textfiles/rpg/rq3modul.txt

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"AGAINST THE RISE OF EMON": PROLOGUE
The following module was written as an entry for the MATTMARK
Generic Dungeon Design Contest in 1987. It was originally going to be a
joint project by myself and a friend named Bill Moodey, but Bill bowed
out early on, despite the fact that he instigated the whole thing.
Thanks, Bill! 8^>
The Contest rules were quite grueling. An enormous
"blueprint" or "outline" was provided, in the form of a rambling
first-person narrative. Entries were to be judged in part by their
faithfulness to this blueprint. Unfortunately, the author was less
then competent, and seemed compelled to overload the blueprint
with stupid-sounding names and cryptic plot points/legends/etc.
The volume of such was incredible.
This made writing the module a daunting task indeed, particularly
as there was a maximum volume of 60 pages, double-spaced. Believe me,
NO ONE could compress all the references from the outline into 60
pages! I ended up with about 80 pages, which I compressed into a 60
page printout -- barely. Even so, many of the outline names and points
were simply mentioned as history, for no other purpose than increasing
my score. Others were simply eliminated. This accounts for the wordy
exposition of much of this work, combined with the sparsity of
information elsewhere. This also accounts for the cramped format of the
NPC stats.
The prize was to be $500 and publication of the module.
I completed two versions of the module, one for Runequest 3, and
one for AD&D (conversion from RQ3 to AD&D took about 4 hours), and sent
them both in. And waited. And waited. And waited.
Finally I called the MATTMARK number. After some difficulty, I was
informed that my entry had been received. Apparently, the MATTMARK
company was the project of two college students named Matt and Mark,
who had somehow managed to get a sum of money together to start this. I
was rather surprised, as the MATTMARK Contest booklet had been rather
professionally produced. I settled back to wait some more.
More weeks passed, with no word. Finally I called again. This time
I was informed that there had been an enormous, unexpected response to
the Contest, with over 5,000 entries in each of two categories (entry
forms cost $5 each, by the way). There would therefore be a delay in
judging.
More weeks passed, and once again I called. Things were moving
slowly, I was told; the judges were picking 27 top entries from each
category from which to choose the winner. After some searching, I was
informed that my AD&D entry was among the top 27.
I called again, weeks later. With much difficulty, I persuaded
someone to talk to me. It was the brother of either Matt or Mark -- in
fact, I had always had to speak to a family member of those two, rather
then Matt or Mark themselves. This brother finally told me that one of
the "officers" of MATTMARK had stolen all the Contest funds, and left
the country. The Contest might be picked up by a New York game
company...or might not.
I never heard anything from them again. I had wasted months of my
life writing a module to ridiculous specifications; and now, because
the module was so inextricably laced with the MATTMARK-supplied and
copyrighted names, I could do nothing with my work.
Moral: Look before you leap.
--> Peter Maranci, March 11, 1992
AGAINST THE RISE OF EMON
A Fantasy Scenario Pack
compatible with
Runequest 3 (tm)
for 3 - 6 characters of
Master skill level (90% or more).
by
Peter Maranci
81 Washington St., Apt. #2
Malden, MA 02148
(617) 397-7958
fcsys!trystro!rune@think.com
computer word count: 17,817 (includes above)
TABLE OF CONTENTS
HISTORY.................................................A
KINGDOMS................................................B
PRELIMINARY PLAYER INFORMATION..........................C
SECTION 1: THE MUGGING..................................D
INTERLUDE...............................................E
SECTION 2: A MESSAGE FOR THE PRIEST.....................F
SECTION 3: THE WRISTBAND OF TINTOLEJ....................G
SECTION 4: THE ARROW OF THE KONAE.......................H
SECTION 5: ASSAULT ON THAKUL'S FASTNESS.................I
MISCELLANEOUS NOTES.....................................J
LOCAL ENCOUNTERS........................................K
Letters indicate the order in which the various
sections should be read. My word processor couldn't
handle the task of creating page numbers that would be
correct in ASCII format. My attempt to create proper
page numbers manually (for the COPY RQ3MODUL.TXT PRN
command) was a dismal failure.
The map was from the Contest Blueprint, as well. It
could easily be represented by any crude map, with the
appropriate place names. The rune I added to it simply
represented a crude schematic of the right route to
take...the original was lost. As I recall, it included a
mountain with a path line going up and over a dotted
arch, somewhat like this:
/\
O = entrance /O \
/rc\ \ ____ = the path *around*
/a /h \ the mountain --
o = cracked gray /__o/____\ wrong way!
boulder / | \
/ / \
I recognize the crudity of this module. Let me
assure readers that my standards of writing and game
design are considerably higher now than they were seven
years ago. The only reason I am distributing this at all
is in the hope that some Gamemasters may find it to be of
use. I didn't want all that work to be *completely*
wasted...
On the other hand I am not going to spend more time
correcting the weaknesses of this work. I'd be interested to
hear about any changes that readers might recommend, or find
necessary, however. Needless to say, I intend no challenge to
the copyright of any Runequest material, nor to any MATTMARK
copyright (if there still are any). This module is for
personal use only. It may be copied and distributed freely,
but may not be sold. Please include all information when
copying. (There. Hope that covers me, legally.)
One final note: this module has been playtested
twice in a RQ3 format. It seemed to be playable, and the
players did enjoy it, but the author makes no warranty
about your results. Comments may sent to the above
address, though many obvious personal writing/design
weaknesses have long since been corrected. I'm always
glad to talk to gamers, though....
-->PM
AGAINST THE RISE OF EMON
For months, now, strange rumors have been going
around the taverns about the land known as the Peninsula.
Dark stories of demons, terror, and treasure abound the
ale-rooms, and many a minstrel has sung for his supper of
the "Shadow on the Land". Though some are filled with fear
at these tales, the bold and the brave know that no reward
can be gained without risk...
Against the Rise of Emon is a Runequest 3 (TM)
compatible module for 3 to 6 characters of an approximate
skill level of 90% or more in their best skills. It may
be incorporated into your own campaign, or played as a
stand-alone scenario. The party should include a mix of
fighting and sorcery skills; priest, shamans, and
thieves would also be useful. The fewer the characters, the
higher their skills should be. No member of the party
should be native to the area.
The campaign consists of five interlocking
adventures. Depending on gamemastering style, each
section should take one or two gaming sessions to
complete. The gamemaster should read the entire
module carefully before beginning. Needless to say,
players should read no further!
It is important that the characters in this module be
basically good; they must be the kind of people who will
try to stop a robbery if they see one taking place (see
Section 1: The Mugging).
The action of Against the Rise of Emon takes place on
a large peninsula running westward into the Ceratic
Ocean, connected to the mainland in the east (see Map).
There are five distinct Kingdoms: Pozart, Joulo,
Konat-Kale, Belitfint, and Hetek. They are known
collectively as the Domains, or the Five Kingdoms. Each of
these is detailed separately in the KINGDOMS section.
The area of the Domains may be incorporated onto the
northern or western coast of a previously-designed
continent.
HISTORY:
Long ago, Konar, one of the Gods of the Peninsula,
designed a race of divine servants using members of an
extra-planar race called the X'oaan. Key to his magical
remodeling was a piece of the mysterious God's Stone,
legendary source of both the God's and Demon's powers. This
Gem, the Eye of Konar, was attuned to every Konae (as
Konar called them), and enhanced many of their inborn
powers. While the Konae were being created, a Demonlord
named Emon created his own servant race, the K'thorr
(Servants of the Fire), from the remaining X'oaan. He also
used a piece of the God's Stone, and named it the Fire of
Emon. Each Gem magnified a different portion of the
original X'oaan power; the Konae gained the power of Plane
Travel, Healing, and Telepathy. The K'thorr gained powers
of Illusion, Persuasion (limited mind control), and
corruption, as well as greater strength. Each Gem holds the
essence of its race's inherent powers, and acted as an
incredibly powerful spell-enhancer, too. The Konae took up
the study of natural lore and white magic; the K'thorr
took up the study of poison, treachery, and
demonology. Unsurprisingly, the Konae are angelic, while
the K'thorr are truly demonic. The Konae dwelt in Konat-
Kale. The K'thorr lived in the lands later known as
Belitfint and Hetek.
Eventually the battle of the local Gods and
Demons exasperated more powerful beings, who restricted
the combatants to the God's Plane. The K'thorr and Konae
remained on the Peninsula, their respective Gems now the
most powerful artifacts in the land. At about this time
(3,000 years ago) humans first moved to the Peninsula.
Also during this time, the Konae crafted five magic Arrows
that could suppress the external powers of the Fire of Emon
for 500 years each.
Infiltrating the humans by using their powers of
illusion, the K'thorr influenced various kingdoms to
attack the Konae; these attacks always failed. In time
(1,800 years ago), the K'thorr set up an ascetic cult
organization called the Origants to encourage evil practices
among humans. These included a hatred of the Konae,
who were portrayed as evil enchanters. At this time,
through treachery and Demonic aid, the K'thorr managed
place a Word of Pain on the Eye of Konar (and thus all
Konae), forcing almost all of the Konae to leave the plane.
The few who stayed (the Last Band) were led by Kirra, High
priestess of the Konae, Despite the intense pain they all
suffered as a result of the Word, they managed to
steal the Fire of Emon and plunge an Arrow into it. The
normal spells of the K'thorr were broken, but their
powers and the Word remained. When the Pain continued
unabated, all fled in despair save Kirra, who was pregnant
and unable to travel dimensionally. She died shortly after
giving birth to a daughter, Kamira: none but she knew who
the child's father was. The fate of the child is unknown.
The Origants were eventually disbanded (though not
exposed) by a band of adventurers with the aid of a
mysterious being. At present, the K'thorr have a new
quasi-religious front clled the Loghuna, and they
effectively rule Hetek. They are secretly expanding their
power over the whole Peninsula. The existence of the
K'thorr as such is unknown.
Further information may be found in the Interlude at
the end of Section I.
THE KINGDOMS
Common knowledge may be learned by the players in
taverns, on the streets, from sages, etc. Special
knowledge can only be learned in the context of an
adventure.
Pozart (established 1100 years ago). Common knowledge:
Easternmost of the Kingdoms, Pozart is known as a peaceable
land. Governed by a system of royally-appointed
Administrators, it has a tradition of favoring wisdom over
nobility. The standing army of Pozart is small, less
than 2,000 men-at-arms. The local pantheon is respected
here. Young King Adrac is well-liked.
Special Information: Pozart has long offered the
greatest human resistance to the corruption of the K'thorr
and is therefore their greatest target. The nobility
and government of Pozart are almost completely infiltrated.
The King himself remains uncorrupted, though misinformed.
Joulo (established 900 years ago). Common knowledge:
Joulo is the Kingdom of Merchants. Ruled by the Plutocrat
Cohen the Magnificent, Joulo is securely held in a curious
system of economic feudalism: each Merchant Prince owes
fealty to his economic superiors. All Jouloans are
inveterate hagglers, occasionally to the point of
obnoxiousness. Joulo's standing army of 15,000 men is the
largest in all the Kingdoms. These are used to patrol the
borders and suppress bloody price wars. Anything may be
bought in Joulo. Gaven, the local god of merchants, is
nominally worshipped but Jouloans reserve their deepest
respect for money.
Special Information: At present, the influence of the
Loghuna is weakest in Joulo. This is due more to the
peculiar monetary obsession of Jouloans, rather than any
virtue; economic corruption is already natural to them,
and seems to overshadow any social corruption.
Konat-Kale (established 4000 years ago). Common
knowledge: Oldest of the Domains, this is the ancestral
home of the Konae (see HISTORY). It is regarded as a
dreadful place of dark enchantment by common people. Though
in some times the Konae were said to be beneficent (and
some few sages still think so), it is now commonly believed
that the Konae are Demon-worshipers and sacrifice men.
They have been attacked many times by the human kingdoms,
but their magic was an invincible defense. Otherwise,
Konat-Kale has little or no interaction with the other
Kingdoms. Konat-Kale is now supposedly uninhabited,
but this is unconfirmed. Konat-Kale is a cold but
beautiful land.
Special Information: See HISTORY.
Belitfint (established 230 years ago). Common
knowledge: Belitfint is the least desirable land of all
the Kingdoms, cold and drab. The people of Belitfint
are known as humorless and violent warriors by the
rest of the Peninsula; the feuds of the Houses of Belitfint
are legendary. Nonetheless, the Republic of Belitfint was
formed as a sort of mutual defense pact against
outside attack. It is ruled by a Democratic Council of
Lords. The Council, however, is an ineffective ruling body
except in time of war, and the office of the Chairman
changes hands often, sometimes bloodily. Thakul's lair is
here.
Special Information: Of all the human Kingdoms,
Belitfint has received the least attention from the
Loghuna; the eternal bickering of the people of
Belitfint makes it an unlikely threat to the plans of the
Loghuna. In ancient times, the Loghuna had a strong power
base here in the form of a cult called the Origants, but
withdrew to Hetek 1650 years ago after the Kelesh Disaster
(see Interlude).
Hetek (established 1230 years ago). Common knowledge:
The oldest human Kingdom, Hetek has the most pleasant
lands on the Peninsula. It is known for its weather, the
warmest in the Peninsula. Oddly, Hetek also includes some
of the coldest lands in the Peninsula: the Ice Marshes,
home of the fabled Ice Barbarians. This cold-dwelling,
apparently human race is famous for the ferocity,
size, and nature-lore of its warriors. It is said
that an Ice Barbarian cannot endure warmth without a magic
Ice Amulet.
Hetek proper is ruled by the Grand Kissamarlo, a
hereditary king. The first strong King of Hetek in
generations, his policies have occasionally clashed with
those of the true rulers of Hetek: the Loghuna, a priestly
caste of magician-ascetics. These have been the true
power of Hetek throughout its history. The Loghuna worship
no known God, but rather a philosophy: Loghuna is an
ancient word meaning Keepers of the Law, and the Law
of the Loghuna is Obedience. To act against the Loghuna is
to be declared Lawless, excommunicant and damned. The
execution of such an individual is swift and painful. As
a result, most Hetekians are extremely faithful to the
Law. Hetekians have an absolute fear of and hatred for
magic when not in the hands of the Loghuna, for the
Loghunian cult worships magic. Thus in Hetek, no non-
Loghunian may possess magic of any sort. Apart from their
fervent hatred of alien magic, Hetekians are an extremely
skeptical and sarcastic people.
Interestingly, Kissamarlo (who is not a member of the
Loghuna, though he cooperates with them) has recently been
linked with illegal magic. It is said that Kamira,
mistress to Thakul the Demon (see HISTORY), has given him a
magic ring that he cannot remove.
Special Information: Hetek is the bastion of the
K'thorr, who were once known as the Origants, and who
now pass as the Loghuna. (see HISTORY). It is utterly
under their control. The Kissamarlo is well-meaning but is
quite aware of the power of the Loghuna and wishes to
retain his kingdom. Thus, though he has some power, he
cooperates with the Loghuna. Further information on the
K'thorr may be found in the HISTORY section. Contrary
to legend, the Ice Barbarians are a cultured and
civilized people. They are sages of great knowledge,
and are gentle by nature.
* * * *
Preliminary Player Information
The characters begin the campaign by entering the
Kingdom of Pozart, tempted by tales of treasure and
adventure. Though they may arrive by land or sea, they must
ride westward to get to Thamon Vale, capital of Pozart. You
need not play out the trip, but should give the players
the following preliminary information:
The countryside of Pozart is pleasant, though cool.
Farmers may frequently be seen, planting the usual crops;
the land seems peaceful, and the people friendly enough, as
a rule. Occasionally you come across a small village by the
road, and find that the ale in the local taverns is
excellent. The common tongue is commonly spoken here.
Villagers will volunteer that King Adrac is a good ruler:
peasants are loosely ruled by a local Baron-Administrator,
who collects the (low) taxes and is responsible for local
justice. Administrators' holdings cover about twenty square
miles each. Baron-Administrators are considered nobility,
but class relations are relaxed, and sage and knowledgeable
peasants are often appointed to the position. Your
destination, Thamon Vale, is by all accounts a great city
indeed, and the site of the Palace of the King.
Occasionally, you pass shrines dedicated to the local
gods; there are many. Arria the Grain Goddess and Aramon
the Protector rule the Pantheon, which is worshipped in
a body. Interesting but predictable tales are told of the
gods, the most amusing being the adventures of Arria's son
Konar the Wanderer (an archetypical Trickster).
Strangely, Priests and initiates possess no magic apart
from an occasional spirit-magic Healing spell and the Divine
Magic Worship spell; when asked, the people say "Such
wonders are unnecessary for a happy life, and it is
unseemly for a God to make magics like a common conjurer.
The teaching of the Gods is all we really need." These
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.