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" was provided, in the form of a rambling 1st-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 garbage was incredible.
This made writing the module a daunting task indeed, particularly as there was a maximum volume of 60 pages. Believe me, no one could address all the references from the outline within a mere 60 pages! I ended up with about 80 pages, which I compressed into a 60 page printout - barely (I used tiny margins and a really small font). Even so, many of the outline names and points were simply mentioned as history, for no other purpose than increasing my score.
Let me reiterate: ALL THE STUPID AND CONFUSING NAMES IN THIS MODULE WERE CREATED BY MATTMARK, NOT ME. :-)
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.
Let me make it perfectly clear: I know that a lot of this module is wasted space, crammed with pointless history. The names are stupid, and in some cases exposition dominates the action. I could have re-written this sucker, changed the names, removed the excesses...but to be absolutely honest, it's not worth the effort. On the other hand, I do honestly believe that there are some good elements here, and in playtest the module has been fairly successful.
Moral: Look before you leap.
(The map is not included here, but it isn't really necessary. It was from the Contest Blueprint, as well. 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 an arch with a path line going over it.)
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 nine 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...
One final note: this module has been playtested twice in a RQ3 format. It seemed to be playable, but the author makes no warranty about your results. Comments may sent to the above address, though many obvious writing/design weakness have long since been corrected. I'm always glad to talk to gamers, though....
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; priests, 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. 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.
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 Stone, legendary source of both Divine and Demonic 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 Demon Lord 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 acts 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.
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 by the people.
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 Koan 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.
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 local 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 the Sorceress
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. 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 would be 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. All of Samhan's followers have similar statistics and
skills; roll up extra Thugs as needed. Samhan the Knife: Human Male, age 28 Joe the Generic Thug: Human Male, age 19 The old man is Mervan Ikul, a High Administrator to the King. Mervan Ikul: Human male, age
61 The cane has 6 hit points and does 1D3 damage. 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 poison on the blade of Smahan. 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.
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, 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.
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 250sp, 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? 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 the Assassin: Human Male, age 30 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. 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, 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. 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.
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: 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, 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. 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, and fight with a
skill of 60%. All of the skeletons have a claw attack of 50% and a Dodge skill
of 60%. Generate skeletons as needed using the Skeleton statistics in the Creatures
book. The hanging skeleton is Tintolej. He is animate, but will 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.
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, and is non-magical What's it doing there? 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; even the lowliest peasant or
child has at least a 50% skill. Gambling is everywhere, and almost every
purchase is rolled for, double or nothing. The Wristband leads the party towards the Castle of Koan 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. The guards are strong, burly men. They wear ringmail and leather armor (6
points) and plate helms (8). They fight with broadswords and target shields at
an 80% proficiency. 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 Koan 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. The initial opponents in the Masters category have skills in the 85% - 90%
range. As the PCs advance through the ranks, add 1D6 percentiles to the
appropriate combat skills of their opponents. This is an opportunity to have the
players encounter enemies with unusual weapons and spells. If a player is
battling in the Expert catagory, his opponent will be in the 75% - 85% skill
range. After winning one fight at Expert 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). 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,
Koan 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.
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. Goblins should be generated as orcs from the RQ3 Creatures book. 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 is in the back, the ring will not effect more then two people
in front and behind. 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. All her spells are stored as matrices 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, it's recommended 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) 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 are the remains of a recent human
sacrifice. 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 by hand), 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: Demon Female, age unknown 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 +10% to hit, +2 damage, 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 They are the left and right hands (metaphorically speaking) of Thakul, and
fight from those positions. There is an additional 11,666sp in gold, coin, and
jewelry 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. 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.
Powers: 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%+, Sorcery skills variable, spells
variable, one-handed weapon attack 70%+, missile weapon 90%+
Powers: 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: 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 him unless he wishes it, for he can alter his appearance
completely. He can also teleport at will. He is essentially unbeatable in most
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 the 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 MV spell as if it were a one-point MV spell. 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.). Have fun!
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 it's recommended that you throw in one or two boring encounters to keep
the players guessing). Roll a D6 for each week of travel:
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. Both the dog and the amulet are magical. If detect spells are cast, both give
off an aura of Good (if good is detectable, that is). 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 Daimlish, the Master Slaver Quinn, Apprentice Slaver 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. The Conjuror Loghuna Priest (K'thorr) Generate stats of additional priests according to the description of the
K'thorr in Miscellaneous Notes. Crorac: Male Ice Barbarian, age 29 Wild Boy: Human male, age 8 Garm the Mighty: Human male, age 24 Vik the Trader: Human male, age 38 Lord Grogan: Human male, age 28 Lord Pater: Human male, age 40 * 11) Mute madman. The party encounters a mute madman;
Noman in disguise.
Preliminary Player Information
ADVENTURE #1: THE MUGGING
STR: 16
CON:
14
SIZ: 12
INT: 11
POW: 13
DEX: 15
APP:
14
Location____AP/HP
Right Leg....5/5
Left
Leg.....5/5
Abdomen......5/5
Chest........5/6
Right Arm....5/4
Left
Arm.....5/4
Head.........5/5
Total Hit Points: 13
Magic
Points: 13
Armor: Bezainted + soft (5 points)
Damage Bonus: +1D4
Money:
265 sp in belt
Skills: First Aid 36%, Swagger 55 %, Hide 59%, Sneak
44%, Dodge
55%
Weapon___________SR___attack_____damage_______parry_____AP
Dagger...........8......55%.....1D4+2
+1D4.....37%.......6
Shield (Target)..8......24%.....1D6
+1D4.......60%......12
STR: 14
CON:
12
SIZ: 14
INT: 10
POW: 11
DEX: 14
APP:
11
Location____AP/HP
Right Leg....4/5
Left
Leg.....4/5
Abdomen......4/5
Chest........4/6
Right Arm....4/4
Left
Arm.....4/4
Head.........4/5
Total Hit Points: 13
Magic
Points: 11
Armor: Courboulli + soft leather (4 points)
Damage Bonus:
+1D4
Money: 70sp
Skills: First Aid 22%, Hide 34%, Sneak 39%, Dodge
45%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Club.............7.....50%......1D6+1D4........25%.......6
STR:11
CON:12
SIZ:15
INT:17
POW:15
DEX:15
APP:13
Total
Hit Points: 14
Magic Points: 15
Armor: None
Damage Bonus:
+1D4
Money: 470sp
Skills: Speak Own 94%, Orate 91%, Fast Talk 77%,
Evaluate 74%, Human Lore 92%, World Lore 84%, Administration
101%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Broadsword,
RH....7.....87%.....1D8+1+1D4......83%......10
Interlude: Fun at the Golden Boar
ADVENTURE 2: A MESSAGE FOR THE PRIEST
STR: 15
CON:
16
SIZ: 10
INT: 14
POW: 10
DEX: 18
APP:
10
Location____AP/HP
Right Leg....5/5
Left
Leg.....5/5
Abdomen......5/5
Chest........5/6
Right Arm....5/4
Left
Arm.....5/4
Head.........5/5
Total Hit Points: 13
Magic
Points: 10
Armor: Courboulli + leather (4 points)
Damage Bonus:
+1D4
Money: 527 sp
Skills: Hide 94%, First Aid 54%, Sneak 96%,
Dodge 99%, Track 89%, Scan 92%, Search
92%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Dagger............7.....88%......2D4+2.........64%.......6
Thrown
Dagger..........106%......1D4+1D2 + poison.........
SECTION 3: THE WRISTBAND OF TINTOLEJ
STR:15
CON:19
SIZ:11
INT:15
POW:9
DEX:21
APP:18
Total Hit Points: 15
Move:
6
Dodge: 70%
Claw attack: 75% (1D8+1D4)
Bite attack: 70%
(1D6+1D4)
SECTION 4: THE ARROW OF THE KONAE
SECTION 5: ASSAULT ON THAKUL'S FASTNESS
CON: 16
SIZ: 13
INT: 23
POW: 21
DEX:
19
APP: 26
Location____AP/HP
Right Leg....0/6
Left
Leg.....0/6
Abdomen......0/6
Chest........0/8
Right Arm....0/5
Left
Arm.....0/5
Head.........0/6
Total Hit Points: 16
Magic
Points: 21
Armor: None (0 points)
Damage Bonus: +1D4
Money:
None
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).
Weapon___________SR___Attack_____Damage_______Parry_____AP
Staff,
2H........5.....89%......1D8+1D4........93%......20
STR: 27
CON:
20
SIZ: 21
INT: 20
POW: 21
DEX: 20
APP:
30
Location____AP/HP
Right Leg...16/7
Left
Leg....16/7
Abdomen......*/7
Chest........*/9
Right Arm...16/6
Left
Arm....16/6
Head........16/7
Total Hit Points: 21
Magic
Points: 20
Armor: The Guard (special; * indicates infinite AP for abdomen and
chest, 16 points elsewhere.
Damage Bonus: +2D6
Skills: Virtually
any non-magical skill desired at
100%
Weapon_____________SR___Attack_____Damage_______Parry_____AP_____Special__
Bastard
sword, RH...3....130%....1D10+3+2D6......87%......14.....magic: +2
Bastard
sword, LH...7.....99%....1D10+5+2D6......50%......14..+4, Venom 20
STR: 19
CON: 17
SIZ: 16
INT:
17
POW: 16
DEX: 21
APP: 14
Location____AP/HP
Right
Leg....2/5
Left Leg.....2/5
Abdomen......2/5
Chest........2/6
Right
Arm....2/4
Left Arm.....2/4
Head.........0/5
Total Hit Points:
15
Magic Points: 17
Armor: Heavy leather, no helm (2 points)
Damage
Bonus: +1D6
Money: 500sp (pouch), 400sp (boot), 3 vials blade venom
18
Skills: Dodge 78%, First Aid 59%, Intensity 91%, Duration 83%,
Range 99%
Spells: Venom 80%, Damage Resistance 76%, Magic Resistance
72%, Mystic Vision 65%, Drain 92%, Skin of Life
43%
Shortsword,
LH....5....89%.....1D6+1+1D6.......82%......10
Target
shield.....6....58%.....1D6+1D6.........88%......12
Right
K'thorr
STR: 17
CON: 14
SIZ: 15
INT: 21
POW:
21
DEX: 27 (enhanced by magic)
APP:
13
Location____AP/HP
Right Leg....2/5
Left
Leg.....2/5
Abdomen......2/5
Chest........2/6
Right Arm....2/4
Left
Arm.....2/4
Head.........0/5
Total Hit Points: 15
Magic
Points: 17
Armor: (Heavy leather, no helm (2 points)
Damage Bonus:
+1D6
Money: 1 copper piece, Venom 1 matrix (ring), 379sp, gold armband with
diamond (3,000sp)
Skills: Dodge 102%, First Aid 68%, Intensity 92%,
Duration 87%, Range 82%
Spells: Cast Back 84%, Enhance DEX 81%,
Form/Set Bone 97%, Hinder
77%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Dagger,
RH........4....101%.....1D4+2+1D4......81%......10
MISCELLANEOUS NOTES
New Race: K'thorr
Roll__________Average
STR:
3D6+3.....13-14
CON: 3D6.......10-11
SIZ: 2D6+10.......17
INT:
3D6+6.....16-17
POW: 2D6+8........15
DEX: 4D6..........14
APP:
3D6-2.....08-09
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).New Race: Konae
Roll__________Average
STR:
3D6........10-11
CON: 3D6........10-11
SIZ: 2D6+10........17
INT:
3D6+6......16-17
POW: 2D6+10........17
DEX: 3D6+6......16-17
APP:
3D6+6......16-17
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.
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
LOCAL ENCOUNTERS FOR THE PENINSULA
4,5,6 = no encounter
01.......Wolf Dog *
02.......Jouloan slavers
03.......Wandering conjuror
04.......Loghuna Inquisition
party
05.......Ice Barbarian
*
06.......Bears and wild boy
*
07.......Village
Wrestler
08.......Jouloan
Traders
09.......Belitfint
nobles
10.......Snake
crossing
11.......Mute
madman *
12.......Goblin
raiders
13.......Burned
area
14.......Hanging
man
15.......Magic dagger
*
16.......Dismembered
dog
17.......Big
frog
18.......Priest and
peasants
19.......Rushing
stream
20.......Hawks
overhead
STR: 18
CON: 27
SIZ: 13
INT: 08
POW:
16
DEX: 23
APP: 20
Location____AP/HP
RH
Leg.......4/6
LH Leg.......4/6
Hind Q.......4/9
Fore Q.......4/9
RF
Leg.......4/6
LH Leg.......4/6
Head.........4/7
Total Hit
Points: 20
Magic Points: 16
Armor: Skin (4 points)
Damage Bonus:
+1D4
Move: 10
Skills: Dodge 80%, Smell 160%, Track 160%, Hide 80%,
Sneak
80%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Bite..............5....80%.......1D6+1D4.......--.......--
STR: 14
CON: 13
SIZ:
11
INT: 14
POW: 14
DEX: 11
APP: 14
Location____AP/HP
Right
Leg....3/4
Left Leg.....3/4
Abdomen......3/4
Chest........3/5
Right
Arm....3/3
Left Arm.....3/3
Head.........8/4
Total Hit Points:
12
Magic Points: 14
Armor: Cuirboulli + leather body (4 points), Plate +
leather helm (8 points) (helm worn in time of danger only)
Damage Bonus:
none
Money: 1,205sp
Skills: Fast Talk 59%, Orate 55%, Bargain 67%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Whip..............9....70%........1D4....................6
Buckler,
LH.......8....45%........1D6..........63%.......8
STR: 15
CON: 14
SIZ:
16
INT: 13
POW: 11
DEX: 12
APP: 14
Location____AP/HP
Right
Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right
Arm....-/4
Left Arm.....-/4
Head.........-/5
Total Hit Points:
15
Magic Points: 12
Armor: none
Damage Bonus: +1D4
Money: 1 hidden
semi-precious stone in breechclout, value 2 1/2 sp
Skills: Dodge 69%,
Snivel 71%, Conceal
58%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Dinner
knife......7....32%......1D4+1D4........19%.......5
STR: 16
CON: 12
SIZ: 14
INT:
15
POW: 16
DEX: 16
APP: 15
Location____AP/HP
Right
Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right
Arm....-/4
Left Arm.....-/4
Head.........-/5
Total Hit Points:
13
Magic Points: 16
Armor: none
Damage Bonus: none
Money: 198 sp
(in spare hat)
Skills:
Intensity 65%, Duration 49%, Range 60%,
Dodge 58%, Fast Talk 55%, Orate 62%, Sleight 69%
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.
Dagger,
LH........8....39%.......1D4+2.........48%.......6
CON: 14
SIZ: 14
INT:
16
POW: 19
DEX: 20
APP: 15
Location____AP/HP
Right
Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right
Arm....-/4
Left Arm.....-/4
Head.........-/5
Total Hit Points:
14
Magic Points: 19
Armor: none
Damage Bonus: +1D4
Money:
180sp
Skills: Intensity 65%, Range 60%, Duration 67%, Dodge 69%, Orate
60%, Ride 65%
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.
Dagger,
RH........8....55%......1D4+2+1D4......58%.......6
STR: 18
CON:
19
SIZ: 18
INT: 15
POW: 15
DEX: 18
APP:
15
Location____AP/HP
Right Leg....5/7
Left
Leg.....5/7
Abdomen......5/7
Chest........5/9
Right Arm....5/6
Left
Arm.....5/6
Head.........5/7
Total Hit Points: 19
Magic
Points: 15
Armor: Ornately decorated brass bezainted + soft leather padding
(5 points).
Damage Bonus: +1D6
Money: 47 sp, Ice Amulet
Skills:
Track 78%, Scan 77%, Listen 80%, Sing 94%, Poetry 109%, Dodge 69%, Play Harp
90%, Orate 90%, Butcher Seal
70%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Bastard
sword, RH....5....70%.....1D10+1+1D6......42%...12
Viking shield,
LH....6....35%.......1D6+1D6.......73%...10
STR: 14
CON: 16
SIZ:
07
INT: 15
POW: 12
DEX: 18
APP: 09
Location____AP/HP
Right
Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right
Arm....-/4
Left Arm.....-/4
Head.........-/5
Total Hit Points:
13
Magic Points: 12
Armor: none
Damage Bonus: none
Money: 17 shiny
pebbles
Skills: Scan 68%, Listen 70%, Track 65%, Smell 67%, Dodge
79%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Fist.................8....47%........1D3..................
Bite.................8....65%........1D2..................
Male
Bear
STR: 30
CON: 16
SIZ: 30
INT: 05
POW: 07
DEX:
16
APP: --
Location____AP/HP
RH Leg.......3/06
LH
Leg.......3/06
Hindquarters.3/10
Forequarters.3/10
RF
Leg.......3/06
LF Leg.......3/06
Head.........3/08
Total Hit
Points: 23
Armor: Bear skin (3 points)
Damage Bonus:
3D6
Weapon___________SR___Attack_____Damage_______Parry_____AP
Bite.................8....37%......1D10+3D6.......--....--
Claw.................5....50%......1D6+3D6........--....--
Female
Bear
STR: 21
CON: 12
SIZ: 28
INT: 05
POW: 10
DEX:
11
APP: --
Location____AP/HP
RH Leg.......3/06
LH
Leg.......3/06
Hindquarters.3/10
Forequarters.3/10
RF
Leg.......3/06
LF Leg.......3/06
Head.........3/08
Total Hit
Points: 19
Armor: Bear skin (3 points)
Damage Bonus:
2D6
Weapon___________SR___Attack_____Damage_______Parry_____AP
Bite.................9....35%......1D10+2D6.......--....--
Claw.................6....45%......1D6+2D6........--....--
CON: 16
SIZ:
18
INT: 08
POW: 11
DEX: 15
APP: 09
Location____AP/HP
Right Leg....-/7
Left
Leg.....-/7
Abdomen......3/7
Chest........3/9
Right Arm....-/6
Left
Arm.....-/6
Head.........-/7
Total Hit Points: 17
Magic Points: 11
Armor: Lion skin on chest and
abdomen (3 points)
Damage Bonus: +1D6
Money: 75 sp
Skills: Dodge
55%, Boast 45%, Craft Doily 55%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Fist.................7....57%......1D3+1D6........--....--
Grapple..............7....69%......1D6+1D6........--....--
CON: 12
SIZ:
14
INT: 16
POW: 14
DEX: 12
APP: 15
Location____AP/HP
Right
Leg....4/5
Left Leg.....4/5
Abdomen......4/5
Chest........4/6
Right
Arm....4/4
Left Arm.....4/4
Head.........4/5
Total Hit Points:
13
Magic Points: 14
Armor: Cuirboulli + soft leather (4 points)
Damage
Bonus: +1D4
Money: 1,600 sp
Skills: Fast Talk 69%, Orate 51%,
Bargain 71%, Dodge
47%
Weapon___________SR___Attack_____Damage_______Parry_____AP
Broadsword,
RH.......7....53%......1D8+1+1D4......38%...10
Heater
shield........8....28%......1D6+1D4........55%...12
STR: 15
CON: 13
SIZ:
14
INT: 12
POW: 13
DEX: 18
APP: 14
Location____AP/HP
Right
Leg....7/5
Left Leg.....7/5
Abdomen......7/5
Chest........7/6
Right
Arm....7/4
Left Arm.....7/4
Head.........7/5
Total Hit Points:
14
Magic Points: 13
Armor: Scale + soft leather (7 points)
Damage
Bonus: +1D4
Money: 750
sp
Weapon___________SR___Attack_____Damage_______Parry_____AP
Broadsword,
RH.......6....80%......1D8+1+1D4......65%...10
Target,
LH...........7....40%.......1D6+1D4.......77%...12
STR: 18
CON: 16
SIZ:
18
INT: 14
POW: 10
DEX: 11
APP: 10
Location____AP/HP
Right
Leg....9/5
Left Leg.....9/5
Abdomen......9/5
Chest........9/6
Right
Arm....9/4
Left Arm.....9/4
Head.........9/5
Total Hit Points:
17
Magic Points: 10
Armor: Plate + leather (9 points)
Damage Bonus:
+1D4
Money: none -- the bottom of his belt pouch appears to have been cut
open
Weapon___________SR___Attack_____Damage_______Parry_____AP
Bastard
sword, RH....6....87%......1D8+1+1D4......35%...10
Target,
LH...........7....46%......1D6+1+1D4......87%...12