would be
|
|
use...mon Emon when the law of the land is broken..."
|
|
(ellipses indicate burned areas). There is nothing else in
|
|
the Castle of interest.
|
|
|
|
SECTION 4: THE ARROW OF THE KONAE
|
|
|
|
There's no honor among thieves -- or merchants...
|
|
|
|
The trail of the Arrow leads the characters
|
|
directly to Castle Ramado, residence of Joulo's Plutocrat.
|
|
The trip takes ten weeks. In the first three weeks of
|
|
travel there is only one encounter: a snowman, on the
|
|
horizon. It is ten feet tall, and human-shaped. Buried
|
|
inside the snowman is a clear glass ring; it is
|
|
difficult to find. For the last seven weeks, use the
|
|
local Encounter tables.
|
|
|
|
The party ends up in Kash, Joulo's capital city.
|
|
There is a 50sp charge for non-Jouloans to enter the City.
|
|
It is an incredible town: anything and everything is
|
|
for sale, including magic items (many are fake). Even an
|
|
Ice Barbarian is for sale at the auction block. There
|
|
are no firm prices on anything, and everything must be
|
|
haggled for, even ale. This constant haggling has made
|
|
Jouloans the greatest Bargainers on Earth, averaging 50%.
|
|
Gambling is everywhere, and almost every purchase is rolled
|
|
for, double or nothing.
|
|
|
|
The Wristband leads the party towards the Castle of
|
|
Cohen the Magnificent, Plutocrat of Joulo. It is surrounded
|
|
by an alligator-stocked moat. To enter, the characters
|
|
must make an appointment to see the Plutocrat.
|
|
Unfortunately, this costs money: 500sp each for a ten-
|
|
minute public audience, 5,000sp for a private audience.
|
|
|
|
If the character with the Wristband gets into the
|
|
Castle, he finds that the Arrow is in a block set in the
|
|
right front gatepost of the Castle proper at eye level.
|
|
The brick is large, 3 feet long and 1 foot high,
|
|
identical to all the surrounding blocks. A guard stands
|
|
directly under it; he gives an alarm if he sees
|
|
intruders. Four-men guard patrols go by every half-hour.
|
|
Note that the specific block is only detectable once past
|
|
the moat.
|
|
|
|
Sample Guard melee missile armor/hp
|
|
STR:16 POW:13 Right Leg: 01-04 01-03 6/5
|
|
CON:15 DEX:15 Left Leg: 05-08 04-06 6/5
|
|
SIZ:16 APP:15 Abdomen: 09-11 07-10 6/5
|
|
INT:14 Chest: 12 11-15 6/6
|
|
Hit Points:15 Right Arm: 13-15 16-17 6/4
|
|
Fatigue:31-16=15 Left Arm: 16-18 18-19 6/4
|
|
Magic Points:13 Head: 19-20 20 8/5
|
|
|
|
SIZ SR = 1, DEX SR = 3 Ringmail + soft leather
|
|
Damage Bonus: +1D4 body, plate helm.
|
|
Scan: 70% Listen: 70%
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
Broadsword, RH 6 80% 1D8+1+1D4 60% 10
|
|
Target Shield, LH 7 45% 1D6+1D4 80% 12
|
|
|
|
All guards use the same weapons and armor and have similar skills.
|
|
|
|
|
|
If the characters are not able to afford to meet the
|
|
King, they need money. If they do meet the King, they
|
|
still need money, for the King charges 20,000sp per block
|
|
(he has sold a few before). The King's Bargaining skill,
|
|
by the way, is 147%. Note: if the party has a public
|
|
meeting with the Plutocrat, there is a K'thorran present.
|
|
If the wristband is visible or spoken of, Thakul is warned
|
|
in Section 5.
|
|
|
|
The party may, of course, decide to steal the block.
|
|
This is dangerous, for there are many soldiers in the
|
|
castle, and Cohen has several sorcerers on retainer.
|
|
Also, removing the block takes a pick and hard work: it
|
|
would be impossible not to make noise.
|
|
|
|
There is one way to make fast money in Kash: the
|
|
Games. These gladitorial combat games, are fought year-
|
|
round in the Arena of Kash. Anyone may participate:
|
|
combats are fought to surrender of unconsciousness. Any
|
|
mix of brawn and magic is allowed. Normally, prizes are
|
|
low; however, the Tournament is starting next week,
|
|
and the prizes are enormous. The Masters' Tournament
|
|
consists of randomly pairing off 16 participants in single
|
|
combats, pairing off the 8 winners of those battles, then
|
|
the 4 who win again, and finally a battle between the two
|
|
remaining winners. Betting action is extremely heavy, and
|
|
is coordinated by the Bookie's Council, which has a
|
|
complicated system of ranking.
|
|
|
|
If the characters can convince a judge that they are
|
|
qualified, they may enter the Tournament in the Master
|
|
category. Use your judgement on whether or not they are
|
|
convincing: they may demonstrate their prowess, in which
|
|
case have them make three rolls on their skills to see how
|
|
well they do (if they do poorly, they are not
|
|
accepted at that level, but must compete in the Expert
|
|
level). They may attempt to bribe the instructor; this
|
|
requires a minimum of 500sp (Fast Talk may affect this
|
|
cost). Finally, they may try to intimidate the judge: this
|
|
is very unlikely to succeed. The judge simply pretends to
|
|
give in, and later has the party arrested.
|
|
|
|
Here are a sample sorcerer and fighter. They are
|
|
representative of the first opponents in the Masters
|
|
catagory. For each additional opponent, add 1D6
|
|
percentiles to each combat skill. Have them use different
|
|
weapons and spells, too. If a player is battling in the
|
|
Expert catagory, reduce his opponents skill level by 10%.
|
|
After winning one fight at that level, the adventurer may
|
|
enter the Masters Tournament. Combats are one-on-one, and
|
|
are fought until surrender or unconsciousness. All weapons
|
|
are live (not padded). Combats begin with the opponents
|
|
30m apart. Healing 2 spells are available for 400sp, as
|
|
are numerous potions and poultices (these are generally
|
|
useless).
|
|
|
|
Fighter INT:15 melee missile armor/hp
|
|
STR:17 POW:13 Right Leg: 01-04 01-03 7/6
|
|
CON:16 DEX:15 Left Leg: 05-08 04-06 7/6
|
|
SIZ:18 APP:12 Abdomen: 09-11 07-10 7/6
|
|
Chest: 12 11-15 7/8
|
|
Hit Points:17 Right Arm: 13-15 16-17 7/5
|
|
Fatigue:33-23=10 Left Arm: 16-18 18-19 7/5
|
|
Magic Points:13 Head: 19-20 20 7/6
|
|
|
|
SIZ SR = 1, DEX SR = 3 Attack Bonus: 14%
|
|
Damage Bonus: +1D6 Parry Bonus: 01%
|
|
|
|
weapon SR attack damage Parry HP
|
|
Broadsword, RH 3 88% 1D10+1+1D6 77% 10
|
|
Target Shield, LH 7 31% 1D6+1D6 86% 12
|
|
|
|
|
|
Sorcerer INT:17 melee missile armor/hp
|
|
STR:10 POW:18 Right Leg: 01-04 01-03 7/6
|
|
CON:12 DEX:15 Left Leg: 05-08 04-06 7/6
|
|
SIZ:13 APP:14 Abdomen: 09-11 07-10 7/6
|
|
ENC:5 Chest: 12 11-15 7/8
|
|
Hit Points:11 Right Arm: 13-15 16-17 7/5
|
|
Fatigue:22-5=17 Left Arm: 16-18 18-19 7/5
|
|
Magic Points:13 Head: 19-20 20 7/6
|
|
|
|
SIZ SR = 2 DEX SR = 3 Spells: Spell Resist:71%
|
|
Damage Bonus: +1D6 Smother: 80% Glow: 76%
|
|
Intensity:75% Range:72% Damage Resistance: 75%
|
|
Venom: 60% Palsy: 54%
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
Dagger, LH 8 39% 1D4+2 58% 6
|
|
|
|
Copy these statistics on the NPC Record Sheet and alter them
|
|
as you see fit.
|
|
|
|
If the characters do well in their first battle (there
|
|
is one per day), they find themselves the object of
|
|
interest. Strangers come to visit them, some offering them
|
|
money to lose a fight, others subtly threatening them.
|
|
These actions are not against the law. The character who
|
|
has done best is offered a magic luck amulet free, being
|
|
told that he has "friends". The amulet does not register as
|
|
magic. It adds 5 points to the wearer's DEX while worn,
|
|
but when during actual combat, a sorcerer in the crowd
|
|
casts a spell that causes it to subtract 10 from the
|
|
wearer's DEX. The amulet could be taken off, negating this
|
|
effect, but the character must roll under reduced DEX x 3 to
|
|
do so, and would be incapable of any other action. A
|
|
sorcerer might learn how to control this amulet
|
|
through the same mechanic as learning a spell (500 hours
|
|
study and roll under INT x 3). Each participating character
|
|
fights in four contests (if they lose one, they may not
|
|
continue). The first has a prize of 50sp, the second
|
|
yields 500sp, the winner of the third contest wins 5,000sp,
|
|
and the final winner gets 50,000. Opponents are selected
|
|
randomly; party members could have to battle each
|
|
other.
|
|
|
|
If you wish, the Plutocrat could offer the party the
|
|
option of going on a quest (of your own devising) in place
|
|
of the 20,000sp. Keep in mind that the quest should be
|
|
extremely difficult! Also, the Plutocrat has no concern for
|
|
the future of the Peninsula - he is greedy, period. When
|
|
the block is purchased, Cohen has it gift-wrapped and
|
|
delivered, at no extra charge. The block has 100 hit
|
|
points and will surely damage non-enchanted weapons used to
|
|
hit it. However, it falls apart when struck with the
|
|
Wristband, revealing the Arrow. If opened in public, it is
|
|
observed by the K'thorr; five assassins with skills
|
|
similar to those of Wastik (see Section 2) led by a K'thorr
|
|
assassin (use the Right K'thorr in Section 5) are
|
|
dispatched to kill the party within the week. The Arrow is
|
|
+100% against the Fire only, slaying the wearer of
|
|
the Guard instantly; otherwise it is +30% and +6 to
|
|
damage. It is unbreakable.
|
|
|
|
Immediately after the block has been opened, the
|
|
party receives a scroll; It says: "Time is growing short,
|
|
and Thakul's power is growing greater. If Thakul is not
|
|
slain soon, Emon will walk the Earth again. Remember, you
|
|
have friends. Take the western side passage by the black
|
|
stone, slay the demon, and bring the Guard to the King's
|
|
Castle in Thamon Vale. I will meet you there. Do not wear
|
|
the Guard! Take this ring, and use it in your mission.
|
|
Beware of the Loghuna. PS- If you meet Kamira, give
|
|
her the ring. Tell her it is a token from her father." The
|
|
scroll was left before the party's door.
|
|
|
|
There is no signature. With the message is a gold ring
|
|
in the shape of a Mobieus coil. It is magic, and adds
|
|
75% to the Hide and Sneak abilities of all those within a 5
|
|
meter radius of the wearer.
|
|
|
|
SECTION 5: ASSAULT ON THAKUL'S FASTNESS
|
|
|
|
The Final Battle begins...
|
|
|
|
The key to this section is the rune on the map.
|
|
Make sure that the adventurers have a copy! The meaning
|
|
of the rune is that the party should take the upward trail
|
|
past two circling trails; beyond the second, the path
|
|
is obscured. Near the top, there is a bridge leading to a
|
|
secret entrance. If the party takes a wrong path, they
|
|
run into increasingly stronger bands of goblins each day.
|
|
|
|
Thakul's mountain lair is seven week's travel from
|
|
Kash. Use the ENCOUNTER table. The land of northern
|
|
Belitfint is stony gray, and bleak. A cold wind constantly
|
|
blows from the North. If encounter #1 (wolf dog) has
|
|
not yet occurred, it does on the 3rd day of the 3rd week.
|
|
The party reaches the River Fanaibe at mid-day on the 2nd
|
|
day of the 6th week. It is wild and clearly
|
|
unfordable. After half an hour, an old man on a large
|
|
raft poles upstream and stops by the adventurers. He
|
|
is Trostag. Bitter and half-mad, he is nonetheless
|
|
very canny: he questions the characters closely, and sees
|
|
through any lies or evasions (Human Lore 81%). He hates
|
|
Thakul for a number of reasons. Trostag would be pleased to
|
|
hear of Thakul's death, but he dreads the thought of harm
|
|
befalling Kamira. He demands that the party promise not to
|
|
hurt her, or else he will not take them over. If seriously
|
|
threatened, he teleports away with his raft. He may
|
|
also, at your discretion, demand that each passenger tell
|
|
him a story; he gets very bored waiting by the river. He
|
|
will not discuss the movement of other passengers, for he
|
|
believes in client confidentiality.
|
|
|
|
The party enters the mountains at the end of the
|
|
seventh week. On the first two days, riding/climbing
|
|
is easy, with no encounters. On the third a Climb (or
|
|
Ride, if riding) roll must be made each day. On the
|
|
evening of the third day, the party runs into a patrol
|
|
of twenty goblins, marching leftward along a path that
|
|
crosses the upward path. If anyone makes a successful
|
|
Listen roll, the party may attempt to Hide. Otherwise,
|
|
the party may chose to fight from a hilltop, or may move to
|
|
a narrow pass that only allows 2 goblins to attack at
|
|
once. Goblin statistics should be taken from the ENCOUNTERS
|
|
section. Once revealed, the party must slay all the
|
|
goblins, or else Thakul will be warned. On the fifth
|
|
day, the path seems to come to an end; it is crossed by a
|
|
horizontal path. A large boulder sits on the opposite side.
|
|
The path is found to continue if anyone goes above the
|
|
boulder and makes a Track roll, or if they continue to go
|
|
straight up in any case; the upward path does seem to have
|
|
been obscured and neglected. On the morning of the sixth
|
|
day the party comes upon a roaring river that parallels the
|
|
path. An hour before sundown, they come to an enormous
|
|
abyss, 50m wide and hundreds of meters deep. The opposite
|
|
side is a smooth cliff wall, going up hundreds of meters;
|
|
it is a surrealistic sight, and most impressive of all is
|
|
the river, which bursts from a hole in the opposing cliff
|
|
side to arc over the abyss and land near the path,
|
|
which ends here. Anyone rolling a Scan sees that there is
|
|
a small (1m diameter) dark hole next to the exit hole of the
|
|
cataract. No grapple will hold on the other side (05%).
|
|
|
|
If the characters put the Ice Amulet that was worn by
|
|
the wolf dog into the waterfall, it freezes solid, forming
|
|
a steep ice bridge. Removing it converts the cataract back
|
|
to water immediately. If they fail to think of this after
|
|
a few hours, the dog begins to whine and point with its
|
|
snout, trying to indicate what they should do. They must
|
|
figure this out, as it is their only option; they
|
|
cannot simply wait. If Thakul has been warned, a patrol
|
|
of 60 goblins attacks them the next morning; otherwise,
|
|
the party has three days. Make it clear to the party that
|
|
waiting is suicide; if they do nothing, kill them.
|
|
|
|
Horses cannot cross the ice bridge. Humans must
|
|
make three Climb rolls, one at the beginning, one at the
|
|
middle, and one at the end. If they fail, they must roll
|
|
DEX x 5 or fall (if they fumble the Climb roll, they also
|
|
fall). If they fall near either end, they may attempt
|
|
to catch hold of the cliff wall; their chance to do so is
|
|
equal to the average of their DEX + STR%. From the end of
|
|
the ice bridge, the hole is easy to reach. It is too
|
|
small to stand in, however; the party must crawl.
|
|
Under the circumstances, use of torches is impossible.
|
|
The tunnel is 100m long, with many turnings. It is damp and
|
|
cold.
|
|
|
|
The tunnel ends in a secret door; a Devise roll must be
|
|
made to open it. A heavy tapestry covers the door. Note
|
|
the sound the party is making. Are they moving Silently?
|
|
If not, they will alert Kamira, who is in her bedroom on
|
|
the other side of the door. Remember, the party is
|
|
crawling in a line; if the person wearing the Ring of
|
|
Silence is in the back, the ring will not effect more then
|
|
two people in front and behind him or her. If the party is
|
|
silent, they may surprise Kamira asleep. If not, she
|
|
leaves the lights off and Hides (105%) in a closet when she
|
|
hears them coming. When all members have come out of the
|
|
tunnel, she covers them with her Firebolt staff and warns
|
|
them to surrender. There is no one else in her bedroom.
|
|
|
|
Kamira melee missile armor/hp
|
|
STR:15 POW:21 Right Leg: 01-04 01-03 -/6
|
|
CON:16 DEX:19 Left Leg: 05-08 04-06 -/6
|
|
SIZ:13 APP:26 Abdomen: 09-11 07-10 -/6
|
|
INT:23 Chest: 12 11-15 -/8
|
|
Hit Points:16 Right Arm: 13-15 16-17 -/5
|
|
Fatigue:31-5=26 Left Arm: 16-18 18-19 -/5
|
|
Magic Points:21 Head: 19-20 20 -/6
|
|
|
|
weapon SR attack damage Parry HP
|
|
------------------------------------------------------------
|
|
Staff, 2H 87 89% 1D8+1D4 93% 20
|
|
|
|
|
|
|
|
SIZ SR = 3 DEX SR = 1 Damage Bonus: +1D4
|
|
|
|
|
|
Magic Skills: Intensity: 117%, Duration: 100%,
|
|
Range:101%, Enchant:110%, Ceremony: 96%, Multispell: 88%
|
|
|
|
Skills: Dodge: 91%, Listen: 91%, Scan: 93%, First Aid: 103%
|
|
|
|
Spells: Cast Back:90%, Damage Boosting:101%, Damage
|
|
Resistance:112%, Fly:93%, Glow:99%, Magic Point Matrix
|
|
Enchantment:107%, Mystic Vision:105%, Neutralize
|
|
Magic:90%, Regenerate:98%, Skin of Life:87%,
|
|
Smother:99%, Spell Matrix Enchantment:109%, Treat
|
|
Wounds:100%
|
|
|
|
Special spells: Firebolt (does damage as Touch
|
|
Illusion, but +1 damage) Summoning Enchantment (allows
|
|
her to teleport an enchanted item to herself from any
|
|
distance -- costs 1 pt. permanent POW per point of
|
|
Encumberance. Entire object must be affected.).
|
|
|
|
All her spells are in her staff, which is also a 20 point
|
|
magic point matrix.
|
|
|
|
It is enchanted to 20 hit points, and a Summoning
|
|
enchantment has been placed upon it. The staff can cast
|
|
Firebolts instantly, without time delay.
|
|
|
|
Kamira is a proud and bitter woman, but not really evil
|
|
at heart. Deserted (so she thinks) as a baby, she
|
|
believes that the world is against her. In retaliation, she
|
|
is against the world; and so she acts as Thakul's advisor
|
|
(but not as mistress, for a surprising reason). She is
|
|
untrained, and uses none of the inborn gifts of her people;
|
|
she is nonetheless a great sorceress, for she is over a
|
|
thousand years old (and still looks young). If the party
|
|
gives her the ring and shows her the scroll-fragment,
|
|
they may convince her to allow them to pass in silence (she
|
|
may even let them use the ring). Whether or not they
|
|
persuade her is your decision; though you could simply
|
|
require the party to make Oratory rolls, we suggest that
|
|
you play her part and let the players convince you. If they
|
|
are very persuasive, she may accompany them when they
|
|
leave the mountain. In any case, she will not help kill
|
|
Thakul; she respects the demon as a fellow outcast from the
|
|
world, though she dislikes torture.
|
|
|
|
There are several several rooms in her suite, but only
|
|
one door opens onto a corridor. It is dimly lit by Glow
|
|
spells placed along the (5 meter high) ceiling. To the
|
|
right are stairs leading down: they go 100m down, and then
|
|
lead to goblin barracks. To the left, there are a large
|
|
set of bronze double doors, with elaborate demon-head
|
|
knockers. The doors are unlocked. They open onto an
|
|
enormous (100m across) circular room. The entire room
|
|
radiates magic. Directly opposite the doors is a large
|
|
throne, carved in horrifying demonic style. In the center
|
|
of the room is an enormous (70m) pentacle: in the center
|
|
of the pentacle is an evil-looking alter. On top of the
|
|
alter is the recently killed body of what appears to
|
|
have once been a pretty human girl - or possibly a
|
|
boy; it's difficult to tell. There is a black door to the
|
|
left of the throne. There are no traps or magic effects in
|
|
this room (now), but those staying in it for more than 5
|
|
minutes must resist a POW of 18 or be Demoralized. This is
|
|
not a spell effect, but rather a function of the sheer
|
|
horror of that room; the effect lasts until the character
|
|
leaves the room.
|
|
|
|
The black door is locked with a normal lock. Beyond
|
|
it is a staircase leading up. At the top of the
|
|
staircase is a 15m long corridor, leading to a large wooden
|
|
door. Two goblins are standing sentry duty in the
|
|
corridor; if Thakul has already been warned, there are
|
|
eight exceptional (+20%) goblins. The door is locked, and
|
|
there is a needle with a poison of POT 16 in the center of
|
|
the knob that stabs out when the knob is turned.
|
|
|
|
Past the door is a 20m long hall. There are doors in
|
|
the left and right walls; the left leads to an
|
|
amazingly educated and erudite library, while the right
|
|
leads to what appears to be a pleasantly decorated music
|
|
room; in the center is a strange-looking harpsichord.
|
|
Closely examined, it proves to be constructed entirely of
|
|
human bone; the strings are made of human hair. The
|
|
manuscript is written in blood, and the music and script
|
|
are beautiful. When played, screams rather then music are
|
|
produced (the screams alert Thakul). Both rooms are
|
|
uninhabited.
|
|
|
|
The center door is unlocked; it leads to a
|
|
torture room. Torture implements line the walls, and a
|
|
large unoccupied crucifix is in a metal stand in the center
|
|
of the room. There are grooves in the floor, to channel
|
|
blood. There is a door ajar on the right. In the far
|
|
wall, there is a large window. Staring out of it, his
|
|
back to the door, is Thakul: a female demon! She is
|
|
wearing the golden breastplate, the Fire red in its center.
|
|
She turns. Thakul is human-appearing, but eight feet tall;
|
|
her hair seems to be made of fire, as do her eyes. She
|
|
is startlingly beautiful. If the character with the Arrow
|
|
shoots immediately as Thakul turns (ie., he must already
|
|
have it nocked), he may do so; otherwise, Thakul says a Word
|
|
of Power. The Word snaps all bowstrings in hearing
|
|
distance, and alerts the two K'thorr in the map room on the
|
|
right. If Thakul is hit by the Arrow (whether from a bow or
|
|
not), she dies immediately and her body melts. The Arrow
|
|
disappears. If this happens, the party must still fight
|
|
the two K'thorr, who try to escape.
|
|
|
|
|
|
Thakul INT:20 melee missile armor/hp
|
|
STR:27 POW:21 Right Leg: 01-04 01-03 16/7
|
|
CON:20 DEX:20 Left Leg: 05-08 04-06 16/7
|
|
SIZ:21 APP:30 Abdomen: 09-11 07-10 */7
|
|
Chest: 12 11-15 */9
|
|
Hit Points:21 Right Arm: 13-15 16-17 16/6
|
|
Fatigue:47-7=40 Left Arm: 16-18 18-19 16/6
|
|
Magic Points:20 Head: 19-20 20 16/7
|
|
|
|
* Armor protection is infinite in these areas due to the Guard.
|
|
|
|
SIZ SR = 0, DEX SR = 1 Attack Bonus: 29%
|
|
Damage Bonus: +2D6 Parry Bonus: 08%
|
|
|
|
weapon SR attack damage Parry HP special
|
|
------------------------------------------------------------
|
|
Bastard sword, RH 3 130% 1D10+3+2D6 87% 14 magic: +2
|
|
Bastard sword, LH 7 99% 1D10+5+2D6 50% 14 +4, Blade Venom 20
|
|
|
|
Thakul is not affected by heat, cold, or suffocation.
|
|
Fire affects her normally. The power of the Guard
|
|
protects her arms, legs, and head as 16 point armor; over
|
|
the chest and abdomen, where it covers, its hit points are
|
|
infinite. Criticals affect normally, but the power of the
|
|
Fire heals the first 13 points of damage she takes
|
|
instantaneously (including fire damage). She fights with
|
|
both swords at once, and may attack a third time (on SR 10)
|
|
with her right hand by halving her RH attack. The left-hand
|
|
sword is +2, and the right is +4 to hit only; in addition,
|
|
it has the effect of secreting Blade Venom 20 at all times.
|
|
Magical pluses are taken into account above. She tends to
|
|
attack more then one person in a round, if possible, and
|
|
does not waste time on a person who is down. The Arrow may
|
|
be wielded as a dagger, in which case it is only +3.
|
|
|
|
|
|
Left K'thorr melee missile armor/hp
|
|
STR:19 POW:16 Right Leg: 01-04 01-03 2/5
|
|
CON:17 DEX:21 Left Leg: 05-08 04-06 2/5
|
|
SIZ:16 APP:10 Abdomen: 09-11 07-10 2/5
|
|
INT:17 Chest: 12 11-15 2/6
|
|
Hit Points:15 Right Arm: 13-15 16-17 2/4
|
|
Fatigue:32-7=25 Left Arm: 16-18 18-19 2/4
|
|
Magic Points:17 Head: 19-20 20 0/5
|
|
|
|
|
|
Dodge: 68% Damage Bonus: +1D6
|
|
First Aid: 59% Heavy leather armor
|
|
SIZ SR = 1, DEX SR = 1 (2 point); no helm.
|
|
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
Shortsword, LH 5 89% 1D6+1+1D6 88% 10
|
|
|
|
monies: 500sp (pouch), 400sp (boot), 3 vials blade venom 18
|
|
|
|
|
|
Right K'thorr melee missile armor/hp
|
|
STR:17 POW:21 Right Leg: 01-04 01-03 2/5
|
|
CON:14 DEX:20 Left Leg: 05-08 04-06 2/5
|
|
SIZ:15 APP:13 Abdomen: 09-11 07-10 2/5
|
|
INT:21 Chest: 12 11-15 2/6
|
|
Hit Points:15 Right Arm: 13-15 16-17 2/4
|
|
Fatigue:32-7=25 Left Arm: 16-18 18-19 2/4
|
|
Magic Points:17 Head: 19-20 20 0/5
|
|
|
|
SIZ SR = 1, DEX SR = 1 Skills:
|
|
Damage Bonus: +1D6 Dodge: 80% Free Int=20
|
|
Heavy leather armor Venom: 79% Intens.: 65%
|
|
(2 point); no helm. First Aid: 91%
|
|
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
Dagger, RH 5 69% 1D4+2+1D4 58% 10
|
|
|
|
Treasure: Venom 1 matrix (ring), 379sp, gold armband
|
|
with diamond (3,000sp)
|
|
|
|
|
|
They are the left and right hands (metaphorically
|
|
speaking) of Thakul, and fight from those positions. There
|
|
is an additional 11,666sp in the room, along with a magic
|
|
bag that holds up to 30 ENC with no weight. There are 13
|
|
vials of Blade Venom 20 in it, and a black obsidian dagger.
|
|
The dagger is non-magical.
|
|
|
|
If the party loses, they are all tortured to death.
|
|
Otherwise, they may leave the way that they came in. It is
|
|
an eight-week trip to Thamon Vale. Roll encounters
|
|
normally. If anyone wears the Guard, he must immediately
|
|
resist a POW attack of 25. If he fails, his spirit is
|
|
immediately warped into a demonic nature, with no further
|
|
chance of resistance. Removing the Guard will not
|
|
change this; only Divine aid will restore the spirit to
|
|
its former condition. The affected character must attempt
|
|
to destroy the party by betraying it into the hands of
|
|
the K'thorr. Inform the player of his new status secretly;
|
|
he will be cunning enough to appear unchanged, and may
|
|
decide to have others wear the Guard. Self-preservation
|
|
will remain an important goal. The affected character will
|
|
not register to a Detect Enemies spell while wearing the
|
|
Guard.
|
|
|
|
Once in the city, the party is escorted by ten guards
|
|
to the Court. It is very crowded. Mervan Ikul rushes up
|
|
to the characters, and tells them that he has arranged this
|
|
audience. A message, sent to him 3 days ago, simply told
|
|
him that all plots would be revealed today, and that
|
|
he must arrange a public audience with the King. It also
|
|
told of the death of Thakul. It was unsigned, but he chose
|
|
to act on it.
|
|
|
|
After several minutes, the King calls the adventurers
|
|
foreword. "Let us see this Guard," he solemnly commands.
|
|
|
|
Before the characters can reply, old Nemo steps
|
|
foreword. He seems strangely altered: more vibrant, more
|
|
powerful. The wolf-dog runs to stand by his side. "Your
|
|
Majesty, the Gem in this Guard is the Fire of Emon. It is
|
|
the soul-gem of the demonic K'thorr, who were once the
|
|
Origants, and are now the Loghuna."
|
|
|
|
There is a gasp. Holding up a piece of parchment, he
|
|
continues: "This is the Unmasking ritual, which will strip
|
|
away their disguises!" He quickly reads a sentence in a
|
|
strange tongue, and the Fire flares: suddenly 14
|
|
courtiers are revealed as K'thorr, silver-haired and red-
|
|
eyed. They possess standard skills, as detailed in the
|
|
Miscellaneous Notes section at the end of the module. In
|
|
the ensuing battle, Nemo and Kamira (if she was there)
|
|
disappear and are not seen in public again...
|
|
|
|
Afterwords, the characters are royally rewarded. The
|
|
promised gifts are given them, plus much more. At the
|
|
least, each is made a knight of Pozart. Later, one
|
|
evening, Noman and Kamira visit the characters. Telling
|
|
them the truth about himself and the whole adventure, he
|
|
thanks them for helping his people. The Unmasking
|
|
ritual ended the power of the K'thorr to deceive, but a
|
|
war against Hetek is likely to begin soon. Kissamarlo
|
|
himself will lead the battle, for he had secretly escaped
|
|
to Pozart on Kamira's advice (the ring she gave him masked
|
|
him from the scrying of the K'thorr). Noman warns that the
|
|
Guard should be carefully guarded (though it does seem a bit
|
|
daft to guard a Guard).
|
|
|
|
Now Noman and Kamira will be traveling the planes for a
|
|
while, catching up on her education; but they will be back
|
|
some day, to break the spell on the Konae. Before
|
|
Noman leaves, he gives each character a gift. To fighters,
|
|
he gives magic weapons (+20% to hit & parry, +3 damage, + 8
|
|
AP) of their favorite type, or +5 armor if they have magic
|
|
weapons; to sorcerers, spell books (you choose the spells)
|
|
and 18 point power storage matrixes made of strange gray
|
|
stone; for each thief, a set of gray boots, gauntlets, and
|
|
a cloak that adds +20% to Climb, Dodge, Jump, Conceal,
|
|
Devise, Sleight, Hide, and Sneak when worn together. If the
|
|
character who was befriended by the dog is worthy, he will
|
|
give him or her a puppy as exceptional as its parent.
|
|
Shamans and priests he fits into one of these categories.
|
|
Bidding them farewell, he and Kamira vanish.
|
|
|
|
MISCELLANEOUS NOTES
|
|
|
|
K'thorr Average Attribute Average
|
|
attribute
|
|
STR: 3D6+3 13-14 POW: 2D6+8 15
|
|
CON: 3D6 10-11 DEX: 4D6 14
|
|
SIZ: 2D6+10 17 APP: 3D6-2 08-09
|
|
INT: 3D6+6 16-17
|
|
|
|
|
|
Powers:
|
|
Illusion (disguise): They are able to take on the
|
|
appearance of any other humanoid creature. It is
|
|
almost impossible to see through this effect (a
|
|
critical Scan roll might).
|
|
|
|
Suggestion: They can subtly warp the thoughts of
|
|
human beings; this effect should be role-played.
|
|
|
|
|
|
Skills: Dodge 70%+, Ride 50%+, Orate 60%+, Poison Lore
|
|
50%+, First Aid 25%+, World Lore 40%+ Hide 60%+, Sneak 60%+,
|
|
Sorcery skills variable, spells variable, one-handed weapon
|
|
attack 70%+, missile weapon 90%+
|
|
|
|
Konae
|
|
|
|
STR: 3D6 SIZ: 2D6+10 POW: 2D6+10
|
|
CON: 3D6 INT: 3D6+6 DEX: 3D6+6
|
|
APP: 3D6+6
|
|
|
|
Powers:
|
|
|
|
Planar travel: All Konae may travel from one plane to
|
|
another at will. There is a magic point cost for this equal
|
|
the SIZ of the Konae. Some individuals can Teleport.
|
|
|
|
Healing: Konae automatically possess the equivalent of
|
|
the Spirit Magic Spell Healing 4.
|
|
|
|
Telepathy: Konae are able to use full Telepathy and
|
|
Empathy among themselves within 500 meters.
|
|
|
|
|
|
Skills: Dodge 80%+, Swim 60%+, Orate 30%+, Sing 90%+, all
|
|
Lores 70%+, First Aid 75%+, Play Instrument 60%+, Listen
|
|
80%+, Scan 90%+, weapon attack 70%+, composite bow 90%+,
|
|
Sorcery skills variable, spells variable
|
|
|
|
The Powers of the Konae and K'thorr are inborn; they
|
|
need not be learned, and do not "occupy" intelligence.
|
|
There are other powers. Both races may learn spell (sorcery)
|
|
use. Individuals often have higher skills than
|
|
indicated bases.
|
|
|
|
The spirits of the Fanaibe River have a POW of
|
|
3D6+6. They attack any intelligent creature flying
|
|
over the river by magic. They are present in the mountain
|
|
cataract, but will not take action against freezing the
|
|
river. If the party has extremely bad luck, and is on the
|
|
point of unjustified death, Noman may be used to
|
|
save them; this should be accomplished in a mysterious
|
|
manner, ie. just as the last party member is knocked
|
|
unconscious by a goblin, he sees several goblins impaled
|
|
by arrows. If it is necessary that the party see him,
|
|
Noman wears a brown leather mask. Apart from that, he
|
|
will use his natural disguise ability to appear taller and
|
|
thinner than Nemo. Only do this if the party has been
|
|
the victim of bad luck; Noman has other business too,
|
|
after all.
|
|
|
|
Noman: STR:25 CON:25 SIZ:18 INT:28 POW:28 DEX:26 APP:23
|
|
Move:6
|
|
Since Noman is a hero- demigod of the X'oaan (zoe-ann,
|
|
root-stock race of the Konae and K'thorr), he has all the
|
|
racial Powers of both races. It is thus impossible to
|
|
recognize, unless he wishes it, for he can alter his
|
|
appearance completely. He can also teleport at will. He is
|
|
essentially unbeatable in most human situations, but would
|
|
be vulnerable if the K'thorr knew of his existence; he knows
|
|
that they would summon Demonic aid.
|
|
|
|
His skills start at 200%+. He is a master sorcerer, and
|
|
knows all spells. Noman uses the sorcery spell Masking to
|
|
avoid leaving his imprint on magic items he has created;
|
|
the effect of Masking is to effectively reduce the power of
|
|
Mystic Vision detection. He does this to avoid having his
|
|
face revealed as the maker of the dagger and ring the party
|
|
encounters during the module (they would be unlikely to
|
|
recognize him as Nemo). Each point of Masking blocks one
|
|
point of Mystic Vision for duration of the spell. Thus an
|
|
item with Masking 5 on it would not register on Mystic
|
|
vision spells of up to 5 points; and would register to a
|
|
six-point spell as if it were a one-point spell. Masking
|
|
also blocks other forms of Magic Detection. The comparative
|
|
ratios of effectiveness are standard (1 pt. Sorcery = 1 pt.
|
|
Spirit magic = 2 pts. Divine).
|
|
|
|
The Sevem (Ice Barbarians) are humans with +3 on SIZ,
|
|
STR, and CON rolls.
|
|
|
|
Magical Plusses: A weapon that is +1 is +5% to hit and
|
|
+1 to damage. Plus 2 is +10%/+2 damage, etc.
|
|
|
|
The possibilities for further adventure are endless.
|
|
You may wish to include adventures of your own design in the
|
|
module. If so, remember that each land has unique
|
|
characteristics; these will surely affect events within them
|
|
(ie., money is an important factor in Joulo, feuds
|
|
dominate Belitfint, etc.). By incorporating your own
|
|
material within this module, you can increase the enjoyment
|
|
of the game for both yourself and your players. Have fun!
|
|
|
|
|
|
LOCAL ENCOUNTERS FOR THE PENINSULA
|
|
|
|
A great deal of travel is involved in this
|
|
module. Using standard encounter tables, a 10-week trip
|
|
would include 180 encounters; this is obviously
|
|
unreasonable in this context. Only odd or unusual
|
|
encounters need be mentioned (though you might through in
|
|
one or two to confuse the players). Let the players know
|
|
that you are only playing out interesting encounters.
|
|
Roll a D6 for each week of travel:
|
|
|
|
1,2,3 = an encounter takes place
|
|
4,5,6 = no encounter
|
|
|
|
If an encounter takes place, roll a D20 and consult the
|
|
following table. If an encounter is marked with an *, it
|
|
may only occur once in the game. Alter minor details
|
|
of repeated encounters. Determine day and time of day
|
|
randomly.
|
|
|
|
|
|
D20 Encounter D20 Encounter
|
|
*1 Wolf Dog. *11 Mute madman.
|
|
2 Jouloan slavers. 12 Goblin raiders.
|
|
3 Wandering conjuror. 13 Burned area.
|
|
4 Loghuna Inquisitors. 14 Hanging man.
|
|
*5 Ice Barbarian. *15 Magic dagger.
|
|
*6 Bears and wild boy. 16 Dismembered dog.
|
|
7 Village Wrestler. 17 Big frog.
|
|
8 Jouloan Traders. 18 Priest and peasants.
|
|
9 Belitfint nobles. 19 Rushing stream.
|
|
10 Snake crossing. 20 Hawks overhead.
|
|
|
|
|
|
* 1) The party meets a wolf dog. It has silver-grey
|
|
fur, green eyes, and seems friendly; its tail is wagging.
|
|
It is wearing a gold chain around its' neck. Attached to
|
|
the chain is what appears to be a disk of clear glass; it
|
|
is cold to the touch, but not freezing. The dog does not
|
|
wish to have the amulet removed; it will not fight, but
|
|
will whimper. It will become very upset if the amulet is
|
|
given away, howling in misery. Have the dog befriend a
|
|
weaker party member; it will be fiercely loyal.
|
|
|
|
Both the dog and the amulet are magical. If Detect
|
|
spells are cast, both give off an aura of Good. The
|
|
dog is actually Noman's, and has been sent to guard the
|
|
party and give them the (Ice) amulet, which is vital to
|
|
their mission in Section 5. Do not allow the party to dump
|
|
the amulet casually!
|
|
|
|
Dog INT:08 melee missile armor/hp
|
|
STR:18 POW:16 RH Leg: 01-02 01-02 4/6
|
|
CON:27 DEX:23 LH Leg: 03-04 03-04 4/6
|
|
SIZ:13 APP:20 Hind Q: 05-07 05-09 4/9
|
|
Fore Q: 08-10 10-14 4/9
|
|
Hit Points:20 RF Leg: 11-13 15-16 4/6
|
|
Fatigue:39-1=38 LF Leg: 14-16 17-18 4/6
|
|
Magic Points:16 Head: 17-20 19-20 4/7
|
|
|
|
weapon SR attack damage
|
|
-------------------------------------
|
|
Bite 5 80% 1D6+1D4
|
|
|
|
|
|
|
|
|
|
2) A party of 1D4 Jouloan slavers, with slaves.
|
|
They are polite and sophisticated, and try to sell
|
|
the party some slaves; they specialize in children.
|
|
There are 5D6 slaves manacled together. They seem to be in
|
|
good health.
|
|
|
|
Master slaver melee missile armor/hp
|
|
STR:14 POW:14 Right Leg: 01-04 01-03 3/4
|
|
CON:13 DEX:11 Left Leg: 05-08 04-06 3/4
|
|
SIZ:11 APP:14 Abdomen: 09-11 07-10 3/4
|
|
INT:14 Chest: 12 11-15 3/5
|
|
Hit Points:12 Right Arm: 13-15 16-17 3/3
|
|
Fatigue:27-10=17 Left Arm: 16-18 18-19 3/3
|
|
Magic Points:14 Head: 19-20 20 8/4
|
|
|
|
SIZ SR = 3, DEX SR = 2
|
|
Damage Bonus: none Fast Talk: 59%
|
|
Cuirboulli body, plate Orate: 55% Bargain: 67%
|
|
helm (on horse). monies:1,205 (saddlebag)
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
whip 8 70%
|
|
Buckler, LH 8 20% 1D6 57% 08
|
|
|
|
|
|
Apprentice melee missile armor/hp
|
|
STR:15 POW:11 Right Leg: 01-04 01-03 -/5
|
|
CON:14 DEX:12 Left Leg: 05-08 04-06 -/5
|
|
SIZ:16 APP:14 Abdomen: 09-11 07-10 -/5
|
|
INT:13 Chest: 12 11-15 -/6
|
|
Hit Points:15 Right Arm: 13-15 16-17 -/4
|
|
Fatigue:29-3=26 Left Arm: 16-18 18-19 -/4
|
|
Magic Points:12 Head: 19-20 20 -/5
|
|
|
|
SIZ SR = 1, DEX SR = 3 Dodge: 69%
|
|
Damage Bonus: +1D4 16 year old slave.
|
|
No armor, untalkative. Loyal to masters.
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------------
|
|
dinner knife, RH 7 30% 1D4+1D4 19% 5
|
|
|
|
Copy and alter statistics as necessary.
|
|
|
|
3) Wandering conjuror. A sorcerer who performs at
|
|
villages for a living. Usually only moderately
|
|
competent, but if rolled a second time, add 40
|
|
percentiles to skills.
|
|
|
|
Conjurer melee missile armor/hp
|
|
STR:10 POW:16 Right Leg: 01-04 01-03 -/5
|
|
CON:12 DEX:16 Left Leg: 05-08 04-06 -/5
|
|
SIZ:14 APP:15 Abdomen: 09-11 07-10 -/5
|
|
INT:15 Chest: 12 11-15 -/6
|
|
Hit Points:13 Right Arm: 13-15 16-17 -/4
|
|
Fatigue:22-4=18 Left Arm: 16-18 18-19 -/4
|
|
Magic Points:16 Head: 19-20 20 -/5
|
|
|
|
SIZ SR = 2, DEX SR = 3 Intensity: 65%
|
|
Damage Bonus: none Duration: 49%
|
|
Dodge: 58% Range: 60% Free INT: 9
|
|
198sp (in hat)
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------
|
|
Dagger, LH 8 39% 1D4+2 58% 6
|
|
|
|
Spells: Animate Wood:45%, Treat Wounds: 39%, Glow: 70%,
|
|
Holdfast:43%, Form/Set Glass: 51%, Damage Resistance: 47%.
|
|
ENC has been subtracted for sorcery skills.
|
|
|
|
|
|
4) Loghuna Inquisition party. A party of 2D6 Loghuna,
|
|
policing the faithful. They are coldly polite and
|
|
vaguely threatening to non-Loghunians. They are usually
|
|
mounted. They will not attack unless greatly provoked.
|
|
|
|
Loghuna Priest (K'thorr) melee missile armor/hp
|
|
STR:16 POW:19 Right Leg: 01-04 01-03 -/5
|
|
CON:14 DEX:20 Left Leg: 05-08 04-06 -/5
|
|
SIZ:14 APP:15 Abdomen: 09-11 07-10 -/5
|
|
INT:16 Chest: 12 11-15 -/6
|
|
Hit Points:14 Right Arm: 13-15 16-17 -/4
|
|
Fatigue:30-4=26 Left Arm: 16-18 18-19 -/4
|
|
Magic Points:19 Head: 19-20 20 -/5
|
|
|
|
SIZ SR = 2, DEX SR = 1
|
|
Damage Bonus: +1D4 Intensity: 65%
|
|
Dodge: 69% Range: 60% Dur.:67%
|
|
Orate: 60% Ride: 65% Free INT: 12
|
|
|
|
weapon SR attack damage Parry HP
|
|
------------------------------------------------------
|
|
Dagger, RH 8 55% 1D4+2+1D4 58% 6
|
|
|
|
Spells: Smother: 70%, Treat Wounds: 59%, Tap POW: 66%,
|
|
Damage Resistance: 47% Special Power (no MP cost): Persuade
|
|
(see Miscellaneous Notes.) Encumbrance has been subtracted
|
|
for all spells.
|
|
|
|
Generate stats of additional priests according to the
|
|
description of the K'thorr in Miscellaneous Notes.
|
|
|
|
|
|
* 5) Ice Barbarian. A wandering Ice Barbarian with an
|
|
Ice Amulet. He is a poet, and is travelling to see
|
|
the world. If encountered in Hetek, he is
|
|
travelling to rescue his wife, who was captured. He has
|
|
47sp. If hindered, he will Curse those who slay him. The
|
|
Curse cannot be avoided, and has the effect of making the
|
|
recipient feel a deep chill which cannot be negated. They
|
|
recieve -20% on all Hide & Sneak rolls, due to their
|
|
constantly chattering teeth.
|
|
|
|
Crorac (Ice Barbarian) melee missile armor/hp
|
|
STR:18 POW:15 Right Leg: 01-04 01-03 5/7
|
|
CON:19 DEX:18 Left Leg: 05-08 04-06 5/7
|
|
SIZ:18 APP:15 Abdomen: 09-11 07-10 5/7
|
|
INT:15 Chest: 12 11-15 5/9
|
|
Hit Points:19 Right Arm: 13-15 16-17 5/6
|
|
Fatigue:37-12=25 Left Arm: 16-18 18-19 5/6
|
|
Magic Points:15 Head: 19-20 20 5/7
|
|
|
|
SIZ SR = 1, DEX SR = 2
|
|
Damage Bonus: +1D6 Poetry: 109% Dodge: 69%
|
|
Track: 78% Scan: 77% Play Harp: 90%
|
|
Listen: 80% Sing: 94% Orate: 90% Ride: 65%
|
|
|
|
weapon SR attack damage Parry HP
|
|
--------------------------------------------------------
|
|
Bastard sword, RH 5 95% 1D10+1+1D6 68% 12
|
|
Viking shield, LH 6 59% 1D6+1D6 91% 10
|
|
|
|
Armor: Ornately decorated brass bezainted + soft leather
|
|
padding (5 points).
|
|
|
|
|
|
* 6) Bears and wild boy. The characters hear shrill
|
|
screams, and animal-like growling (characters making a
|
|
successful Animal Lore roll recognize the growls as those of
|
|
bears. Over a small hill, the party sees two brown bears
|
|
savaging a small and filthy child, who is screaming. The
|
|
child is clothed in scraps of furs, and is unable to
|
|
talk: he is wild. So far, the bears have only scratched
|
|
him on the head and chest; if the party does nothing, they
|
|
kill him in four melee rounds. If rescued and
|
|
healed, the boy scurries to a nearby cave and brings out a
|
|
ragged pouch; he gratefully gives shiny pebbles to every
|
|
party member, following them around.
|
|
|
|
Wild Boy melee missile armor/hp
|
|
STR:14 POW:12 Right Leg: 01-04 01-03 -/5
|
|
CON:16 DEX:18 Left Leg: 05-08 04-06 -/5
|
|
SIZ:07 APP:09 Abdomen: 09-11 07-10 -/5
|
|
INT:15 Chest: 12 11-15 -/6
|
|
Hit Points:13 Right Arm: 13-15 16-17 -/4
|
|
Fatigue:30-01=29 Left Arm: 16-18 18-19 -/4
|
|
Magic Points:12 Head: 19-20 20 -/5
|
|
|
|
SIZ SR = 4, DEX SR = 1 Scan: 68% Listen: 70%
|
|
Damage Bonus: none Track: 65% Smell: 67%
|
|
Dodge: 79%
|
|
|
|
weapon SR attack damage Parry HP
|
|
--------------------------------------------------
|
|
fist 8 47% 1D3 -- --
|
|
bite 8 65% 1D2 -- --
|
|
|
|
Bear, Male melee missile armor/hp
|
|
STR:30 POW:07 RH Leg: 01-02 01-02 3/6
|
|
CON:16 DEX:16 LH Leg: 03-04 03-04 3/6
|
|
SIZ:30 APP:-- Hind Q: 05-07 05-09 3/10
|
|
INT:05 Fore Q: 08-10 10-14 3/10
|
|
Hit Points:23 RF Leg: 11-13 15-16 3/6
|
|
Fatigue:46 LF Leg: 14-16 17-18 3/6
|
|
Magic Points:07 Head: 17-20 19-20 3/8
|
|
|
|
3 point skin. 3D6 damage bonus. Ferocious.
|
|
|
|
weapon SR attack damage Parry HP
|
|
------------------------------------------------------
|
|
Bite 8 37% 1D10+3D6 -- --
|
|
Claw 5 50% 1D6+3D6 -- --
|
|
|
|
Bear, Female melee missile armor/hp
|
|
STR:21 POW:10 RH Leg: 01-02 01-02 3/6
|
|
CON:12 DEX:11 LH Leg: 03-04 03-04 3/6
|
|
SIZ:28 APP:-- Hind Q: 05-07 05-09 3/10
|
|
INT:05 Fore Q: 08-10 10-14 3/10
|
|
Hit Points:19 RF Leg: 11-13 15-16 3/6
|
|
Fatigue:33 LF Leg: 14-16 17-18 3/6
|
|
Magic Points:14 Head: 17-20 19-20 3/8
|
|
|
|
3 point skin. 2D6 damage bonus. More ferocious.
|
|
|
|
|
|
weapon SR attack damage Parry HP
|
|
------------------------------------------------------
|
|
Bite 9 35% 1D10+2D6 -- --
|
|
Claw 6 45% 1D6+2D6 -- --
|
|
|
|
|
|
|
|
7) Village Wrestler. As the party goes through a village,
|
|
they see that a contest is going on, and the village
|
|
wrestler is challenging all to test their skill.
|
|
|
|
Garm the Wrestler melee missile armor/hp
|
|
STR:19 POW:11 Right Leg: 01-04 01-03 -/7
|
|
CON:16 DEX:15 Left Leg: 05-08 04-06 -/7
|
|
SIZ:18 APP:09 Abdomen: 09-11 07-10 3/7
|
|
INT:08 Chest: 12 11-15 3/9
|
|
Hit Points:17 Right Arm: 13-15 16-17 -/6
|
|
Fatigue:35-03=33 Left Arm: 16-18 18-19 -/6
|
|
Magic Points:11 Head: 19-20 20 -/7
|
|
|
|
SIZ SR = 2, DEX SR = 2 Wears an old lion skin
|
|
Damage Bonus: +1D6 on chest and abdomen
|
|
monies: 364sp (pouch) (3 pt. protection).
|
|
Dodge: 69%
|
|
|
|
weapon SR attack damage Parry HP
|
|
-------------------------------------------------------
|
|
fist 7 77% 1D3+1D6 -- --
|
|
grapple 7 89% 1D6+1D6 -- --
|
|
|
|
|
|
8) Jouloan Traders. A group of traders who have many
|
|
good things for sale. They will gladly trade with the
|
|
party. Notably, they have broadswords, shortswords,
|
|
and daggers, as well as many other goods (rope, fine
|
|
liqueurs, jewelry, etc). They also have three vials of
|
|
Healing 3 potion for sale, at 900sp each. They will not
|
|
advertise that last item if in Hetek.
|
|
|
|
Jouloan Trader melee missile armor/hp
|
|
STR:15 POW:14 Right Leg: 01-04 01-03 3/5
|
|
CON:12 DEX:12 Left Leg: 05-08 04-06 3/5
|
|
SIZ:13 APP:15 Abdomen: 09-11 07-10 3/5
|
|
INT:16 Chest: 12 11-15 3/6
|
|
Hit Points:13 Right Arm: 13-15 16-17 3/4
|
|
Fatigue:27-10=17 Left Arm: 16-18 18-19 3/4
|
|
Magic Points:14 Head: 19-20 20 8/5
|
|
|
|
SIZ SR = 2, DEX SR = 3
|
|
Damage Bonus: +1D4 Fast Talk: 59%
|
|
Cuirboulli body, plate Orate: 55% Bargain:69%
|
|
helm (on wagon). monies: 3D6x100sp each
|
|
|
|
weapon SR attack damage Parry HP
|
|
---------------------------------------------------------
|
|
broadsword, RH 7 73% 1D8+1+1D4 45% 10
|
|
Heater, LH 8 28% 1D6 77% 12
|
|
|
|
|
|
|
|
9) Belitfint nobles. Two Belitfint nobles have marked
|
|
off a section of the road and are dueling. The party
|
|
must go off the road to avoid them. They are both furious
|
|
and do not want to talk to strangers. If the party
|
|
irritates them (by asking about their dispute, for
|
|
example), both turn and assault the party.
|
|
|
|
Grogan, Belitfint Noble melee missile armor/hp
|
|
STR:15 POW:13 Right Leg: 01-04 01-03 6/5
|
|
CON:13 DEX:18 Left Leg: 05-08 04-06 6/5
|
|
SIZ:14 APP:14 Abdomen: 09-11 07-10 6/5
|
|
INT:12 Chest: 12 11-15 6/6
|
|
Hit Points:14 Right Arm: 13-15 16-17 6/4
|
|
Fatigue:28-18=10 Left Arm: 16-18 18-19 6/4
|
|
Magic Points:13 Head: 19-20 20 8/5
|
|
|
|
SIZ SR = 2, DEX SR = 2
|
|
Damage Bonus: +1D4 Brown hair, slender.
|
|
Scalemail body, plate Age: 23
|
|
helm. monies: 750sp (belt)
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------
|
|
broadsword, RH 6 80% 1D8+1+1D4 65% 10
|
|
Target, LH 7 40% 1D6+1D4 77% 12
|
|
|
|
Pater, Belitfint Noble melee missile armor/hp
|
|
STR:18 POW:10 Right Leg: 01-04 01-03 6/5
|
|
CON:16 DEX:11 Left Leg: 05-08 04-06 6/5
|
|
SIZ:18 APP:10 Abdomen: 09-11 07-10 6/5
|
|
INT:16 Chest: 12 11-15 6/6
|
|
Hit Points:17 Right Arm: 13-15 16-17 6/4
|
|
Fatigue:34-39=-5 Left Arm: 16-18 18-19 6/4
|
|
Magic Points:10 Head: 19-20 20 8/5
|
|
|
|
SIZ SR = 1, DEX SR = 3
|
|
Damage Bonus: +1D4 Age: 23
|
|
Plate armor everywhere. monies: none. (I don't
|
|
Red hair, heavy-set. know why. Ask Grogan).
|
|
|
|
weapon SR attack damage Parry HP
|
|
------------------------------------------------------
|
|
bastard sword, RH 6 90% 1D8+1+1D4 35% 10
|
|
Target, LH 7 46% 1D6+1+D4 89% 12
|
|
|
|
|
|
|
|
10) Snake crossing. Going single file across the
|
|
road is a line of non-poisonous snakes. They are brown and
|
|
harmless, about 1 foot long each. They are crawling out
|
|
of the brush on the left of the road, and into the brush on
|
|
the right. Investigations shows that they are coming out
|
|
of a hole three meters to the right of the road and crawling
|
|
into another three miles to the left. If their way is
|
|
blocked, they go around. They finish crossing the road
|
|
after ten minutes.
|
|
|
|
* 11) Mute madman. The party encounters a mute madman;
|
|
Noman in disguise.
|
|
|
|
12) Goblin raiders. A party of 3D6 voracious goblin
|
|
raiders is encountered.
|
|
|
|
Sample goblin melee missile armor/hp
|
|
STR:15 POW:11 Right Leg: 01-04 01-03 5/5
|
|
CON:19 DEX:16 Left Leg: 05-08 04-06 5/5
|
|
SIZ:10 APP:05 Abdomen: 09-11 07-10 5/5
|
|
INT:10 Chest: 12 11-15 5/6
|
|
Hit Points:13 Right Arm: 13-15 16-17 5/4
|
|
Fatigue:34-10=17 Left Arm: 16-18 18-19 5/4
|
|
Magic Points:11 Head: 19-20 20 5/5
|
|
|
|
SIZ SR = 3, DEX SR = 2
|
|
Damage Bonus: +1D4 Dodge: 43%
|
|
Ringmail armor. First Aid: 20%
|
|
|
|
weapon SR attack damage Parry HP
|
|
------------------------------------------------------
|
|
Heavy Mace, RH 7 58% 1D10+1D4 50% 10
|
|
|
|
Use Runequest 3 Orc statistics (Creatures Book) to generate
|
|
other goblins.
|
|
|
|
|
|
13) Burned area. There is a large burned patch next to
|
|
the road. It is about 10 meters across. A few
|
|
burned bones may be found in the center of the burned
|
|
area.
|
|
|
|
14) Hanging man. The body of a man is hanging on a
|
|
tree branch next to the road; it is decomposed, naked, and
|
|
about to drop off. It is impossible to recognize.
|
|
|
|
* 15) Magic dagger. The party discovers a silver
|
|
fighting dagger thrust four inches deep into the center of
|
|
the road. It is magic: +1/+4 against demons and K'thorr.
|
|
It grows warm in the presence of either. Noman has left
|
|
it for the party.
|
|
|
|
16) Dismembered dog. The party hear whimpering
|
|
from bushes next to the road. It is a dog (a mutt) whos
|
|
legs have been cut off; their is no sign of them (the
|
|
legs). The dog is not bleeding, and the wounds seem to
|
|
have been made several days ago. The dog appears to be
|
|
starving.
|
|
|
|
|
|
17) Big frog. The party encounters a very LARGE (SIZ
|
|
3 -about basketball sized) green frog next to the road. It
|
|
is a very handsome frog, and seems to be dying of thirst.
|
|
The nearest stream is a mile back on the road. Nothing
|
|
will happen if the frog is kissed. It seems unafraid of
|
|
the party, but that may be due to exhaustion.
|
|
|
|
18) Priest and peasants. A priest of the local
|
|
pantheon and several peasants are hunting for healing
|
|
plants: there is a wasting disease in their village.
|
|
|
|
Priest melee missile armor/hp
|
|
STR:11 POW:16 Right Leg: 01-04 01-03 1/5
|
|
CON:12 DEX:13 Left Leg: 05-08 04-06 1/5
|
|
SIZ:14 APP:15 Abdomen: 09-11 07-10 1/5
|
|
INT:15 Chest: 12 11-15 1/6
|
|
Hit Points:13 Right Arm: 13-15 16-17 1/4
|
|
Fatigue:23-5=18 Left Arm: 16-18 18-19 1/4
|
|
Magic Points:16 Head: 19-20 20 1/5
|
|
|
|
SIZ SR = 3, DEX SR = 2
|
|
Damage Bonus: +1D4 Worship Pantheon (100%)
|
|
Soft leather armor. Plant Lore: 63%
|
|
Healing 2 (80%) First Aid: 60%
|
|
|
|
weapon SR attack damage Parry HP
|
|
-----------------------------------------------------
|
|
Quarterstaff 6 50% 1D8+1D4 50% 8
|
|
|
|
Sample peasant melee missile armor/hp
|
|
STR:14 POW:11 Right Leg: 01-04 01-03 -/5
|
|
CON:13 DEX:13 Left Leg: 05-08 04-06 -/5
|
|
SIZ:13 APP:11 Abdomen: 09-11 07-10 -/5
|
|
INT:13 Chest: 12 11-15 -/6
|
|
Hit Points:14 Right Arm: 13-15 16-17 -/4
|
|
Fatigue:27-3=24 Left Arm: 16-18 18-19 -/4
|
|
Magic Points:11 Head: 19-20 20 -/5
|
|
|
|
SIZ SR = 3, DEX SR = 2
|
|
Damage Bonus: +1D4 Dodge: 40%
|
|
No armor. First Aid: 29%
|
|
|
|
weapon SR attack damage Parry HP
|
|
--------------------------------------------------
|
|
Club, RH 7 45% 1D6+1D4 20% 4
|
|
|
|
19) Rushing stream. The road is crossed by a
|
|
rushing stream: the party must Jump or get wet crossing it.
|
|
There are many large purple blossoms floating along in
|
|
the stream. They smell sweet, and are of a type no party
|
|
member has seen before.
|
|
|
|
20) Hawks overhead. Overhead, the party sees as many
|
|
hawks soaring above as there are party members: their
|
|
flying formation resembles the marching order of the
|
|
party. The birds are a good omen; the party will be at +5%
|
|
on all skill rolls in their next combat. If anyone shoots
|
|
at or otherwise attempts to harm the birds, those who do
|
|
so will will be at -10% on all rolls next combat.
|