AGAINST THE RISE OF EMON

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The following module was written as an entry for the MATTMARK Generic Dungeon Design Contest in 1987. It was originally going to be a joint project by myself and a friend named Bill Moodey, but Bill bowed out early on, despite the fact that he instigated the whole thing. Thanks, Bill! 8^)

The Contest rules were quite grueling. An enormous "blueprint" was provided, in the form of a rambling 1st-person narrative. Entries were to be judged in part by their faithfulness to this blueprint. Unfortunately, the author was less then competent, and seemed compelled to overload the blueprint with stupid-sounding names and cryptic plot points/legends/etc. The volume of such garbage was incredible.

This made writing the module a daunting task indeed, particularly as there was a maximum volume of 60 pages. Believe me, no one could address all the references from the outline within a mere 60 pages! I ended up with about 80 pages, which I compressed into a 60 page printout - barely (I used tiny margins and a really small font). Even so, many of the outline names and points were simply mentioned as history, for no other purpose than increasing my score.

Let me reiterate: ALL THE STUPID AND CONFUSING NAMES IN THIS MODULE WERE CREATED BY MATTMARK, NOT ME. :-)

The prize was to be $500 and publication of the module.

I completed two versions of the module, one for Runequest 3, and one for AD&D (conversion from RQ3 to AD&D took about 4 hours), and sent them both in. And waited. And waited. And waited.

Finally I called the MATTMARK number. After some difficulty, I was informed that my entry had been received. Apparently, the MATTMARK company was the project of two college students named Matt and Mark, who had somehow managed to get a sum of money together to start this. I was rather surprised, as the MATTMARK Contest booklet had been rather professionally produced. I settled back to wait some more.

More weeks passed, with no word. Finally I called again. This time I was informed that there had been an enormous, unexpected response to the Contest, with over 5,000 entries in each of two categories (entry forms cost $5 each, by the way). There would therefore be a delay in judging.

More weeks passed, and once again I called. Things were moving slowly, I was told; the judges were picking 27 top entries from each category from which to choose the winner. After some searching, I was informed that my AD&D entry was among the top 27.

I called again, weeks later. With much difficulty, I persuaded someone to talk to me. It was the brother of either Matt or Mark - in fact, I had always had to speak to a family member of those two, rather then Matt or Mark themselves. This brother finally told me that one of the "officers" of MATTMARK had stolen all the Contest funds, and left the country. The Contest might be picked up by a New York game company...or might not.

I never heard anything from them again. I had wasted months of my life writing a module to ridiculous specifications; and now, because the module was so inextricably laced with the MATTMARK-supplied and copyrighted names, I could do nothing with my work.

Let me make it perfectly clear: I know that a lot of this module is wasted space, crammed with pointless history. The names are stupid, and in some cases exposition dominates the action. I could have re-written this sucker, changed the names, removed the excesses...but to be absolutely honest, it's not worth the effort. On the other hand, I do honestly believe that there are some good elements here, and in playtest the module has been fairly successful.

Moral: Look before you leap.



AGAINST THE RISE OF EMON


A Fantasy Scenario Pack
compatible with
Runequest 3 (tm)
for 3 - 6 characters of
Master skill level (90% or more).

Copyright 1987 by Peter Maranci
[email protected]

TABLE OF CONTENTS

INTRODUCTION
HISTORY
KINGDOMS
PRELIMINARY PLAYER INFORMATION
SECTION 1: THE MUGGING
INTERLUDE
SECTION 2: A MESSAGE FOR THE PRIEST
SECTION 3: THE WRISTBAND OF TINTOLEJ
SECTION 4: THE ARROW OF THE KONAE
SECTION 5: ASSAULT ON THAKUL'S FASTNESS
MISCELLANEOUS NOTES
LOCAL ENCOUNTERS
MAP


(The map is not included here, but it isn't really necessary. It was from the Contest Blueprint, as well. The rune I added to it simply represented a crude schematic of the right route to take...the original was lost. As I recall, it included an arch with a path line going over it.)

I recognize the crudity of this module. Let me assure readers that my standards of writing and game design are considerably higher now than they were nine years ago. The only reason I am distributing this at all is in the hope that some gamemasters may find it to be of use. I didn't want all that work to be completely wasted...

One final note: this module has been playtested twice in a RQ3 format. It seemed to be playable, but the author makes no warranty about your results. Comments may sent to the above address, though many obvious writing/design weakness have long since been corrected. I'm always glad to talk to gamers, though....


INTRODUCTION

For months, now, strange rumors have been going around the taverns about the land known as the Peninsula. Dark stories of demons, terror, and treasure abound the ale-rooms, and many a minstrel has sung for his supper of the "Shadow on the Land". Though some are filled with fear at these tales, the bold and the brave know that no reward can be gained without risk...

Against the Rise of Emon is a Runequest 3 (TM) compatible module for 3 to 6 characters of an approximate skill level of 90% or more in their best skills. It may be incorporated into your own campaign, or played as a stand-alone scenario. The party should include a mix of fighting and sorcery skills; priests, shamans, and thieves would also be useful. The fewer the characters, the higher their skills should be. No member of the party should be native to the area.

The campaign consists of five interlocking adventures. Depending on gamemastering style, each section should take one or two gaming sessions to complete. The gamemaster should read the entire module carefully before beginning. Needless to say, players should read no further!

It is important that the characters in this module be basically good; they must be the kind of people who will try to stop a robbery if they see one taking place (see Section 1: The Mugging).

The action of Against the Rise of Emon takes place on a large peninsula running westward into the Ceratic Ocean, connected to the mainland in the east. There are five distinct Kingdoms: Pozart, Joulo, Konat-Kale, Belitfint, and Hetek. They are known collectively as the Domains, or the Five Kingdoms. Each of these is detailed separately in the KINGDOMS section. The area of the Domains may be incorporated onto the northern or western coast of a previously-designed continent.


HISTORY:

Long ago, Konar, one of the Gods of the Peninsula, designed a race of divine servants using members of an extra-planar race called the X'oaan. Key to his magical remodeling was a piece of the mysterious God Stone, legendary source of both Divine and Demonic powers. This gem, the Eye of Konar, was attuned to every Konae (as Konar called them), and enhanced many of their inborn powers. While the Konae were being created, a Demon Lord named Emon created his own servant race, the K'thorr (Servants of the Fire), from the remaining X'oaan. He also used a piece of the God's Stone, and named it the Fire of Emon. Each Gem magnified a different portion of the original X'oaan power; the Konae gained the power of Plane Travel, Healing, and Telepathy. The K'thorr gained powers of Illusion, Persuasion (limited mind control), and corruption, as well as greater strength. Each Gem holds the essence of its race's inherent powers, and acts as an incredibly powerful spell-enhancer, too. The Konae took up the study of natural lore and white magic; the K'thorr took up the study of poison, treachery, and demonology. Unsurprisingly, the Konae are angelic, while the K'thorr are truly demonic. The Konae dwelt in Konat-Kale. The K'thorr lived in the lands later known as Belitfint and Hetek.

Eventually the battle of the local Gods and Demons exasperated more powerful beings, who restricted the combatants to the God's Plane. The K'thorr and Konae remained on the Peninsula, their respective Gems now the most powerful artifacts in the land. At about this time (3,000 years ago) humans first moved to the Peninsula. Also during this time, the Konae crafted five magic Arrows that could suppress the external powers of the Fire of Emon for 500 years each.

Infiltrating the humans by using their powers of illusion, the K'thorr influenced various kingdoms to attack the Konae; these attacks always failed. In time (1,800 years ago), the K'thorr set up an ascetic cult organization called the Origants to encourage evil practices among humans. These included a hatred of the Konae, who were portrayed as evil enchanters. At this time, through treachery and Demonic aid, the K'thorr managed place a Word of Pain on the Eye of Konar (and thus all Konae), forcing almost all of the Konae to leave the plane. The few who stayed (the Last Band) were led by Kirra, High priestess of the Konae. Despite the intense pain they all suffered as a result of the Word, they managed to steal the Fire of Emon and plunge an Arrow into it. The normal spells of the K'thorr were broken, but their powers and the Word remained. When the Pain continued unabated, all fled in despair save Kirra, who was pregnant and unable to travel dimensionally. She died shortly after giving birth to a daughter, Kamira: none but she knew who the child's father was. The fate of the child is unknown.

The Origants were eventually disbanded (though not exposed) by a band of adventurers with the aid of a mysterious being. At present, the K'thorr have a new quasi-religious front clled the Loghuna, and they effectively rule Hetek. They are secretly expanding their power over the whole Peninsula. The existence of the K'thorr as such is unknown.

Further information may be found in the Interlude at the end of Section I.


THE KINGDOMS

Common knowledge may be learned by the players in taverns, on the streets, from sages, etc. Special knowledge can only be learned in the context of an adventure.

Pozart (established 1100 years ago). Common knowledge: Easternmost of the Kingdoms, Pozart is known as a peaceable land. Governed by a system of royally-appointed Administrators, it has a tradition of favoring wisdom over nobility. The standing army of Pozart is small, less than 2,000 men-at-arms. The local pantheon is respected here. Young King Adrac is well-liked by the people.

Special Information: Pozart has long offered the greatest human resistance to the corruption of the K'thorr and is therefore their greatest target. The nobility and government of Pozart are almost completely infiltrated. The King himself remains uncorrupted, though misinformed.

Joulo (established 900 years ago). Common knowledge: Joulo is the Kingdom of Merchants. Ruled by the Plutocrat Koan the Magnificent, Joulo is securely held in a curious system of economic feudalism: each Merchant Prince owes fealty to his economic superiors. All Jouloans are inveterate hagglers, occasionally to the point of obnoxiousness. Joulo's standing army of 15,000 men is the largest in all the Kingdoms. These are used to patrol the borders and suppress bloody price wars. Anything may be bought in Joulo. Gaven, the local god of merchants, is nominally worshipped but Jouloans reserve their deepest respect for money.

Special Information: At present, the influence of the Loghuna is weakest in Joulo. This is due more to the peculiar monetary obsession of Jouloans, rather than any virtue; economic corruption is already natural to them, and seems to overshadow any social corruption.

Konat-Kale (established 4000 years ago). Common knowledge: Oldest of the Domains, this is the ancestral home of the Konae (see HISTORY). It is regarded as a dreadful place of dark enchantment by common people. Though in some times the Konae were said to be beneficent (and some few sages still think so), it is now commonly believed that the Konae are Demon-worshipers and sacrifice men. They have been attacked many times by the human kingdoms, but their magic was an invincible defense. Otherwise, Konat-Kale has little or no interaction with the other Kingdoms. Konat-Kale is now supposedly uninhabited, but this is unconfirmed. Konat-Kale is a cold but beautiful land.

Special Information: See HISTORY.

Belitfint (established 230 years ago). Common knowledge: Belitfint is the least desirable land of all the Kingdoms, cold and drab. The people of Belitfint are known as humorless and violent warriors by the rest of the Peninsula; the feuds of the Houses of Belitfint are legendary. Nonetheless, the Republic of Belitfint was formed as a sort of mutual defense pact against outside attack. It is ruled by a Democratic Council of Lords. The Council, however, is an ineffective ruling body except in time of war, and the office of the Chairman changes hands often, sometimes bloodily. Thakul's lair is here.

Special Information: Of all the human Kingdoms, Belitfint has received the least attention from the Loghuna; the eternal bickering of the people of Belitfint makes it an unlikely threat to the plans of the Loghuna. In ancient times, the Loghuna had a strong power base here in the form of a cult called the Origants, but withdrew to Hetek 1650 years ago after the Kelesh Disaster (see Interlude).

Hetek (established 1230 years ago). Common knowledge: The oldest human Kingdom, Hetek has the most pleasant lands on the Peninsula. It is known for its weather, the warmest in the Peninsula. Oddly, Hetek also includes some of the coldest lands in the Peninsula: the Ice Marshes, home of the fabled Ice Barbarians. This cold-dwelling, apparently human race is famous for the ferocity, size, and nature-lore of its warriors. It is said that an Ice Barbarian cannot endure warmth without a magic Ice Amulet.

Hetek proper is ruled by the Grand Kissamarlo, a hereditary king. The first strong King of Hetek in generations, his policies have occasionally clashed with those of the true rulers of Hetek: the Loghuna, a priestly caste of magician-ascetics. These have been the true power of Hetek throughout its history. The Loghuna worship no known God, but rather a philosophy: Loghuna is an ancient word meaning Keepers of the Law, and the Law of the Loghuna is Obedience. To act against the Loghuna is to be declared Lawless, excommunicant and damned. The execution of such an individual is swift and painful. As a result, most Hetekians are extremely faithful to the Law. Hetekians have an absolute fear of and hatred for magic when not in the hands of the Loghuna, for the Loghunian cult worships magic. Thus in Hetek, no non-Loghunian may possess magic of any sort. Apart from their fervent hatred of alien magic, Hetekians are an extremely skeptical and sarcastic people.

Interestingly, Kissamarlo (who is not a member of the Loghuna, though he cooperates with them) has recently been linked with illegal magic. It is said that Kamira, mistress to Thakul the Demon (see HISTORY), has given him a magic ring that he cannot remove.

Special Information: Hetek is the bastion of the K'thorr, who were once known as the Origants, and who now pass as the Loghuna. (see HISTORY). It is utterly under their control. The Kissamarlo is well-meaning but is quite aware of the power of the Loghuna and wishes to retain his kingdom. Thus, though he has some power, he cooperates with the Loghuna. Further information on the K'thorr may be found in the HISTORY section. Contrary to legend, the Ice Barbarians are a cultured and civilized people. They are sages of great knowledge, and are gentle by nature.

* * *


Preliminary Player Information

The characters begin the campaign by entering the Kingdom of Pozart, tempted by tales of treasure and adventure. Though they may arrive by land or sea, they must ride westward to get to Thamon Vale, capital of Pozart. You need not play out the trip, but should give the players the following preliminary information:

The countryside of Pozart is pleasant, though cool. Farmers may frequently be seen, planting the usual crops; the land seems peaceful, and the people friendly enough, as a rule. Occasionally you come across a small village by the road, and find that the ale in the local taverns is excellent. The common tongue is commonly spoken here. Villagers will volunteer that King Adrac is a good ruler: peasants are loosely ruled by a local Baron-Administrator, who collects the (low) taxes and is responsible for local justice. Administrators' holdings cover about twenty square miles each. Baron-Administrators are considered nobility, but class relations are relaxed, and sage and knowledgeable peasants are often appointed to the position. Your destination, Thamon Vale, is by all accounts a great city indeed, and the site of the Palace of the King.

Occasionally, you pass shrines dedicated to the local gods; there are many. Arria the Grain Goddess and Aramon the Protector rule the Pantheon, which is worshipped in a body. Interesting but predictable tales are told of the gods, the most amusing being the adventures of Arria's son Konar the Wanderer (an archetypical Trickster). Strangely, Priests and initiates possess no magic apart from an occasional spirit-magic Healing spell and the Divine Magic Worship spell; when asked, the people say "Such wonders are unnecessary for a happy life, and it is unseemly for a God to make magics like a common conjurer. The teaching of the Gods is all we really need." These teachings, they happily tell you, are those of compassion for the weak and respect for the Gods.

As you ride west towards Thamon Vale, you notice that the people seem less friendly. Though the peasants still trade with you, they seem afraid; when pressed they explain that "There've been dark happenings, and 'tis a poor chance to meet strangers these days; there's been stories of bandits and worse things, lately..." In the inns, you occasionally catch whispers of a Demon, and of a dread race of magicians called the Konae. Though the area seems to be solely inhabited by humans, you hear stories of dwarves and goblins "off in the Mountains". You also hear other things:

People have been living on the Peninsula for thousands of years. During that time, there have been many kingdoms and many wars between kingdoms.

Everyone worships the local gods, though they are weak. Everyone knows that nothing is as good as it was in the good old days; neither crops, beasts, nor men.

A minstrel sings of Thakul the Demon who has a magic breastplate and commands an army of goblins somewhere in Belitfint; the breastplate may be the legendary Guard of Emon (whatever that is). An evil Sorceress named Kamira is supposed to be Thakul's mistress. It's a poetic tale.

Most people think that Thakul is just another bandit.

The local village wrestler is the strongest man in the world.

There is an old Wizard named Trostag who ferries people across the wild Fanaibe River in the northern mountain-country. He's in love with the Sorceress Kamira, who torments him.

Garlic and beer will cure a cold.

Finally, late one afternoon, you see a great walled city in a green valley. The way is easy, and you reach the open gate shortly before sundown. A bored guard welcomes you to the city of Thamon Vale, and recommends the Golden Boar Inn as a fine hostel (though something in his manner makes you think that he's been paid to do so). You have arrived in the city of Thamon Vale.


ADVENTURE #1: THE MUGGING

In which the Adventurers foil a plot, and meet Mervan Ikul, High Administrator to the King...

The characters have arrived in the city at sundown. After ten minutes, they pass a darkened alley on their right; those who succeed in a Listen roll hear the sounds of a scuffle (Note: it is vital that at least one Adventurer hear the sounds, and that the party investigate). Looking down the alley, they see what appears to be a mugging in progress. A gang of toughs with maces is giving an old man in a gray cloak a beating. The old man, his back to a wall, is holding them off with his cane. No guards or pedestrians are in the area. As the alley is dark, only those who make their Scan roll will be sure of how many toughs there are (there is one less thug then there are party members) or notice that the old man is using his cane broadsword-style, with considerable skill. Combat skills are at -10% in the alley due to darkness (the party may bring in a light source, of course).

The gang will not back down unless faced with truly overwhelming power; the players will not be able to frighten them off easily. However, given the relative skill levels of the combatants, the fight should be quickly over. If, by some outrageous chance, a player is killed, we recommend (for this combat only) that you fudge the roll; for a player to be killed in such a minor combat this early in the game would be ridiculous.

The leader of the gang is Samhan the Knife, and his dagger has POT 12 blade venom on it. He has already hit the old man once in the left arm with it, but the poison was resisted. All of Samhan's followers have similar statistics and skills; roll up extra Thugs as needed.

Samhan the Knife: Human Male, age 28

STR: 16
CON: 14
SIZ: 12
INT: 11
POW: 13
DEX: 15
APP: 14

Location____AP/HP
Right Leg....5/5
Left Leg.....5/5
Abdomen......5/5
Chest........5/6
Right Arm....5/4
Left Arm.....5/4
Head.........5/5


Total Hit Points: 13
Magic Points: 13
Armor: Bezainted + soft (5 points)
Damage Bonus: +1D4
Money: 265 sp in belt
Skills: First Aid 36%, Swagger 55 %, Hide 59%, Sneak 44%, Dodge 55%

Weapon___________SR___attack_____damage_______parry_____AP
Dagger...........8......55%.....1D4+2 +1D4.....37%.......6
Shield (Target)..8......24%.....1D6 +1D4.......60%......12


Joe the Generic Thug: Human Male, age 19

STR: 14
CON: 12
SIZ: 14
INT: 10
POW: 11
DEX: 14
APP: 11

Location____AP/HP
Right Leg....4/5
Left Leg.....4/5
Abdomen......4/5
Chest........4/6
Right Arm....4/4
Left Arm.....4/4
Head.........4/5


Total Hit Points: 13
Magic Points: 11
Armor: Courboulli + soft leather (4 points)
Damage Bonus: +1D4
Money: 70sp
Skills: First Aid 22%, Hide 34%, Sneak 39%, Dodge 45%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Club.............7.....50%......1D6+1D4........25%.......6


The old man is Mervan Ikul, a High Administrator to the King.

Mervan Ikul: Human male, age 61

STR:11
CON:12
SIZ:15
INT:17
POW:15
DEX:15
APP:13

Total Hit Points: 14
Magic Points: 15
Armor: None
Damage Bonus: +1D4
Money: 470sp
Skills: Speak Own 94%, Orate 91%, Fast Talk 77%, Evaluate 74%, Human Lore 92%, World Lore 84%, Administration 101%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Broadsword, RH....7.....87%.....1D8+1+1D4......83%......10

The cane has 6 hit points and does 1D3 damage.

As Mervan should not be involved in active combat, his combat statistics are not included (except for his broadsword skill). His left arm, normally at 4 hit points, is presently at -1, and therefore useless. He is not armored. His CON has been reduced to 6 by poison on the blade of Smahan. Do not roll out the combat between Mervan and the gang. Mervan survives with the one wound already described.

If captured, Samhan and the gang know very little; they were hired to kill "the old man" by a tall hooded man with a deep, whispery voice in the Green Feather Tavern two hours ago. They were given a description of Mervan, told where they could find him, and paid 1000sp for the job.

If the party has captured any of the thugs, and decides to turn them in to the city guards, the thugs are killed in prison within six hours (the arm of the K'thorr is long). There is no reward for their capture.

Once rescued, Mervan gasps out his thanks. Telling the players his name and high rank, he invites them to come to his office on Government Street tomorrow afternoon, promising a reward.


Interlude: Fun at the Golden Boar

If the characters choose to stay at the Golden Boar, they may gain extra information. Old Nemo, a drunken tale- teller at the Inn, knows a great deal of the legends and lore of the Domains, and willingly speaks of them to anyone who will buy him ale. Though he appears to be an ordinary (albeit well-informed) tale-teller, in actuality he is Noman, the demigod-patron of the long-lost X'oaan (see HISTORY), and he has been observing his descendents for millennia. He is well-meaning but cautious: he prefers to manipulate others to help his people. He has aided the Konae secretly in the past, and is now trying to help humans withstand the machinations of the K'thorr. As a demigod, he is invulnerable and immortal. He has a natural disguise ability, and prefers to operate through guile and cleverness, but will act directly to save the lives of those who are acting in his interests. Neither the Konae nor the K'thorr are aware of his existence.

It is his habit to pass as a human and find heroes who can be encouraged to fight evil. It is for this reason that he has taken on the role of Nemo. He has selected the characters as possible agents against the K'thorr. By telling them certain rare bits of information and misinformation, he intends to subtly guide their actions. At the same time, he is careful to not give out any information which would alert the K'thorr to his existence (such as, for example, the truth of the existence of the K'thorr themselves). He'll tell all the common-knowledge information about each of the Five Kingdoms, and the following special information, all while consuming vast quantities of ale (they buy): He knows much of the merchant wars of Joulo, the feuds of Belitfint, and the many ancient wars of ancient kingdoms. He sings of the Origants, and the Loghuna. He speaks reverently of the Konae. He mentions an ancient Banishment, in which the local Gods and Demons were forced off the plane. He gladly tells the tale of the Fall of Kelesh (but he does not tell the full truth, which is noted in parentheses - read carefully!):

Kelesh was an orphan who was found by the Konae and learned from them about 1800 years ago. Later, the child's evil nature made it necessary for him to leave Konat-Kale, and he eventually became the Wizard-Leader of the Origants. As such, his sole desire was to destroy the Konae.

(The truth is that he was a K'thorran agent, and placed the Word of Pain on the Eye of Konar. Thus the Konae were betrayed and forced to depart. Kelesh lead the K'thorr as well as the Origants as an adult).

As part of a complicated plot to encourage the King of the area, Balisi II, to fear that the Konae wished to assassinate him, Kelesh had three of his followers disguise themselves as Konae and attempt an "assassination". Promising to protect the frightened King, he arranged to have the Fire of Emon stolen by human agents from the High Temple of Konat-Kale, along with the Five Arrows of the Konae. He had discovered the existence of the Arrows as a child on Konat-Kale. (The reason he sent human thieves was that the magical defenses of Konat-Kale were set to react to K'thorrans. The Fire of Emon was in the High Temple because that was where Kirra left it after the Last Band stole it from the K'thorr; she trusted the temple defenses). When the thieves returned saying that they had only found four Arrows, he was furious, but was unable to discover the fate of the last arrow (Noman has it). The thieves also reported that Konat-Kale seemed to be utterly deserted. Kelesh's pleasure at this news did not stop him from having the thieves killed.

With the help of foreign dwarven smiths who were later slain, Kelesh crafted a magical breastplate: the Guard of Emon. He set the Fire of Emon in its center. Giving it to the King, he told him that it would make him invincible. Kelesh knew that the Guard was dangerous (for humans) but it was not his intention that Balisi survive for long in any case. Coming home with the King from a futile "raid" on Konat-Kale, he accused Balisi of treachery and shot him with an arrow. Only one man, a common soldier, survived the resulting explosion. What happened to the Guard and Arrows is unknown. (Actually, it was Noman who shot Balisi. Kelesh had had Balisi wear the breastplate to see if the Fire of Emon had been trapped; if it wasn't, he planned to use the power of the Fire to kill Balisi, take the Guard for himself, assume Balisi's identity, and ease the entrance of Emon into the plane. Noman prevented this by shooting the Fire. The explosion was due to spells Noman had placed earlier on his Arrow. Balisi and Kelesh as well as everyone else present was killed. Later, Noman played the part of the "only survivor" to spread the false tale. Noman took an Arrow (replacing the one he'd used), leaving three, and left the rest in a hiding place with the Guard).

Noman can tell other stories about the Guard and Arrows (both were found later by others). 400 years after Kelesh died the Guard reappeared, along with one remaining arrow (not counting the missing one Noman has). The Guard eventually disappeared, as was its wont, on a battlefield; but the Arrow was sealed in a black stone by a sorcerer named Tintolej, and mixed in with thousands of identical black stones. In the stone the Arrow was indetectable by magic except by a wristband created by Tintolej which now lies under the ruins of Castle Kafsal, in the lands of the Ice Barbarians. The stone itself, along with all the similar stones, is now in Kash, the capital city of Joulo, as part of Ramado's Castle which is the residence of the Plutocrat.

Most recently, the Guard has been found by a stranger to the Peninsula: Thakul the Demon. Nemo-Noman delivers himself of the opinion that Thakul must be a lesser demon at most, small enough to have escaped the power of the Banishment. In any case, Thakul commands a small army of goblins who have overrun the Northern Wastes of Belitfint. The only other incursion of Thakul was a brief foray into Konat-Kale. The area Thakul commands is the poorest land of the Domains, so poor that even the families of Belitfint have not claimed it; from there the goblin army raids surrounding territories. Thakul's stronghold is said to be in the middle of a circle of mountains, in lands which are cut off from direct eastern access by the River Fanaibe. This river is so turbulent as to make passage nearly impossible - water-spirits (POW=3D6+6) make flight over it impossible. The only way to cross it without risking one's life is to be ferried across by the wizard Trostag, who has a magic boat. It is said that he charges nothing, but will only carry those whose motives please him. It is also said that he is in love with an evil Sorceress named Kamira, who is mistress to Thakul; she it was who gave the magic ring to Kissamarlo (see KINGDOMS: Hetek). Her motives are unknown. (Noman knows that she is his daughter by Kirra the High Priestess; having left the plane shortly after she was conceived, he had believed her dead until recently. She does not know who her parents are. He also knows that Thakul really is a demon, but not much more; he has never seen Thakul. He does not know how Thakul gained the Guard. Thakul and the K'thorr are allies. Being of the same evil nature, they cooperate to see Emon rise again. By using the Guard and destroying the peace of the Peninsula, they are slowly making this possible).

If the characters stay elsewhere, they will learn common knowledge information, and gossip about nobility; when Mervan Ikul is mentioned, it is said that he has been acting strangely lately; senile, perhaps. Several nobles and counselors to the King have died by "accident" in the last few years.


ADVENTURE 2: A MESSAGE FOR THE PRIEST

In which the characters meet Belthan the Priest, and learn some interesting information.

When the characters arrive at Mervan Ikul's office, they find it to be richly appointed and near the King's palace. A guard escorts the players into an antechamber after asking their names. After a few minutes, a thin, well-dressed man comes in: Savon Galt, Mervan Ikul's secretary. He stares at the adventurers in surprise, but asks their business in a polite way. He insists on knowing the reason for the appointment, saying it's not in the book. When told, he nods and leaves the room. Coming back in a few minutes with a pouch of 250sp, he tells the adventurers that this is their reward, and that they should go away now. As he says this, however, Mervan Ikul comes into the room.

A quiet discussion ensues. Those making a Listen roll hear that Mervan knew nothing about this "reward"; he is furious that the adventurers were not sent to him immediately. Savon, with glacier-like calm, insists that no time is available for unscheduled meetings. Mervan insists on having the party come into his office. Leading the way, he carefully locks the door behind him. Wine is poured for everyone, and each adventurer is given a pouch of 2,000sp (alter this and all amounts if they are inappropriate for your campaign).

Mervan believes that he can trust the party, and so wants to offer them a high-paying job (they can keep Savon's money). Strange things have been happening in the last few years; the incident last night was not the first attempt on his life. For a number of reasons, he suspects that a large conspiracy is taking place: he does not know who in the City to trust, for even old friends have been acting strangely. Peasants have come to him with tales of torture and massacre by newly-appointed Administrators, all claiming to have been sent to him by a tall masked man (Noman). He has spoken to the King, but was unable to convince him: his witnesses have consistently disappeared or died before testifying. The King is being told that he (Mervan) has become senile.

An old and prestigious priest friend of his named Belthan had similar suspicions; after voicing them several years ago, he was demoted and sent to Gazan, a town near the western border. They have remained secretly in contact since, through coded messages sent by the official courier to Gazan. In his last message, Belthan asked that Mervan secretly send him a party of adventurers willing to travel. Clearly the conspiracy is a dangerous and evil one, and the threat may extend beyond Pozart's borders. Will the party help?

It is necessary that the party accept. Mervan will offer them whatever it takes to persuade them; use your judgement as to what will be necessary. Note that if the party is successful in bringing back solid proof of a conspiracy against Pozart, the King will also reward them. In that case, the reward might well extend to a magic item each, knighthoods, or titles of nobility in addition to money.

Once the party has accepted, Mervan "hires" them as messengers (a cover job) and gives them up to 2,000sp each for expenses. He asks that they leave for Gazan soon, and discretely; Belthan is living in the house of Balt the Potter, passing as Balt's wife's old father (he is not, but she is distantly related to Mervan). For safety's sake, Mervan feels that the adventurers should not see him again before the party leaves. Giving the party a pouch of scrolls to be taken to Gazen, plus a secret one for Belthan and badges identifying them as King's messengers, he bids them farewell.

All distances are given in terms of days and weeks of travel. Local encounter tables have been prepared for this area; see the ENCOUNTERS section for travel information.

Gazan is a week's travel away. They pass both farmland and forests. As before, a dark shadow of fear seems to get stronger as the party travels further west (the influence of the K'thorr is stronger in the West).

An assassin named Wastik is trailing the party at a safe distance. He has been sent by the K'thorr to find and kill the source of the messages that Mervan Ikul has been receiving. He has 3 vials of Blade venom POT 14.

Wastik the Assassin: Human Male, age 30

STR: 15
CON: 16
SIZ: 10
INT: 14
POW: 10
DEX: 18
APP: 10

Location____AP/HP
Right Leg....5/5
Left Leg.....5/5
Abdomen......5/5
Chest........5/6
Right Arm....5/4
Left Arm.....5/4
Head.........5/5


Total Hit Points: 13
Magic Points: 10
Armor: Courboulli + leather (4 points)
Damage Bonus: +1D4
Money: 527 sp
Skills: Hide 94%, First Aid 54%, Sneak 96%, Dodge 99%, Track 89%, Scan 92%, Search 92%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Dagger............7.....88%......2D4+2.........64%.......6
Thrown Dagger..........106%......1D4+1D2 + poison.........


Wastik is mounted. It is unlikely that the party will detect his presence. When the adventurers arrive in Gazan, they are courteously greeted and housed in the Administrator's mansion. How they approach Belthan is their choice, but Wastik is shadowing them. He has paid several street urchins to help keep an eye on the party; an act of kindness to one of them by a party member might cause a little information to come forth (or not). In any case, it is likely that Wastik will follow when any or all of the adventurers go to see Belthan.

The characters meet Belthan in the back room of Balt's cottage. There is one door (in the south wall), one window (in the north wall - curtained) a chair (Belthan is sitting in it), a small table, and a straw bed. After reading the scroll, Belthan accepts the characters as genuine.

He has been studying some manuscripts written in an ancient tongue. In them, he has found disturbing implications; Divination about them revealed vague and disturbing visions. Though his understanding is not perfect, he is troubled by what he has discovered. There seems to be a link between the Konae, the Origants, and the Fire of Emon, though he has always believed in the goodness of the Konae. The Origants and possibly the Loghuna are linked with the K'thorr, an ancient race of half-demons now supposed to be extinct. Emon is probably the root of "demon". References to the doctrines of the Origants sound uncomfortably like those of the Loghuna; furthermore, many events today seem to be similar to those during the rise of the Origants. It seems that a great depth of history has been forgotten or perhaps deliberately obscured. There are hints, no more, of some unknown power that causes "a dreadful clouding of men's minds." If Thakul is truly a demon, than his possession of the Guard of Emon is a terrible threat. Even if he is human, if he is the military arm of a conspiracy of the Loghuna (and it seems likely that he is), he must be slain. Unfortunately, legend has it that the wearer of the Guard of Emon is invulnerable. Only one thing can harm him: a set of magical Arrows crafted by the Konae. The only one still known to exist is last recorded as being at Castle Kafsal in the northern Ice Marshes of Hetek. That Arrow must be recovered. The Arrow is said to work against the Firegem itself, not the Guard. If the stories of old Nemo are mentioned to him, he is very interested.

Belthan sent his nephew Garel to recover the Arrow a year ago, with three local fighters to help him. They did not return. If the characters are willing to go, he will give them a copy of a map of the Peninsula, his thanks, and his blessing.

Before the characters can answer, Wastik strikes. He has been listening at the window for a while now, and has a poisoned throwing dagger ready (if the characters took some sort of precautions against this possibility, take them into account). Any character who rolls under half their Listen percentage may attempt to shield Belthan from the arrow. Unless they had specified that their weapons were out and ready, they will not be able to use them (and only a shield could be used in any case); they must use their bodies at DEX x 3, or the table at DEX x 2 (only one person may use the table, which has 10 armor points). Make them decide their actions quickly. Remember, unless the party has made some other arrangements, Wastik has had a round to prepare (+10%) and has surprised the party (+20%), raising his total attack chance to 136%.

If captured, Wastik attempts suicide by means of a poisoned pellet in a cheap ring he wears on his right hand. Failing this, he desperately resists questioning, saying nothing. If seriously tortured (use your own judgement) he screams that the Administrator will kill them all, and lapses into unconsciousness. He actually knows little: his patron has made sure that he knows as little as possible against just this eventuality. Wastik knows that his boss is an Administrator, and he was told that if captured by city guards he would be released: however, all messages were given him by a short, fat man wearing a gray mask.

Whatever Belthan's fate, the party should proceed to Castle Kafsal. If Belthan is dead or unconscious, a search of the room yields three books and twelve scrolls in an incomprehensible tongue, a book with notations for learning that tongue, and a map of the Peninsula, with a route clearly marked to Castle Kafsal. The route circles around Thakul's mountain fastness, and avoids the Fanaibe River. Total travel time seems to be about three months each way. Give the party a copy of the map, or let them refer to it frequently. If conscious, Belthan gives the party this map and warn them that the Ice Marshes are cold. He is not sure of the meaning of the rune near Thakul's lair; he copied it from an older map. He has no money to give them. Warm clothes and blankets may be purchased in town.


SECTION 3: THE WRISTBAND OF TINTOLEJ

Adventure in the ice and snow can be a chilling experience...

The journey to Castle Kafsal takes thirteen weeks. For the first ten weeks, roll local encounters as described in the ENCOUNTERS section. From the eleventh week on, however, the travellers are in the area of the Ice Marshes. If the party is not protecting itself from the cold, exposure results. Normal encounter tables do not apply in the Ice Marshes. Instead, in the first week they encounter a snowcat:

Snowcat

STR:15
CON:19
SIZ:11
INT:15
POW:9
DEX:21
APP:18

Total Hit Points: 15
Move: 6
Dodge: 70%

Claw attack: 75% (1D8+1D4)
Bite attack: 70% (1D6+1D4)

It is white-furred, and has a Hide ability of 109% in the snow. It is not aggressive, but simply watches the party. It runs away if disturbed, but fights if cornered. Though intelligent, it cannot speak.

The second week, a hunting party of three white-fur- clad Ice Barbarians is encountered. If a Scan is made, the party may attempt to Hide (-10%). The Ice Barbarians are non-hostile (they defend themselves if attacked, but even so try to avoid killing). If peaceful contact is made, the party discover that Garel did pass through the area about eight months ago, with two fighters accompanying him; after buying some smoked meat from the Ice Barbarians (who call themselves the Sevam), they continued on north, never returning. The Sevam themselves do not travel travel that way, for there is no game there and hunters sometimes do not return. The hunters offer their hospitality to the party. If they accept, they are taken to a tribal ice-house. It is pleasantly warm there, and they are asked many questions about current events. In the evening, a large feast is served. Afterwords, the party is introduced to the ancient Sevamdor, chief of the Sevam. He sings several heroic lays, including one about Castle Kafsal. It speaks of the Sorcerer Tintolej, the Arrow, and the magic Wristband. If the party shows interest, he tells them the tale of Tintolej from the HISTORY section, though he does not know where the block of the Arrow was taken.

No Ice Barbarian will travel with the party, but they give careful directions to the ruins of Castle Kafsal. The trip there is uneventful, the only item of interest being a smoking and steaming hotspring on the third day.

Castle Kafsal is now a large mound of snow-covered rubble. Searching it takes an hour and a successful Search roll, resulting in the discovery of a large square hole - apparently the remains of a downward-leading stone stairway. The stair is 20 feet deep, but the bottom 10 feet are filled with powdery snow: from above, it appears that the stair ends ten feet down on a snowy floor. The stairs are covered with ice, and very slippery; roll DEX x 3 to avoid falling. Anyone failing their DEX roll when stepping on the stair falls deep into the powder, and must roll DEX x 3 to get out (they appear to have been swallowed up by the floor). They may attempt this once per round, but each round after the third spent in the snow results in 1 point of damage to total hit points. In the snow, the frozen body of a man may be found. He is wearing a monogrammed belt labeled "Garel". His legs are broken.

The stairwell ends at a wooden door, with a brass plaque marked "Kafsal" on it. The door is locked (-10% Devise). The door has 25 hit points. Once opened, it reveals a stone corridor ten feet wide, leading straight ahead (north). The corridor goes straight for 20 meters, slopes downward for another 20 meters, and then turns left. Waiting around this corner is a large (SIZ 21) silvery blob. It is absolutely silent; the characters are surprised unless they roll under their POW x 3 or a critical Listen (allow them a bonus if they took precautions). The blob registers on a magic-detection spell. It lashes out at the party with its six pseudopods, 2 at SR 2, 2 at SR 5, and 2 at SR 7. Each has a 50% chance of hitting, and each does 1D6 points of cold damage (ignoring metal armor). It takes only 1 point of damage from ordinary weapons. Spells such as Bladesharp do extra damage for the magic (ie. a weapon with Bladesharp 3 would do 4 points of damage - 1 for the weapon, and 3 for the spell). The blob is completely vulnerable to heat damage, and even a fist attack is warm enough to do full damage (though the fist involved would take 1D6 points of damage as per an attack). The creature has no armor and 25 hit points, all of which are treated as one hit location. It regenerates 1 hit point per round until dead (except heat damage). Its POW is 15.

Two fighters can fight abreast here, or three at - 10% each on all attack skills. Unenchanted metal weapons hitting the creature have a 50% chance of shattering due to the extreme coldness of its flesh. Cold and mind-affecting spells do not affect the blob. Play it out.

Proceeding on, the party arrives at a large, barred wooden door with a small shuttered opening at eye level. Behind the door is a skeleton waiting to poke the eye out of whoever opens the shutter. Be careful how you run this - at the least a Luck roll (POW x 5) should be applicable (give the players a chance). The room is dark. The door to the room has 35 hit points. If the characters stand in the doorway, they will face only three skeletons at once.

The room is full of weirdly glowing skeletons. All are moving silently to the door, except for one that is chained high on the wall opposite the door: a successful Scan reveals that one is wearing a band on its right arm. There are 4 skeletons for every adventurer. They are unarmored. Strangely, every skeleton "bleeds" a silvery liquid from its bones when broken. Though this liquid looks like that of the blob, it is inanimate. Two have broadswords, and fight with a skill of 60%. All of the skeletons have a claw attack of 50% and a Dodge skill of 60%.

Generate skeletons as needed using the Skeleton statistics in the Creatures book.

The hanging skeleton is Tintolej. He is animate, but will not attack the characters. He simply holds his arm out (if possible). Those making a Listen roll hear a ghostly whisper saying "Please...destroy me". The skeleton is absolutely incapable of making any other communication. The band cannot be removed from the arm until the arm is smashed. The skeleton and the band are both immune to fire.

The wristband is translucent unbreakable black glass with three gold braid circlets embedded in it. Anyone wearing it immediately knows that it is attuned to the Arrow, and that the Arrow is to the southeast. A search of the room reveals a loose stone in the back wall. Behind the stone is a fragment of old parchment. Written in an archaic form of the Common Tongue, it says: "...gh none knew who the father was. ...erted by her companions by her own order, Kirra, High Priestess of the Kona...irth to Kamira, and died...ire of Emon would be use...mon Emon when the law of the land is broken..." (ellipses indicate burned areas). There is nothing else in the Castle of interest.


SECTION 4: THE ARROW OF THE KONAE

There's no honor among thieves...or merchants...

The trail of the Arrow leads the characters directly to Castle Ramado, residence of Joulo's Plutocrat. The trip takes ten weeks. In the first three weeks of travel there is only one encounter: a snowman, on the horizon. It is ten feet tall, and human-shaped. Buried inside the snowman is a clear glass ring; it is difficult to find, and is non-magical What's it doing there? For the last seven weeks, use the local Encounter tables.

The party ends up in Kash, Joulo's capital city. There is a 50sp charge for non-Jouloans to enter the City. It is an incredible town: anything and everything is for sale, including magic items (many are fake). Even an Ice Barbarian is for sale at the auction block. There are no firm prices on anything, and everything must be haggled for, even ale. This constant haggling has made Jouloans the greatest Bargainers on Earth; even the lowliest peasant or child has at least a 50% skill. Gambling is everywhere, and almost every purchase is rolled for, double or nothing.

The Wristband leads the party towards the Castle of Koan the Magnificent, Plutocrat of Joulo. It is surrounded by an alligator-stocked moat. To enter, the characters must make an appointment to see the Plutocrat. Unfortunately, this costs money: 500sp each for a ten-minute public audience, 5,000sp for a private audience.

If the character with the Wristband gets into the Castle, he finds that the Arrow is in a block set in the right front gatepost of the Castle proper at eye level. The brick is large, 3 feet long and 1 foot high, identical to all the surrounding blocks. A guard stands directly under it; he gives an alarm if he sees intruders. Four-men guard patrols go by every half-hour. Note that the specific block is only detectable once past the moat.

The guards are strong, burly men. They wear ringmail and leather armor (6 points) and plate helms (8). They fight with broadswords and target shields at an 80% proficiency.

If the characters are not able to afford to meet the King, they need money. If they do meet the King, they still need money, for the King charges 20,000sp per block (he has sold a few before). The King's Bargaining skill, by the way, is 147%. Note: if the party has a public meeting with the Plutocrat, there is a K'thorran present. If the wristband is visible or spoken of, Thakul is warned in Section 5.

The party may, of course, decide to steal the block. This is dangerous, for there are many soldiers in the castle, and Koan has several sorcerers on retainer. Also, removing the block takes a pick and hard work: it would be impossible not to make noise.

There is one way to make fast money in Kash: the Games. These gladitorial combat games, are fought year-round in the Arena of Kash. Anyone may participate: combats are fought to surrender of unconsciousness. Any mix of brawn and magic is allowed. Normally, prizes are low; however, the Tournament is starting next week, and the prizes are enormous. The Masters' Tournament consists of randomly pairing off 16 participants in single combats, pairing off the 8 winners of those battles, then the 4 who win again, and finally a battle between the two remaining winners. Betting action is extremely heavy, and is coordinated by the Bookie's Council, which has a complicated system of ranking.

If the characters can convince a judge that they are qualified, they may enter the Tournament in the Master category. Use your judgement on whether or not they are convincing: they may demonstrate their prowess, in which case have them make three rolls on their skills to see how well they do (if they do poorly, they are not accepted at that level, but must compete in the Expert level). They may attempt to bribe the instructor; this requires a minimum of 500sp (Fast Talk may affect this cost). Finally, they may try to intimidate the judge: this is very unlikely to succeed. The judge simply pretends to give in, and later has the party arrested.

The initial opponents in the Masters category have skills in the 85% - 90% range. As the PCs advance through the ranks, add 1D6 percentiles to the appropriate combat skills of their opponents. This is an opportunity to have the players encounter enemies with unusual weapons and spells. If a player is battling in the Expert catagory, his opponent will be in the 75% - 85% skill range. After winning one fight at Expert level, the adventurer may enter the Masters Tournament. Combats are one-on-one, and are fought until surrender or unconsciousness. All weapons are live (not padded). Combats begin with the opponents 30m apart. Healing 2 spells are available for 400sp, as are numerous potions and poultices (these are generally useless).

If the characters do well in their first battle (there is one per day), they find themselves the object of interest. Strangers come to visit them, some offering them money to lose a fight, others subtly threatening them. These actions are not against the law. The character who has done best is offered a magic luck amulet free, being told that he has "friends". The amulet does not register as magic. It adds 5 points to the wearer's DEX while worn, but when during actual combat, a sorcerer in the crowd casts a spell that causes it to subtract 10 from the wearer's DEX. The amulet could be taken off, negating this effect, but the character must roll under reduced DEX x 3 to do so, and would be incapable of any other action. A sorcerer might learn how to control this amulet through the same mechanic as learning a spell (500 hours study and roll under INT x 3). Each participating character fights in four contests (if they lose one, they may not continue). The first has a prize of 50sp, the second yields 500sp, the winner of the third contest wins 5,000sp, and the final winner gets 50,000. Opponents are selected randomly; party members could have to battle each other.

If you wish, the Plutocrat could offer the party the option of going on a quest (of your own devising) in place of the 20,000sp. Keep in mind that the quest should be extremely difficult! Also, the Plutocrat has no concern for the future of the Peninsula - he is greedy, period. When the block is purchased, Koan has it gift-wrapped and delivered, at no extra charge. The block has 100 hit points and will surely damage non-enchanted weapons used to hit it. However, it falls apart when struck with the Wristband, revealing the Arrow. If opened in public, it is observed by the K'thorr; five assassins with skills similar to those of Wastik (see Section 2) led by a K'thorr assassin (use the Right K'thorr in Section 5) are dispatched to kill the party within the week. The Arrow is +100% against the Fire only, slaying the wearer of the Guard instantly; otherwise it is +30% and +6 to damage. It is unbreakable.

Immediately after the block has been opened, the party receives a scroll; It says: "Time is growing short, and Thakul's power is growing greater. If Thakul is not slain soon, Emon will walk the Earth again. Remember, you have friends. Take the western side passage by the black stone, slay the demon, and bring the Guard to the King's Castle in Thamon Vale. I will meet you there. Do not wear the Guard! Take this ring, and use it in your mission. Beware of the Loghuna. PS- If you meet Kamira, give her the ring. Tell her it is a token from her father." The scroll was left before the party's door.

There is no signature. With the message is a gold ring in the shape of a Mobieus coil. It is magic, and adds 75% to the Hide and Sneak abilities of all those within a 5 meter radius of the wearer.


SECTION 5: ASSAULT ON THAKUL'S FASTNESS

The Final Battle begins...

The key to this section is the rune on the map. Make sure that the adventurers have a copy! The meaning of the rune is that the party should take the upward trail past two circling trails; beyond the second, the path is obscured. Near the top, there is a bridge leading to a secret entrance. If the party takes a wrong path, they run into increasingly stronger bands of goblins each day.

Thakul's mountain lair is seven week's travel from Kash. Use the ENCOUNTER table. The land of northern Belitfint is stony gray, and bleak. A cold wind constantly blows from the North. If encounter #1 (wolf dog) has not yet occurred, it does on the 3rd day of the 3rd week. The party reaches the River Fanaibe at mid-day on the 2nd day of the 6th week. It is wild and clearly unfordable. After half an hour, an old man on a large raft poles upstream and stops by the adventurers. He is Trostag. Bitter and half-mad, he is nonetheless very canny: he questions the characters closely, and sees through any lies or evasions (Human Lore 81%). He hates Thakul for a number of reasons. Trostag would be pleased to hear of Thakul's death, but he dreads the thought of harm befalling Kamira. He demands that the party promise not to hurt her, or else he will not take them over. If seriously threatened, he teleports away with his raft. He may also, at your discretion, demand that each passenger tell him a story; he gets very bored waiting by the river. He will not discuss the movement of other passengers, for he believes in client confidentiality.

The party enters the mountains at the end of the seventh week. On the first two days, riding/climbing is easy, with no encounters. On the third a Climb (or Ride, if riding) roll must be made each day. On the evening of the third day, the party runs into a patrol of twenty goblins, marching leftward along a path that crosses the upward path. If anyone makes a successful Listen roll, the party may attempt to Hide. Otherwise, the party may chose to fight from a hilltop, or may move to a narrow pass that only allows 2 goblins to attack at once. Goblins should be generated as orcs from the RQ3 Creatures book. Once revealed, the party must slay all the goblins, or else Thakul will be warned. On the fifth day, the path seems to come to an end; it is crossed by a horizontal path. A large boulder sits on the opposite side. The path is found to continue if anyone goes above the boulder and makes a Track roll, or if they continue to go straight up in any case; the upward path does seem to have been obscured and neglected. On the morning of the sixth day the party comes upon a roaring river that parallels the path. An hour before sundown, they come to an enormous abyss, 50m wide and hundreds of meters deep. The opposite side is a smooth cliff wall, going up hundreds of meters; it is a surrealistic sight, and most impressive of all is the river, which bursts from a hole in the opposing cliff side to arc over the abyss and land near the path, which ends here. Anyone rolling a Scan sees that there is a small (1m diameter) dark hole next to the exit hole of the cataract. No grapple will hold on the other side (05%).

If the characters put the Ice Amulet that was worn by the wolf dog into the waterfall, it freezes solid, forming a steep ice bridge. Removing it converts the cataract back to water immediately. If they fail to think of this after a few hours, the dog begins to whine and point with its snout, trying to indicate what they should do. They must figure this out, as it is their only option; they cannot simply wait. If Thakul has been warned, a patrol of 60 goblins attacks them the next morning; otherwise, the party has three days. Make it clear to the party that waiting is suicide; if they do nothing, kill them.

Horses cannot cross the ice bridge. Humans must make three Climb rolls, one at the beginning, one at the middle, and one at the end. If they fail, they must roll DEX x 5 or fall (if they fumble the Climb roll, they also fall). If they fall near either end, they may attempt to catch hold of the cliff wall; their chance to do so is equal to the average of their DEX + STR%. From the end of the ice bridge, the hole is easy to reach. It is too small to stand in, however; the party must crawl. Under the circumstances, use of torches is impossible. The tunnel is 100m long, with many turnings. It is damp and cold.

The tunnel ends in a secret door; a Devise roll must be made to open it. A heavy tapestry covers the door. Note the sound the party is making. Are they moving Silently? If not, they will alert Kamira, who is in her bedroom on the other side of the door. Remember, the party is crawling in a line; if the person wearing the ring is in the back, the ring will not effect more then two people in front and behind. If the party is silent, they may surprise Kamira asleep. If not, she leaves the lights off and Hides (105%) in a closet when she hears them coming. When all members have come out of the tunnel, she covers them with her Firebolt staff and warns them to surrender. There is no one else in her bedroom.

Kamira

STR: 15
CON: 16
SIZ: 13
INT: 23
POW: 21
DEX: 19
APP: 26

Location____AP/HP
Right Leg....0/6
Left Leg.....0/6
Abdomen......0/6
Chest........0/8
Right Arm....0/5
Left Arm.....0/5
Head.........0/6


Total Hit Points: 16
Magic Points: 21
Armor: None (0 points)
Damage Bonus: +1D4
Money: None
Skills: Dodge 91%, Listen 91%, Scan 93%, First Aid 103%

Spells: Cast Back 90%, Damage Boosting 101%, Damage Resistance 112%, Fly 93%, Glow 99%, Magic Point Matrix Enchantment 107%, Mystic Vision 105%, Neutralize Magic 90%, Regenerate 98%, Skin of Life 87%, Smother 99%, Spell Matrix Enchantment 109%, Treat Wounds 100%

Special spells: Firebolt (does damage as Touch Illusion, but +1 damage) Summoning Enchantment (allows her to teleport an enchanted item to herself from any distance).

Weapon___________SR___Attack_____Damage_______Parry_____AP
Staff, 2H........5.....89%......1D8+1D4........93%......20

All her spells are stored as matrices in her staff, which is also a 20 point magic point matrix. It is enchanted to 20 hit points, and a Summoning enchantment has been placed upon it. The staff can cast Firebolts instantly, without time delay.

Kamira is a proud and bitter woman, but not really evil at heart. Deserted (so she thinks) as a baby, she believes that the world is against her. In retaliation, she is against the world; and so she acts as Thakul's advisor (but not as mistress, for a surprising reason). She is untrained, and uses none of the inborn gifts of her people; she is nonetheless a great sorceress, for she is over a thousand years old (and still looks young). If the party gives her the ring and shows her the scroll-fragment, they may convince her to allow them to pass in silence (she may even let them use the ring). Whether or not they persuade her is your decision; though you could simply require the party to make Oratory rolls, it's recommended that you play her part and let the players convince you. If they are very persuasive, she may accompany them when they leave the mountain. In any case, she will not help kill Thakul; she respects the demon as a fellow outcast from the world, though she dislikes torture.

There are several several rooms in her suite, but only one door opens onto a corridor. It is dimly lit by Glow spells placed along the (5 meter high) ceiling. To the right are stairs leading down: they go 100m down, and then lead to goblin barracks. To the left, there are a large set of bronze double doors, with elaborate demon-head knockers. The doors are unlocked. They open onto an enormous (100m across) room. The entire room radiates magic. Directly opposite the doors is a large throne, carved in horrifying demonic style. In the center of the room is an enormous (70m) pentacle: in the center of the pentacle is an evil-looking alter. On top of the alter are the remains of a recent human sacrifice. There is a black door to the left of the throne. There are no traps or magic effects in this room (now), but those staying in it for more than 5 minutes must resist a POW of 18 or be Demoralized. This is not a spell effect, but rather a function of the sheer horror of that room; the effect lasts until the character leaves the room.

The black door is locked with a normal lock. Beyond it is a staircase leading up. At the top of the staircase is a 15m long corridor, leading to a large wooden door. Two goblins are standing sentry duty in the corridor; if Thakul has already been warned, there are eight exceptional (+20%) goblins. The door is locked, and there is a needle with a poison of POT 16 in the center of the knob that stabs out when the knob is turned.

Past the door is a 20m long hall. There are doors in the left and right walls; the left leads to an amazingly educated and erudite library, while the right leads to what appears to be a pleasantly decorated music room; in the center is a strange-looking harpsichord. Closely examined, it proves to be constructed entirely of human bone; the strings are made of human hair. The manuscript is written in blood, and the music and script are beautiful. When played, screams rather then music are produced (the screams alert Thakul). Both rooms are uninhabited.

The center door is unlocked; it leads to a torture room. Torture implements line the walls, and a large unoccupied crucifix is in a metal stand in the center of the room. There are grooves in the floor, to channel blood. There is a door ajar on the right. In the far wall, there is a large window. Staring out of it, his back to the door, is Thakul: a female demon! She is wearing the golden breastplate, the Fire red in its center. She turns. Thakul is human-appearing, but eight feet tall; her hair seems to be made of fire, as do her eyes. She is startlingly beautiful. If the character with the Arrow shoots immediately as Thakul turns (ie., he must already have it nocked), he may do so; otherwise, Thakul says a Word of Power. The Word snaps all bowstrings in hearing distance, and alerts the two K'thorr in the map room on the right. If Thakul is hit by the Arrow (whether from a bow or by hand), she dies immediately and her body melts. The Arrow disappears. If this happens, the party must still fight the two K'thorr, who try to escape.

Thakul: Demon Female, age unknown

STR: 27
CON: 20
SIZ: 21
INT: 20
POW: 21
DEX: 20
APP: 30

Location____AP/HP
Right Leg...16/7
Left Leg....16/7
Abdomen......*/7
Chest........*/9
Right Arm...16/6
Left Arm....16/6
Head........16/7


Total Hit Points: 21
Magic Points: 20
Armor: The Guard (special; * indicates infinite AP for abdomen and chest, 16 points elsewhere.
Damage Bonus: +2D6
Skills: Virtually any non-magical skill desired at 100%

Weapon_____________SR___Attack_____Damage_______Parry_____AP_____Special__
Bastard sword, RH...3....130%....1D10+3+2D6......87%......14.....magic: +2
Bastard sword, LH...7.....99%....1D10+5+2D6......50%......14..+4, Venom 20

Thakul is not affected by heat, cold, or suffocation. Fire affects her normally. The power of the Guard protects her arms, legs, and head as 16 point armor; over the chest and abdomen, where it covers, its hit points are infinite. Criticals affect normally, but the power of the Fire heals the first 13 points of damage she takes instantaneously (including fire damage). She fights with both swords at once, and may attack a third time (on SR 10) with her right hand by halving her RH attack. The left-hand sword is +10% to hit, +2 damage, and the right is +4 to hit only; in addition, it has the effect of secreting Blade Venom 20 at all times. Magical pluses are taken into account above. She tends to attack more then one person in a round, if possible, and does not waste time on a person who is down. The Arrow may be wielded as a dagger, in which case it is only +3.

Left K'thorr

STR: 19
CON: 17
SIZ: 16
INT: 17
POW: 16
DEX: 21
APP: 14

Location____AP/HP
Right Leg....2/5
Left Leg.....2/5
Abdomen......2/5
Chest........2/6
Right Arm....2/4
Left Arm.....2/4
Head.........0/5


Total Hit Points: 15
Magic Points: 17
Armor: Heavy leather, no helm (2 points)
Damage Bonus: +1D6
Money: 500sp (pouch), 400sp (boot), 3 vials blade venom 18
Skills: Dodge 78%, First Aid 59%, Intensity 91%, Duration 83%, Range 99%
Spells: Venom 80%, Damage Resistance 76%, Magic Resistance 72%, Mystic Vision 65%, Drain 92%, Skin of Life 43%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Shortsword, LH....5....89%.....1D6+1+1D6.......82%......10
Target shield.....6....58%.....1D6+1D6.........88%......12


Right K'thorr

STR: 17
CON: 14
SIZ: 15
INT: 21
POW: 21
DEX: 27 (enhanced by magic)
APP: 13

Location____AP/HP
Right Leg....2/5
Left Leg.....2/5
Abdomen......2/5
Chest........2/6
Right Arm....2/4
Left Arm.....2/4
Head.........0/5


Total Hit Points: 15
Magic Points: 17
Armor: (Heavy leather, no helm (2 points)
Damage Bonus: +1D6
Money: 1 copper piece, Venom 1 matrix (ring), 379sp, gold armband with diamond (3,000sp)
Skills: Dodge 102%, First Aid 68%, Intensity 92%, Duration 87%, Range 82%

Spells: Cast Back 84%, Enhance DEX 81%, Form/Set Bone 97%, Hinder 77%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Dagger, RH........4....101%.....1D4+2+1D4......81%......10

They are the left and right hands (metaphorically speaking) of Thakul, and fight from those positions. There is an additional 11,666sp in gold, coin, and jewelry in the room, along with a magic bag that holds up to 30 ENC with no weight. There are 13 vials of Blade Venom 20 in it, and a black obsidian dagger. The dagger is non-magical.

If the party loses, they are all tortured to death. Otherwise, they may leave the way that they came in. It is an eight-week trip to Thamon Vale. Roll encounters normally. If anyone wears the Guard, he must immediately resist a POW attack of 25. If he fails, his spirit is immediately warped into a demonic nature, with no further chance of resistance. Removing the Guard will not change this; only Divine aid will restore the spirit to its former condition. The affected character must attempt to destroy the party by betraying it into the hands of the K'thorr. Inform the player of his new status secretly; he will be cunning enough to appear unchanged, and may decide to have others wear the Guard. Self-preservation will remain an important goal. The affected character will not register to a Detect Enemies spell.

Once in the city, the party is escorted by ten guards to the Court. It is very crowded. Mervan Ikul rushes up to the characters, and tells them that he has arranged this audience. A message, sent to him 3 days ago, simply told him that all plots would be revealed today, and that he must arrange a public audience with the King. It also told of the death of Thakul. It was unsigned, but he chose to act on it.

After several minutes, the King calls the adventurers foreword. "Let us see this Guard," he solemnly commands.

Before the characters can reply, old Nemo steps foreword. He seems strangely altered: more vibrant, more powerful. The wolf-dog runs to stand by his side. "Your Majesty, the Gem in this Guard is the Fire of Emon. It is the soul-gem of the demonic K'thorr, who were once the Origants, and are now the Loghuna."

There is a gasp. Holding up a piece of parchment, he continues: "This is the Unmasking ritual, which will strip away their disguises!" He quickly reads a sentence in a strange tongue, and the Fire flares: suddenly 14 courtiers are revealed as K'thorr, silver-haired and red- eyed. They possess standard skills, as detailed in the Miscellaneous Notes section at the end of the module. In the ensuing battle, Nemo and Kamira (if she was there) disappear and are not seen in public again...

Afterwords, the characters are royally rewarded. The promised gifts are given them, plus much more. At the least, each is made a knight of Pozart. Later, one evening, Noman and Kamira visit the characters. Telling them the truth about himself and the whole adventure, he thanks them for helping his people. The Unmasking ritual ended the power of the K'thorr to deceive, but a war against Hetek is likely to begin soon. Kissamarlo himself will lead the battle, for he had secretly escaped to Pozart on Kamira's advice (the ring she gave him masked him from the scrying of the K'thorr). Noman warns that the Guard should be carefully guarded (though it does seem a bit daft to guard a Guard).

Now Noman and Kamira will be traveling the planes for a while, catching up on her education; but they will be back some day, to break the spell on the Konae. Before Noman leaves, he gives each character a gift. To fighters, he gives magic weapons (+20% to hit & parry, +3 damage, + 8 AP) of their favorite type, or +5 armor if they have magic weapons; to sorcerers, spell books (you choose the spells) and 18 point power storage matrixes made of strange gray stone; for each thief, a set of gray boots, gauntlets, and a cloak that adds +20% to Climb, Dodge, Jump, Conceal, Devise, Sleight, Hide, and Sneak when worn together. If the character who was befriended by the dog is worthy, he will give him or her a puppy as exceptional as its parent. Shamans and priests he fits into one of these categories. Bidding them farewell, he and Kamira vanish.


MISCELLANEOUS NOTES

New Race: K'thorr

Roll__________Average
STR: 3D6+3.....13-14
CON: 3D6.......10-11
SIZ: 2D6+10.......17
INT: 3D6+6.....16-17
POW: 2D6+8........15
DEX: 4D6..........14
APP: 3D6-2.....08-09

Powers:
Illusion (disguise): They are able to take on the appearance of any other humanoid creature. It is almost impossible to see through this effect (a critical Scan roll might).

Suggestion: They can subtly warp the thoughts of human beings; this effect should be role-played.

Skills: Dodge 70%+, Ride 50%+, Orate 60%+, Poison Lore 50%+, First Aid 25%+, World Lore 40%+, Hide 60%+, Sneak%+, Sorcery skills variable, spells variable, one-handed weapon attack 70%+, missile weapon 90%+

New Race: Konae

Roll__________Average
STR: 3D6........10-11
CON: 3D6........10-11
SIZ: 2D6+10........17
INT: 3D6+6......16-17
POW: 2D6+10........17
DEX: 3D6+6......16-17
APP: 3D6+6......16-17

Powers:
Planar travel: All Konae may travel from one plane to another at will. There is a magic point cost for this equal the SIZ of the Konae. Some individuals can Teleport.

Healing: Konae automatically possess the equivalent of the Spirit Magic Spell Healing 4.

Telepathy: Konae are able to use full Telepathy and Empathy among themselves within 500 meters.

Skills:
Dodge 80%+, Swim 60%+, Orate 30%+, Sing 90%+, all Lores 70%+, First Aid 75%+, Play Instrument 60%+, Listen 80%+, Scan 90%+, weapon attack 70%+, composite bow 90%+, Sorcery skills variable, spells variable

The Powers of the Konae and K'thorr are inborn; they need not be learned, and do not "occupy" intelligence. There are other powers. Both races may learn spell (sorcery) use. Individuals often have higher skills than indicated bases.

The spirits of the Fanaibe River have a POW of 3D6+6. They attack any intelligent creature flying over the river by magic. They are present in the mountain cataract, but will not take action against freezing the river. If the party has extremely bad luck, and is on the point of unjustified death, Noman may be used to save them; this should be accomplished in a mysterious manner, ie. just as the last party member is knocked unconscious by a goblin, he sees several goblins impaled by arrows. If it is necessary that the party see him, Noman wears a brown leather mask. Apart from that, he will use his natural disguise ability to appear taller and thinner than Nemo. Only do this if the party has been the victim of bad luck; Noman has other business too, after all.

Noman:

STR:25 CON:25 SIZ:18 INT:28 POW:28 DEX:26 APP:23 Move:6

Since Noman is a hero-demigod of the X'oaan (zoe-ann, root-stock race of the Konae and K'thorr), he has all the racial Powers of both races. It is thus impossible to recognize him unless he wishes it, for he can alter his appearance completely. He can also teleport at will. He is essentially unbeatable in most situations, but would be vulnerable if the K'thorr knew of his existence; he knows that they would summon Demonic aid.

His skills start at 200%+. He is a master sorcerer, and knows all spells. Noman uses the sorcery spell Masking to avoid leaving his imprint on magic items he has created; the effect of Masking is to effectively reduce the power of Mystic Vision detection. He does this to avoid having his face revealed as the maker of the dagger and ring the party encounters during the module (they would be unlikely to recognize him as Nemo). Each point of Masking blocks one point of Mystic Vision for the duration of the spell. Thus an item with Masking 5 on it would not register on Mystic vision spells of up to 5 points; and would register to a six-point MV spell as if it were a one-point MV spell. The Sevem (Ice Barbarians) are humans with +3 on SIZ, STR, and CON rolls.

Magical Plusses: A weapon that is +1 is +5% to hit and +1 to damage. Plus 2 is +10%/+2 damage, etc.

The possibilities for further adventure are endless. You may wish to include adventures of your own design in the module. If so, remember that each land has unique characteristics; these will surely affect events within them (ie., money is an important factor in Joulo, feuds dominate Belitfint, etc.). Have fun!


LOCAL ENCOUNTERS FOR THE PENINSULA

A great deal of travel is involved in this module. Using standard encounter tables, a 10-week trip would include 180 encounters; this is obviously unreasonable in this context. Only odd or unusual encounters need be mentioned (though it's recommended that you throw in one or two boring encounters to keep the players guessing). Roll a D6 for each week of travel:

1,2,3 = an encounter takes place
4,5,6 = no encounter

If an encounter takes place, roll a D20 and consult the following table. If an encounter is marked with an *, it may only occur once in the game. Alter minor details of repeated encounters. Determine day and time of day randomly.

D20______Encounter________________
01.......
Wolf Dog *
02.......Jouloan slavers
03.......Wandering conjuror
04.......Loghuna Inquisition party
05.......Ice Barbarian *
06.......Bears and wild boy *
07.......Village Wrestler
08.......Jouloan Traders
09.......Belitfint nobles
10.......Snake crossing
11.......Mute madman *
12.......Goblin raiders
13.......Burned area
14.......Hanging man
15.......Magic dagger *
16.......Dismembered dog
17.......Big frog
18.......Priest and peasants
19.......Rushing stream
20.......Hawks overhead

* 1) Wolf Dog. The party meets a wolf dog. It has silver-grey fur, green eyes, and seems friendly; its tail is wagging. It is wearing a gold chain around its' neck. Attached to the chain is what appears to be a disk of clear glass; it is cold to the touch, but not freezing. The dog does not wish to have the amulet removed; it will not fight, but will whimper. It will become very upset if the amulet is given away, howling in misery. Have the dog befriend a weaker party member; it will be fiercely loyal.

Both the dog and the amulet are magical. If detect spells are cast, both give off an aura of Good (if good is detectable, that is). The dog is actually Noman's, and has been sent to guard the party and give them the (Ice) amulet, which is vital to their mission in Section 5. Do not allow the party to dump the amulet casually!

Dog

STR: 18
CON: 27
SIZ: 13
INT: 08
POW: 16
DEX: 23
APP: 20

Location____AP/HP
RH Leg.......4/6
LH Leg.......4/6
Hind Q.......4/9
Fore Q.......4/9
RF Leg.......4/6
LH Leg.......4/6
Head.........4/7


Total Hit Points: 20
Magic Points: 16
Armor: Skin (4 points)
Damage Bonus: +1D4
Move: 10
Skills: Dodge 80%, Smell 160%, Track 160%, Hide 80%, Sneak 80%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Bite..............5....80%.......1D6+1D4.......--.......--


2) Slave train. A party of 1D4 Jouloan slavers, with slaves. They are polite and sophisticated, and try to sell the party some slaves; they specialize in children. There are 5D6 slaves manacled together. The slaves seem to be in good health.

Daimlish, the Master Slaver

STR: 14
CON: 13
SIZ: 11
INT: 14
POW: 14
DEX: 11
APP: 14

Location____AP/HP
Right Leg....3/4
Left Leg.....3/4
Abdomen......3/4
Chest........3/5
Right Arm....3/3
Left Arm.....3/3
Head.........8/4


Total Hit Points: 12
Magic Points: 14
Armor: Cuirboulli + leather body (4 points), Plate + leather helm (8 points) (helm worn in time of danger only)
Damage Bonus: none
Money: 1,205sp
Skills: Fast Talk 59%, Orate 55%, Bargain 67%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Whip..............9....70%........1D4....................6
Buckler, LH.......8....45%........1D6..........63%.......8


Quinn, Apprentice Slaver

STR: 15
CON: 14
SIZ: 16
INT: 13
POW: 11
DEX: 12
APP: 14

Location____AP/HP
Right Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right Arm....-/4
Left Arm.....-/4
Head.........-/5


Total Hit Points: 15
Magic Points: 12
Armor: none
Damage Bonus: +1D4
Money: 1 hidden semi-precious stone in breechclout, value 2 1/2 sp
Skills: Dodge 69%, Snivel 71%, Conceal 58%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Dinner knife......7....32%......1D4+1D4........19%.......5


3) Wandering conjuror. A sorcerer who performs at villages for a living. Usually only moderately competent, but if rolled a second time, add 40 percentiles to skills.

The Conjuror

STR: 16
CON: 12
SIZ: 14
INT: 15
POW: 16
DEX: 16
APP: 15

Location____AP/HP
Right Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right Arm....-/4
Left Arm.....-/4
Head.........-/5


Total Hit Points: 13
Magic Points: 16
Armor: none
Damage Bonus: none
Money: 198 sp (in spare hat)
Skills:

Intensity 65%, Duration 49%, Range 60%, Dodge 58%, Fast Talk 55%, Orate 62%, Sleight 69%

Spells: Animate Wood 45%, Treat Wounds 39%, Glow 70%, Holdfast 43%, Form/Set Glass 51%, Damage Resistance 47%. ENC has been subtracted for sorcery skills.

Weapon___________SR___Attack_____Damage_______Parry_____AP
Dagger, LH........8....39%.......1D4+2.........48%.......6

4) Loghuna Inquisition party. A party of 2D6 Loghuna, policing the faithful. They are coldly polite and vaguely threatening to non-Loghunians. They are usually mounted. They will not attack unless greatly provoked.

Loghuna Priest (K'thorr)

STR: 16
CON: 14
SIZ: 14
INT: 16
POW: 19
DEX: 20
APP: 15

Location____AP/HP
Right Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right Arm....-/4
Left Arm.....-/4
Head.........-/5


Total Hit Points: 14
Magic Points: 19
Armor: none
Damage Bonus: +1D4
Money: 180sp
Skills: Intensity 65%, Range 60%, Duration 67%, Dodge 69%, Orate 60%, Ride 65%

Spells: Smother 70%, Treat Wounds 59%, Tap POW 66%, Damage Resistance 47%

Special Power (no MP cost): Persuade (see
Miscellaneous Notes.) Encumbrance has been subtracted for all spells.

Weapon___________SR___Attack_____Damage_______Parry_____AP
Dagger, RH........8....55%......1D4+2+1D4......58%.......6


Generate stats of additional priests according to the description of the K'thorr in Miscellaneous Notes.

* 5) Ice Barbarian. A wandering Ice Barbarian with an Ice Amulet. He is a poet, and is travelling to see the world. If encountered in Hetek, he is travelling to rescue his wife, who was captured by slavers. If hindered, he will fight; if slain, he Curses those who slay him. The Curse cannot be avoided, and has the effect of making the recipient feel a deep chill which cannot be negated. They recieve -20% on all Hide & Sneak rolls, due to their constantly chattering teeth.

Crorac: Male Ice Barbarian, age 29

STR: 18
CON: 19
SIZ: 18
INT: 15
POW: 15
DEX: 18
APP: 15

Location____AP/HP
Right Leg....5/7
Left Leg.....5/7
Abdomen......5/7
Chest........5/9
Right Arm....5/6
Left Arm.....5/6
Head.........5/7


Total Hit Points: 19
Magic Points: 15
Armor: Ornately decorated brass bezainted + soft leather padding (5 points).
Damage Bonus: +1D6
Money: 47 sp, Ice Amulet
Skills: Track 78%, Scan 77%, Listen 80%, Sing 94%, Poetry 109%, Dodge 69%, Play Harp 90%, Orate 90%, Butcher Seal 70%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Bastard sword, RH....5....70%.....1D10+1+1D6......42%...12
Viking shield, LH....6....35%.......1D6+1D6.......73%...10

* 6) Bears and wild boy. The characters hear shrill screams and animal-like growling. Characters making a successful Animal Lore roll recognize the growls as those of bears. Over a small hill, the party sees two brown bears savaging a small and filthy child, who is screaming. The child is clothed in scraps of furs, and is unable to talk: he is wild. So far, the bears have only scratched him on the head and chest; if the party does nothing, the bears kill the boy in four melee rounds. If rescued and healed, the boy scurries to a nearby cave and brings out a ragged pouch; he gratefully gives shiny pebbles to every party member, following them around.

Wild Boy: Human male, age 8

STR: 14
CON: 16
SIZ: 07
INT: 15
POW: 12
DEX: 18
APP: 09

Location____AP/HP
Right Leg....-/5
Left Leg.....-/5
Abdomen......-/5
Chest........-/6
Right Arm....-/4
Left Arm.....-/4
Head.........-/5


Total Hit Points: 13
Magic Points: 12
Armor: none
Damage Bonus: none
Money: 17 shiny pebbles
Skills: Scan 68%, Listen 70%, Track 65%, Smell 67%, Dodge 79%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Fist.................8....47%........1D3..................
Bite.................8....65%........1D2..................


Male Bear

STR: 30
CON: 16
SIZ: 30
INT: 05
POW: 07
DEX: 16
APP: --

Location____AP/HP
RH Leg.......3/06
LH Leg.......3/06
Hindquarters.3/10
Forequarters.3/10
RF Leg.......3/06
LF Leg.......3/06
Head.........3/08


Total Hit Points: 23
Armor: Bear skin (3 points)
Damage Bonus: 3D6

Weapon___________SR___Attack_____Damage_______Parry_____AP
Bite.................8....37%......1D10+3D6.......--....--
Claw.................5....50%......1D6+3D6........--....--


Female Bear

STR: 21
CON: 12
SIZ: 28
INT: 05
POW: 10
DEX: 11
APP: --

Location____AP/HP
RH Leg.......3/06
LH Leg.......3/06
Hindquarters.3/10
Forequarters.3/10
RF Leg.......3/06
LF Leg.......3/06
Head.........3/08


Total Hit Points: 19
Armor: Bear skin (3 points)
Damage Bonus: 2D6

Weapon___________SR___Attack_____Damage_______Parry_____AP
Bite.................9....35%......1D10+2D6.......--....--
Claw.................6....45%......1D6+2D6........--....--

7) Village Wrestler. As the party goes through a village, they see that a contest is going on, and the village wrestler is challenging all to test their skill.

Garm the Mighty: Human male, age 24

STR: 19
CON: 16
SIZ: 18
INT: 08
POW: 11
DEX: 15
APP: 09

Location____AP/HP
Right Leg....-/7
Left Leg.....-/7
Abdomen......3/7
Chest........3/9
Right Arm....-/6
Left Arm.....-/6
Head.........-/7

Total Hit Points: 17
Magic Points: 11
Armor: Lion skin on chest and abdomen (3 points)
Damage Bonus: +1D6
Money: 75 sp
Skills: Dodge 55%, Boast 45%, Craft Doily 55%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Fist.................7....57%......1D3+1D6........--....--
Grapple..............7....69%......1D6+1D6........--....--

8) Jouloan Traders. A group of traders who have many good things for sale. They will gladly trade with the party. Notably, they have broadswords, shortswords, and daggers, as well as many other goods (rope, fine liqueurs, jewelry, etc). They also have three vials of Healing 3 potion for sale, at 900sp each. They will not advertise that last item if in Hetek.

Vik the Trader: Human male, age 38

STR: 15
CON: 12
SIZ: 14
INT: 16
POW: 14
DEX: 12
APP: 15

Location____AP/HP
Right Leg....4/5
Left Leg.....4/5
Abdomen......4/5
Chest........4/6
Right Arm....4/4
Left Arm.....4/4
Head.........4/5


Total Hit Points: 13
Magic Points: 14
Armor: Cuirboulli + soft leather (4 points)
Damage Bonus: +1D4
Money: 1,600 sp
Skills: Fast Talk 69%, Orate 51%, Bargain 71%, Dodge 47%

Weapon___________SR___Attack_____Damage_______Parry_____AP
Broadsword, RH.......7....53%......1D8+1+1D4......38%...10
Heater shield........8....28%......1D6+1D4........55%...12

9) Duelling nobles. Two Belitfint nobles have marked off a section of the road and are dueling. The party must go off the road to avoid them. They are both furious and do not want to talk to strangers. If the party irritates them (by pestering them about their dispute, for example), both turn and assault the party.

Lord Grogan: Human male, age 28

STR: 15
CON: 13
SIZ: 14
INT: 12
POW: 13
DEX: 18
APP: 14

Location____AP/HP
Right Leg....7/5
Left Leg.....7/5
Abdomen......7/5
Chest........7/6
Right Arm....7/4
Left Arm.....7/4
Head.........7/5


Total Hit Points: 14
Magic Points: 13
Armor: Scale + soft leather (7 points)
Damage Bonus: +1D4
Money: 750 sp

Weapon___________SR___Attack_____Damage_______Parry_____AP
Broadsword, RH.......6....80%......1D8+1+1D4......65%...10
Target, LH...........7....40%.......1D6+1D4.......77%...12

Lord Pater: Human male, age 40

STR: 18
CON: 16
SIZ: 18
INT: 14
POW: 10
DEX: 11
APP: 10

Location____AP/HP
Right Leg....9/5
Left Leg.....9/5
Abdomen......9/5
Chest........9/6
Right Arm....9/4
Left Arm.....9/4
Head.........9/5


Total Hit Points: 17
Magic Points: 10
Armor: Plate + leather (9 points)
Damage Bonus: +1D4
Money: none -- the bottom of his belt pouch appears to have been cut open

Weapon___________SR___Attack_____Damage_______Parry_____AP
Bastard sword, RH....6....87%......1D8+1+1D4......35%...10
Target, LH...........7....46%......1D6+1+1D4......87%...12

10) Snake crossing. Going single file across the road is a line of non-poisonous snakes. They are brown and harmless, about 1 foot long each. They are crawling out of the brush on the left of the road, and into the brush on the right. Investigation shows that they are coming out of a hole three meters to the right of the road and crawling into another three miles to the left. If their way is blocked, they go around. They finish crossing the road after ten minutes.

* 11) Mute madman. The party encounters a mute madman; Noman in disguise.

12) Goblin raiders. A party of 3D6 voracious goblin raiders is encountered. Use Runequest 3 Orc statistics (Creatures Book) to generate goblins.

13) Burned area. There is a large burned patch next to the road. It is about 10 meters across. A few burned bones may be found in the center of the burned area.

14) Hanging man. The body of a man is hanging on a tree branch next to the road; it is heavily decomposed, and about to drop off the rope. The body is unrecognizable.

* 15) Magic dagger. The party discovers a silver fighting dagger thrust four inches deep into the center of the road. It is magic: +1/+4 against demons and K'thorr. It grows warm in the presence of either. Noman has left it for the party.

16) Dismembered dog. The party hear whimpering from bushes next to the road. It is a dog (a mutt) whose legs have been cut off; there is no sign of the legs in the area. The dog is not bleeding, and the wounds seem to have been made several days ago. The dog appears to be starving.

17) Big frog. The party encounters a very LARGE (SIZ 3 -about basketball sized) green frog next to the road. It is a very handsome frog, and seems to be dying of thirst. The nearest stream is a mile back on the road. Nothing will happen if the frog is kissed. It seems unafraid of the party, but that may be due to exhaustion.

18) Priest and peasants. A priest of the local pantheon and several peasants are hunting for healing plants: there is a wasting disease in their village.

19) Rushing stream. The road is crossed by a rushing stream: the party must Jump or get wet crossing it. There are many large purple blossoms floating along in the stream.

20) Hawks overhead. Overhead, the party sees as many hawks soaring above as there are party members: their flying formation resembles the marching order of the party. The birds are a good omen; the party will be at +5% on all skill rolls in their next combat. If anyone shoots at or otherwise attempts to harm the birds, those who do so will be at -10% on all rolls next combat.

-end-

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Copyright 1996 by Peter Maranci. Revised: October 20, 2000. v.2.0