"Growing Pains"Growing Pains Introduction This is a supplement for RuneQuest, taking place in the East Wilds, which is the eastern part of Ralios. In order to utilize this material to its fullest, the GM should be familiar with the Orlanthi culture (as presented in the Glorantha box) and the cult of Orlanth (found in River of Cradles, for instance). The scenarios given here are intended as an introduction to a larger campaign, covering the entire East Wilds region. East Wilds The eastern regions of Ralios are dominated by orlanthi barbarians, unlike the western part, which mainly consists of the Safelster states. Orlanthi in the East Wilds lack the sophisticated society of their western neighbours, relying on their ancient traditions to guide them. Contact with Safelster is limited both in terms of cultural influence and of trading opportunities. The East Wilds are isolated from the rest of the world by mountain chains to the north, east and south. Only to the west is normal travel possible, chiefly by way of the Doskior river. Much of the contact with other lands is with the Queendom of Halikiv, but this is often of a hostile nature. Before Time the area was populated by hsunchen, who survived the Gods War by staying true to their primitive, close-to-nature faith. But during the Dawn Age, many of them were convinced by Theyalan missionaries and converted to Orlanth worship; these tribes also followed Nysalor when his empire reached them. The people of Ralios experienced a brief period of cultural flowering under the Golden Empire, but this was brutally ended by Arkat the Traitor, whose Dark Empire dominated this region in the early Second Age. The Halikiv trolls played the oppressors' role with enthusiasm. When the Dark Empire fell, the humans of the East Wilds had been isolated from other human cultures for a long time, and only towards the end of the Age was any real contact made with the West. The Third Age was at first characterized by a deepening of relations with Safelster, but this ended in war and renewed isolation. The Adventure The three scenarios in this book form a mini-campaign, stretching over several years and intended to introduce the East Wilds as a campaign setting. For this reason we strongly suggest that player characters are local-born, and have included a description of the Otter clan as a home locale for them. If you really want to introduce foreign adventurers, or just more experienced orlanthi, changes will have to be made in the background and/or plot - we provide some suggestions in the introduction to each scenario. The basic structure of the plot is as follows: the PCs are tricked into doing something which initially seems beneficial, but in the long run turns out to have disastrous effects, and can only be rectified through heroic efforts on their part. The purpose of the whole exercise is to teach the characters (and their players) something about Orlanthi virtues, in particular about taking responsibility for their own actions. The first scenario begins with the player characters about to undergo the final stage in their initiation into the Orlanth cult: a journey to the Other Side, the local mythical terrain. Normally, this is just a quick visit, the main purpose of which is to impress young Orlanthi with how real the magical and religious side of existence is. This time things are different. Instead of the guide they were supposed to receive (a sylph, flint slinger or other wind being), the PCs are met by a strange red-headed woman who is not very helpful, even if she claims to be. She tells them their mission is to find a poem. Four entities or groups each hold one fragment of this poem. Put together, it provides a clue to the second scenario. Actually, the poetry hunt has nothing to do with their initiation, it is part of a scheme devised by the person who calls himself the Wise One. He is a Riddler, a servant of Osentalka, who wants the PCs to find and use the wheat hidden in the temple. To this end he has enlisted the aid of the red-headed woman (who is really a spirit of Disorder), planted the fragments of the poem, and intruded into the ritual that brought the PCs here. Now only he can return them home, and will do so when they have pieced together the poem. The Wise One is a kind of ghost - he was once a brilliant agricultural researcher by the name of Alchangir, with plant improvement as his particular field of expertise, who can find no rest as long as his last invention remains untried. His motives are basically altruistic; he is firmly convinced that "transwheat", as he has called it, is a great boon to mankind, and has never considered the possibility that it might be less than perfect. After the first scenario is concluded, time passes until the midst of Storm season comes around, bringing torrential rainstorms with it. One night, the PCs are troubled by dreams wherein the poem they found in the first scenario plays a central role. The following morning, the landmark known as the Rock has partially crumbled, revealing part of an ancient building. This was once a temple to Osentalka. The second scenario is centred on the exploration of those parts of the temple complex that have not yet caved in. The PCs will find a number of mysterious objects, some of which are dangerous, but first and foremost they will discover the barrels of transwheat. This is the treasure alluded to in the poem. When the new grain is tried, on a small scale at first, it will be found to yield much larger crops than normal wheat. Soon the entire clan will be planting transwheat and enjoying great prosperity. Alas, there is a catch. This strain of wheat has gained its increased size and fertility through an infusion of Chaos. Alchangir was convinced that chaotic energies could be harnessed for the good of mankind, and after many failed attempts came up with an apparent success. But Chaos is essentially unpredictable; after the transwheat has been in use for a while the taint, which at first is so minute as to be undetectable, will give rise to a new mutation - a hitherto unknown disease. This will first be noticed when people start falling ill, hallucinating wildly and teetering on the brink of insanity. Attempts to return to the old ways fail since Ralia is displeased; it will become impossible to grow any kind of wheat at all on the clan's lands. The PCs will, somewhat unfairly, be blamed for this catastrophe, and forced to flee from their home in some haste. The third scenario concerns the PCs' attempt to repair the damage they have inadvertently done. They need expert advice on how to avert divine wrath, and the logical place to go for this kind of help is the 'big city', Istakax. Once there, they learn that the only cure is to go on a Sacred Quest that will convince Ralia to restore the fertility of their lands. They have several options as to which quest to go on; depending on their attitudes, they will be faced with different obstacles. Hopefully, they succeed, though probably not without a good deal of hardship. Returning home, they are once more hailed as saviours. One final note: this mini-campaign is extremely tough, and in no way typical of what young would-be adventurers are faced with. It is designed to drive its points home forcefully and shape the player characters into true Orlanthi. The Otter Clan This clan is part of the Rolin tribe, which is ruled by chieftain Kvid, of the San clan. He resides in the village One Hundred Ears. The Rolin tribe is located in the land of Delela. Rolin tribesmen tend to be large, strong and hairy types. The Otter clan is composed of more than 400 people (somewhat below average size for a Delelan clan), of which roughly 150 are children (that is, not initiated). Most of the clansmen are farmers, using the pony-like native horses to pull their wooden ploughs. About half also herd sheep, while the rest supplement the yield of their fields with fishing or hunting. Craftsmen in the clan's village include a smith, a carpenter, a leatherworker, two boatbuilders and two herbalists. There is also a part-time merchant. The clan thane keeps five warriors and a lawspeaker at his stead. Both Orlanth and Ernalda have local shrines. The clan is split into three bloodlines: Aren's, Bulrik's and Joren's. These employ different colours, in decorations or warpaint for instance, to mark their affiliation. Aren's, the most populous, has almost 200 members, their colour is yellow. Next is Bulrik's line, with approximately 120 "red" members. Joren's "blue" blood, finally, barely has 100 members. There is a certain rivalry between these different bloodlines, but no serious conflict. Outwardly, they all stand united, of course. Neighbours to the south are the hsunchen Otter People, with whom the clan has always had good relations. Less good are those with the Kott clan (also of the Rolin tribe) to the north. There have been many raids and other troubles between the Kott and Otter clans throughout history. Galanini, horse people, live in the wastelands to the east and west. There is hardly any contact at all between them and the local orlanthi. History A story known to all clanspeople: "Many, many years ago, even before the days of king Retter, the forefathers of the Otter clan lived further north. Then came an evil time with poor harvests and kinstrife among the people. To protect themselves and their families, three brothers left on a quest for a safe place to live. The three brothers were Aren, Bulrik and Joren, sons of Verad. While wandering the land, they came upon a band of trolls that had trapped three otters. The otters promised to help the brothers if they were freed from captivity. Verad's sons agreed to this, and after a hard struggle they defeated the darkness monsters. One of the otters had fur of golden yellow, and Aren took it into his care. The second otter's coat was of shimmering red, and Bulrik bore it from that place. The third otter was blue as the sky, and Joren became its protector. The otters showed the way to Small Fish Stream and with their help the brothers were well received by the Otter People who lived there. From them, the brothers learned the magic which lets us eat the small fish, and we have been friends with the Otter People ever since. Now you understand why Aren's folk have yellow as their colour, Bulrik's red and Joren's blue. And how it comes that we all learn the magic that makes us more powerful than the Kott clan or any other clan. They can't eat the little fish, and so they must work much harder to feed themselves." Clan Landmarks Most clan buildings are of traditional Delelan type, i e log longhouses with room for an extended family in each. The houses have holes in the roof instead of chimneys, and the windows are narrow slits near the ceiling that are covered at night (around the clock in Dark and Storm seasons). A majority of the steads are clustered around the stream, where the soil is at its most fertile; the rest are spread thinly over the clan's territory, seeking level ground suitable for farming. There are a few stretches along the stream that are unsuitable for habitation because of a tendency toward slides. The Orlanth Shrine The location chosen for the shrine is on an infertile piece of land, which is also elevated above the immediate surroundings. The sanctified area is marked with 20 wooden staves that form an Air rune. On normal holy days, Halvar presides over the rites here, but on High Holy Day he and the initiates travel to the (major) temple at One Hundred Ears, that takes a full day day of walking to reach. The Ernalda Shrine On the western edge of clan territory lies this shrine, which of course is also dedicated to Ralia. The land around it is the best in the region, and belongs to the cult. It is almost exclusively used for the growing of wheat, the exception being a small vegetable garden for the priestess' use. Loran's Stead The thane's homestead is the most extensive in the clan, consisting of several longhouses, since his housecarls' families live here as well. Loran's own family consists of his mother, grandfather, wife and six children. The hird's families total 40 people. Senar's Store The store is open every Freezeday and Clayday, except in Mobility week. If you need something desperately and can't wait, Senar might make an exception for you. Most of the trading is in metal tools and other unusual household items. Senar also carries a (very) small amount of cloth and other imported luxuries. The most expensive of these is salt, the most exotic is snuff from Keanos (which he buys mostly for his own use). The Rock Towards the north, close to Kott territory, the stream digs deeper into the landscape, creating bluffs of up to 5 metres in height. At one point, a cliff rises a full 15 metres above water level, this place is known as "the Rock". Fords The stream is usually easy to ford anywhere, but at the three marked places you can get across almost dryshod. Except, of course, during Storm and Sea seasons, when the fords are the only way to cross at all. The Moss Woods A deciduous forest to the east, a portion of which is cut down each year. This is done partly for the timber itself, partly to make room for new farmland. Old fields nearby are abandoned, so the forest can reclaim them. Thus, the extent of the woods remains fairly constant. The Barren Hills Neither the Otter nor the Kott clan lays any claim to this rather bleak region. Occasional shepherds bring their flocks here, but otherwise the only occupants are rodents, robbers and some Galanini. Important Clanspeople These persons are well known throughout the clan. Everyone has met them at least once, and they in turn know almost everyone by name. Halvar Stormeye Usually called "the priest", but is really only an acolyte. Leads local ceremonies at the Orlanth shrine. Halvar was born and raised in the clan and is now approaching the age of fifty. He is well liked, but not enough of a leader to gain a position of more power. Because of the demand from initiates for skill and spell teaching, he is one of the very few people in the clan that can make a living without farming or fishing. Halvar is known for being able to extend the magic he receives from Orlanth over a week. Also, he controls a mighty Sylph. Halvar is of average build and appearance. Elen of the Seven Harvests Elen is a full-fledged priestess of Ernalda who has borne seven healthy children, four girls and three boys. Aided by the acolyte Rita she oversees the religious festivals and ceremonies that are associated with farming; the sowing rite and the harvest rite, for example. With her magic (Regrow Limb, Heal Body) she is also the most powerful healer in the vicinity. Cases of disease, though, are best left to Egla and Nara, the two old women who possess knowledge of herbal remedies. Elen is the very archetype of an Ernalda priestess: plump, shapely and attractive, with a calm and even temper. Loran Longneck Is thane both by inheritance and vote. Almost everyone thinks him a good leader; fair, generous and a mighty warrior, he inspires a good deal of respect. His only major flaws are a short temper and a certain inability to judge people's character, he thinks well of everyone. At least until proven wrong, then he becomes an implacable foe. He will always give someone who shows proper regret a second chance, though. Loran's housecarls are all closely related to him, which no one takes offence at but those who feel themselves to be more deserving of the position. Loran is a short, broad and powerful man, whom few would call handsome. In later years, he has begun to acquire a certain girth. Viran Lawspeaker Loran always has the last word, but Viran's influence as advisor is considerable. Viran is so old that he served in the same capacity under the former chief, Loran's father Sird. During the long winter nights Viran has many edifying stories to tell, and his store of knowledge about the law and Orlanth is without compare. He is a small man with a limp and a hunched back. Senar the Trader The moonlighting farmer Senar is the closest thing to a merchant in this clan. He is an initiate of both Issaries and Ernalda, but not of Orlanth. Senar lives on a stead near the store with his wife and Dirk, his son. He is tall and thin, with a receding hairline. Suggested Families These are some examples of family backgrounds your player characters can have. The families in question are the ones that have children at an appropriate age for initiation. We have separated them from the character descriptions, so that you can use one without having to use the other. The Laxons A small and poor family of fishers from the Aren bloodline, living on the southern edge of clan land. Their most distinguishing trait is their family surname, handed down to all male children - this practice is otherwise unknown here. Apart from Torkel Laxon, who is head of the family, it consists of his mother, his wife Ragna and their three sons Sivar, Ingolf and Tordak. Sivar, the eldest, is an acknowledged warrior who has distinguished himself in two raids. The middle brother, who is due for initiation, is an ambitious youth whose mother has convinced him that he is something really special. Tordak, the youngest, is lame in one leg and mostly keeps to himself. Despite the family's general poverty, the father seems able to afford a new pair of leather boots each year. Torkel claims that he in his early years did Vanagram Leathersmith of Istakax a big favour, and gets the boots in return. No one from the Otter clan has ever accompanied Torkel on his trips to Istakax. The truth is that he pays with silver that he stole from the grave of Bertana Greenglow, who was an Ernalda priestess in Istakax a hundred years ago. Torkel has a slight phobia regarding graves and burials. Trygve's Family This is a very small family, only consisting of Trygve and his four children. They are of the Bulrik bloodline. When still a young warrior, Trygve suffered an almost fatal head injury in a fight with trolls from the Ratsnack clan. A Chalana Arroy initiate named Tonka saved his life, but he still lost his sight in one eye. When Trygve's father died a few years later, leaving him the stead, he travelled to One Hundred Ears and married Tonka. The terms were that she would be his wife until she had borne him a son. Twelve years later, Grimulf was born. Tonka moved back to One Hundred Ears, and now only visits for a week at the end of each Sea season. Grimulf has three older sisters; Narga, Treva and Vorna, all rather mannish and bossy. He also has three younger half-siblings in One Hundred Ears that he has never seen. Lina's Family Lina comes from a large family in the Joren line. She has seven siblings, all with many children, and their parents are both still alive. Despite (or perhaps because of) this, Lina has chosen to live somewhat apart from her relatives and without any husband. She is a hunter, and is bringing her three children up to follow this profession and be as independent as she is. Rumour would have it that Bure, her eldest son, is Loran Longneck's child. Loran has not denied this, as he is afraid that it is true, but Lina and Bure know that the real father is Torkel Laxon. Bure does enjoy the freedom of a hunter's life, but has shown no interest in the Odayla cult, choosing to become an initiate of Orlanth instead. Lina's other sons, Olag and Felig, are still too young to choose a path. Sturve, an older brother of Lina's, is known as the clan's ugliest man and is her favourite sibling. Kaltar's Family Kaltar is a shepherd, living with his wife Dolga and his two brothers Tambe and Brokar and their families on one of the Aren line's wealthiest farms. Confusingly enough, Tambe's and Brokar's wives are also named Dolga. Kaltar has three very small children, Tambe had one son who died when a tree fell on him, and Brokar has four children, of which Gastur is the oldest. Gastur's siblings are Starkad, Fredrik and Olfhild. Both Kaltar and Brokar have served in the thane's hird, but both left after Brokar lost his right foot. They built a stead on the eastern outskirts of clan territory, where Tambe joined them after their parents had died and the oldest brother, Koralt, moved to One Hundred ears, where he married Manga, the niece of Larsake Sparehair, a Storm Voice with a huge family. The night Gastur was born, all the shadow cats howled for hours on end. This was regarded as an omen, but the interpretation of it was uncertain. Varad's Family Varad belongs to the bloodline of Bulrik, and heads a family that includes his three sons, their wives and children. He is no longer young, and spends most of his time composing poetry, but was once a prominent warrior, as are his sons today. Korp, Skarp and Ore, as the sons are named, are waiting for Loran to call for new housecarls. They regard themselves as the obvious choices. In the meantime, they make a living fishing and farming. Korp, the eldest, has three children. His son Arngrim is not the fighter he had hoped for, and the younger twin daughters are definitely not interested in violent occupations. Skarp only has one child: Hilda, regarded as something of a tomboy by the other adolescents, who wants to become an Orlanth initiate. Ore has three children, none of them in their teens yet. Suggested Player Characters These characters come from the families described above. They are mainly described in terms of personality, as the stats for 15-year olds tend to look much the same. Hints as to their characteristics are given in general terms (big, fast etc), and some of them have acquired unusual skills or spells, which are stated. They all know Digest Taskmoert and one point of spirit magic from Orlanth. The scenario text sometimes refers to events in the characters' past: this is to give them a sense of belonging, of being rooted in the environment of the campaign. If other characters are used, you might need to modify or eliminate these references. Ingolf Laxon Born Sea season, Stasis week, Godday. A handsome lad, with a very sharp mind (best in the clan, in your own humble opinion) and a good memory. Shortly after your fifth birthday you became friends with a boy of the otter people, named Krt'tf, with whom you have spent a lot of time playing, mainly swimming in the stream (Swim +10). He has always been faster in the water than you, but you have privately decided that some day you will best him. When you had grown enough to help your father with his fishing (Boat +10) he started taking you into the village, where you quickly made new friends. Probably the best of these is Dirk, an older boy who is the trader's son. Your family, particularly your mother, have high hopes for your future, expecting that some day you will be a great leader of men. These plans are definitely to your own liking, and you do your best to be as true to Orlanth as possible. In your spare time you will often daydream about how mighty you are destined to become. You enjoy responsibility and will accept any task that is set for you without question. Laws, traditions and authorities should always be obeyed, whether the leader is you or someone else. Although you try to be just and fair, you find it impossible to forget an insult or injury done to you. Grimulf Axepole Born Sea season, Death week, Freezeday. You are a big, energetic and extremely strong young man. Olina, your mother's priestess, was present at your birth, and left a magical healing potion as a gift (Heal 6); it is still in your possession. As a child you heard many stories of adventurers and heroes - you quickly decided that one day the scalds would sing of your exploits. You convinced your father to start teaching you his old skills at an early age (2H Axe +20), and have taken the nickname "Axepole" because you think it sounds tough. You are a distinctly emotional person, acting first and thinking later, if at all. Weighing the consequences is an alien notion, your enthusiasm runs away with you at the drop of a helm. You are not noted for a sense of humour, rather for a certain grimness and taciturnity. The reason for the latter is a slight stutter that appears when you try to talk quickly or communicate several thoughts at once. Girls are an unwritten chapter for you; you are actually slightly afraid of them, but would never admit this. Bure Linason Born Storm season, Fertility week, Windsday. Blessed with strength, both mundane and magical, and a good portion of luck . Your mother began teaching you the basics of hunting early on (Track +10, Bow +10), impressing the need for self-reliance on you. In your early teens you befriended a Trickster who calls himself Gniffel Gniffel Goink, but is usually known as just Gniffel. You first found him dangling from a tree, where some irate clansmen had tried to lynch him. They had been pretty inept about it, so you managed to get him down before he suffocated. Gniffel has gotten you into trouble on several occasions since then, but you don't mind. He is fun to be around, and once took you to meet a Galanini shamaness, from whom you learned some useful spells (Speedart, Countermagic 2). Gniffel's irreverent attitude has rubbed off on you; authority is always questionable. And with your self-confidence, you sometimes wonder why people need all these gods? Your main reason for joining Orlanth is to be sociable. You enjoy talking and mingling with people. Even if they wrong you, you find it easy to forgive them. There is nothing that could frighten you, and problems are stimulating, for they challenge you to really stretch your abilities. Gastur Milkskin Born Storm season, Illusion week, Fireday. A fast thinker and fast on your feet, as well as having better coordination than any of your peers. You also possess excellent night vision (penalties for darkness are negated, except in total darkness). Because of the inauspicious circumstances of your birth and the exceedingly pale complexion that has given you your second name, people have always treated you with a certain reserve. Other children have been known to throw sheep droppings at you. Because of this antipathy, and because you prefer the night time anyway, your only real friend during childhood has been the Storm Servant's familiar, Orvar the shadow cat. Associating with him on various nocturnal escapades has developed your natural talent for stealth (Hide +20, Sneak +20). As others treat you, so you treat them: you have little time for other people, regarding them with scorn. Honesty and honour are not inflexible rules, if bending them will benefit you in some way. Work does not engage your enthusiasm; your cleverness is often employed to get out of burdensome chores. If you could find some way of making a living without toil and sweat, it would be most welcome. You are no coward, but feel that personal risk should be avoided if at all possible. Hilda (the Harridan) Born Storm season, Truth week, Waterday. Smarter than average, you also possess both physical and spiritual resilience. As a child, you befriended the travelling Chalana Arroy priestess, Olina. She taught you something about how to recognize useful herbs (Plant Lore + 10). You once went with her to the Healers' temple at One Hundred Ears, and learned a spell to heal wounds with (Heal 2). When your cousin Arngrim started teasing you about girls not making good warriors, you decided to prove him wrong. You have gotten involved in more than your fair share of childish brawls (Grapple +10). Two years ago, you even started taking snuff, just to show how tough girls can be. Arngrim can't stand the stuff, as you constantly remind him. Joining the Orlanth cult is another way to demonstrate the equal aptitude of girls for any activity. The nickname "Harridan" is only used by others, and is not to your liking - you will take offence at anyone who employs it. As you do not wish to show weakness, you are touchy about any personal remarks and keep most of your feelings to yourself. But you are quick to spot flaws in others and will state your opinions freely. Courage and generosity are some of your good traits. On the other hand, you have not been blessed with much patience. (Sidebar information) Digest Taskmoert 1 Point, Touch, Temporal, Passive. This spell allows the recipient to eat and derive nourishment from fish too small and foul-tasting to normally be considered fit for human consumption. The taste will be rather bland, but not offensive in any way. However, the user will suffer from bad breath afterwards, since the fish are eaten whole and raw. Character Generation When rolling up new characters from the Rolin tribe, their stats should be adjusted as follows: +1 STR, +1 SIZ. This is a result of their long forgotten descent from hsunchen of the Bear tribe. Orlanthi from other parts of the Wilds will have different modifiers. Hsunchen The East Wilds harbour about a dozen different hsunchen peoples. A few of the tribes - such as the Galanini - are large and powerful, but most are quite small - like the Beaver and Otter hsunchen. At the beginning of Time the hsunchen dominated all of Ralios, but after missionaries from Dragon Pass had done their work, the old ways no longer seemed as attractive. There are still marked physical differences between orlanthi from different regions of the Wilds; this is a result of their descent from hsunchen of different tribes. Their common origins have also resulted in better relations between the two cultures than elsewhere; the orlanthi have some understanding of their primitive cousins' worldview. But this common background is not something most people are conscious of; only those who have studied the old legends with a critical eye have an idea of the true story. Galanini The Horse People are a nomadic breed, constantly on the move during the verdant seasons, and only settling down in one place during dark and storm seasons. Their primary locales are Laughing Horse Plain, Thunder Veldt and Goldlook Forest (the later is where most clans make their winter camps), but it is not at all unusual to find parties of Galanini raiding as far away as Delela tribe territory. They usually avoid raiding the orlanthi living near their 'home' areas. Galanini culture seems very contradictory to outsiders - they live in a mixture of highly formalized solar hierarchies and primitive hsunchen anarchy. The leader of the tribe is referred to as the Emperor; he and most of the other men worship Yelm, while the women mainly carry on the tradition of ancestor worship on the Hykim/Mikyh scheme - their deity is Galanin, God of Horses (or of ponies; as a concession to solar mythology he is sometimes called the foal of Hippoi). The Galanini's level of technology is similarly mixed: while they lack most tools and implements, things not needed in their hunting and gathering society, they are probably the finest goldsmiths in all of Glorantha. Their arms, armour and other items are of the utmost quality and artistry. Trolls and Tusk Riders Halikiv is one of Genertela's oldest and firmest troll strongholds, ruled by an ancient lineage of Mistress Race trolls. The troll influence extends beyond the borders of Halikiv; most of Corolaland is under their control and all along the route to Guhan, stretching right across Ralios, their presence can be felt. Three places in the human-occupied East Wilds have a permanent troll population: Istakax, Lickstone (near Ironfort) and Dark Kilwin. The meetings between men and darkness men vary from border skirmishes in Saug and Corolaland to friendly trading in Istakax. Contact with the half-trolls, or tusk riders, is (unfortunately) much more frequent than with real trolls. Since the war with Naskorion, a half-dozen clans (robber bands) range through Delela and Saug, and have gradually come to use Corolaland as a base. There are also many smaller gangs that sell their services to unscrupulous humans. The Initiation Those who would become adults this year are, after a week of instruction and testing, about to undergo the final and most secret part of their initiation. Halvar Stormeye has led them to an old altar in a valley among the Barren Hills. It is Windsday, on Death week of Sea season. A gentle rain falls through the mild breeze. The sky is covered with clouds, and the snow melted just a few days ago. Far off, a shadow cat yowls. The young orlanthi nervously finger the weapons and leather armour loaned them by their families. Their facial markings (in the appropriate colours) are still standing up against the rain. Halvar turns towards them and raises his voice... Alternative introductions This scenario is very hard to run with non-orlanthi characters. Outlanders who have been adopted into the clan and wish to convert, becoming initiates of Orlanth, are a possibility. For those experienced adventurers who already are worshippers of the Orlanth pantheon, it could turned into a more general magical journey, not having anything to do with initiation. The motivation for such a quest will have to be based on the party's composition and goals. Adapting to party strengths The combat encounters given (trolls and broos) are supposed to challenge an unexperienced party. If you use this scenario with older and tougher PCs, we suggest increasing the number of opponents as the simplest way to increase difficulty. It might also be necessary to improve the shadow cats' skill levels if the PCs are good at non-combat skills. If, on the other hand, the party is having trouble with the bare minimum of enemies, Olivia is there to lend a hand. Halvar Speaks "We are the Otter clan. We came here a long time ago, when there was famine throughout Delela, and we met the three otters who taught us how to survive even when Ernalda is ill. But even if the fish is an important part of our daily lives we must not forget that Orlanth and Ernalda are the most important; we must not become so impudent that we turn our backs on sheep and wheat. We are not as many as the Kott clan, but we are braver, wiser and above all more honourable than them. This makes us a greater and stronger people. But we must not become hardened by our superiority: Orlanth's virtues of generosity and justice apply equally toward the Kott clan. Even if they are devious and shifty. As this will be your most important test, I cannot tell you what to expect. But I can repeat what is expected of you. An Orlanthi must always take action, even if it is not always the right one. Seeing to it that something happens is the main thing; mistakes are made to be corrected, and also to learn from. You will probably make many mistakes - this is no cause for concern as long as you maintain the virtues of Orlanth and set things right in the end. Orlanth himself grew through acknowledging his errors and correcting them." Halvar raises his arms into the air and calls upon Orlanth to guide his worshippers on the right path. As they have been instructed, the PCs repeat this prayer. A powerful whirlwind rises around them, blurring their vision: Halvar, the altar, even the hills fade from sight. They can feel themselves being lifted from the ground and carried up and away at great speed... (The point of POW required of all initiates is expended in this ritual.) On the Other Side When the PCs come to their senses again, they find themselves standing in another valley, this time in a mountainous landscape. On a nearby mountaintop, a woman can be seen, beckoning to them. As they climb towards her, they realize that the surroundings are very much like their home, but the stream is a rapidly running river, the woods are much greener and the hills are mountains. This is the magical reflection of the Otter clan's territory. Everything encountered is clearer, more beautiful, more dangerous and in general more extreme than on the material plane. Instead of their own clan the PCs will meet wind children who live on platforms in the trees and keep sheep with blue wool, instead of the Kott clan a group of clever and conniving shadow cats, instead of the Otter people huge (SIZ 8-18) otters, and so forth. It is important to realize that the Other World is very subjective. The attitudes of its inhabitants and the nature of events largely depend on the purpose of the visit. Thus, since the PCs expect to be tested, and the ritual invoked was also geared towards this, the encounters they have will mainly be in the nature of tests. The PCs' preconceptions about the world also play a part. For instance, members of the Kott clan going through a similar rite would probably not see the reflections of their own people as devious and sneaky, but clever and funny instead. They would also meet really stuck-up and boring wind children. Another thing to remember is that there is no time in the realms of myth. The PCs will arrange their experiences in a temporal sequence anyway, but it will seem to them that the passage of time is very dependant on attention - boring tasks like walking from place to place (or climbing a mountain) take barely any time at all, while a conversation can drag on for as long as it is interesting (even in the midst of some other activity, like combat). The rules for encumbrance and fatigue are not used in this scenario or those parts of the third scenario that take place on the God Plane. Olivia The woman is dressed in white, bearing no arms or armour. She has bright red hair (not the reddish brown shade common among East Wilders), skin as pale as Gastur's, and is quite alluring. She opens the conversation with a little speech. "My name is Olivia, and I am here to help you. But there are certain laws I must follow, and certain things I do not know, so I will not be able to help you always. Your task is to find a poem that was lost a long time ago. Different fragments of the poem are known to different groups, but you are needed to forge the fragments into a whole once more. When you have accomplished this, you must bring it to the Wise One. I believe one fragment is known by those who live down there." She points towards the area corresponding to the PCs' home. As explained in the synopsis, Olivia does not have anything to do with Orlanth or the initiation, she is an agent of the Riddler. To complicate matters further, the Riddler's own impartiality has blinded him to the possibility that Olivia might have a private agenda to follow. She is forced by the terms of her binding to help the PCs acquire the poem, but will otherwise try to sow dissension within the group. To disrupt their unity she will play the characters off against each other in various ways; a favourite ploy is to use her sexuality against men, creating jealousy, while evoking sisterhood with women, turning them against the men. She will try to inflate the pride of those who succeed at various tasks, implying that they are better than their comrades. Her stratagems will work best if she seems genuinely helpful at first, escalating tensions within the group as the scenario progresses. It also helps to keep the players confused if her helpfulness against external threats is emphasized; if the PCs are losing a fight, she will step in at the last moment and turn the tables with some spellcasting. The Hippogriffs While travelling towards the lowlands, the party will pass under a cleft in the mountainside, from which a number (equal to the number of PCs) of gold-shimmering hippogriffs fly out. They circle down and land next to the humans. These creatures have the heads, bodies and hindlegs of horses, but the wings and forelegs of eagles. The PCs will have no idea what these beings are; hippogriffs have been extinct since before Time began, and now only exist in the timeless world of myths. The hippogriffs state that they are seeking "the light which time has hid" and ask if the PCs have any knowledge about it. It is actually a line of the poem, but the players will have to figure this out for themselves. Even if they do, and say so out loud, the hippogriffs will not find such information very helpful, and issue a challenge instead. Their contention is that Yelm is superior to Orlanth, and that this can be shown through a series of contests between them and the PCs. For each contest, one hippogriff and one human are paired off. If the PC wins, he receives a golden egg (the size of a normal hen's egg, worth 100 pennies) as a prize, if he loses he most forfeit some of his magical force (3 magic points). Olivia is appointed judge. The first contest is of dancing. The hippogriff rears up on his hooves and performs a stately formal dance (with 90% skill). The second contest is of music. A harp materializes out of thin air, and a hippogriff plucks an elegant ballad with his claws (91%). The hippogriffs can provide instruments for the PCs, but only harps or lyres. Under the terms of this sky-air contest, an Orlanthi who focuses his mind properly (an INTx3 roll) can materialize a drum or bagpipes. The third contest is of magic. A hippogriff summons a Sunspear that blasts a small boulder to pieces. If the PC contestant can come up with a proper prayer to Orlanth (a Ceremony skill roll and a POWx5 roll) a mighty Thunderbolt strikes the mountainside, precipitating a small avalanche (nobody is injured). If only one of the rolls is successful, a puny thunderbolt appears and the hippogriffs win. The final contest is of weapons. Clumsily gripping his bow (he only has 67%), the hippogriff contestant shoots at a tree some distance off (but within effective range). If the PCs have lost all the previous contests (quite likely), Olivia decides some cheating is in order. She will use a Sureshot, Bladesharp 14 or something of that sort, but it is done so subtly that only the beneficiary has a chance to notice it. He can choose to finish this contest in a peaceful manner (i e chopping down a tree with his bladesharped sword) or a violent one (killing a hippogriff). The winner will be praised by Olivia as the salvager of the party's honour and the stuff of which heroes are made. The Wind Children Continuing on their journey, the party comes down from the mountains and heads, per Olivia's directions, towards the river. As they reach the fringe of wind child territory, they spot two of these beings sitting in a windblown pine tree, having a heated argument. They are both very handsome, with magnificent silvery wings. The quarrel concerns a bag of sand, which they both claim to have found first. One says that he saw it first, the other that he grabbed it first. "If I hadn't spotted it, you never would have found it!" "I would too! It's your own fault for shouting and pointing at it." "That was just to tell you it's mine!" "Doesn't matter, I'd have seen it anyway and gotten to it faster than you!" Etcetera. Olivia asks the PCs what they think. If they suggest splitting the sand, the wind children condescendingly explain that the sand isn't magical, the bag is. While the argument is going on, lightning unexpectedly strikes a nearby tree, splitting it down the middle. Burnt into the inside of the trunk are the words "to yield it now is bid". Olivia and the wind children can read. Various endings to this encounter are possible. The PCs might ignore the whole situation, now that they have the line from the poem. In this case, the wind children kill each other and the bag disappears. It later shows up in the trickster's possession - he eats it before anyone can react. They could grab the bag for themselves; this results in a fight with the wind children. The bag's use is incomprehensible, and it disappears when the PCs return to their own world. If they judge in one of the wind children's favour, or Solomonically decree that they take turns using the bag, this is grudgingly accepted. The most orlanthi conclusion is that the wind child thane should decide. Sarax Threevoice lives in a cluster of huge trees, his housecarls are six muscular wind children armed with long, slender swords. He will greet the PCs as cousins, offering them water and meat. Regarding the bag, he will rule that it belongs to the entire clan (i e he keeps it and lends it to anyone who needs it). Sarax also congratulates the PCs for their wisdom in bringing this matter to his attention. The Trickster Olivia says that another part of the poem might be found with the clan of cats. On the way there, the party finds a tall oak. It is in the same place as the tree where Bure saved Gniffel. A strange creature is hanging upside-down, by its knees, from one of the lower branches. It has a hedgehog's head and body, the arms and legs of a monkey, and a large red behind. "Well met warriors. For you I have some gifts," he says and gesticulates, apparently picking an object out of the air. He then opens his hand to show a hazelnut. "If you eat this you will always be the very picture of health."(+2 CON, never tires, never falls ill) "If you plant it, a hazel shrub will grow, whose nuts each equal a whole meal." Olivia says that the bravest PC should be given this nut. She points at the oak and suggests that whoever can climb the highest will have proven his superior courage. If the players fall for this, Climb rolls are in order. The first two are made with no penalty, after that there is a cumulative -10% for each roll. A missed roll means the climber is stuck and will have to try a different way up, three consecutive failures mean that he's not getting any higher. A fumbled roll leads to a fall, with 1d4 of damage for each previously successful roll. Whatever the outcome, the trickster speaks again. "I also have a Cloudstone here for you. If you sharpen a weapon with this, it will cut through your foes like grass."(double damage dice for the duration of this and the next scenario, the stone is only good for one use)"If, on the other hand, you crumble it and spread it to the winds, the area around you will be safe from hailstorms for many years."(10 years, to be precise) Olivia thinks the best fighter has the most use for this item. A duel between the aspirants, fought until all but one have yielded, would decide the matter. "If you as a group have more than (a number higher than the actual one) brothers and sisters, I will grant you a third gift. In this box is something that will make your fields give better crops." While the PCs confer about this, he chats with Olivia in some strange language. If they lie, claiming that they have that many siblings, the trickster will say "Well, if you have such large families you need a lot of food. Here you go." In the box is some ordinary sheep manure. Laughing like crazy, the strange being climbs up into the tree and disappears among the leaves. If they tell the truth, he will say goodbye and wish them many happy returns, whatever it is they are up to. Should they ask about poems, he only knows one: Bolibompa Bolibombompa Bolibompa Bolibombompa Will you look at That What a lot of Fat The Shadow Cats Proceeding into what they feel to be Kott country, the PCs encounter three shadow cats. These seem friendly enough, inviting the party to their home for a little midnight competition. The hospitable cats live in a gigantic heap of sticks, which no PC is small enough to crawl into. Next to the heap is a hen-house, also built of sticks. Their thane's name is Fremurr, he is big as a lynx and has thick grey fur with black spots. He is in the habit of speaking in rhyme, and also of rhyming with whatever is said to him. After treating his guests to water and roast chicken, he declares the start of the competition. "For a prize we set the possession we value most, against the one you value best. This silver torque is the favourite of your host, what is your wager on this test?" Best out of seven events wins. Olivia is appointed arbiter; she is partial to the PCs. 1. Be first to the top of the heap. Three Climb rolls. The competing cat Simirir has 70%. 2. Rip a broadcloth to shreds. Each cloth can take 20 hits, and an attack roll is needed to inflict any effective damage on it. The cat Geraur gets 3 Rip attacks/MR at 65%, doing 1d3 with each. Daggers and shortswords get 2 attacks/MR, other swords just 1. 3. Argue for and against the wearing of boots. The player gets to think up arguments for his character; the GM takes the role of Urar the Wise, who thinks that boots make prowling impossible, make your feet stink etc. 4. Walk past the hen-house without waking the hens. Two Sneak rolls, Hmanar has 55%. 5. Spot an egg in the grass. First successful Scan roll wins. Since it is night, all humans have a -30% penalty except Gastur, who gets his normal chance. Arga the cat can use her full 40% without any problems. 6. Heal the wounded hen fastest. It has taken 4 hits, Sim the cat healer has a 35% First Aid skill. 7. Guess at riddles. Each contestant speaks one riddle, the one who needs the fewest guesses wins (not getting it at all counts as five guesses). Fremurr's riddle is "When does death save your life?" The answer is "When you parry with a sword." If the PCs win, Olivia will once again have ideas about what to do with the prize: the most agile and courageous orlanthi should have it. Beyond the heap of sticks is the start of a crevice that gets wider and wider as you follow it. The one who can jump over at the widest place gets the trophy. Looking down the crevice, there is no bottom to be seen. The torque is only silver-plated tin, by the way (1 ENC, worth about 20 pennies). The cats, being orlanthi, naturally know a lot of poems, but not the one the party is after. "A 'lost' poem? Better check with the otters, then. They've really lost it." If the PCs wonder why Olivia led them here, she will point out that she never claimed to be omniscient. The Otters When the adventurers travel into Otter People territory, they will hear a cry for help. On investigation, a band of dark trolls (equal in numbers to the PCs) will be found. The men of darkness have captured three otters, one each with yellow, blue and red fur. If the otters are freed, they take the PCs to a cliff wall, where something is carved. Olivia or the otters can read what it says:"gifts the earth will bear". If asked about other parts of the poem, the otters will suggest talking to various groups the PCs have already met. The only new clue they have is that the Earth Woman, who lives where the Ernalda shrine is located in the material world, is very knowledgeable. The Earth Woman A robust, but still beautiful middle-aged woman with blonde hair in a long braid, dressed entirely in green. She greets the party in the entrance to her underground abode, and then explains that she would be grateful for their help with a little problem that she has. Her assistant, a little brownie, has disappeared and she has reason to believe he's been kidnapped. When she sought to divine his whereabouts, the message "it awaits in Asrelia's care" resulted. She knows that a witch lives in a nearby cave with some subordinates. If the PCs want to help, the cave is easy enough to find. Inside, it is pitch dark. In the entrance cavern, no light can exist. Horrible bear-like roars and heavy sighs float through the dark. As soon as all the PCs are inside, a net is thrown over them, leaving them hopelessly entangled. Someone or something gathers up the net and its contents; the party is carried away and dumped in another room. The sound of a heavy door slamming shut is heard. Before too long, a torch is lit and the PCs can see that they are not the only prisoners. There is a large black man, a normal-sized blue man, a small yellow man, an ugly little red humanoid (a red elf) and a brownie. All except the brownie are armed, the blue and yellow men are also wearing armour. "Damn it." says the black one, who is holding the torch. "A lot of light wasted on a bunch of stupid white folk." "They smell bad, too." squeaks the red elf. "Oh well, maybe now the witch will eat them first." suggests the blue person. "Hmm, fried white meat in sweet-and-sour sauce. It's worth a try, I'm really hungry." says the yellow one. "Who-who-who are you?" stammers the brownie. All except the brownie will continue bickering and squabbling until the PCs can convince them otherwise. The thing to realize here is that they are all caught in the same trap and should cooperate in order to get out of it. If everyone helps push at the door (which is huge), it will budge enough for the bolt to be seen. It is so high up that a human pyramid must be built to reach it, with a base of three, then two, and finally one at the top. Once the door is open, escape is easy. Noises can be heard from the inner caverns, sneaking in the opposite direction will get the group outside. Well away from the cave, the strange people go their separate ways, but the brownie stays with the PCs. The Earth Woman will thank them for their assistance and offer them food, healing and rest. This is the only place in this scenario where the party can regain magic points. Olivia will now reveal that the Wise One sits on top of the mountain by the river. Darkness against Chaos Before the party reaches the mountain, they come across a battle being fought between 4 trolls and (3 + no of PCs) broos. If they decide to help the trolls, it will be a tough fight. The trolls will be very grateful if their side triumphs, praising the PCs' courage. They also give the orlanthi a magical stone, which if thrown to the ground will produce a field of protective darkness (10 metre radius, 5 minute duration, one use). Meeting the Wise One The mountain's position is equivalent to that of the Rock in the normal world, but here it is a full 200 metres tall. On the top stands a short, fat and bald man dressed in a grey robe. When the PCs come up to him, the air around them is becalmed and a hush falls on the surroundings. He looks them over carefully and then speaks: "It awaits in Asrelia's care the light which time has hid gifts the earth will bear to yield it now is bid" He will answer any questions with questions of his own, for example: "Who are you?" "Who are you?" "What is the meaning of the poem?" "What is the meaning of life?" He will then ask them a riddle: "What grows better than wheat?" The answer is: "Better wheat!" This is an Illumination riddle for the skill of Plant Lore (see Dorastor for a description of Illumination). The riddle will be asked of each PC in turn, and for each wrong answer the Riddler will grow to twice his previous height. When everyone has failed or if someone gets it right, whichever comes first, a whirlwind appears and takes the PCs home. They find themselves precariously perched on top of the Rock. Epilogue When the PCs recount their adventures to Halvar, he will be perplexed. Never before in the history of the clan has there been such an extensive and difficult initiatory quest. Normally, a much more helpful guide will steer the initiates through a relatively simple task. If the PCs discuss this with other Orlanth initiates, they might hear stories like the following: Nagir Slouchear "...it was her, the earth woman standing alone without her digging stick and I offered to get it back. Me and Lardur tracked down the two trollkin, taking it from them was easy. She thanked us and we came back to the barren hills right away. In..." Harsan Longlegs "...and my two friends, Jorm and Gard met a sylph who called himself Bluestorm, he showed us around where the wind children lived and then took us to a mountain where some horse-things lived. We riddled for a while, and we got three right but they only got two, so we..." If they collect enough stories, they will hear nearly every being they encountered mentioned. The exceptions are that nobody has ever met a red-headed woman or a wise bald man. Halvar will proclaim the party full-fledged initiates, and as part of their education go through the different encounters with them, explaining the proper orlanthi behaviour in each case. Most of his points are obvious, but the following clarifications might be useful: Refusing to accept a prize won from the hippogriffs through cheating is very honourable, just and generous. Killing a hippogriff as part of the contest is nominally orlanthi, but in a very rash and immature manner. Attacking on sight or refusing the contest is not on. Saving the trickster's gifts for the whole clan's benefit is both generous and wise (it also results in other benefits, see below). Refusing the shadow cats' invitation or contest shows lack of piety and courage, respectively. Helping the trolls against the broos is extremely courageous. Avoiding the fight carries no stigma, the PCs are not expected to be foolhardy. When Loran learns that this initiation was unusually strenuous, he feels sorry for the PCs and grants them 100 hours of free training. For each of the trickster's gifts they bring back, they get another 100 hours. A gold egg will also buy 100 hours training. Skills for which teachers are available include: Climb, Dodge, Jump, Speak Delelan, Speak Stormspeech, Orate, Animal Lore, Plant Lore, Mineral Lore, Scan, Hide, Sneak, Ceremony, Enchant, Summon, Battleaxe Attack/Parry, Broadsword Attack/Parry, Dagger Attack/Parry and Self Bow Attack. If they give the clan both the nut and the cloudstone, they also get one spirit spell each, up to 4 points in strength, from either Orlanth or Ernalda. If they only deliver one of the items, they get a 1 point spell each. The PCs' families will let them keep the equipment they were loaned for the initiation. Also, before the start of the next scenario, each PC will gain 1 year of occupational experience, as a Barbarian Initiate and in their respective parents' occupation. They will also get a POW gain roll on Orlanth's high holy day. Osentalka's Seventh Temple During the First Age, the region now known as the East Wilds was part of Osentalka's Golden Empire. And quite pleased about it, too. The inhabitants reached heights of civilization undreamed of by their modern-day descendants. Until the Grim Demon of Darkness, Arkat, came... His name is even today a curse among East Wilders, who are wont to blame him (screaming "Arkaaat!") when things go wrong for them. He and his allies destroyed or hid all vestiges of the golden culture, and when Osentalka himself was slain even the memory of what had been faded rapidly, leaving only a feeling of nostalgia and a deep-rooted scepticism towards any future proselytisers. Under the part of the river valley that reaches the greatest height above Otter clan lands, known as the Rock, lie the remains of a temple to Osentalka. When in use, it was of minor importance - and so was one of the last to be assaulted, by a relatively small force. Agara Stonefoot, the troll general/priestess that finally conquered the temple, did not penetrate the innermost parts of it, but buried it under masses of earth in order to envelop it in darkness forever. When the Jrusteli fell and Seshnela sank beneath the waves, the rivers in the East Wilds changed their courses, including the stream around which the Otter clan has settled. It began cutting into the ground right beside the old temple. During the following centuries it has steadily dug deeper, until it is now below the level of the temple. Alternative introductions PCs who did not participate in the first scenario could be introduced as friends of those who did. If the GM has skipped the first scenario altogether, the PCs are probably outsiders, driven by dreams and omens to assist the Otter clan. The temple itself need not be changed much, the big difference will be in the clan's attitude towards the party: cautious at first, changing to ready acceptance if they show themselves to be honourable (and preferably orlanthi). Adapting to party strengths A party of medium experience should face one zombie for each PC. Runemasters (who have no business being here) should get at least three zombies each, a Sever Spirit of higher POW, and a few extra wraiths. Anything in between is up to the GM to judge, but when in doubt: go easy on the PCs, they are in for a good deal of trouble later. The Sever Spirit is particularly dangerous for young PCs, and having someone die just because of an unlucky die roll is anti-climactic, to say the least. So if the suggested characters are being used, and the players show intelligent caution in handling this situation (letting the highest-POW character tackle the door, using Countermagic if it is available), we advise the GM to fudge the die roll on their behalf, describing the effect so as to make them believe the PC was a hairs-breadth from death. If more experienced PCs or less careful players are involved, run it by the book. Prelude The seasons pass as they have always done, and storm season lives up to its name. On Clayday of illusion week a particularly severe downpour starts drenching the area, and the rains continue for a full week. On the last night of this tempest, all the PCs have similar dreams, concerning the Wise One reciting his poem. The following morning, news spreads that part of the Rock has slid into the stream, on account of the powerful raining, and that something strange has been discovered. Almost everyone in the clan wants to have a look, most certainly including the PCs. They find that a stone building has been uncovered. For the first time in over a thousand years, the seventh temple of Osentalka is visible. Thinking hard on the poem that has been haunting them, the party will probably come to the conclusion that it is their mission to explore the interior of this building. However, Loran will be adamant that investigation is the thane's task. With three of his housecarls, he starts digging down into the temple. Soon they are lost from sight, going down their tunnel. Hours pass, most of the onlookers grow bored and go home. But finally, Loran and his men appear again. One of the housecarls, Garing Rockjaw, is being carried and looks lifeless. Without giving any explanations, the thane decrees that entrance into the building is forbidden. In the night, the PCs have the same dream again, this time it is much clearer and the memory lingers longer. They now have the poem ringing in their ears and feel an almost irresistible yearning to enter the building. Doing so is not very difficult; no guards have been posted, and the rest of the clan stays well away from it. Apart from gathering rope, torches and such, the only preparation they could make would be to find out some more about Garing Rockjaw's fate. His family refuses to discuss the matter, but when his wife Tekla is referred to as a widow, the natural conclusion is that he is dead. The only person willing to talk about it is Tekla's brother, Tandam. He can reveal that Garing just dropped dead with no signs of violence on him. If coaxed, Tandam will state as his opinion that there is an evil spirit down there. Outside the Temple From outside, you can see the eastern part of the building's roof and the tunnel dug by Loran. The roof is arched and appears to be made of perfectly fitted stones. The tunnel slants downward until it comes up against a stone wall and then turns left, following the wall. After a few metres, a rectangular opening (a door) in the wall is found and the tunnel resumes its original direction. Five metres later, the tunnel emerges from a mound of earth and clay into the temple's entrance hall. In the Temple Hall In the poor light of the PCs torches, this room seems immense. Masses of earth and stone have welled in through the walls at regular intervals (via the doors and large windows). The floor is covered in 10 cm of mud, making careful movement necessary (half move, rounded down). Unless the party is planning on digging their way out, there are only two exits from the hall. They are easy to find, as they are made of gleaming bronze and free of debris. One is a wide double door, the other a slightly smaller single door. Both are approximately 3 metres in height. If a search of the hall is made (half an hour of sifting mud and a Search roll), an oblong lump of gold can be found. This was once a key to the smaller door, as metal it is worth 40 pennies. The Doors A black graphite Death rune covers the double doors, around the edges of it the metal seems to have been scorched. One of the doors is ajar. When Garing tried to force it open, the rune burst into flame and a stored Sever Spirit spell was activated. Since the spell was one-use, this entrance is now perfectly safe. The other door also has a graphite cross on it, somewhat smaller. This one seems to shimmer slightly, there are no scorch marks and the door is locked. Trying to break it open (STR+SIZ vs a resistance of 30) or pick the lock (a Devise roll if some appropriate implement is used, otherwise impossible) will cause the rune to flare up, hitting the unfortunate soul with a Sever Spirit (POW 13). After this, the door will present no further danger. The double doors lead to an antechamber with zombie guards in it. Through the single door, one reaches the priests' private chambers. The Priests' Quarters Along a corridor lie eight identical rooms. They are small cells, all nearly filled in with earth and rocks. At the corridor's end is a room for meetings and prayer. When this room is entered, eight illuminated skulls fly up and start buzzing around, gibbering madly. Some of them might get the idea of asking the PCs riddles like the following: "Which bar is the best in Glorantha? : Gor!" "Who never want the story to end? : Tel-mori!" "Which goddess is never wet? : Al-drya!" "What country sounds exhausted? : Pent, Pent, Pent!" "What do sun-worshippers say when it rains on them? : Oouu, rania!" "Who is the rodent god of comedy? : Rats-laff!" "What is Uleria's favourite pet? : Cock-a-thrice!" (The designers accept no responsibility for these 'riddles'. Wakboth made us do it.) If the GM feels the scenario is too short, or that the PCs should get more for their pains than silly puns, this area can be developed further. Some examples of what might be found in the priests' cells: A pair of intact books in High Dangan, describing Fronelan agricultural techniques. A ghost that begs them to get the green bugs off his back. There are actually some green beetles crawling on him, but they are ghosts too. A passion spirit that forces its victim to collect, preserve and systematize various plants. A blood-red gargoyle, playing a strange board game with himself. He is relieved to be freed at last, gives the PCs the game and flies off westward. He possesses a great wealth of knowledge, but has no way of communicating it. The Antechamber Inside the double doors there is a smaller hall, with some debris to the left and lying straight ahead, a huge mound of soil that seems to have fallen in through the collapsed ceiling and also pushed through the floor. Between these two obstacles, it is possible to squirm further into the room. The floor here is covered with mud, just as in the hall. Just inside the door stand two dark troll zombies. They activate two melee rounds after the chamber is first entered, attacking immediately. There is no way to reason with them, and they will follow the PCs wherever they go (even outside the temple) until they are destroyed. Searching the antechamber reveals nothing of interest. At the far end there is an unlocked bronze door, leading to the library. Opening it poses neither a problem nor any danger. The Library A room that is free of rubble and mud, but is still very damp. Near the walls, the floor is littered with mouldy remnants of books and shelves. In the centre of the floor lie similar piles of decayed furniture, mingled with glass shards. Some of the glass is intact; small oblong bottles, a tube with a smaller tube inside, and so forth (i e laboratory equipment). To the right of the entrance is another bronze door, leading to a closet, and a bronze staircase, descending into the cellars. In the closet hang nine sets of vestments, eight red and one white, that crumble to dust when handled unless DEXx1 is rolled. When the PCs have been in the library a while, a floating globe of light appears, illuminating the room clearly. It speaks in a soft and pleasant voice, not unlike the Wise One's. "Greetings my friends, I have awaited your visit. I see that you have understood the meaning of: It awaits in Asrelia's care, the light which time has hid, gifts the earth will bear, to yield it now is bid." The globe of light - a hellion - then disappears down the stairs. A thorough search of this room will take an hour. Three items of interest might be found, given successful Search rolls. 1) A small, shimmering green, stone that gives a calming sensation when held in the left hand. 2) A small bottle of violet-stained glass, containing 30 dark pellets. Each pellet will, when eaten, negate the need for one night's sleep. 3) A circular glass tube, filled with a lustrous liquid. If activated with 10 magic points the tube will glow for an hour, with the same strength as a Light spell. Also, if you place it above your head when it (the tube) is in an active state, it will remain floating there, following you around for the duration of the magic. The Cellar The lower level of the temple contains even more mud and water, reaching to the knees of a normal-sized man. There are three areas here: the stores with the transwheat, an earth pillar that is a continuation of the one above, and the tomb of Alchangir. The Storeroom From the earth-filled room a lot of mud has spilled into the former storeroom, that and water from the stream has seen to it that nothing left here remains, except for three small bronze barrels. These are about 30 cm high and 20 cm in diameter, weighing 6 kg each. There is a text inscribed on each barrel in High Dangan, a precursor of modern Delelan. A character gets half his Read Delelan skill when attempting to read High Dangan. It says: nr 35364 transwheat 1/3 hectare Property of Alchangir Great Saint of the Neverseen Light The barrels are completely sealed, and thus the grain inside has been preserved from damp; it has a germinativeness of 67%, enough to sow a small field. This grain is in fact the focal point of the adventure's plot. Alchangir's Tomb A copper coffin is the last resting place of this temple's last high priest. The inscription (in High Dangan) reads: Alchangir the Wise may his gifts be blessed by the earth To get into the coffin, the PCs would have to get the lid off, which presents a problem. The 300 kg casket is impossible to move, so they have to work on it here. Some form of prising tool and a combined STR of at least 31 is needed. The lid has a resistance of 40, so STR 31 gives a 5% chance, 32 a 10% chance etc. Once they have removed the lid, a wraith rises from the coffin and attacks them. In the coffin lie the mummified bones of Alchangir and a mirror. The mirror is not magical, just very valuable (500 pennies, minimum) as it is nearly the only glass mirror in the East Wilds, normal mirrors being made of highly polished bronze or copper. The wraith, the hellion and the Wise One are all manifestations of the same being, in his first life known as Alchangir. Leaving the Temple When the PCs exit the tunnel again, one of the housecarls happens to be nearby and spots them. He is furious, ordering them to come with him to the thane's stead at once. When Loran learns that they have broken his decree and entered the building, his fit of anger leaves him senseless, but upon being calmed by his wife he can at least discuss the matter. After questioning, he will probably conclude that their disobedience is pardonable - not very wise, but unquestionably extremely courageous. If someone has died during the expedition, the thane will be much harder to convince, but eventually he will feel that the deceased person has him/herself to blame. Loran will demand to see what the party found in the building; he will mainly be interested in the smaller items, and decide that he should keep them for the good of the whole clan, and as punishment for the PCs. His interest in the barrels is marginal, and he will let the party keep them. Opening the barrels reveals that they are filled with grains of wheat. These are somewhat larger than normal, but not otherwise notable. Elen will think they look suspicious, but consent to having them tested. The Ernalda shrine lends the PCs a patch of land, which they can sow with their 'transwheat' and tend to themselves. Next Year The PCs know perfectly well how to sow a field of wheat, and tending it is no problem at all since the next year is an excellent one for all crops. Transwheat turns out to grow somewhat shorter than conventional wheat, but has much larger ears and ripens as soon as the end of fire season. Thus, the PCs bring in their harvest before anyone else and for such a small field, the yield is enormous. Rumours spread quickly, and shortly afterwards both Loran and Elen come to the PCs with a proposition. If they give up all their wheat, so the whole clan can use it for seed next year, they will be richly rewarded in the form of gifts, training and increased social status. I e they will be looked upon as local heroes, despite their tender age. Their elders will respect them, members of the opposite sex pay them a good deal of attention, everyone wants to be friends with them etc. Presumably, they accept. Each PC will receive a full set of cuirboilli armour, and whatever arms they wish that can be produced locally (daggers, spears and bows, but no swords). They are granted 400 hours of free training, in the skills listed previously or in stats (STR, CON or DEX), as well as getting the normal occupational experience for Barbarian Farmer and Barbarian Initiate. In the way of magic, they get 2 points of spirit spells, the option of sacrificing for one-use divine spells (Worship Orlanth, Cloud Call) and a POW gain roll. The Year After Come late fire season, the clan reaps a gigantic harvest, and can even export wheat; a long rainy period in early earth season - the normal time to harvest wheat - spoils part of some other clans' crops. The Otter clan has never had such a profitable year before, and the adulation of the PCs reaches its peak. Perks this year consist of 600 hours training, 4 points of spirit magic, a POW gain roll and Initiate experience. Between all the training and basking in the glow of admiration, there is no time for the PCs to pursue a real occupation. Yet Another Year The transwheat is sown in sea season, and everything seems to be going fine. At harvest-time, Elen and Rita complain that Ralia isn't responding to the rituals as she should, but the clan goes ahead with the harvesting anyway. A week later, when the first breads are baked, the problems begin. Many people who eat of the bread start behaving strangely: some go berserk, others start seeing spiders. One man jumps into the stream and drowns, screaming incoherently about little black men with sharp sticks. Over the next few days, these effects increase in number and strength. Soon the conclusion is reached that the wheat is responsible, it must be cursed in some way. Whispers that it might even be tainted with Chaos are swiftly silenced, but panic begins to spread anyway; some neighbouring clans who have bought wheat accuse the Otter clan of trying to poison them. Loran orders all of the wheat and its by-products burnt, to prevent further calamity. The only large supply of food available is taskmoert, and after five weeks of heavy fishing the Otter People complain that this resource is also running low. The Ernalda shrine proclaims that Ralia has taken her hand from the land, so that no normal wheat can be grown. Thus the clan is on the brink of both starvation and war. Who can they blame? By this time the clan's attitude towards the PCs has taken a turn for the worse. Apart from their immediate families and close friends, Viran Lawspeaker is about the only one on their side (they haven't really broken any laws, after all). Dirty looks and muttering behind their backs is only the first step; as the weeks go by, they will be blamed more and more openly for every misfortune that occurs. The situation grows more and more tense, with occasional outbursts of near-violence (someone gets drunk and shouts that he is going to bash in the heads of all the chaos-growers). It should become obvious that the PCs' position here is untenable. If they do not leave of their own accord, about 30 irate clan-brothers will decide to take the law into their own hands. The escape should be a harrowing one. Before things turn sour on them, the party has time to pick up 200 hours of training. The Goddess' Grain So now the player characters are fugitives from their own clan. Where do they go? If all they are interested in is escape, and they don't mind being despised rootless vagrants, they could wander off in just about any direction. But we presume they will feel responsible enough to seek help for their clan, or at least embarrassed enough to want to clear their own names. If they stop to think for a moment, the players should quickly realize the nature of their problem: Ralia bears them a grudge. How do you go about appeasing a goddess? The PCs certainly have no idea, so they need help. Where is such help to be found? One Hundred Ears, perhaps, but the San clan is one of those that have purchased cursed wheat, so they are not likely to feel helpful. Even if the chieftain is supposed to be impartial, he is under a lot of pressure to censure the Otter clan. The only other place the PCs know of as an important religious centre is Istakax, the fabled city of weirdness. Some of the older clansmen have told stories of this place that sceptical characters might find hard to swallow, but that will nevertheless turn out to be true (huge stone houses, trolls walking around in broad daylight and so forth). In Istakax, there must be someone who knows about these matters. Alternative introductions If this scenario is to be run on its own, it will have to be assumed that the events of the first scenario never took place, and that those of the second were accomplished by someone else, Loran and his hird for instance. In this case, the PC party is the hired help: experienced adventurers inspired by gold, glory or perhaps piety to help the Otter clan in its time of need. Adapting to party strengths The only encounter intended to be one of combat is that with Barbester Gor on the Way of the Warrior. Increasing the number of avatars quickly makes it much more dangerous. Real HeroQuesters could expect to face this guardian in single combat, i e one avatar for each character, but a solitary opponent is quite enough for the Otter clan party. In fact, the only real chance they have of getting past is to gang up on her. The GM might want to drop some hints that their honour does not require them to be suicidal. Getting There Normally, getting to Istakax only requires two days of hiking along well-travelled paths. However, this route passes through One Hundred Ears and several other places the PCs might not want to visit. Presumably, they will try to avoid attention. The GM will have to judge how much extra time this requires, depending on the degree of caution (or paranoia) shown. Istakax In the easternmost reaches of Delela, on the border of Corolaland, lies the town of Istakax. Ever since the dawn of Time there has been some kind of settlement here at the Istakahixa waterfall. The original name of the city is lost, and only ruins remain as mute testimony to its former greatness. Istakax is inhabited by a thousand humans and a few trolls. The city covers a large area for such a small population, but one has to consider that crops are grown and livestock is allowed to roam free within the earthworks. Approximately two out of every three houses are restored ruins, built largely of stone. The rest are of traditional Orlanthi make: mainly of wood with reed roofing. Most of the inhabitants live by farming and animal husbandry, but a significant minority seek an income from the lake or in trade. Politically, the city is a neutral zone between the three neighbouring tribes (Ajim, Talmon and Rolin). There is no formal government; most people mind their own business. There is a city guard though, and its captain (Eagin Dragonslayer) sometimes acts as if he owns the place. As a matter of fact, he almost does. His only real rival in terms of influence is Barnan Redhair (high priest of Orlanth). Some visitors are surprised that humans and trolls (and even tusk riders!) get along so well in Istakax - the two races have, historically speaking, always been enemies in this region. What is easily overlooked is the fact that the current inhabitants are unrelated to the previous ones, thus having no feud to carry on. Anyway, if you want to survive in a tough frontier environment like this one, you can't afford to be loaded down with a lot of preconceptions. Places and People The Arena: Owned by Eagin Dragonslayer, managed by Gerkor Bloodwolf (a de-pelted Telmori, or so they say). Fights are held here every Windsday evening. The Baths: The worst inn in town, despite the name it provides neither baths nor other amenities. Torgen, the owner, is a tusk rider. The clientele usually follows suit. The Bronze Bell: A more respectable inn (than the Baths). Owned by Eagin. Bolp, the innkeeper, has a bell of cast bronze hanging over the bar. There is usually some form of entertainment in the evenings, a good-natured atmosphere and plenty of customers. PCs staying here pay 1 penny per day and person. This is the best place to meet Norim, the local Trickster. He is noted for being bald, constantly intoxicated and relatively affable (for a Eurmal worshipper). The Keep: Where Eagin and Gerkor stay when they're not at the Bronze Bell. A small, but solidly built stone fort. The cellars house prison cells and cages for those unfortunate beings destined to fight in the arena, to which an underground tunnel leads. Most of the twenty-odd guards/arena-keepers live in the barracks. Temple of the Copper Lizard: A Major Temple to Ernalda, housing 5 priestesses. An equal number of acolytes serve there, but live with their families. Two Chalana Arroy Healers live in a small house on the temple grounds. The name derives from an ancient, verdigrised copper altar, covered with engravings of an eight-legged lizard. Jorvin's Trading Post: Jorvin is often away on business, but the PCs are in luck this time. He is very busy preparing for his next journey, though. James' Workshop: This is where James, Istakax' most famous smith, resides and works. He makes weapons and suits of armour, of more advanced types than any other smith in the Wilds. Unfortunately, he insists on covering them with spikes, studs and other non-functional details. James strikes most people as extraordinarily dense. The Shaman's hut and garden: Guolo Twelvepointer, an ex-Damali who still wears dresses, cultivates all kinds of interesting plants. At first, he had some trouble with pilfering, but this stopped once word got around about the side effects of eating something from Guolo's patch. The PCs might find the described symptoms similar to those caused by transwheat. The Tent Camp: Quite a few hsunchen families visit the city intermittently, and this is where they pitch their homes. The most common guests are Galanini and Lotari. The Hill of the Wind: A Major Temple to Orlanth. Apart from Barnan and Tormod (the High Priest and his brother the Wind Lord), who have their quarters on the Hill, three priests and four acolytes are attached to the temple. The "Zorak Zoran Temple": Is really nothing more than a meeting-place for visiting trolls. A dozen dark trolls and twice as many trollkin live here more or less permanently. Most of these are Argan Argar worshippers, including the self-acclaimed High Priest Tuzzabuzz Bolgmonger. Investigations The player characters, being country bumpkins after all, will be out of their depth in this eclectic and exotic environment. Even if they feel inclined to take in the sights, they should remember that their quest is of some urgency. The logical course of action is to inquire with the various priesthoods. Who knows more about the gods than a priest? Orlanthi adventurers will most probably try their own temple or that of Ernalda first, but Jorvin the Trader Prince and Norim the Trickster can also provide suggestions. The Orlanth temple Barnan Redhair has already heard of the Otter clan's problems. He does not blame the PCs, understanding that their intentions were good even if their judgement was faulty. Besides, the rest of the clan (and especially its leaders) should accept some of the blame. Barnan is sympathetic to the PCs' plight and wants to help them. He knows that there are several different ways to go about a quest such as the one facing the party. The one he can describe is the Way of the Warrior, the method a true Orlanthi would use, but it is very difficult and dangerous, so he is not sure it is the right one for the PCs. He tells the story of a young hero named Nikur of Blackburn, who entered the God Plane and with his own force and will made Ralia give him the wheat - before then his clan could only grow wild wheat in their fields, but after his return the harvests were much richer. Nikur was alone on his journey, but he had several magic items to aid him. "Nikur let the whirlwind sweep him away and so he was carried to the Meadow of Spring, because both he and the gods wanted him to be there. He there saw and met the Flower Goddess, who was as beautiful as all of her realm. She said to him that the way to Ralia was across her meadow where her mother's guardians slept. Without fear he strode out onto the grass, but soon the ground beneath him began to shake. When it was about to swallow him up, he let the Helm of Allan lift him into the air and across the meadow. Landing on the other side, he continued his journey and came after a while to the mouth of a huge cave, sealed by an equally huge copper gate. Outside the gate stood a woman whose face was hid by her helm, she was dressed entirely in copper and her copper axe gleamed with sharpness and vibrated with strength. She declaimed that she was the guardian of the earth's riches, and that those who laid unrightful claim to them were those who would die. He answered that he did claim one of its riches, but his claim was not an unrightful one. The Copper Woman said that could only be judged by combat. The fight was a furious one, but when Nikur swung his Green Sword with skill and strength he was victorious. Through the copper gate and into the impenetrable darkness he went, when he heard a full-toned female voice cry out that her treasures where not to be seen by those who did not own them. Nikur answered that he did not wish to own, only to borrow. With this promise, and the gift of the Serpent's Circlet, he convinced the Goddess of Wealth, and she let him see the golden grain. Ralia was also unwilling to aid him at first, but when Nikur swore by Orlanth that he was worthy of receiving her bounty as a loan, she finally let him take a handful of wheat. The fastest way out of the cave was through the backdoor where The Patient Hag sat on her chair, bent over her stick. What Nikur said to her is their secret, the secret borne by all who must die." The Ernalda temple Erien Flatearth, the high priestess, is prejudiced by what she has heard of the PCs actions, and will turn them away without answering any questions. However, the youngest priestess, one Krisdel Glitterface, is willing to help and will seek them out later. She is not very experienced, but can relate an old story she heard as a child if they promise to honour the earth with sacrifices each year. "I have forgotten her name, but the story is about a young woman whose husband has died in a war and whose family has disappeared. To find her family she must seek out Ralia's help. After wandering the paths that lead to nowhere she came to a meadow where Voria was dancing, free of all the cares others are burdened with. She called out, and Voria came closer, still dancing, to ask what she wanted. When the woman explained, the Goddess of Youth said that adults had too many worries, and this made everything much more difficult for them. If the woman would only learn to sing with the animals and to plant pretty flowers, Voria would help her over the meadow to Ralia's gate. Outside the copper gate, Barbester sat sleeping and only wakened when the woman shook her shoulder, asking to see Ralia. Barbester was so surprised by the whole thing that she opened the gate without stopping to think. Only when the woman had already passed through did she remember to demand tribute, but then it was too late. Perhaps it was the woman's sad eyes that made her forget. Inside, amongst the earth's hidden treasures, the woman called out for Ralia but was answered by Asrelia, who told her to state her business. She answered that she had come for help in finding her family. Asrelia wanted to know what she was willing to offer for such help. As the woman barely owned the clothes on her back, she said that all she had to offer was her devotion and gratitude. That is the greatest gift one can offer, said Asrelia, and Ralia agreed, letting her have a grain of wheat. On her way out the woman met Ty Kora Tek, who said she did not want any payment at all since they would meet again sooner or later, probably sooner. Back in the normal world, she met a squirrel who said he could show the way to her family in return for a grain of wheat, and so he did. So you see that even a spell that appears worthless can have its uses." Krisdel does not want to pressure the party into taking this particular approach, saying that they must decide which path feels right for them. The trading post The itinerant Jorvin is in town for some rest and stock-taking. He does not trade in grain, so he shows very little interest in the Otter clan's difficulties. If the PCs pay him 30 pennies or work on his inventory for 4 days, he will tell them the story of how Webra bargained with Esrola (another Grain Goddess). "Webra was very successful even at an early age; she had bought diamonds from the volcano people, she had sold iron to the elves of Whistling Wood, she thought she had done it all. One day a young earth priestess came to her and said she could wish for anything she wanted if she brought the priestess some of Esrola's oats. Lured by the challenge, not the reward, she accepted and the following day left on one of the forgotten and hidden roads. Sitting on her donkey she came to the goddess of innocence, standing by a beautiful meadow of flowers. Webra tried to offer her money, to make her reveal the road onwards, but she refused. Frustrated at not being able to bargain her way through, Webra told her to name her price, any price. Voria said she wanted the force of life. Not liking the idea of giving away part of her soul, Webra gave her a truestone instead. Voria led her safely across the meadow and pointed out the road that leads to the gate of underearth. She soon reached the copper gate, but Voria had not mentioned the warrior woman standing on guard. Thinking that even on the God Plane, everyone has their price, Webra asked the copper woman to name hers. Barbester replied that she could forego the combat, but she needed a trophy: five fingers off Webra's hands. After some haggling, Webra offered the little finger of her left hand, and Barbester accepted. Well into the darkness behind the gate, a voice spoke to her asking what business greed had coming here. Webra was insulted by Asrelia's accusation and answered that the goddess was the greedy one, not her; she only wanted to share her possessions. Yes, as long as they belong to someone else, Asrelia replied and went on to say that those who saw her riches could never see again. After arguing for a while, they agreed that Webra only had to lose her sight on one eye. With her one eye, she could now see Esrola, who looked flat. So you want my oats, she said. Not I, but one of your priestesses, Webra answered. Why did she not come herself then, Esrola asked. Because I have the tongue that can convince you, replied Webra. Well then, give me this tongue and I will give you my oats, were Esrola's final words. One-eyed and speechless and missing a finger, Webra made her downhearted way to the back door, where an old crone sat. Not being able to bargain, Webra had to pay the price Ty Kora Tek demanded for letting her out, and returned with the oats as an old woman. What she chose as her reward I do not know, but I wonder if anything can outweigh the toll trading with the Earth takes." Jorvin has no opinion as to which path is best for the PCs. Any bar If the PCs can get a hold of Norim the Egg-headed One and sober him up a bit, he can tell a tale of how another Trickster stole Asrelia's Apron. The players will have to judge the truth of it for themselves. "The Shadowmaster was the funniest, cleverest, nastiest and most irritating man in all of Mular, a city that lies somewhere where I, only I know where it is. He always had on a white apron that he took from Asrelia. Only I know how he took it, and know I'm going to tell you what happened. But I'm not going to tell you everything, because if it's going to be any fun for you when you go there yourselves you shouldn't know it all. Wait a minute, I think I'll just give you some hints and advice. First of all you'll meet the children's goddess, like all kids she's easy to fool, you know stealing candy and so on. So you trick Voria. The Shadowmaster said all the flowers would die if she didn't lead him over the meadow and she believed him. Haha. Then you'll meet Barbester Gor or one of her avatars, she isn't so tough so you can just cut her up. If you're not as brave as you probably think you are then you could try and get her drunk instead, some of your blood should do the trick, but the best thing is probably just to chop her down. Asrelia doesn't like prowlers, but if you dress as heaps of earth she won't notice you. The Shadowmaster disguised himself as a bag of gold, and she put him with her other treasures, that's when he took her apron. Going out, he met Ty Kora Tek and not even the master of shadows could hide from her gaze. And how he got past her I'm not going to tell you unless you treat me to a party at the Bronze Bell." If the party decides to pay for Norim's partying, the tab will stop at 45 pennies. The day after, he will reveal that the Shadowmaster turned around and returned the same way he came. A Choice of Paths The party is free to choose which way they will try to get the wheat back. They have to make a decision before the respective cults will divulge what aid they can give or any other details. PCs from the Otter clan will probably choose one of the first two paths, the others are described for the sake of non-orlanthi parties and also for the sake of comparison. All the paths are examples of minor quests onto the God Plane, and as in the first scenario, there is an element of subjectivity present. The quest always presents essentially the same obstacles, but the particulars of how to overcome them differ, based on how they are approached. For instance, on the Way of the Warrior, Barbester Gor can be defeated in combat - on any of the other paths, attacking her is suicidal. So once you have committed yourself to a certain approach, you should stick to it. Trying to combine different paths will always lead to catastrophe unless you are a real HeroQuester. The Way of the Warrior Barnan is pleased that they have chosen to tackle this in true Orlanthi fashion, and will provide all the help he can. First, he convinces his brother Tormod to (reluctantly) lend them his steel bastard sword. Furthermore, he lets them sacrifice for one-use rune magic, which on the Hill of the Wind means they can choose from all common divine magic and all spells provided by Orlanth or the subcults of Lightning Spear and Sandals of Darkness. He does not recommend any particular spell, saying that they must be guided by their own instincts for what this quest requires. Finally, he lends them a Truestone containing Flight 3 and Wind Words. It is one of the temple's holy treasures, and the PCs should be aware of the tremendous generosity this loan shows. The day before the PCs' departure is spent with rituals and incantations; Barnan calls upon all the winds he knows of to bless their quest. On the morning they are to leave, Barnan places little round stones in the middle of the temple yard, tracing the shape of an Air rune. He motions them to take their places in the centre of the rune. Once they are prepared, he strikes up a sing-song recitation in Stormspeech that goes on and on indefinitely; after a while, the PCs start feeling dazed and disoriented, losing track of time. At some point, the sand in the yard starts whirling up into the air, forming a vortex around the party that rapidly increases in speed. Finally, the swirling sands block their vision completely. Voria The sand rises up completely from the ground and disappears into the air as a dustcloud, leaving the PCs at the edge of an enormous meadow, covered with flowers in hundreds of colours, few of which they have ever seen before. A pretty girl, seemingly 10-12 years of age, sits on the grass a short distance away. Skipping about around her are a half dozen hares that have unusually large and floppy ears. Since this is a warrior's quest, Voria will only inform the party that they have to cross the meadow to reach Asrelia's cave, letting them figure out how to avoid the gnomes sleeping beneath it on their own. To get safely across safely, they must do one of the following: 1) Run for dear life. Using this tactic, each character must succeed at five POWx5 rolls to avoid attracting elemental attention. Once such a roll is failed, that character has to dodge, rolling DEXx5 as many times as required to make a total of five rolls of either kind. If a DEX roll is failed, the character falls into a gnome that is likely to finish him/her off in no time flat. 2) Fly over the meadow. If they have enough Flight spells, this is the smoothest way to go. Expensive in POW, though: each point of Flight will lift 6 points of SIZ (disregard Encumbrance in this case). The spells will expire before the next encounter. 3) Think of some other plan that is brilliant enough to impress the GM. Barbester Gor's Avatar Well over on the other side of the meadow, a path can be found that first meanders through a lush forest, then takes them through a rich agricultural landscape, and finally leaves them in front of a gate that consists of two huge copper doors. In front of the gate stands a woman in full copper plate armour, with a target shield and battle axe likewise made of copper. The only way to get past the copper warrioress is to defeat her in battle. This is no easy task, but when you come to claim the Earth's treasures by main force you must be prepared for a hard struggle. In Asrelia's Darkness Inside the gate there is no actual darkness, it is just impossible to see anything. All of Asrelia's treasures are protected by her special powers. After stumbling around for a while, the party hears a clear and full voice calling out to them. "I am the protector of the Earth's wealth, and those who come to plunder it for their own gain must pay a dear price for their lack of respect." The players must now convince Asrelia (the GM) that they are not lacking in respect and that their request is not for their own sake but for that of their clan. Having some appropriate gift to present her with will soften Asrelia up a bit. If they fail to make a good impression, she will demand that they become initiates of Ernalda to prove their good intentions. After Asrelia is convinced, she will lift part of the cave's enchantment for their benefit; they can now see a sack of grain in front of them, but be unable to reach it. Another voice, not quite as mature as that of Asrelia, speaks to them: Ralia wants to know why she should forgive the Otter clan's lack of reverence for her gifts. Arguments similar to those used on Asrelia must be employed again, with a slight shift of emphasis - Ralia is immune to material bribes, and is less impressed by displays of selflessness than by honest admissions of guilt. If the players do not appear to be properly humble, she will make the same demand as Asrelia. If they have already promised to worship the Earth, they will have pledge themselves to the lives of simple farmers for the next five years. Finally, Ralia will let one PC reach out and take a fistful of wheat grains from the sack. Then they see the mouth of a tunnel in front of them. Ty Kora Tek The tunnel leads through solid rock, winding deeper and deeper below ground. Finally the party comes to an old wooden door, with a bent and shrunken figure beside it. The figure turns out to be a very old woman, with bony limbs and a deeply lined face. She casts a piercing glance at them and then speaks in a creaking voice. "I was certainly not expecting to see you in this afterlife. What are you doing here?" The only intelligent response is the truth: they are trying to leave. Her response to this will be that "This way is not for the living to walk. But I could make an exception in your case..." She takes out a cracked wooden mug and a copper needle. Each character who wishes to pass through the door must have his or her finger pricked and a drop of blood squeezed into the cup. This will age them 20 years in an instant. If one of the PCs speaks out before Ty Kora Tek has administered this treatment to anyone, they can refuse to accept it. The way out is to invoke Orlanth's name and the fact that their souls belong to him, not her. She will accept this as long as there is no stain on their honour. If Ingolf is with the party, she will bring up the matter of his father's desecration; they must then swear that Torkel will stand trial and receive a just punishment for his crime. Similar reparations must be made for other misdeeds in the PCs' pasts. Eventually the party will be able to walk through the door, finding themselves on a hillside about a kilometre south of Istakax. The Path of Humility If the PCs decide to travel this path, Krisdel can provide no other help than getting them started. She does know of a possible short cut, but she says they should only try this if they feel themselves to be real hero material. The ritual is the same, regardless of whether the short cut is taken or not. Krisdel and two acolytes take the characters into a tent filled with steam. After sitting there and sweating for several hours, listening to the three women's murmured prayers, they are barely aware of their surroundings. Krisdel leaves the tent but soon returns with a clay pitcher. She pours a liquid out of it onto the hot stones, and soon the tent is filled with aromatic fumes, mingling with the water vapours. The PCs rapidly feel much drowsier and lose consciousness. The Short Cut If this alternative was chosen, they wake up in a field where some unknown grain is growing. The field seems endless, and exactly the same in all directions. Then a dot appears on the horizon and quickly approaches, growing and taking shape until they can see it as a huge (SIZ 90) lizard, with green scales and eight long legs. It stops short right in front of them and asks if they want a ride. If they agree, it bends down so the entire party can climb onto its back. The lizard sets off again at a tremendous pace. Each PC must roll STRx5 to maintain a firm grip. A person who slips can regain her balance with a DEXx5 roll, and then gets a second chance to roll against STRx5. Those who fall off are lost on the God Plane, and are at the very least out of this scenario; whether they ever find their way again is up to the GM. Those who hang on are carried straight past the next two encounters; when the lizard digs its way through the mountainside, the same roll (or rolls) as before must be made, those who fail are left behind (the tunnel is filled in behind the lizard) and must go back to face Barbester Gor, the rest can disembark inside Asrelia's chamber. Voria Parties who choose the long route wake up to the sight of a girl's face. The girl is Voria; they are lying in the middle of her meadow. She looks at them for a while and then says they shouldn't be lying on the flowers, they have to apologize to the flowers. The way to apologize is for each PC to sacrifice for two points of the Flowers spell (which will be strictly one-use). If they like, they can sacrifice for Speak With Small Animals as well. When they have done this, she will lead them across the meadow and all the way to the copper gate. Barbester Gor The goddess at the gate is clad from head to toe in copper and bears a huge double-bitted axe. After looking the party over carefully, through her eyeslits, she speaks. "If you would enter the Inner Earth to repent, you must prove your lack of insolence by giving up your best means of offence." Each PC will lose his or her best Attack skill, starting over with a base chance of 5%. There is no other way to get past this guardian. In Asrelia's Chamber No mortal may see the property of Asrelia, and that includes the PCs - they will effectively be blind. Asrelia will speak to them after a while. "You who claim to feel remorse must succeed at the impossible, to see my treasures of your own will." In order to see any of her treasures (e g Ralia's wheat), the PCs must first give up their warrior's way of life, becoming followers of Ernalda or Barntar instead. Then they must feel true remorse for their own and their clan's actions. To symbolize this in game terms, they get to make Search rolls. Those who succeed can see a copper pyramid. Ralia herself has only one demand: the Otter clan must show its respect for her and repentance of their blasphemy, by giving up eating fish from the stream. When the party promises to arrange this, the pyramid transforms into a mound of wheat. Those who can see will have to lead the rest until they reach the back of the cave, where Ty Kora Tek awaits beside her door. Ty Kora Tek Everyone can see the old woman, who radiates wisdom and authority. Her price for letting the PCs out is that they tend all of their clan's graves, seeing to them at least once a year: on Clayday of illusion week in dark season. If Ingolf is present, she will also demand the restoration of the grave his father looted. Walking out the door, the party finds itself right outside the Temple of the Copper Lizard. The Road of the Silver Tongue Jorvin can show how to reach the God Plane for another three days' work or 20 pennies. In return for an unspecified future favour, he can give them a stick that he thinks might be of some use on this road. He will not engage in any ceremonies, he just tells the PCs to tag along behind him as he reveals the forgotten path. Jorvin rides on a donkey, the party walking a short distance behind him. As they travel, entering the wilderness east of town, they notice the landscape around them becoming hazier and the sun burning stronger. After a while Jorvin stops and says that they have to continue on their own, he must turn back here. His last piece of advice is to stay on the road, not making any deviations in deed or thought. Voria The road ends abruptly at a meadow. Beside them, the PCs suddenly notice three animals. Roll 1d6 for each: 1 Raccoon 2 Hare 3 Squirrel 4 Marmot 5 Skunk 6 Hedgehog The little animals wonder what the big people want, they are very curious and completely fearless. After a while a young girl comes running across the meadow; she asks the PCs if they have a gift for her. If they give her the stick that Jorvin offered them she will be pleased, otherwise she will want part of their life force (3 points of POW from each). As thanks, she will lead them over the meadow, explaining that her mother's guardians sleep beneath it. Barbester Gor On this road, the PCs will have to barter with the axe-wielding, copper-clad goddess in order to pass through the gate. She is holding her axe with both hands and her expression is concealed by her full helm. Without waiting for them to speak, she calls out to the party. "The price for women to pass through this gate is high, but for men it is even higher." In more detail, the toll she exacts is five fingers from each woman and a whole hand from each man. The PCs each get five Bargain rolls to try and reduce this cost. Each success means one less finger lost, or a reduction from a hand to five fingers (i e even the smoothest-tongued male will lose at least one finger). After the haggling is over, the characters get to choose which fingers Barbester can take; she naturally uses her big axe, with precise aim. She then lets them through the gate. Asrelia's Treasures Asrelia is the goddess of wealth, and very tight-fisted, too. Her price for even letting you see her riches is steep. She will explain it before too long. "To see my treasure, you must forego the sight of all other things. So give me your vision, and I will let you view the Earth's wealth." Those who agree to this will be able to see as long as they are in this cave, but when they exit it they will become totally blind. Bargaining is of course possible, but Asrelia is a worthy opponent. Each PC gets four attempts to Bargain, each two successes entitles that person to keep one eye. It is perfectly all right for some of the PCs to avoid the whole deal - only one of them needs to see Ralia's wheat, and can lead the others through the cave. Those who can now see are confronted with a mountain of grain. Ralia's voice rings in their heads, asking their business. Her price is, as expected, their tongues. She wants to be sure that they will never convince anyone else to give them something they do not deserve. Ralia is unused to haggling, but her price is very firm. Each PC gets one Bargain roll; if at least three of them make it, she will give them the wheat for free. If they instead give her the stick, one tongue is saved. Should they offer her everything they have, including the clothes they are wearing, she will relent and let them have a handful of grain for this price. Ty Kora Tek The old crone by the door is not about to let any traders leave without paying dearly. If they lack tongues, they can't argue the matter and have to pay 20 years of their lives. No offers of material things affects Ty Kora Tek, she disdains such worldly concerns ("You can't take it with you when you go..."). If Ingolf agrees to compensate the damage his father has done, she will consider reducing the cost a bit. Offers of other good deeds might also sway her; the GM will have to judge the sincerity of the players' promises. The best deal they can hope to get is to age only 5 years. The party exits into a ramshackle old shed, nestled among hills. After a day of wandering around, they will meet some war-painted Ajim tribesmen. The warriors are not hostile towards the PCs - they can point out the fastest way to Istakax, which lies south of their current position. The Trickster's Trail To a direct question, Norim would truthfully reply that this is a very dangerous way to go if you can't think like a trickster. But then again, where's the fun if there's no danger? The only help Norim feels up to providing is instructions on how to make the caps of raccoon skin they need to sneak along this trail. Trapping the required amount of raccoons will take (2 x no of PCs) days, and entails a 2% per day cumulative chance of angering a Raccoon People shaman. If this happens he will lay a curse on them: they must always wash their hands before eating, or gain no sustenance from the food. Once they have the skins, it takes one day to make each cap. On the day they are scheduled to leave, the egg-headed one is too drunk to stand, so the party must walk the trail without a guide. Norim tells them to put on the caps and rub their bodies with a foul-smelling cream that he provides. The stench makes the PCs feel faint, their heads begin to swim, the world becomes a blur... Voria When things come into focus again they are not the same things: the party is standing at the edge of a meadow where two children are playing. One is a very pretty girl, the other an ugly boy. The boy shouts at them to go away, they stink so much the flowers are wilting. He then makes a series of faces at them before running off into the distance. The girl comes up to the PCs and asks why they smell so bad; she simply can't understand why they would want to behave the way they have. She is very talkative, but not very informative, and if asked how to cross the meadow she clams up. Then the boy comes running and claims that his fox knows a safe way across. If the PCs follow the fox, they almost immediately fall into a gnome. The boy laughs loudly at this, but pulls them up again and says his fox just made a mistake. If they continue to follow the fox, they keep on falling into gnomes, and the boy keeps on hauling them out amidst great displays of mirth. By the time they are on the other side, they will have encountered six gnomes and taken a total of 1d6+4 hits each (evenly distributed in the form of bruises). Should they try to cross on their own, they are swallowed by gnomes just as fast, but in this case they will not receive any help. Barbester Gor Following the trail away from the meadow, the PCs finally reach the gates of the earth's vault. Outside it Barbester Gor lies sleeping, but awakens and jumps to her feet when they come closer. She advances threateningly. The only way to calm her down is to give her something to drink. Ordinary beer or wine she drains in huge gulps, without seeming affected. The PCs have to offer her their own blood to drink; three litres of this will slake her thirst and send her into a contented sleep. The characters will lose a total of 10 STR points (regainable only through training) this way, which they can divide up as they like. Anyone drained to 0 STR is dead. Asrelia's Chamber Unlike the other paths, there is no obstacle to vision here; the master of Illusion is not fooled by such paltry glamours as Asrelia's. The hard part is instead to avoid being seen by her. The party has to look like something other than ordinary humans, or the Collectress will spot them. How this is accomplished is up to the players' imagination, the characters' Disguise skills and the GM's approval. If Asrelia catches them, she turns them over to Ty Kora Tek, who sends them to the land of the dead. If they through some masterly subterfuge get the Old Bag to release them, they will still have to return home without any wheat. Once past Asrelia, they have to be quiet as mice to get some of Ralia's grain without her stirring. The wheat is stored in barrels, and each PC must make a Sneak roll to avoid notice. Then one of them must roll against Sleight to actually snatch some grain from one of the barrels. Discovery has the same consequences as above. Ty Kora Tek When the PCs head for the rear exit, where Ty Kora Tek is sitting, with their stolen wheat, they notice that she is staring directly at them. No one can hide from death. She will not let any thieves through her door - unless they can come up with a plan that absolutely stuns the GM. Normally, they will have to go back the way they came and overcome the same obstacles, only in reverse order. Returning to Norim's shack, they find him still hung over and smelling just as bad as they do. The wheat they have laid their hands on is not blessed by Ralia, so the Otter clan will never again get the 10% bonus most Ralians take for granted, but it's better than nothing. The End If the PCs have accomplished their quest, they can now return home to their clan. At first, they are met with mistrust; some of the clan members are still inclined to stage a summary trial, but Loran has begun to gain control of the situation again. Through diplomacy and promises of future aid he has scraped together enough food, from some clans to the northwest, to abolish the immediate risk of famine. When the party gets a chance to explain what they have done, Elen performs a Divination and confirms that it is true. The rumour of the PCs return and of how they have reinstated the Otter clan in Ralia's good graces spreads like wildfire. All the clanspeople are jubilant and wish to praise the heroes. They become even more popular than during the time of the transwheat. The whole clan, filled with renewed self-confidence, pulls together for a great victory celebration, despite the sparse resources. The reasoning is that if such young warriors can accomplish such an incredible feat, the rest of the clan should at the very least be able to put up with a little hardship until next year's harvest. If the party reveals that Torkel Laxon is a grave robber and want to arrange a trial, Viran will say that the case should be tried in Istakax, where the crime was committed. What the final verdict will be depends on whether or not the PCs try to help Torkel, who their friends in Istakax are and so forth. A number of years' outlawry is the most probable sentence - an alternative is lifelong indenture to the Ernalda temple (as a grave digger...). The Otter clan survives through the coming seasons. When the sowing is done in sea season, the handful of grain is miraculously enough for all the fields in use. The harvest is one of the best ever - not as large as those gained from transwheat, but almost (if the wheat was stolen the harvest is not as impressive, but quite sufficient). After the harvesting is done, a new feast is staged in the PCs' honour, and the thane asks them to join his hird. At the end of storm season, some Kott clansmen stage a raid for sheep, but when they see the PCs coming at them they panic and run away. The reputation of these young warriors has now spread far and wide. In the long run, the PCs will become role models for young people of the Otter clan, and so the manner in which they regained the wheat will influence the whole clan's development. That is, whether it will be known for its brave warriors, humble farmers, shrewd traders or sneaky thieves. As for the player characters themselves: after a few years of occupational experience, they will probably feel ready for some more excitement. In our next supplement we will provide numerous opportunities for them to adventure all over the East Wilds. Stats Hippogriffs No 1 STR 31 CON 16 SIZ 26 INT 15 POW 20 DEX 19 APP (18) Move: 6/12 Fatigue: 47 Hit Points: 21 Magic Points: 20 DEX SR: 2 Weapon SR Attk% Damage Bite 5 63 1d10 Left Claw 5 47 1d6+3d6 Right Claw 5 41 1d6+3d6 Spirit Magic (120%): Detect Gold, Heal 6, Light. Divine Magic: Sunspear. Skills: Ceremony 87, Dance 61, Fly 93, Orate 74, Poetry 41, Play Harp 56, Scan 74, Sing 71. Combat Notes: Attacks with bite and both claws in each round. HIT POINT LOCATIONS Head AP 3 HP 7 Left Front Leg AP 3 HP 6 Right Front Leg AP 3 HP 6 Left Wing AP 3 HP 6 Right Wing AP 3 HP 6 Fore Quarters AP 3 HP 9 Hind Quarters AP 3 HP 9 Left Hind Leg AP 3 HP 6 Right Hind Leg AP 3 HP 6 Nos 2-5 STR 28 CON 13 SIZ 22 INT 13 POW 13 DEX 16 APP (16) Move: 6/12 Fatigue: 41 Hit Points: 18 Magic Points: 13 DEX SR: 2 Weapon SR Attk% Damage Bite 5 40 1d10 Left Claw 5 35 1d6+2d6 Right Claw 5 35 1d6+2d6 Spirit Magic (74%): Heal 3, Light. Skills: Fly 72, others as stated in the scenario. Combat Notes: Attacks with bite and both claws in each round. HIT POINT LOCATIONS Head AP 3 HP 6 Left Front Leg AP 3 HP 5 Right Front Leg AP 3 HP 5 Left Wing AP 3 HP 5 Right Wing AP 3 HP 5 Fore Quarters AP 3 HP 8 Hind Quarters AP 3 HP 8 Left Hind Leg AP 3 HP 5 Right Hind Leg AP 3 HP 5 Wind Children No 1 STR 7 CON 12 SIZ 7 INT 14 POW 18 DEX 19 APP 15 Move: 3/10 Fatigue: 19 Hit Points: 10 Magic Points:18 DEX SR: 2 Weapon SR Attk/Par% Damage AP Rapier 7 41/44 1d6+1 8 Sling 2 37/- 1d8 Spirit Magic (107%): Disruption, Farsee 1, Heal 2, Shimmer 3. Skills: Dodge 40, Fly 95, Hide 37, Orate 19, Scan 41. HIT POINT LOCATIONS Head AP 0 HP 4 Left Arm AP 0 HP 3 Right Arm AP 0 HP 3 Left Wing AP 0 HP 3 Right Wing AP 0 HP 3 Chest AP 0 HP 5 Abdomen AP 0 HP 4 Left Leg AP 0 HP 4 Right Leg AP 0 HP 4 No 2 STR 8 CON 13 SIZ 7 INT 12 POW 17 DEX 18 APP 17 Move: 3/10 Fatigue: 21 Hit Points: 10 Magic Points: 17 DEX SR: 2 Weapon SR Attk/Par% Damage AP Rapier 7 40/47 1d6+1 8 Sling 2 41/- 1d8 Spirit Magic (98%): Bladesharp 1, Heal 2, Speedart. Skills: Dodge 39, Fly 97, Hide 36, Orate 19, Scan 47. HIT POINT LOCATIONS Head AP 0 HP 4 Left Arm AP 0 HP 3 Right Arm AP 0 HP 3 Left Wing AP 0 HP 3 Right Wing AP 0 HP 3 Chest AP 0 HP 5 Abdomen AP 0 HP 4 Left Leg AP 0 HP 4 Right Leg AP 0 HP 4 Shadow Cats Fremurr STR 12 CON 16 SIZ 6 INT 17 POW 27 DEX 28 APP (13) Move: 8 Fatigue: 28 Hit Points: 11 Magic Points: 27 DEX SR: 1 Weapon SR Attk% Damage Claw 7 93 1d6 Bite 10 99 1d10 Rip 7 89 2d6 Spirit Magic (166%): Disruption, Heal 2, Ironhand 4, Mobility 4, Shimmer 6. Divine Magic: Identify Scent x 4, Wind Words. Skills: Climb 124, Dodge 130, Hide 100, Jump 172, Listen 121, Orate 101, Scan 141, Search 115, Sneak 102. Combat Notes: First strikes with both claws simultaneously, following up with a bite 3 SR later. If both claws hit, the cat hangs on and rips instead in the next round, while continuing to bite. HIT POINT LOCATIONS Head AP 0 HP 4 Left Front Leg AP 0 HP 3 Right Front Leg AP 0 HP 3 Fore Quarters AP 0 HP 5 Hind Quarters AP 0 HP 5 Left Hind Leg AP 0 HP 3 Right Hind Leg AP 0 HP 3 Clan Cats STR 8 CON 14 SIZ 3 INT 10 POW 21 DEX 24 APP (10) Move: 8 Fatigue: 22 Hit Points: 9 Magic Points: 21 DEX SR: 1 Weapon SR Attk% Damage Claw 7 56 1d6-1d4 Bite 10 41 1d10-1d4 Rip 7 65 2d6-1d4 Spirit Magic (123%): Mobility 2, Shimmer 3. Skills: Dodge 70, others as stated in the scenario. HIT POINT LOCATIONS Head AP 0 HP 3 Left Front Leg AP 0 HP 2 Right Front Leg AP 0 HP 2 Fore Quarters AP 0 HP 4 Hind Quarters AP 0 HP 4 Left Hind Leg AP 0 HP 2 Right Hind Leg AP 0 HP 2 Dark Trolls STR 16 CON 10 SIZ 18 INT 13 POW 10 DEX 10 APP 10 Move: 3 Fatigue: 26 Hit Points: 14 Magic Points: 10 DEX SR: 3 Weapon SR Attk/Par% Damage AP Mace 6 35/25 1d10+1d4 10 Sling 3 35/- 1d8 Spirit Magic (53%): Bludgeon 1, Darkwall, Heal 1, Protection 1. Skills: Darksense/Scan 35, Darksense/Search 35, Listen 40. HIT POINT LOCATIONS Head AP 1 HP 5 Left Arm AP 1 HP 4 Chest AP 1 HP 6 Right Arm AP 1 HP 4 Left Leg AP 2 HP 5 Abdomen AP 2 HP 5 Right Leg AP 2 HP 5 Broos STR 13 CON 16 SIZ 16 INT 13 POW 10 DEX 10 APP 4 Move: 4 Fatigue: 29 Hit Points: 16 Magic Points: 10 DEX SR: 3 Weapon SR Attk/Par% Damage AP Head Butt 9 50/- 1d6+1d4 1H Spear 6 35/25 1d8+1+1d4 10 Spirit Magic (53%): Disruption. Skills: Dodge 10. Combat Notes: May use its head butt 3 SR after any other attack, as well as parry or dodge. HIT POINT LOCATIONS Head AP 3 HP 6 Left Arm AP 2 HP 5 Chest AP 2 HP 8 Right Arm AP 2 HP 5 Left Leg AP 2 HP 6 Abdomen AP 2 HP 6 Right Leg AP 2 HP 6 Illuminated Skulls SIZ 1 INT 5 POW 18 Move: 0/6 Hit Points: 1 Skills: Dodge 81, Riddle 16. Dark Troll Zombies STR 30 CON 21 SIZ 20 INT 6 DEX 7 APP 1 Move: 2 Fatigue: 51 Hit Points: 21 Magic Points: 8 DEX SR: 4 Weapon SR Attk/Par% Damage ENC/AP Troll Maul 5 35/18 2d8+2d6 5.5/16 HIT POINT LOCATIONS Head AP 4 HP 7 Left Arm AP 4 HP 6 Chest AP 4 HP 9 Right Arm AP 4 HP 6 Left Leg AP 4 HP 7 Abdomen AP 4 HP 7 Right Leg AP 4 HP 7 Hellion SIZ 1 INT 18 Move: 20 Hit Points: 19 Armour Points: 19 Magic Points: 19 Special Ability: Drains 1d10 Fatigue per MP spent. Attack hits automatically, at SR 1. Each MP spent reduces HP and AP by an equal amount. Wraith CON 27 INT 18 Move: 19 Hit Points: 27 Magic Points: 19 Armour: None, but may only be struck by magic. Special Ability: Attacks with MP vs INT on SR 1, doing 1d6 damage to a missile hit location if successful. Armour or magical protection does not help. Gnomes STR 28 SIZ 3 cubic metres POW 12 Move: 1 Hit Points: 39 Damage: 3d6 Avatar of Barbester Gor STR 18 CON 18 SIZ 18 INT 13 POW 15 DEX 14 APP 8 Move: 3 Fatigue: 36 Hit Points: 18(22) Magic Points: 15(11)(6) DEX SR: 3 Weapon SR Attk/Par% Damage AP Axe 7 100(150)/- 1d8+2+1d6(+4d6) Shield - -/100 - 12(infinite) Spirit Magic (%): Demoralize, Detect Enemies, Heal 6, Vigor 4 Divine Magic: Axe Trance, Great Parry, Slash 4. Combat Notes: She will cast her Vigor spell as soon as she sees the PCs coming. When it becomes obvious that combat will ensue, she casts Great Parry (which delays her attack until SR 10), following up in the next rounds with Axe Trance (backed by 5 MP, no time for any attack) and Slash 4 (again striking at SR 10). The only way to interrupt this series of spells is to wound her so badly she has to do some Healing (or kill her, of course). HIT POINT LOCATIONS Head AP 9 HP 6(8) Left Arm AP 9 HP 5(6) Chest AP 9 HP 8(10) Right Arm AP 9 HP 5(6) Left Leg AP 9 HP 6(8) Abdomen AP 9 HP 6(8) Right Leg AP 9 HP 6(8)