Dread IN THE WATER Adventure Overview Dread is set in Robert E. Howard’s mythic Hyboria. After a long trek across the savannahs of Kush, the PCs stumble upon the crocodile-haunted city of Shadwe, reminiscent of ancient Meroe. A caste of Chaga priests rule there, who in turn revere the Mamba Nyepe, a giant albino crocodile. PCs may be swayed into conflict with the priesthood by either a kindly old wise woman or the intrigues of a local Gallah chieftain, who both want the monster slain for their own reasons.
Lion Attack PCs begin in the sprawling savannahs just outside Shadwe. The city’s earthwork walls and narrow, mud brick pyramids are visible in the distance. The heroes, tired and thirsty from their exposure to the merciless sun, have been traveling on foot for several days. Any PCs with ranks in Hunter, Barbarian, or who are unusually perceptive can make a Moderate (0) Mind check to realize they have been tracked for the past several hours by beasts of prey. A nearstarving lion and his pride are about to make a desperate attack. Note on Armor: The heat in this region of proto-Africa makes wearing armor extremely uncomfortable. Warriors usually carry ox-hide shields for protection. Anything heavier than light armor incurs a penalty die for all physical actions, in addition to Agility loss, and will soon exhaust the wearer.
PCs who are aware can alert the rest of their companions. Otherwise, the pride gains a bonus die checking priority when it breaks from the tall grass. There is one lioness per PC, plus the old male himself. His face is scarred and ribs show along his flanks, telling the story of his hunger. The great cats won’t fight to the death; if their leader is killed, the others will flee, or if enough are wounded (half their LB), they will also likely turn tail.
Enter the Wise Woman Just as the fight with the lion pride is winding down, a strange mist envelopes the immediate area. When it recedes, the city of Shadwe is still visible, but now a modest grass hut seems to have appeared out of nowhere. Sitting before it is a silver-haired woman of advanced years. She is busy roasting a goat carcass over a large fire, and has just finished pouring a gourd of thick yam beer. She nods at the PCs to join her. If the heroes behave in a hostile manner, Nomsa the wise woman only glares. The mists grow thick and roll back in; when they disappear, she, her hut, and her feast are all gone. PCs will have to get their information elsewhere, and have no chance of obtaining the powerful Tombu Fetish. Civil PCs are encouraged to eat and drink before talking. This counts as a rest in terms of recovering Lifeblood, and Nomsa (Rank 2 Healer) will also offer to treat anyone wounded. After everyone has had enough to eat and taken a drink from the communal gourd, the Wise Woman speaks: Yonder lies the fleshpot of Shadwe, proud in its wickedness! The ruling caste of Chaga dwell there, in their temples and finery, while once-proud Gallahs are left to skulk in the mud streets. The Chaga priests worship not the Stygian God, but a living being—a monstrosity—called the Mamba Nyepe, a giant crocodile grown fat on the bones of children. Great evil flows from the maw of Mamba Nyepe, and her many offspring, who roam freely in the streets as sacred avatars. For many seasons I have bided my
time, brewing yam-beer and waiting patiently for heroes who might remove this evil from the skin of the Earth. Nomsa makes it clear she wants the crocodile monster slain, breaking the power of the Chaga priesthood and their symbolic hold over Shadwe. However, she hopes to appeal to the PCs sense of virtue to accomplish this—and Swords and Sorcery protagonists are not necessarily virtuous. She won’t mention outright the fortune in precious votives tossed into the Mamba Nyepe’s sacred lake, though if PCs ask about potential rewards she will make this known. The first PC (if any) who pledges to help will receive the Tombu Fetish to assist them in their quest. Nomsa warns not to get too attached to it, as she will someday reappear for her property. After bidding farewell and leaving (whether they offer to help or not), any PC who looks behind will see the thick mists returning. When they clear, both Nomsa and her hut have vanished.
The Gates of Shadwe Getting into the city through one of its many gates poses no difficulty. Cameltrains laden with trade goods are coming and going as the PCs approach. A fortified building with two stone towers and crenellations overlays the main entrance— this is the ‘palace’ of Gyasi the Goat, a Gallah chieftain and schemer, who will soon be making the PCs acquaintance. He maintains a garrison of spearmen charged with protecting the outer walls. Inside, Shadwe is a chaotic place, with ramshackle houses, naked children, dogs,
and chickens wandering the muddy streets. The market and nearby caravanserai are noticeably cleaner, as are the interior walls of white stone ringing the temple district, home to the ruling Chagas. Standing aloof and ominous are tall masked figures bearing heavy maces; these are Tibu tribesmen, employed by the Chaga as spies and police. Their masks all involve a crocodile motif. The Gallahs give them a wide berth. As soon as the PCs have oriented themselves, a shout goes up as a 15’ long crocodile comes waddling around a building, in hot pursuit of a limping old man. If no one moves to intervene, the crocodile makes short work of him. The crocodile attacks anyone who gets between it and its rightful prey. PCs could also simply grab the old man and run; out of the water, the crocodile won’t be able to keep up. Either action draws cries of outrage from the masked Tibu. Two go racing off towards the temple district, while two approach the PCs with maces brandished, yelling at them not to interfere with the Mamba Nyepe’s offspring. The Tibu will fight if they refuse. If the PCs kill the crocodile and/or Tibu, or otherwise save the old man, they will be approached by a furtive spearman in white ostrich plumes—one of Gyasi’s men. He commends the strangers for their bravery and bids them follow him quickly to a safe place. The spearman explains (truthfully) that a large force of Tibu and Chaga will soon be looking for them. “At best, you will be trussed and thrown naked into the sacred lake, to await the pleasure of Mamba Nyepe.” PCs can accompany the spearman down several back alleys and through a secret entrance to Gyasi’s ‘palace.’ Otherwise,
they will have to engineer their own escape as two dozen Tibu surround this section of the city, intent on capturing them. The local Gallahs will try to help (they hate the Tibu), but no one wants to be caught harboring fugitives.
Guests of Gyasi the Goat Gyasi is a lean and scarred man, greying at the temples. People call him ‘The Goat’ because he’s sired at least two dozen sons by half as many women, a feat he’s prone to brag of whenever he has the chance. Even if the PCs have not fallen afoul of the Tibu, Gyasi will try to arrange an audience with them as soon as his spies report strangers in the city. He treats the heroes like visiting dignitaries, allowing them into the comfort of his private dining hall and plying them with rare Stygian wines. Like Nomsa, Gyasi wants to break the power of the local crocodile cult, by slaying the Mamba Nyepe. Once his peoples’ superstitions are allayed, he reasons, they will no longer fear the Chaga caste, and be willing to revolt. Gyasi and his men will lead them, of course. Unlike Nomsa, Gyasi will try to appeal directly to the PCs greed by mentioning the priceless collection of offerings hurled into the Nyepe’s sacred lake with each sacrifice. He downplays the overall difficulty of actually getting into the sacred temple district, past the snake-infested inner grounds, and the threat posed by Uhautu, the High Priest. Instead, he focuses on his belief that the Nyepe is merely a monstrous creature, not a supernatural being (true). If PCs express the desire to kill the Nyepe, Gyasi pledges his aid. He explains his position is such that he cannot defy the
Chaga directly. However, he can provide shelter for the PCs in either his fortified palace or by securing them comfortable rooms at the caravanserai. If the PCs are currently ‘wanted,’ Gyasi can furnish disguises as Iranistani incense merchants, who normally wear hooded kaftans. This disguise will prove very useful when trying to infiltrate the inner portion of the city (see Chaga Temple District). PCs don’t have to agree, of course. In that case Gyasi welcomes them to eat and drink their fill. He’ll have spies watch the PCs the whole time they are in the city. And he won’t lift a finger to help against the Chagathe heroes are on their own.
Misadventure in the Marketplace The market is the focal point of Shadwe’s outer district. The city lies at a confluence of trade routes from the north and south. Ivory, hides, ostrich feathers, gold dust, and copper ore from the Black Kingdoms are regularly traded for Stygian spices, grain, and linen, as well as Shemitish weapons. A well-run caravanserai at the market’s center makes such extensive trade possible. In addition to stables for beasts of burden, the structure maintains clean and secure accommodations for travelers, arranged around a central courtyard. Unfortunately for the PCs, a Shemite thief named Ghebal and his Dafari accomplice, Ajaga, a were-hyena, have taken up residence in the caravanserai, along with the pair’s band of followers. Normally, these rogues prey upon southern caravans, but Ghebal has set his sights on a much more ambitious plan: stealing loot directly from the Mamba Nyepe’s sacred lake.
Some important object carried by the PCs (a trademark weapon, the Tombu Fetish, or whatever the GM determines) attracts Ghebal’s acquisitive instincts, and he will try to obtain it by either guile or force (see Market Ambush below).
he will dart for a nearby alley. PCs who give chase will fall directly into an ambush, with 2 rabble for every hero, plus Ghebal and Ajaga. Unless the heroes somehow spot the ambush, they take a penalty die when checking for priority.
Let the PCs poke around the bustling market for a bit. There are various stalls selling weapons of iron, bronze, and steel, but no armor save ox-hide shields. One particular old vendor claims to be selling ‘rare spices,’ but a PC with rank 0 or higher in Assassin or Alchemist, 1 in Thief or Sorcerer, or 2 in Merchant or Scholar, will quickly discern she is a seller of poisons. Hidden in her belongings is a single, slightly withered Apple of Derketa, which she is willing to sell at a steep price. The fruit is still highly poisonous, and can be used to good effect against a creature even as large as the Nyepe (see Appendix B).
The rabble attack using the Horde option (see Mythic rulebook pg. 157). Ghebal or Ajaga will spend villain points for Timely Escape and/or Meatshield (see pg. 161) to get away if the battle starts going against them. They will likely show up later in the adventure to complicate things.
Market Ambush At some point, one of Ghebal’s rabble will approach the PCs, offering to sell some trinket. While haggling ensues, Ghebal himself approaches from the rear or flank and tries to steal a coveted item. Roll his Thief rank (2) plus his Agility (2) with the PCs Mind score as a modifier. He also takes a -1 for each rank of Thief or Assassin his target possesses. There should be a chance for nearby PCs to notice his attempt, especially if they’re on the lookout for pickpockets. If successful, Ghebal slips away with the item. The GM can leave a series of clues, allowing PCs a chance to get their stuff back following an appropriately dramatic confrontation. More likely, Ghebal is noticed before he can filch. In this event,
Ghebal’s gang has rented several rooms in the caravanserai. Hidden behind a loose mud-brick in his private chamber are two suits of cured rhinoceros hide armor and a map of the sacred lake grounds. The suits incur penalties as per heavy armor (-2 Agility) with only medium protection (d6-2), but the coverage makes the wearer impervious to snake and other small animal bites, which is how Ghebal plans to circumvent the boomslang groves (see Temple of the Sacred Lake).
Chaga Temple District This is the wealthier part of the city, with mortised buildings, paved roads, and sanitation. It is also difficult to get into if not a Chaga. A 20’ parapet wall surrounds the district, reinforced by guard towers and Tibu archers armed with Stygian bows. Three heavily fortified gatehouses provide entry. Trying to fight through them is nighsuicidal; at least a dozen Tibu are on guard at each gate, and more can be summoned. PCs who took up Gyasi’s offer to disguise themselves as Iranistani incense merchants can get past the guards with a small bribe--
incense does a brisk trade in the temple district. Another option is to wait until nightfall and somehow scale the wall, provided the would-be invaders can avoid the guards atop the parapet. The district’s interior consists mostly of fine houses, some faced with marble and panels of carved ivory, and over thirty temples, all dedicated to various incarnations of Mamba Nyepe. No other religion is tolerated within the area, including the deities of nearby Shem and Stygia. Crocodiles of impressive size, some adorned with gold and silver chains, roam freely in the streets. Well-fed, they seldom attack, but when they do decide to take a chunk out of someone the Chaga stoically accept it as the will of Mamba Nyepe. Even high priests are not immune. The temple district is a more closely watched place than outside the masonry walls. PCs who dawdle or otherwise draw attention to themselves can be spurred along by either a small police force of suspicious Tibu, a hungry sacred crocodile, or both.
Temple of the Sacred Lake At the district’s center lies the holiest of holies, a low-walled temple complex surrounding an artificial lake, wherein dwells the great monster herself. The temple itself is not well guarded—because no one in their right minds, besides a few select priests, would dare step foot inside. The trees growing around the lake are infested with boomslangs, a highly venomous snake. The emerald serpents literally fall off branches and wriggle through the soft grass. Anyone passing through this area unprotected will be
subjected to dozens of bites. (This fact can be gleaned with an Easy (+1) Mind check by any PC trying to learn information about the temple). Ghebal and Ajaga have special suits of hide armor that render themselves immune to snake bites. The possessor of the Tombu Fetish will also be protected, as the boomslangs refuse to attack anyone holding it (this doesn’t include PCs who are merely touching the fetish). Clever PCs can come up with other measures, such as using fire to burn the trees or ward away snakes. The GM can assign an appropriate check, but failure means the PC is subject to an immediate attack. As they make their way down to the lake, PCs will come upon Ghebal and Ajaga (if still alive) in their clumsy rhinoceros hide armor. The pair plans to distract the Mamba Nyepe with a haunch of goat meat Ajaga is carrying, and then, sans suits, dive to the lake bottom and grab what they can. Depending how the GM wants to play it, the treacherous duo might offer to team up with the PCs, intending to betray them later. Or, the two might have detected the heroes approach and are laying an ambush for them. In this case, the PCs might be able to use the suits for their own protection. Note that Ghebal’s plan won’t actually work if the High Priest spots them. He will use his powers to commune with Mamba Nyepe and guide her past the ruse to attack the pair.
The Final Confrontation A modest temple rests along the shores of the lake, open on one end to face the
water. Behind the temple is a smaller pool wherein several of Mamba Nyepe’s mates wallow; bull crocodiles, who normally only approach their mistress when she is feeling amorous (to do otherwise is to risk being eaten). Some 50’ from the temple, dragged up on the lakeshore, are a pair of canoes; a large, ceremonial one that seats 4, and a more modest dugout, for 2. If the PCs approach the lake at night, a flickering bonfire in the temple will reveal an emaciated shape sitting cross-legged just outside. During the day the figure is somewhat tougher to spot as sunlight glimmers off the lake, obscuring the view (2 Mind check). This is Uhautu, the High Priest, who spends his hours in the expanded consciousness of black lotus, either communing with the minds of his crocodilian subjects or sending his spirit out over the endless savannahs of the Southern Kingdoms. Uhautu is the brains behind the Mamba Nyepe cult. Two centuries old, he is actually in thrall to much darker powers than an albino crocodile. But the cult serves his purposes, and keeps the status quo of Chaga rule intact. The Mamba Nyepe herself stays mostly submerged below the surface of the lake, at its deepest point near the center. Normally, a crocodile under such conditions is hard to spot, but the Nyepe’s huge, white-colored form makes this less difficult during the day (Moderate Mind check for anyone along the shore). At night, this check drops to Tough (-2). Her usual tactic is to surface from under a boat, (-1 Agility rolls to avoid falling into the drink), and then try to bite the tastiest looking specimen. PCs attempting to fight her in the water have a penalty die on all actions, and her Agility is much higher when
swimming than on the ground. Forcing or goading her out of the water is possible, though if Uhautu is aware of the PCs he will use his telepathic contact to have her behave more intelligently than her reptilian brain would allow. He will also cast Summon Beast to compel bull crocodiles from the nearby pond to join the conflict. If attacked directly, Uhautu will try to use spells and/or villain points to facilitate escape. You don’t live for two centuries by being foolhardy! If successful, he flees into darkest Stygia, where he will gather a coven of like-minded adepts and plan his revenge. As legend has it, the bottom of the Nyepe’s sacred lake is covered in costly sacrificial items (primarily jewelry, but also statuettes, weapons, and religious regalia), many made from beaten gold. It takes a fair amount of diving to retrieve these slime-covered objects, but the PCs can eventually fill a canoe with treasure. Transporting all of it out is another issue, of course. Battle for the City After word gets out the Mamba Nyepe has been slain, the city of Shadwe plunges into chaos. Depending on how tired the GM is feeling at this point, you can either say that Gyasi and his men overtake the Chaga temple district after a long and bloody battle, or have the PCs participate in the uprising, using the mass battle rules from BoL Mythic Edition, Chapter Four (assuming they want to; the heroes might just be interested in getting out of town with all their loot). If PCs do go this route, make sure to award them extra Advancement Points for their efforts. This also opens up the option of intrigue and/or an outright power grab for the rule of Shadwe, once the Chaga have been deposed.
The Chaga and their Tibu allies fight as defenders from their fortifications (+2 excellent position), and are moderately better (+1), and better supplied/equipped (+1) than Gyasi’s spearmen, who in turn are a much larger (+2) force, and led by Gyasi himself (a Rank 2 Soldier, for a bonus of +2). The Chaga suffer from a lack of coherent leadership without Uhautu and cannot field any generals. Gyasi wants to wipe out his enemies quickly and won’t be given to a protracted siege. The most likely heroic actions for the PCs during the battle are Take Position, Hold Position, and Inspire (see Mythic rulebook, pg. 71). Appendix A: Supporting Cast (in order of appearance) Lion Pride Attributes Strength 3 Agility 2 Mind 0
Combat Abilities: Attack: +3 Damage: d6H Defense: 2 Protection: d6-3 Lifeblood: 15
Stats above are for the lionesses; the alpha male himself has a Strength of 4 and 20 LB. All these big cats are looking lean and vicious after a stint of bad hunting.
Nomsa, Wise Woman of the Savannahs Attributes Strength -1 Agility 0 Mind 3 Appeal 2
Combat Abilities Initiative 1 Melee 0 Missile 0 Defense 1
Boons/Flaws Non Combatant Beast Friend Healing Touch
Careers Healer 2 Sorcerer 2 Shaman 1 Alchemist 1
Lifeblood: 9 Fate Points: 1 Arcane Power: 12 Protection: None Weapons: knife, d6L-1
Though frail-looking, Nomsa has a wiry toughness that belies her many years. All her magic, shamanic and sorcerous, stems from powerful nature spirits. Typical spells involve the summoning and placating of wild animals, control of weather, and protection from dark magic. Nomsa is the closest one gets to a “good witch” in a swords and sorcery setting. Her chief motivation is the destruction of the Mamba Nyepe.
Sacred Crocodile Attributes Strength 4 Agility 1 (-1) Mind -2
Combat Abilities: Attack: +2 Damage: d6H Defense: 0 Protection: d3 Lifeblood: 20 These plump reptilian horrors roam the streets of Shadwe freely, accustomed to the presence of humans. They tend to pick slower-moving prey.
Tibu Tribesmen Attributes Strength 1 Agility 1 Mind 0 Appeal 0
Combat Abilities: Attack: +2 Damage: mace or spear, d6+1 Defense: 1 (small shield, vs. 1 opponent only) Protection: 0 Lifeblood: 7
Classed as Toughs, these men have rank 1 Hunter and rank 1 Soldier. They are fiercely loyal to the Chaga caste. Their masks and shields all bear crocodile motif.
Gyasi’s Spearmen Attributes Strength 0 Agility 0 Mind 0 Appeal 0
Combat Abilities: Attack: +0 Damage: spear or dagger, d3 (as rabble) Defense: 0 Protection: 0 Lifeblood: 3
Typical fodder. There are a few choice captains among them, classed as Toughs, who have the same stats as Tibu Tribesmen.
Gyasi the Goat, Scheming Gallah Chief Attributes Strength 1 Agility 0 Mind 1 Appeal 2
Combat Abilities Initiative 0 Melee 1 Missile 1 Defense 2
Boons/Flaws Silver Tongue Detect Deception Lustful
Careers Noble 1 Spy 1 Merchant 0 Soldier 2
Lifeblood: 11 Hero Points: 2 Protection: 0 Weapons: spear, d6+1
Smooth-talking and lecherous, Gyasi has held on to his status as chief only through constant political maneuvering. He is a competent leader, however, and has real battlefield experience. Gyasi sees the PCs as a potential tool against the Chaga. Years of humiliation at their hands has stoked his lust for revenge.
Ghebal, Shemite Master Thief Attributes Strength 0 Agility 2 Mind 1 Appeal 1
Combat Abilities Initiative 2 Melee 0 Missile 0 Defense 2
Boons/Flaws Sneaky Friends in Low Places Greedy
Careers Thief 2 Scout 0 Merchant 1 Bandit 1
Lifeblood: 10 Villain Points: 3 Protection: 0 Weapons: sword, d6
Ghebal left the crowded mud-brick hovels of Shem years ago to pursue a lucrative career raiding caravans and waylaying traders. He saved Ajaga from a Dafari witch while blindly drunk (and against his better judgment). The two have been inseparable friends since. Ironically, Ghebal dreams of a “big score” and settling down to a life as a comfortable merchant.
Ajaga, Wily Were-Hyena Attributes Strength 1 (2) Agility 3 Mind 0 (-1) Appeal 0
Combat Abilities Initiative 2 Melee 1 Missile 0 Defense 1
Boons/Flaws Night Sight Keen Scent Cursed (Lycanthropy)
Careers Assassin 2 Thief 1 Scout 1 Bandit 0
Lifeblood: 11 (12) Villain Points: 2 Protection: 0 (d6+1 except vs. silver, fire, or magic) Weapons: hook-sword, d6+1 (claws/fangs, d6H)
Ajaga appears as a slender, dark-skinned Dafari with lambent yellow eyes. His were-form is a hybrid between hyena and man, and grants a +1 to Strength and -1 to Mind, while bestowing supernatural protection. Ajaga’s condition is the result of a curse from a Dafari witch who had been holding him captive as a lover, before Ghebal showed up and set him free. He is far more bloodthirsty than his Shemite companion, owing to his animal instincts.
Ghebal’s Thugs Attributes Strength 0 Agility 1 Mind 0 Appeal -1
Combat Abilities: Attack: +0 Damage: knife, d3 (as rabble) Defense: 0 Protection: 0 Lifeblood: 3
Ghebal’s unruly mob. They swarm opponents with their knives, fighting using the horde option for rabble.
Boomslangs Attributes Strength -2 Agility 2 Mind -4
Combat Abilities: Attack: +3 Damage: d3 venom (see below) Defense: 4 Protection: 0 Lifeblood: 2
Beautiful emerald and black striped serpents with egg-shaped heads. Their venom is slow-acting, but lethal. Roll d3 ‘damage’ on a successful attack; if high enough to penetrate armor, the bite inflicts 1 LB and the person struck must make a Tough (-2) Strength check after d6x3 minutes to avoid paralyzing convulsions. Death follows within an hour, but heroes can make a second Tough Strength check to avoid this.
Uhautu, Debased High Priest Attributes Strength -1 Agility 1 Mind 3 Appeal 1
Combat Abilities Initiative 1 Melee 0 Missile 0 Defense 1
Boons/Flaws Non Combatant Beast Friend (reptiles only) Infernal Pact (bonus die to cast spells) Unsettling Cravings (black lotus) Elderly
Careers Scholar 1 Priest 3 Noble 0 Sorcerer 2
Lifeblood: 9 Fate Points: 3 Arcane Power: 12 Protection: 0 Weapons: knife, d6L-1
Uhautu is (at least) 200 years old and looks it, a corrupted priest in thrall to the Outer Gods. He has managed to learn some nature sorcery during his extended lifespan. At a cost of 1 Arcane Power, he can establish a telepathic link with the Mamba Nyepe, allowing him to guide her if necessary. Other spells he will commonly use are Summon Beast, Evil Eye, and Scale-Skin (see Mythic rulebook, pg. 148 for details), as well as using Fate Points to “buff” the giant crocodile as it fights the PCs.
The Mamba Nyepe, Lurker in Dark Waters (Huge Creature) Attributes Strength 8 Agility 1 (-1) Mind -1
Combat Abilities: Attack: +3 bite, or +4 tail-slap Damage: bite and worry, d6x2+ special, or tail-slap d6H+ special (see below) Defense: 0 Protection: d3 Lifeblood: 40
Despite its horrific size and appearance, the Mamba Nyepe is simply an aberration of nature and not a demigod like the Chaga priesthood makes it out to be. The creature has learned some cunning and patience over its long lifespan, but without Uhautu’s telepathic guidance it can be tricked, including being lured out of the water. Hunger is the monster’s sole motivation. A successful bite attack does d6x2 damage and traps the unfortunate victim in her jaws, for an automatic d6x2 damage each round thereafter, unless an escape is made. Note that only one person can be bitten and worried in this manner at a time. Escape requires a successful Agility or Strength test, modified by -8 (the Mamba Nyepe’s Strength) and any appropriate careers. A PC can also spend a Hero Point to automatically escape. The tail-slap can hit 2 roughly adjacent targets, and on land will knock targets prone in addition to doing damage.
Appendix B: Useful Items The Tombu Fetish This resembles a cow-tail switch with a beaded black handle. Whoever holds it is immune from attacks by animals, as they will not willingly approach the fetish. Monstrous or supernatural animals (like the Mamba Nyepe) can still attack, but incur a penalty die. Additionally, the Tombu Fetish allows the possessor to use a Fate Point (see Mythic rulebook, pg. 143) for an animal-relevant boon or flaw once per adventure. Apple of Derketa This single, slightly withered apple has lost some of its potency, but still produces a virulent poison capable of harming creatures up to Massive size. A dose requires a Strength check against a Heroic modifier (-10). Failure causes 2d6 damage the first round and 1d6 for 2 rounds thereafter. Whether the check is successful or not, the target incurs a penalty die on all actions over the next hour due to wracking pain.
Appendix C: Pre Gens Taswalleah, Amazonian Priestess Attributes Strength 1 Agility 3 Mind 0 Appeal 0
Combat Abilities Initiative 0 Melee 1 Missile 0 Defense 3
Boons/Flaws War Cry Alert Taciturn
Careers Tumbler 1 Hunter 0 Warrior 2 Priest 1
Lifeblood: 11 Hero Points: 5 Fate Points: 1 Protection: 0 Weapons: quarterstaff, d6+1
An Amazon trained in both warfare and the rites of the mysterious Ivory Goddess, Taswalleah has roamed the Southern Kingdoms with only her khase fighting-staff for company, seeking a hidden shrine in penance for some heinous offense against her order. Tight-lipped and at times stubborn to a fault, she is swift as a gazelle in flight.
Gbemi Wedo, Ghanatan Wise Man Attributes Strength 1 Agility 0 Mind 2 Appeal 1
Combat Abilities Initiative 0 Melee 1 Missile 1 Defense 2
Boons/Flaws Keen Eyesight Ghanatan Fighting-Knife (bonus die) Feels the Cold
Careers Nomad 1 Shaman 1 Healer 1 Sorcerer 1
Lifeblood: 11 Hero Points: 5 Fate Points: 1 Arcane Power: 11 Weapons: fighting knife, d6+1 or sling, d6L
Gbemi is a wizened Ghanatan in his early 50’s, though still remarkably fit. Established among his own people as a healer and sometime shaman of Jhil the Merciless, he has left the Southern Deserts on a quest for arcane knowledge, gradually assembling a gris-gris bag filled with rare trophies (so far: a patch of ghoul-hide, the fangs from a Valusian serpent man, an Acheronian coin, the shrunken, mummified head of a Dafari sorcerer . . .)
Oguala of the Leopard Clan, Chieftain without a Tribe Attributes Strength 2 Agility 1 Mind 1 Appeal 0
Combat Abilities Initiative 0 Melee 2 Missile 1 Defense 1 (2)
Boons/Flaws Battle Harness (leopard skin loincloth) Hard to Kill Cursed (-1 Hero Point)
Careers Barbarian 2 Hunter 1 Noble 1 Mercenary 0
Lifeblood: 14 Hero Points: 4 Protection: d6-2 (battle harness) Weapons: spear, d6+2, pinga throwing knife, d6+1, small shield
Covered with scarred ebon muscle, Oguala is the former chieftain of a Puntish tribe captured by Stygian slavers, down to the last child. He searches the endless savannahs in hopes of one day reuniting with his people, or at least discovering a clue to their whereabouts. In the meantime his spear, if not his spirit, is for sale among the petty despots of the Black Kingdoms.
Aja of the Isles, Former Freebooter Attributes Strength 1 Agility 2 Mind 0 Appeal 1
Combat Abilities Initiative 1 Melee 1 Missile 0 Defense 2
Boons/Flaws Attractive Nose for Magic Hot-Headed
Careers Thief 1 Pirate 2 Merchant 0 Mercenary 1
Lifeblood: 11 Hero Points: 5 Protection: 0 Weapons: cutlass, d6+1 or dagger d6L+1
A former Black Corsair, shapely Aja lost her ship and crew to a Shemite pirate named Belit. She adventures in hopes of securing wealth to buy a new ship, but this hope grows fainter with each passing year on dry land. Aja was trained in Zingaran swordplay and fights with cutlass and dagger (see rules for Two-Weapon Fighting, Mythic rulebook pg. 67.) She bears a badly-healed wound on her left forearm; a memento from a battle with Tsathoggua that tingles in the presence of sorcery (her Nose for Magic boon).
Khamose, Stygian Archer Attributes Strength 3 Agility 1 Mind 0 Appeal 0
Combat Abilities Initiative 0 Melee 1 Missile 3 Defense 0
Boons/Flaws Mighty Shot Strength Feat Distrust of Sorcery
Careers Slave 1 Worker 1 Soldier 2 Scout 0
Lifeblood: 13 Hero Points: 5 Protection: d6-3 (light armor) Weapons: Stygian bow, d6+3 damage (100’ range increment) or axe d6+3
Of mixed Stygian and Keshani ancestry, Khamose stands very tall—7’. He has a wiry, almost supernatural strength that belies his long limbs. Khamose’s unit was wiped out in a border skirmish with Kush. He fears death as punishment for failure if he returns to his homeland, and therefore stays far away from the desert kingdom of snakes and pyramids.
Hafiz Obadu, Opportunistic Griot Attributes Strength 0 Agility 1 Mind 1 Appeal 2
Combat Abilities Initiative 1 Melee 1 Missile 0 Defense 2
Boons/Flaws Inspire Akibitian Scimitar (bonus die) Greedy
Careers Griot (Minstrel) 2 Scholar 0 Merchant 1 Thief 1
Lifeblood: 10 Hero Points: 5 Protection: 0 Weapons: scimitar, d6
Hailing from a Zembabweian trading city close to the border of Iranistan, Hafiz grew up with a heavy cosmopolitan influence. He received training as a traditional Praise-Singer (Griot), but chose to travel with the eastern caravans to far lands. Hafiz schemes to visit every kingdom in Hyboria and amass a fortune along the way. To this end, he is not above stealing from his artistic patrons.
FORTRESS OBLIVION
Adventure Overview Fortress is set in Robert E. Howard’s mythic Hyboria. PCs start out in the company of notorious Zuagir raider Yafar Al-Wazim. Depending on their moral flexibility, our heroes are either Yafar’s captives or his new, hard-bitten recruits. The group is forced to take shelter at night in an abandoned Mughal-style fort near the Turanian border, after a vicious haboob sandstorm blows across their path. Several raiders know of the fortress’s evil reputation for being haunted, but facing choking death, Yafar orders them through the gates. The fortress is indeed haunted. Its original inhabitants, seeking a new well after their first ran dry, sunk a shaft into a ruin of Pre-Acheronian antiquity, deep beneath the foundation. Doing so released a terrible guardian: a Formless Spawn of Tsathoggua. The cunning, protean creature killed and digested the garrison one by one, until the survivors fled in terror. Now the Formless Spawn waits in its well for unwary travelers, disguised as a pool of rancid water. PCs soon discover that another group has had to seek shelter in the fortress. After a merchant’s bodyguard goes missing, accusations fly . . . and as tension runs taut, the Spawn’s oozing form closes in to ensure this fated stopover is the heroes’ last!
The Approach Yafar’s band of Zuagirs have had a hard week in the deserts of eastern Shem, with little to show for their efforts. If the PCs start out as captives, then Yafar took them at dear cost: most of his raiders have been killed. Only the faint hope of ransom in a nearby city, or failing that, a good price at the slave market, is keeping the heroes alive. PCs have their hands tied behind them with strong silken cords. Their weapons and other equipment are kept in a bundle atop one of Yafar’s spare horses. Players can spend a Hero Point to have a dagger or a similar small item concealed on their person, but being bound, they won’t have ready access to it. The other starting option assumes the PCs have thrown in their lot with the Zuagir chieftain. In this case, Yafar’s group has been depleted enough by a recent failed caravan raid that he is willing to take newcomers. The PCs have yet to prove themselves in his eyes, however, and he does not completely trust them. Either way, there is only Yafar, his second in command Salil, and 1 Zuagir (rabble) per PC left in the little band. Just as the sun is setting for what promises to be a cold desert night, a veil of grayishbrown dust, hundreds of feet high, appears along the horizon. A haboob! Anyone familiar with the desert knows open exposure to such storms can be fatal. As luck would have it, the silhouette of a ruined Turanian border fortress juts from a nearby hill, promising shelter. However, Salil recognizes the structure and warns that demons roam within its walls. “Better to pit our luck against rumors of djinn,” Yafar says, “than choke on the
certainties of wind and sand. We make for the fortress at once!” Haboob In the spirit of contrariness, noncaptive PCs may want to try and erect shelters of their own, or take precautions like winding a scarf around their mouths and trying to brave the storm. Let them. Yafar will curse the heroes for fools as he rides away. Once fully engulfed, PCs have to make a Strength roll every minute or take d3 choking damage. Using a scarf or similar precaution gives them a +1 on the roll. Additionally, anyone who doesn’t shut their eyes tight has to make a Hard Strength roll per minute to avoid blindness from the scouring sand (permanent on a Calamitous Failure). The storm will kill any mounts. If feeling kind, you may allow blinded, half-suffocated heroes to eventually stumble into the fortress, after the expenditure of a Hero Point apiece. The Courtyard A hard ride brings the group to the fortress’s gates just as the storm comes crashing around them. One gate hangs by a single bronze hinge—there is no portcullis— allowing access to the courtyard beyond. Once inside, the fortress’s steep walls provides good protection against the elements, though occasional gusts of gritty sand blow down. Just past the gate is a 60’ well that has gone bone-dry.
Along the western wall of the courtyard lie the dilapidated remains of stables. The raiders will be surprised to see these are occupied, by five camels loaded with baggage! A check of the saddlebags shows they are stuffed with valuable trade goods: casks of oil scented with sandalwood, and saffron and turmeric from Vendhya. Yafar’s loot-starved men immediately set about arguing who gets what. Scimitars are drawn, despite Yafar’s attempts to assert order. It looks like a free-for-all is about to erupt, when a terrified shout echoes from deeper within the fortress. The Inner Bailey A second gate, also open, leads to this smaller enclosure. PCs following the shout will come upon the bailey, empty except for a naked scimitar lying on the flagstones. A well-fortified, two-storied keep stands nearby. The sword belonged to the bodyguard of avaricious Turanian merchant Bakr Faiz, standing in the keep’s doorway, his face ashen beneath a jeweled turban. It is Bakr’s shout the group has just heard. Crouching behind him is a dark-haired, dark-eyed young woman wearing a veil and modest camelhair robes; a Zamorian wanderer named Yeva. Bakr is surprised at the sight of fellow refugees from the storm. After he has a chance to calm down, he explains his small camel-train sought shelter here when he spotted the haboob forming. Some thirty minutes earlier, he sent his bodyguard out to check on the camels, and now all that remains is his sword (the Formless Spawn strangled him as soon as he left the keep and flung his lifeless body over the walls).
Suspicious by nature, Bakr will not see his bodyguard’s sudden disappearance and the arrival of Zuagir brigands as a coincidence. However, he is not in a position to make accusations. Instead, he invites the group inside the protection of the keep, which has a stout iron door that can be barred, and offer to share his ample supply of date wine. Yeva remains quiet behind her veil, giving the PCs inscrutable glances. A second well was dug in the northern section of the bailey. This one was not widened; the shaft is only about 3’ in diameter and winds slightly. Some 40’ below a pool of water can be glimpsed (this is actually the Formless Spawn). It will not reveal its presence at this point, if possible. Anyone observing the well can conclude that a body thrown down it would become wedged in the shaft, instead of falling into the pool. If the PCs later re-inspect the well, they’ll find the water has disappeared . . . A Long Night What happens next depends on the PCs reactions to events. Fortress Oblivion is intended to play out like a horror movie, with the Formless Spawn picking off the hapless visitors as they find various reasons to leave the safety of the keep (which isn’t really safe--the Spawn can ooze under the door or pour itself through the many arrowslits any time it wants). The storm lasts all night and into early morning, providing plenty of time for everyone to get themselves killed. There are two additional keyed areas: the Ghost Tower and the Ancient Shrine, which the PCs may or may not explore, depending on the course of events. At some point, the
Final Confrontation with the Spawn should occur.
killed by the Spawn, to the accompaniment of blood-curdling screams.
Below is a potential timeline for events:
Basically, any time someone leaves the relative safety of the group, the Spawn gets them, slowly whittling down their numbers. If the PCs do leave the keep to investigate the Ghost Tower, then some, or all of the group left behind may be missing when they return.
+ The Zuagirs get roaring drunk on Bakr’s wine, with the exception of Yafar. + (If the PCs are captives) Yeva takes advantage of the situation to surreptitiously slit the bonds of one or more PCs. She is not doing this out of altruism, but the hope PCs will protect her if the situation gets ugly (which it soon will). + A wine-emboldened Salil accuses Yeva of giving him the Evil Eye. He snatches off her veil, revealing her Zamorian features. This is proof enough to the Zuagirs they have a witch in their midst. A rough search of her clothing produces another piece of damning evidence: a small poppet, topped with human hair. The poppet (which an incredulous Bakr will exclaim) resembles the missing bodyguard. (Yeva really is a witch, though she made the poppet to try and ensorcell Bakr’s bodyguard as a lover, not kill him). + Tearful, Yeva tries to throw off suspicion by claiming she saw a ghostly figure in the northernmost tower, just before the bodyguard left to check the camels. + Yafar, a skeptic, wants to investigate the tower. None of his men are feeling up to it. Yafar asks PCs to accompany him (if not captives). Otherwise, he leaves by himself and does not return to the keep. He may be found wandering the courtyard sometime later, insensate and gibbering (see Ghost Tower for details). + Salil tries to sneak out of the keep so he can steal the most valuable trade goods from Bakr’s camels. One or more other Zuagirs may accompany him. They are all
Ghost Tower This hexagonal fortification is the tallest tower in the fortress. Approaching it, the PCs will be struck by feelings of dread; the hairs on their nape prickle, and shadows here seem oppressively dark. A staircase leads to the upper battlements, enclosed by a minaret with arrow slits. The storm whistles just outside. Once in the upper chamber, any lightsources possessed by the PCs suddenly flicker and dim. A white-limned figure appears: a tall man with a commanding mien, wearing a breastplate and a turbanwrapped helmet. Seemingly oblivious to the PCs, he paces the tower, pausing every now and then to peer out an arrow slit. Then--his eyes widen with shock, and his hands fly to his throat. He’s being strangled, though by what is not clear. His eyes bulge from their sockets, his face pales, and finally, in his last moments, he looks at one of the PCs and manages to whisper “The well . . . the well,” before vanishing. This was the former commander of the garrison. Like many ghosts, he feels compelled to reenact the circumstances of his death. His final words provide a clue for the PCs about the Spawn.
If using the optional Fright Check rules (see Appendix B), witnessing this spectacle requires a Hard (-1) Mind roll. Yafar, a heretofore staunch skeptic, becomes temporarily insane. The Zuagir’s leader will gibber and draw his sword at shadows for the remainder of the night. If left alone, he wanders off . . . and we all know what happens to crazy people who wander off in haunted ruins, don’t we? Ancient Shrine Perhaps prompted by the ghost, PCs may investigate the ‘new’ well in the inner bailey. On this occasion, it appears just as dry as the old one (the Spawn is currently elsewhere). PCs can climb down by bracing themselves against the uneven rock walls. The temperature drops inexplicably as they descend. At 50’ the narrow shaft opens onto a small chamber made of mirror-bright black stone. This is an ancient, PreAcheronian shrine. Cave-ins have sealed it off from the larger ruin (unless you want to expand on this portion of the adventure). Strange, incomprehensible glyphs have been carved into the walls, and a large, sigilinscribed brass bowl set upon a tripod occupies the center of the room. This bowl was the original resting place of the Formless Spawn. If the GM wishes, it can be used to try to magically entrap the creature in lieu of slaying it (see below). Final Confrontation At some point, the Formless Spawn becomes tired playing cat and mouse, and will reveal itself for a climactic battle. Ideally, this should be after most, if not all, of the NPCs have been killed. If the PCs have holed up in the keep in the vain belief it will protect them, the protean ooze takes great joy as it seeps under the door, flaring
suddenly into a pseudopod-flailing mass! Witnessing this requires a Tough (-2) Mind roll, if Fear Check rules are being used. The heroes have a real fight on their hands. Only fire or magic will permanently harm the Spawn. The sandalwood oil from Bakr’s camels is probably their best weapon; it burns easily, causing from 1 to 3d6 LB of damage the first round (depending on how much is used), and roughly half that on the second, when it burns out. A swung torch does d6L damage, but Strength bonuses don’t count, since it’s only the fire doing any real harm. Magic affects the Spawn normally. A sorcerer PC who suggests trying to use the brass bowl from the shrine against the creature will spontaneously recall a spell of abjuration that could entrap it inside (don’t you love freeform magic systems?). This would be on the order of a Second Magnitude spell, of Tough complexity, and requiring several rounds to cast, meaning the rest of the PCs will have to keep the ooze busy before the sorcerer gets to roll. Optionally, Yeva can try to cast the abjuration spell, but only if no magic-using PCs are available (and the fight is not going well). Conclusion The haboob dissipates by late morning. Surviving PCs can try to head for Zamboula to recoup, or deeper into Turan. Just living through an encounter like this is reward enough, but if the GM wants to give out treasure, Bakr may have a small fortune in gems on his person. Like a living being, the fortress seems to watch the PCs as they ride away into the desert . . .
Appendix A: Supporting Cast (in order of appearance)
Yafar Al-Wazim, Zuagir Chieftain Attributes Strength 1 Agility 0 Mind 1 Appeal 2
Combat Abilities Initiative 1 Melee 2 Missile 0 Defense 1
Boons/Flaws Inspire Desert Born Skeptic*
Careers Nomad 1 Bandit 3 Merchant 0 Noble 0
Lifeblood: 11 Villain Points: 2 Protection: 0 Weapons: scimitar, d6+1
*penalty die when confronted by the supernatural Yafar obtained the status of chieftain only after years of scheming. Short, bandy-legged, and balding, what he lacks in physical appearance he makes up for with sheer command presence. Unlike most nomads, he scoffs at the supernatural, believing only in what he can see and hear. This pragmatic trait will prove his downfall.
Salil, Yafar’s Right Hand Man Attributes Strength 2 Agility 0 Mind 0 Appeal 0
Combat Abilities Initiative 0 Melee 2 Missile 0 Defense 0
Boons/Flaws Fearsome Looks Greedy
Careers Bandit 2
Lifeblood: 8 (Tough) Protection: 0 Weapons: scimitar, d6+2
Wiry, with steel-gray hair and an extensive network of scars, Salil has advanced through blind obedience to Yafar, though his propensity for greed gets him into trouble. He is friendly only towards Eastern Shemites; other nationalities are openly scorned.
Typical Zuagir Attributes Strength 0 Agility 0 Mind 0 Appeal 0
Combat Abilities: Attack: +0 Damage: scimitar or bow, d3 (as rabble) Defense: 0 Protection: 0 Lifeblood: 3
These raiders are all that’s left of Yafar’s men after several recent blunders, and their morale is fading. All are classed as rabble.
Bakr Faiz, Turanian Merchant Attributes Strength 0 Agility 0 Mind 1 Appeal 1
Combat Abilities Initiative 1 Melee 0 Missile 0 Defense 1
Boons/Flaws Detect Deception Greedy
Careers Merchant 2
Lifeblood: 6 (Tough) Protection: 0 Weapons: dagger, d6L
Trim, wearing perfectly-tailored robes and a bejeweled turban, Bakr specializes in small-scale (though valuable) trade with Vendhya. A born haggler, he is skilled at reading the voices and faces of prospective clients. He and his bodyguard Massoud were headed towards the city of Al Azir when they discovered a lone Zamorian woman wandering the desert, and allowed her to accompany them.
Yeva, Zamorian Mystery-Woman Attributes Strength 0 Agility 1 Mind 1 Appeal 0
Combat Abilities Initiative 1 Melee 0 Missile 0 Defense 1
Boons/Flaws Attractive Lustful
Careers Thief 2 Sorcerer 0
Lifeblood: 6 (Tough) Arcane Points: 6 Protection: 0 Weapons: dagger, d6L
Yeva grew up on the mean streets of Arenjun, a thief among countless other thieves. Her beauty brought her to the attention of a certain hedge-magician who practiced his arts in the shadow of great Yara’s tower. After the tower inexplicably fell one night, Yeva’s master disappeared, and she has been searching for him since. Yeva has curling dark hair, a beautiful but cruel face, and large, violet-hued eyes.
Formless Spawn of Tsathoggua (Large Creature) Attributes Strength 4 Agility 4 Mind 1
Combat Abilities: Attack: +4 pseudopod (x2), or +4 engulf Damage: d6H + special, or 2d6 + special Defense: 2 Protection: special (see below) Lifeblood: 20
This cunning, intelligent mass of non-terrene protoplasm was originally summoned and bound by pre-Acheronian sorcerers, who charged it to protect several important artifacts (now missing) in the shrine chamber. Previous upheavals and cataclysms sealed the chamber off, but when the well-shaft from the Turanian fortress penetrated the chamber, several key glyphs that had been keeping the Spawn bound were destroyed. The creature was free to glut its millennial-old hunger. The Spawn acts as a crafty hunter, preferring to take its prey one by one, when isolated. It can fit its entire form into masonry cracks or receptacles that would seem too small to accommodate its mass, a trick it likes to use to attack from ambush. If optional Fright Check rules are being used, first witnessing the Spawn’s otherworldly form requires a Tough (-2) Mind roll. The creature’s mercurial flesh resists conventional attacks (weapons tend to pass right through), though fire, magic, and acid do damage as normal. In combat, the creature can extend two pseudopods up to ’50 to attack, either to strike or constrict (d6H damage on subsequent rounds after a successful attack). A PC caught in a pseudopod’s grip can attempt to escape with a modified Strength roll (PC’s Strength – the Spawn’s Strength of 4) or sever the offending limb by dealing 4 or more points of damage in a single blow. Severed pseudopods fall to the floor and ‘swim’ back to the main body without causing LB damage to the Spawn. It can also attempt to engulf a single opponent, inflicting 2d6 damage per round following a successful attack. The engulfed character takes a penalty die on all actions and can try to escape as per a constricting pseudopod. Note that the Spawn can only engulf one character at a time.
Appendix B: Fright Checks Fright Checks provide additional gravitas to encounters with the supernatural (especially in fantasy worlds where ‘monsters’ are not common). For PCs, the main effect of a failed Fright Check is to cause dramatically appropriate hesitation. A Fright Check entails a Mind roll, + modifiers for how terrifying the encounter is. A PC can add +1 for every rank of Barbarian career possessed. The Fearless boon obviates the check. If failed, the PC automatically loses initiative and takes a penalty die on all actions until they make a successful roll against the object of their fear (e.g. an attack roll, another Mind check, etc.), thereby ‘overcoming’ their terror. Spending a Hero Point also bolsters courage and allows the Hero to shrug off the effect. A Calamitous Failure result means the Hero has been badly shaken and freezes for d6 rounds (or retreats, if the player prefers). Appendix C: Fortress Map
Ghosts of Acheron Start The adventure begins with the heroes being pursued by a murderous war party of Picts. Exactly why is up to the GM. Maybe one of the PCs killed a Pictish chief. Or Shaman. Or desecrated a sacred grove. Or unknowingly slew and ate a special totem animal . . . Whatever the reason, the act was so heinous an entire tribe has declared a blood-oath, and has been pursuing the heroes for days through the wilderness west of the Black River.
This particular tribe has domesticated a large number of wolves. Between the animals’ unerring scent and the Picts’ masterful tracking, the heroes have been unable to throw off the hunt. In keeping with Sword and Sorcery tropes, the GM way wish the heroes to begin play with less than their usual suite of equipment. Armor and shields (encumbering in a chase, anyway) are gone, and each hero has only one weapon available to him or her (PC’s choice). This helps to ensure the heroes are
feeling particularly vulnerable when the Pictish wardrums sound in the distance.
Pursuit! The heroes are two days into the chase. They have only slept in snatches, tasted few scraps of food, and are cold, tired, and thirsty. Always, it seems, the Pictish drums sound in the distance, and their wolves’ red eyes glint from the underbrush. The PCs are just breaking a hasty camp at Point A on the map when a war-band comes upon them. The band’s wolves attack first, 1.5 (round up) for each PC. Two rounds later, the Picts themselves arrive (2xPC’s number, all classed as rabble). About half of the Picts will scamper up on boulders to pepper the heroes with missile fire (spears, tomahawks, and short bows) while the remainder charge forward with war clubs and hide shields. The fight should be fast and bloody. Note if the PCs are allowed (metal) armor at this point, it will provide 1 to 2 additional points of protection against the Picts’ inferior stone weapons. Once the combat is over, the heroes are rewarded with the sight of several signal-fires rising in the near distance. War-shrieks cut through the air as savage drums pound closer and closer . . . The PCs realize they are surrounded and about to be overrun by a numerically superior force. Escape is impossible. The only remaining hope is to find defensible ground and sell their lives at dear cost. As luck would have it, less than a hundred yards away loom several carved dolmens of yellowed stone. These monoliths are arrayed in a tight circle, amidst an expanse of relatively flat terrain. Any defenders would have a clear view of approaching forces, as well as the benefit of putting their backs to solid rock. If PCs are quick to seize this opportunity, they scrabble to the dolmens and the next encounter with little incident.
If the heroes tarry, waves of Picts and their wolves break out from the scrub moments later, and close to attack. Each wave has roughly the same numbers as in the first combat. Heroes who want to flee (or make a fighting retreat) to the dolmens should be allowed to do so. Otherwise, the waves continue until all the heroes are dead.
The Dolmens On approach, it becomes obvious the dolmens are no crude megaliths. Curving inward like a giant crown of fangs, the ochre-colored stones are covered with ancient writing (Acheronian, if any of the heroes are of scholarly bent--though the writings have been worn by time, and are nighindecipherable). PCs also soon notice neither the Picts nor their wolves will approach the site. In fact, they keep a healthy distance--too far even for missile-fire. The heroes are safe! But the Picts do not leave the area. Instead, they completely surround the clearing and set up camp.
The drums in the distance beat a steady, monotonous tempo. The heroes are trapped! A circular pit, about ten feet across, gapes at the ring’s center. The bottom is dim and difficult to see. Near the pit is a large pile of rags, heaped atop a blanket. The ‘rags’ are actually the robes of Wei Xuilan, a crotchety old Khitain scholar. He stirs as the PCs approach. Wei is fluent in several Western languages, and can communicate easily with the PCs. Glancing at the besieging Picts, he gauges the heroes’ situation. “In some trouble, are you?” Wei explains he is an apothecary who requires exotic ingredients for his medicines. Hence, he has ranged all over the Hyborian continent. “This very spot is a tomb built by an ancient, decadent race, though their age is nothing compared to the antiquity of my people. I believe the mummified body of a sorcerer lies somewhere below. Such a corpse still holds a measure of supernatural power, and can be used in the distillation of certain potions. If you were to assist me with recovering this cadaver, perhaps I, in turn, could apply my humble skills to your situation. Those savages are no match for the esoteric knowledge of Khitan.”
between the cracks in the dolmens and wait (he is infinitely patient). If this happens, the PCs will have to engineer their own escape from the Picts (see Endgame) If Wei is killed, PCs are free to pick through his belongings (see Appendix B: Treasures of the Tomb)
The Pit Without rope, there does not appear to be a simple way down the pit (If the PCs start out “equipment starved” as recommended, rope is not available). Also, without a convenient torch, it is difficult to gauge how deep it goes (the pit is roughly 60’ to the bottom). Wei has all the materials, including flint and steel, to fabricate several torches. He has no rope, however.
If asked to elaborate, Wei explains that with a wizard’s powdered bones he can create “an unction so potent, you would become as the wind and the night, slipping unseen past open eyes.” He cautions, however: “I myself have not journeyed down the pit, because I fear the possibility of a guardian beast. As you can see, my decrepit form would do me little credit in such a struggle. You, on the other hand, are young, and your coarse Western bodies bulge with sinew. Go below, and use your subhuman might to slay all who approach!” If attacked, the deceptively quick Wei will seize a gourd suspended from his neck and hurl it to the ground. The gourd explodes on contact, releasing a cloud of whirling scarlet mist. Under this cover, Wei will try to cast a second magnitude spell and transform himself into a tiny spider, to crawl
Examination of the pit’s sides shows they are carved with elaborate bas reliefs of horned skeletons, descending into the underworld. The depth and scale of the carvings are such that the figures’ eyeholes, ribcages, and jawbones all present possible hand and foot-holds for someone wishing to climb down. In fact, descending in this manner is only a series of Easy (+1) Agility or Strength checks, adding any career ranks that involve climbing (Barbarian, Thief, or whatever else the GM approves). However, in dim light these checks become Tricky (-1) and in darkness Hard (-2), with
the person groping around blindly for the next secure hold. The pit is only clearly lit by sunlight down to about 15’ or so. After that it rapidly becomes dim, and then dark. Clever PCs who wait until the sun is directly overhead will have good lighting to about 30’ down, after which the pit is dim for the rest of the descent. Needless to say, trying to descend with a torch in one hand is probably not a good idea.
The Circular Chamber This area will be dark, unless the PCs have a light source. The walls depict a detailed mosaic, in chiefly indigo, gray, and orange-red tiles, of the Acheronian underworld: a twilight realm between trackless cold heavens and floes of fire and lava below. Any light will shine from these ancient tiles as if they’ve just been polished.
Consider having climbers roll three checks, at the beginning, mid-point, and near the end of the descent. Failure at the beginning results in a 60’ drop to the flagstones below (3d6 damage), the midpoint a 30’ drop (2d6), and near the end about 10’ (1d6). Any PCs who blow their check can opt to spend a Hero Point and seize a secure hold at the last moment. For the sake of ‘realism’, a PC who takes half or more of their current lifeblood from a fall should make a Hard (-2) Strength check, or suffer some kind of injury (break or sprain). The injury will incur a penalty die on most physical actions until fully healed. The pit is intended as an exercise in problem-solving, not a way of killing off PCs or exhausting their Hero Points early in the adventure. The GM should be generous with any creative plan the Heroes are able to hatch (such as cutting Wei’s blanket into strips, knotting them together, and using this ‘rope’ to lower a lit torch). You can scale up the difficulty by making the climbing check rolls Moderate (0) instead of Easy, though this will likely result in several falls. Wei will be willing to assist if he can, since it is in his best interest for the PCs to succeed. However, he will not volunteer using his magic, and he should not be a source of easy answers if the Heroes are stumped. Characters who reach the bottom of the pit will be able to hang-drop from the last of the carvings to the chamber below, without taking any damage.
The floor of the chamber is littered with skeletons, the remains of hapless adventurers over the centuries. Many clutch bronze weapons and wear antiquated-looking armor. Much of this gear is pitted and rusted, but at the GM’s option a few serviceable pieces can be scrounged--especially if the PCs are hurting to re-equip. Maybe even a fine Atlantean blade or breastplate of Lemurian steel is lying amid the debris! (See Appendix B: Treasures of the Tomb) Heroes searching the rest of the chamber will come upon The Blank Archway (A) and The Guardian Statues (B).
The Blank Archway An impressive-looking arch of basalt frames bare stone. Once one of the guardian beasts (below) is slain, the entire circular chamber rotates 180
degrees, until this open arch lines up with the hallway leading to Princess Xumides’s chamber.
The Guardian Statues Two large statues occupy this niche, both carved from some unknown, metallic-looking stone. The bottommost is a giant serpent with six pairs of legs, and stylized smoke streaming from its nostrils. Leaping over the serpent is a sphinxlike creature with a woman’s veiled head, bare torso, and a lion’s body. As soon as the statues are spotted, a voice booms out in ancient Acheronian: Interlopers! Choose the manner of your passing. Claim the fires that thread serpent-like through the earth’s hot blood (a flawless ruby suddenly gleams within the mouth of the serpent statue), or the freezing void between distant stars (a topaz shimmers into existence atop the sphinx-creature’s crown). Choose now, and let your blood and flesh mingle with those who came before! Of course, the PCs probably don’t speak ancient Acheronian, so all this comes across as a garble of strange consonants. However, the two gems gleam brightly enough in their respective places. The two statues are the cause of all the bones littering the floor. If the ruby is removed from the serpent’s mouth, then the serpent statue animates and attacks. Likewise, if the topaz is removed, the sphinx will animate. If some greedy bastard takes both gems, then both creatures will attack (and the PCs are in for a world of hurt). Trying to smash a statue will also cause it to animate. Once a guardian beast is slain it disappears, though the gem remains. With a shriek of ancient, demondriven machinery, the circular chamber will rotate as described, until the lit hallway leading to Xumides’s chamber lines up with the basalt archway (If your players are thorough and kill one guardian beast, then cause the other to animate and kill that one, the chamber will not rotate twice).
The Hallway This 40’ corridor of blue marble connects the circular chamber to Princess Xumides’s ‘tomb.’ A pair of lit torches blaze at the far end. Closer to the PCs are several blackened cressets where torches might have once been placed, but are empty now. Further down the corridor, the Heroes will notice a faintly luminescent, sweet-swelling smoke filling the air. This is magical Incense of Stasis seeping from the Princess’s chamber (see Appendix B: Treasures of the Tomb). The torches burn eternally; though long flames gutter from their tips, neither the wood nor the oil-soaked linen wrappings are actually consumed. Any torches the PCs are holding will be affected the same way, as long as they remain in the area of incense smoke. A curtain of tiny amber beads screens the end of the hall.
Princess Xumides’s Chamber Anyone expecting a dusty crypt at this point is in for a shock! The beaded curtain parts to reveal a bedchamber of comfortable proportions, with jade tile covering the floor and walls made from polished basalt. A low table groans under the weight of roast joint, fowl, ewers filled with purple wine, and silver bowls overflowing with lush tropical fruits. Farther back sits a canopied bed, flanked by two statues depicting ancient Chaga warriors, carved from ebony. The warriors stand close to 7’ and hold short-hafted bronze axes. Behind the gauze screening the bed, a feminine silhouette can be glimpsed. The chamber is lit by an ever-burning torch in each corner. Beneath each torch is a brazier with a fat green cake of burning incense. The sorcerous incense smoke wafts thick and permeates everything with a rich smell like sandalwood (See Appendix B: Treasures of the Tomb). The princess peeks her face out from behind the gauze. She calls a greeting to the PCs in ancient
Acheronian. If this yields only confused looks, she will concentrate for a moment, and (after an expenditure of 4 Arcane Power), be able to converse fluently in the Heroes’ tongue. Xumides is happy to have visitors. After giving an account of her impressive lineage, she explains she has ‘entombed’ herself voluntarily, sleeping for all eternity in her luxurious chamber. “The ravages of age cannot touch me in this place. Outside, kings die, empires crumble, the land withers and falls away. I care not. Here there is only languorous sleep, and dreams of fantastic antiquity. I await the perfect mate--a man of cunning, of strength, with the prowess to have defeated the guardian beasts protecting this chamber. That man will share paradise with me.” Xumides asks the heroes to dine at her table. PCs doing so will soon learn the cups of wine and bowls of fruit never empty. Meat cut from the roast fowl and joints appear to “grow back,” as if by magic. Though the princess offers no explanation, this is yet another effect of the magical incense. Xumides main concern is picking an appropriate companion for eternity. She’ll look all the male heroes over, but be drawn to qualities of good breeding, attractiveness, intelligence, and sheer physical presence. She might also ask the loaded question of who among the heroes is best! Once she’s made her choice, Xumides bluntly commands the lucky individual to remain with her in the chamber while the rest of the PCs leave. Any other response besides immediate compliance and fawning gratitude on behalf of her new ‘mate’ will draw shock and scorn from the princess. If feeling rejected, she haughtily barks a word of command and the two Chaga warriors (who aren’t really carved from ebony) will be released from their magical stasis. The warriors spring to attack, while Xumides uses her sorcerous mind-powers to beguile the heroes. Of course, the chosen ‘mate’ could simply decide to comply--there are worse fates in the harsh lands of
Hyboria, after all, and spending an eternal honeymoon with a beautiful princess might strike some as pleasant. In such a case, Xumides’s chamber will rotate shut after the rest of the heroes take their leave, and won’t open again. Anyone injured while within Xumides’s chamber will regain lost LB at the rate of one point per minute (but will not regain any LB lost prior to entering the room, as this goes against the stasis effect of the incense). If either Xumides or the Chaga warriors are dragged out into the corridor, beyond the sustaining properties of the incense, time will immediately catch up to them, and they will wither to powder before the heroes’ eyes. Of course, the powdered remains of Xumides is exactly what Wei Xuilan is looking for. And her necklace of flawless fire-opals also remains intact . . .
Endgame Once Xumides has been dealt with, the PCs still need to get back up the pit to the surface. Though ascending would nominally be more difficult than climbing down, the GM can handwave this part if he wants--the pit has already served its dramatic purpose. Piling up debris from the circular chamber and Xumides’s vault will make it easy to reach the pit’s sides. If Wei Xuilan is still alive and the PCs give him Xumides’s remains, he will happily make the magical unction he promised. This takes half a day as Wei boils various liquids and chants droning incantations. When finished, he has a bowl of sickly green paste he smears over the PCs faces and exposed limbs. The unction allows the heroes to Pass Unnoticed as per the spell (Barbarians of Lemuria, Legendary Edition, pg. 52) without having to roll for success. It also allows them to move with the untiring speed of a swift breeze. How long this lasts is up to the GM, but the heroes should have an easy time sneaking through the Pict cordon and affecting their escape. If Wei Xuilan has been killed, or the PCs have failed to gather Xumides’s remains, then creative planning is called for. The Picts won’t be leaving the area any
time soon. A desperate night-sortie might allow the PCs to escape (after one or more of their number has fallen in combat). Alternatively, playing on the Picts’ superstition of the dolmens would likely be more effective. PCs donning the ancient armor, for example, and dusting their skin with ash might be
mistaken as ghosts or malign spirits, and allowed to pass. Once the heroes are free from the area, they may range where they will. Perhaps to Thunder River, and beyond . . .
Appendix A: Cast of Characters (in order of appearance)
Pictish Trained Wolf Attributes Strength 1 Agility 2 Mind --
Combat Abilities Attack with Bite +2, d6-1 damage Defense: 1 Protection: 1 pt. furred hide Lifeblood: 4 (Rabble)
These skulking creatures have been domesticated by the Picts to serve as trackers and attack-animals. The GM way wish to designate one wolf as the “Alpha” with LB of 9 (not rabble), and a +3 Bite attack .
Typical Pict Attributes Strength 0 Agility 1 Mind 0 Appeal -1
Combat Abilities Brawl 0 Melee 0 Missile 0 Defense 0
Lifeblood: 3 (Rabble) Protection: None, or Hide Shield (1 pt.) Weapons: Spear, Tomahawk, Bow, or War-Club (all d6)*
*Stone weapons: targets wearing metal armor get an additional 1-2 points of protection. Each Pict is rank 1 in either Barbarian or Hunter.
Wei Xuilan, Khitain Scholar Attributes Strength -1 Agility 2 Mind 2 Appeal 1
Combat Abilities Brawl 0 Melee 1 Missile 0 Defense 3
Boons/Flaws Silken Reflexes (bonus die to initiative) Learned Arrogant
Careers Scholar 3 Merchant 0 Alchemist 2 Sorcerer 1
Lifeblood: 9 Hero/Villain Points: 5 Protection: None Weapons: Knife, 1d3-1 Arcane Points: 11
At least a hundred seasons old, Wei Xuilan (also known as ‘Decrepit Wei’), was originally born in Paikan and trained in the arts of esoteric knowledge. He has spent the bulk of his career collecting rare ingredients from all over the Hyborian continent. Dismissive of non-Khitains, he is nevertheless a practical man and speaks several foreign languages fluently. Most of Wei’s magic centers around alchemical preparations. See Appendix B for examples. If hard-pressed, he can cast a Hard (-2) second magnitude spell to transform into a tiny spider and escape (cost: 10 arcane points, requires special ingredients).
Fire-Serpent (Guardian Beast) Attributes Strength 5 Agility 2 Mind 0
Combat Abilities Attack with Bite +4, d6+1+1d3* damage Defense: 2 Protection: d6 scaled hide Lifeblood: 25
*extra d3 is fire damage This twelve-legged creature has a body like a giant anaconda, with bronze-colored scales. It exhales jets of flame and black smoke; the intended target of its bite (whether the fire-serpent hits or not) has a -2 penalty to attack because of the heat and blinding fumes. For a tougher version, add +5 LB and a constriction attack, +4, d6+1 continuous damage until target is freed (Strength check with a modifier of target’s Strength-5). The serpent can constrict one opponent and make a separate bite attack.
Sphinx-Like Creature (Guardian Beast) Attributes Strength 4 Agility 2 Mind 2
Combat Abilities Attack with 2 Claws, +3, d6 damage or gaze attack (see below) Defense: 3 Protection: d3 tough hide Lifeblood: 30
This improbable combination of veiled maiden and lion can make a special gaze attack every other round. The creature draws aside her veil and glares with the cold fury of vacuum. The attack is +6 to hit and does d6 damage, ignoring armor protection. Additionally, anyone taking damage must also pass a Strength check at -2 or be paralyzed on his or her next action, with a penalty die for the next d3 rounds after that.
Chaga Warriors Attributes Strength 3 Agility 1 Mind 0
Combat Abilities Attack with Axe at +3, d6+3 damage Defense: 0 Protection: 1 pt. thick skin Lifeblood: 11 (NPC)
These ancient warriors of Chaga stand close to 7’ and wear silk pantaloons with ostrich feathers. At first glance they appear to be carved from ebony, but are, in fact, held in a deep stasis Xumides can break with a command world. They are fiercely loyal to their princess. For a tougher challenge, give the warriors Great Axes (d6+5 damage) and/or double their number.
Xumides, Acheronian Princess Attributes Strength -1 Agility 0 Mind 2 Appeal 3
Combat Abilities Brawl 0 Melee 0 Missile 0 Defense 4
Boons/Flaws Attractive Power of the Void Magic of the Sorcerer Kings Slender Arrogant
Careers Noble 2 Assassin 0 Scholar 1 Sorcerer 2
Lifeblood: 7 Villain Points: 4 Protection: None Weapons: None Arcane Points: 14
With lustrous black eyes, porcelain skin, and fair hair so fine it falls past her sculpted shoulders like sea-foam, Xumides is the archetypal beautiful princess. However, her mind was warped even before she began her centuries-long ‘entombment’ in hopes of finding the perfect eternal mate. Impossibly vain, her temper will snap into a cold rage if she is made to feel scorned or slighted. All of Xumides’s sorcery involves the projection of her powerful will. Her favorite tactic is to cast Beguile (see Barbarians of Lemuria, Legendary Edition, pg. 52) on the most powerful-looking hero and command him to attack his friends.
Appendix B: Treasures of the Tomb
Wei Xulan’s Belongings These are a collection of different alchemical preparations, and the tools to make them (pestles, braziers, flasks, etc.). None of the various containers are marked, however. Roll a d6 if a PC decides to root through the mess for something useful: 1) 2) 3) 4) 5) 6)
Ceramic vial full of virulent poison (if drunk, -4 Strength check or 1d6 damage every round for 3 rounds). Pink Lotus powder. Extremely powerful aphrodisiac. Yellow Lotus pollen. If inhaled, puts the user into a trance for d6 hours during which he or she has a +2 bonus to Mind score. Crypt-dust. When cast into the eyes of an opponent, causes temporary blindness (d3+1 rounds), unless a -2 Strength check is made. Stone beaker of Xuthalian Golden Wine. Immediately restores 2d6 LB if drunk. Rare ingredients (scales from a giant serpent, etc.). These meet the ‘Rare Ingredients’ requirement for second magnitude spells .
Only a ‘6’ result can be rolled more than once. PCs with ranks in Scholar or Alchemist might have a chance to figure out what these items are without experimentation (GM’s choice).
Superior Ancient Weapons Some of the pre-Hyborian civilizations had access to advanced metalworking techniques, producing the equivalent of Akibitan steel (or better). These artifacts are tinged with rust, but have otherwise held up well over the centuries. Atlantean Blade: This Greatsword is perfectly balanced, and holds a razor-sharp edge. Anyone using the sword gets a bonus die in combat. Additionally, the keen metal negates 1 point of an opponent’s armor protection. Lemurian Breastplate: This cuirass of lightweight, stylized steel grants the protection of heavy armor (d6) with the restrictions of medium armor (-1 Agility, maximum defense of 3).
Incense of Stasis These squat green cakes produce a thick, rich-smelling smoke that smells of sandalwood and cedar. Objects (including living beings) within the area of the smoke become subject to a magical stasis, preserving their original form (i.e. the form they had when first coming into contact with the smoke) despite the passage of time or adverse events. This magic affects the incense cakes themselves, preventing them from being consumed by the fire used to light them. Once an object is taken out of the area of magical smoke time will immediately catch up with it, and the stasis effect cannot be re-established. Needless to say, these cakes of incense are priceless to sorcerers or priests who understand their function.
Appendix C: Pre-Generated Characters Note: Weapons and armor appearing after the “/” are only present if the GM opts not to start with the “equipment starved” option discussed at the beginning of the adventure.
Lord Torqual, Jaded Aquilonian Attributes Strength 2 Agility 1 Mind 1 Appeal 0
Combat Abilities Brawl 0 Melee 2 Missile 0 Defense 2
Boons/Flaws Attractive Trademark Weapon (Broadsword*) Arrogant
Careers Noble 2 Rogue 0 Champion 1 Mercenary 1
Lifeblood: 12 Hero Points: 5 Protection: None / Heavy Armor + Shield, d6+1, -1 Agility Weapons: Aquilonian Broadsword * / Poniard, d6
*-1 to hit and d6+3 damage if used one-handed, or d6+4 two-handed (strength bonus already added). Torqual gets a bonus die when using this weapon. At 6’4” with coal-black hair and goatee, Torqual cuts a dashing figure. The second-born son of a once-great noble line, he has wandered over the Hyborian provinces seeking to improve his station. Unfortunately, his usual sorry luck has done little to improve his disposition. Torqual possesses a streak of humanity, but does his best to keep it hidden.
Isaib Idrih, Shemite Mercenary Attributes Strength 1 Agility 2 Mind 0 Appeal 1
Combat Abilities Brawl 1 Melee 1 Missile 2 Defense 0
Boons/Flaws Born with a Bow (bonus die) Hard to Kill Greedy
Careers Soldier (Archer) 1 Merchant 0 Rogue 1 Mercenary 2
Lifeblood: 13 Hero Points: 5 Protection: None / Medium Armor, d6-1, -1 Agility Weapons: Shemite Bow, d6+1* / Scimitar, d6+1
*This compound, re-curved bow allows the user’s full strength bonus to damage. Isaib gets a bonus die when using this weapon. Isaib is short and broad-shouldered, with a shaved pate and lustrous beard. Though he laughs frequently, the cold blood of a true mercenary courses through his veins. He loves nothing more than a handful of greasy coins. Isaib has been left for dead twice on the field of battle, and hopes someday to enact revenge on the mercenary captain Yar-Asif--who also happens to be his brother.
Gyathwa, Escaped Pict Attributes Strength 0 Agility 0 Mind 2 Appeal 2
Combat Abilities Brawl 0 Melee 0 Missile 1 Defense 3
Boons/Flaws Marked by the Gods Beast Friend Slender
Careers Hunter 1 Healer 1 Priest (Shaman) 2 Sorcerer 0
Lifeblood: 8 Hero Points: 6 Fate Points: 2 Arcane Points: 10 Protection: None / None Weapons: Dagger, d3 / Sling, d6-2
Gyathwa has been a “chosen” since birth, identified by the shamans of her tribe as having great mystical potential. Among Picts, however, being chosen is not necessarily a good thing. She has been “promised” to a giant serpent that roams the primeval forests. Rather than ending her young life inside the slimy confines of the serpent’s belly, she has opted to escape with a group of outsiders. (If Gyathwa is chosen as a PC, she is likely the reason the Pictish tribes are pursuing the heroes with such vengeance).
Cyrmic the Cimmerian, Border Warden Attributes Strength 2 Agility 2 Mind 1 Appeal -1
Combat Abilities Brawl 1 Melee 1 Missile 1 Defense 1
Boons/Flaws Born Climber Keen Eyesight Taciturn
Careers Barbarian 2 Blacksmith 0 Hunter 1 Soldier 1
Lifeblood: 12 Hero Points: 5 Protection: None / Light Armor + Buckler, d6-1 Weapons: Axe*, d6+2 / Bow, d6
*Cyrmic can throw this weapon with a range increment of ’10 for d6+1 damage. While relatively small for his race (5’9” and 165 pounds), this scowling, scarred northerner was a seasoned raider by age fifteen. At sixteen, he wandered into the Bossonian Marches and eventually made a name for himself as a fearless killer of Picts. In the past he has acted as both a scout and captain for an elite unit of Bossonian soldiers. Cyrmic wears a totem sacred to Badb, whom he frequently swears oaths by.
Halki Bearfist, Aesir Skald Attributes Strength 3 Agility 0 Mind 0 Appeal 2
Combat Abilities Brawl 2 Melee 2 Missile -1 Defense 1
Boons/Flaws Nordheimer’s Might (+1 to Strength) Quick Recovery Feels the Heat
Careers Barbarian 1 Slave 0 Courtier 1 Minstrel (Skald) 2
Lifeblood: 13 Hero Points: 5 Protection: None / Light Armor, d6-2 Weapons: Iron-shod Greatstaff, d6+4* / Axe, d6+3
*Halki gains a +1 bonus when he opts to parry with this weapon. This hulking, blond-bearded giant of a man speaks with a surprisingly dulcet voice. Captured as a youth by the Vanir, he became a slave in the hall of a great War-Chief, but his prodigious size and social gifts eventually won him a position as an entertainer and adviser. Halki was granted his freedom in a rarely-seen gesture of Vanir benevolence. He now wanders to gather stories and compose his own epic.
CREDITS Written by G-Man Creative Inspiration and Editing/Hosting by The Venomous Pao Special Thanks to: Robert E. Howard 4/15/12
Crimson Shoals “Wind-driven rain pounds the dark outcroppings of reef, churning the nearby shoals into froth. Despite the gloom, occasional lightning flashes reveal a small forest of splintered ship’s masts, shattered keels, and barnacle-encrusted hulls. This watery hell is a ship’s graveyard! Less than a quarter-league’s walk (or swim) looms the silhouette of a massive war-galley. But this is no Argossean or Zingaran vessel: the swept-back stern, low draught, and curving prow mark the craft as Stygian. Why is she beached here, in the Western Ocean, and not cruising the calmer waters of the Styx? Doubtless, the answer lies somewhere below her dark decks . . .” Adventure Overview Caught in a tumultuous storm en-route to the port city of Messantia, PCs find themselves washed up on a coral reef. They soon discover they are not alone. The crew of the Barachan pirate sloop Zapporo’s Folly has also recently crashed ashore, and sent a party to investigate the nearby wreck of a Stygian galley.
Blinded by greed, the Folly’s Captain Lorca inadvertently frees the mummified form of Mephrekhet, a Stygian pharaoh three centuries old. Mephrekhet kills two of the pirates and drains the life essence from Lorca in order to re-invigorate his own ancient body. The PCs arrive on the Stygian galley shortly after these events. They have to contend with the surviving, terror-stricken pirate crew as well as a disguised Mephrekhet, before facing the final horror that waits for them in the hold!
The Approach Have the players justify why their characters were originally bound for Messantia. Whatever the reason, their ship was struck by a horrible storm and they find themselves washed up at point ‘A’ on the map above. The ‘default’ setting assumes they are clinging to pieces of wreckage or aboard a battered (and now badly damaged) longboat. The storm is still going strong, with gusting winds and hard rain. PCs can walk--albeit slowly--atop the weathered reef, but because of the slippery conditions and wind, trying to run requires a Hard (-2) Agility check, or the character falls for 1d3 damage against the sharp coral.
The wreck of the Zapporo’s Folly at ‘B’ is only a short distance (about ten minutes of careful travel) from point ‘A.’ The Pirate Sloop PCs can make out the hull of a small (single-masted) ship run aground on the reef. Her keel is cracked in two places and the mast snapped near the middle. PCs with rank 0 or greater in Pirate/Buccaneer (or rank 1 or higher in Mariner/Seaman) can make a Moderate (0) Mind check to recognize the Zapporo’s Folly, a Barachan pirate ship known for its bad luck and hapless master, Captain Lorca. Huddled in the sloop’s stern is Segetori (treat as a Typical Pirate, see Appendix A), who appears wild-eyed and frightened out of his wits. If PCs are hostile or make no attempt to calm him as they approach, the pirate will try to flee, possibly injuring himself in the process. Segetori can explain the rest of the crew has gone on to investigate the large galley visible in the distance (point ‘C’ on the map). Captain Lorca wants to find serviceable timber to repair his ship. Segetori refused to go, offering instead to stay behind and “guard” the Folly. “That galley’s cursed, I tell you. I can smell the evil she gives off from here.” No amount of cajoling can make Segetori approach the Stygian ship. He will accompany PCs only if forced. The Stygian Galley At first glance the beached galley looks unscathed, aside from the fact the sail has been ripped free. The whole craft is leaning slightly to port and all her oars appear to have been shipped. There are several holes along the galley’s bottom, allowing water to partially flood the lowermost deck, but this won’t be apparent to PCs until they reach the hold. On either side of the prow are brightly-painted hieroglyphs and a stylized, kohl-rimmed eye. Anyone able to translate Ancient Stygian can read: “Soul-Barge for Pharaoh Mephrekhet and his Celestial Consort, Atemun.” The most obvious way onto the galley involves climbing roughly 15’ to reach the main deck. This requires a Tricky (-1) Agility check, with failure resulting in a fall to the sharp coral below. Once aboard, the PC(s) can make an unmodified Mind roll to notice a coil of rope and grapnel near the railing. The remains of the Folly’s crew are hiding on the forecastle (elevated front deck). All are panicstricken, having only recently escaped an ambush by Mephrekhet on the deck below. The fate of their captain is unknown. The men are torn whether to flee the ship or try and find Lorca. At
sight of the PCs they will likely attack, assuming them to be hostile. There are two pirates (rabble) for each PC, along with Quayoue, the Pictish First Mate. Be sure to describe the looks of stark terror on their faces as they attack. After a round of combat, the pirates can be reasoned with--if the PCs opt to do so. Any crewmember can relate the sequence of events: “We climbed our way up here, using hook and rope. Cap’n Lorca wanted to investigate the cabin on the quarterdeck (elevated rear deck), and we found two coffins of hammered gold inside. One we opened, and tore the gold and jewelry from the linen-wrapped corpse. But then Lorca grew wary and feared a curse, so he forbade us open the second. We traveled down to the rower’s deck, and that’s when something attacked from the darkness. Gibraldi and Vinsenz were killed. The rest of us fled, here, and we’ve not seen the Cap’n since.”
Roughly half of any surviving Folly crewmen (including Quayoue) will want to accompany PCs as they investigate the galley, in order to try and find Lorca. The other half flees to their beached sloop. The GM can use accompanying pirates like extras in a slasher movie, having them attacked first and killed off in order to build up tension. Of course, it’s just as likely the PCs will slaughter them all during the initial combat. So it goes. PCs searching the deck area have a chance (unmodified Mind check) to locate random treasures. Roll on the Appendix B table as you see fit. Quarterdeck Cabin This is the only above-deck structure. It consists of a single room adorned with peacock feathers, ebony couches, and two gold-covered sarcophagi. Mephreket’s has already been opened and stands empty. The intact sarcophagus belongs to Atemun, his consort. Inside lies her mummy, wearing a death-mask of beaten gold and ceremonial headdress. A small fortune in silver and gold jewelry encrusted with semi-precious stones (Lapis Lazuli, Amethyst, Turquoise, Garnet, etc.) adorns her body. Opening the sarcophagus and removing the jewelry
will not cause Atemun to animate, as it did Mephrekhet. However, the Stygian Pharaoh may try to revive her later, using life-force stolen from a female PC (see What Happens Next ). Any accompanying pirates will react with horror at the sight of Mephrekhet’s empty sarcophagus. “There was a mummy in there, I swear it.” Mephrekhet did not animate until after the pirates left the cabin. At least two random treasures should be available in this room, if PCs opt to search. Again, roll on the table in Appendix B. Rowers’ Deck The next deck down is accessible through hatches from the main deck. PCs will need some kind of light source here. The roar of the storm can be heard outside, and the ship’s timbers make ominous creaking noises. A narrow aisle runs between rowing benches to port and starboard. The shipped oars are alongside the benches. About a third of the way down lies the body of Gibraldi, impaled through the chest with a shattered oar. A little further Vinsenz sits slumped on a bench. His head has been wrenched all the way around, so that it faces above his shoulder-blades. Both men have a terrible rictus frozen on their faces. Further search turns up a third body, shoved beneath one of the benches. The remains are so shriveled the corpse is unrecognizable, and its clothes and other personal belongings have been removed. This is all that’s left of Lorca, after Mephrekhet drained his life-essence. Nearby lies a pile of linen bandages, stiff and yellowed with great age. Let the PCs puzzle for a moment about what might have happened. Suddenly, the single hatch in the floor thrusts upwards. A handsome, bearded face peers out. Captain Lorca! “Quick,” he whispers hoarsely, “get down here where it’s safe, before that thing returns.” Mephrekhet gained knowledge of the Hyborian tongue after stealing Lorca’s essence. He wants to lure the PCs into the hold, where they can be attacked by the creature who lairs there. Quayoue and any accompanying pirates will immediately move to join him. If the PCs refuse to go below, Mephrekhet will give up and close the hatch (sealing the fates of any remaining pirates). See What Happens Next for consequences. The Hold This cramped space is pitch-black and partially submerged. Sea-water has flooded the front third of the ship to depths of 5’ (the galley is tilted slightly forward). Funerary treasures are heaped along the hold’s walls: finely-crafted furniture of ebony and cedar wood, casks of
scented oil, carved animal figures, golden statues, bronze weapons adorned with jewels, blocks of incense, jugs of palm-wine, small shrines, votive candles--a fortune, if all the stuff can be transported. Mephrekhet, holding a torch, makes sure the hold’s contents are visible. Any surviving pirates go loot-crazy and start grabbing up the most valuable items, some splashing through the water to search.
Unfortunately, a giant octopus recently oozed its way through a hole near the ship’s keel and now considers the chamber home. Hidden beneath the dark water, it will snake tentacles around anyone who enters into the deeper sections and attempt to draw them to its toothy beak. Depending on the odds, Mephrekhet might use the octopus’s appearance as an opportunity to attack, or try to escape through the hatch while everyone is distracted. See What Happens Next if he opts for the latter. Note that the octopus will not fight to the death: if the main body takes more than half its LB total, or if it loses four or more tentacles, the octopus squirts an ink cloud and tries to flee out the hole it entered through, swimming for a submerged cave beneath the reef. What Happens Next Mephrekhet’s main goal is to slaughter everyone else and figure out a way back to Stygia. If a female PC is present, he may try to steal her life-essence and use it to restore Atemun back to flesh. If PCs do not follow him into the hold, Mephrekhet kills any remaining pirates (including Quayoue). He’s strong enough to smash his way out of the hold, if this becomes necessary, and will use his Vex the Dead ability to animate any corpses he comes across, creating a small army of Lurching Dead. Eventually, an epic battle between the pharaoh and PCs ensues.
Note that Mephrekhet will be absolutely pissed if he discovers the PCs have damaged and/or looted Atemun’s remains. Such actions will drive him into a berserk rage, and he will attack by direct means vs. using magic or guile (which could play to the PCs tactical advantage). Escaping the Reef After the storm dies, PCs will be able to see coastline (the eastern shores of Shem) not far in the distance. The Zapporo’s Folly can be made seaworthy again with salvaged timber--seaworthy enough, at least, for a short voyage. Even without a complete crew, the sloop stands a decent chance of making shore if it can be guided off the reef. The GM can opt to have a small Shemite fishing village close by if he wishes to return PCs to civilization. Otherwise, a dangerous overland trek awaits . . .
Appendix A: Cast of Characters (in order of appearance) Typical Pirate Attributes Strength 0 Agility 0 Mind 0 Appeal 0
Combat Abilities Brawl 0 Melee 0 Missile 0 Defense 0
Lifeblood: 3 (Rabble) Protection: None Weapons: Cutlass, d6, or Throwing Knife, d6-2
A motley assortment of Barachans, Argoseans, and Zingarans make up the Folly’s crew. Each is rank 1 in Pirate.
Quayoue, Pictish First Mate Attributes Strength 1 Agility 2 Mind 0 Appeal 0
Combat Abilities Brawl 1 Melee 1 Missile 1 Defense 0
Lifeblood: 9 (NPC) Protection: Very Light Armor (d3-1) Weapons: Barbed Spear (-1 to hit), d6+2, Tomahawk (thrown), d6
Careers Hunter 1 Pirate 1 Quayoue joined the Folly’s crew after Captain Lorca saved him from the City Guard in Messantia. He has sworn a ‘Life Oath’ to Lorca since, but is sometimes overcome with superstition.
Mephrekhet, Ancient Stygian Pharaoh Attributes Strength 4 Agility 0 Mind 3
Combat Abilities Attack with 1 Slam +2, d3+4, or by Weapon +2, +4 damage, or Special (see below) Defense: 0 Protection: d6+1 (Unholy Vitality) + Special (see below)
Lifeblood: 14 Mephrekhet ruled in the Stygian city of Khemi over three hundred years ago, but learned so much of the Dark Arts a rival sorcerer/priest had him mummified alive. More recently, his remains were supposed to be “relocated” to another tomb and properly sealed, but a freak storm struck the galley transporting him and killed the entire crew. In his ‘true’ form, Mephrekhet appears as a desiccated corpse. However, he can assume the guise of his former self at will: a handsome, hooknosed man with kohl-rimmed eyes. When masquerading as Captain Lorca he appears to be a rakish Barachan sporting a blue-black beard. Mephrekhet’s internal organs were removed long ago. Stabbing and blunt weapons that manage to get past his protection inflict only 1 LB damage. Additionally, he does not suffer additional damage from Mighty or Legendary attacks (though the GM might rule a limb has been chopped off, reducing his Agility). He has no protection against fire or weapons blessed by benevolent Deities. Mephrekhet has the powers of a rank 3 Sorcerer. In play, however, it is simpler to give him a number of magical abilities in addition to the ones described above. Steal Life-Essence allows him to suck vital forces from anyone he touches (PCs can make a Hard Strength or Mind roll to resist; failure does d6+2 LB per round he remains in contact). Mephrekhet can assume the appearance and memories of anyone killed in this manner. Vex the Dead allows him to animate and control the recently slain (see example stats to follow), though he must concentrate to do this. He can manifest other powers (such as a beguiling gaze, transforming into a viper, or summoning a cloak of shadows) as the GM sees fit.
Giant Octopus Attributes Strength 6 Agility -1 Mind 0
Combat Abilities Attack with up to 5 Tentacles +0, d6 damage following round, or 1 Bite +1, d6+2 Defense: -1 Protection: d2-1 (Rubbery Hide) Lifeblood: 30 (Body; see below)
This old, cunning creature normally lives in an underwater cave, but was recently drawn to the Stygian galley (perhaps by the aura of evil). A successful hit from a tentacle means the target is ‘grabbed’ and can be hauled closer for a bite attack. A ‘grabbed’ character suffers a penalty die on appropriate actions until freed--either by forcing the tentacle off (pass a Strength check with a modifier=6 –the PCs strength), or severing it (doing 6 LB damage with a slashing weapon). Attacks against tentacles don’t reduce the main body’s LB of 30.
Lurching Dead Attributes Strength 2 Agility -1 Mind --
Combat Abilities Attack by Weapon +0, damage+2, or Unarmed +0, d3+2 Defense: -1 Protection: d6+1 (Unholy Vitality) Lifeblood: 8
These are freshly-slain corpses, reanimated by Mephrekhet’s Vex the Dead spell. Note that they have no independent mind of their own and must be directed by Mephrekhet every round. Otherwise, they slump back to the ground.
Appendix B: Random Treasures These can be rolled for or simply picked as the GM pleases. Re-roll duplicate specific items, except for those from table one. Roll d6: 1-3: Mundane Items (Table One) 4-5: Weapons and Armor (Table Two) 6: Special (Table Three)
Table One 1: d6 Fish-hooks 2: Coil of serviceable rope 3: Piece of (damaged) sail-cloth 4: Oar 5: Tackle 6: Item of clothing Table Two 1: Khopesh (hook-sword, d6 damage) 2-3: Knife 4: Stygian compound bow (counts as Great Bow, improved range increment ’80) 5: Corselet of Stygian scale armor (Medium Armor, d6-1 Protection, -1 Agility) 6: Cowhide shield (Large Shield) Table Three 1: Lapis scarab (confers the boon Magic Resistance when worn) 2: Stygian death mask of beaten gold, covered with precious stones 3: Packet of grey lotus powder (if breathed; Strength check to avoid flying into berserk rage) 4: Jug of black lotus wine (replenishes all Arcane Power lost to First or Second Magnitude spells but only after a night of intoxication and wild visions) 5: Vial of red scorpion venom (Hard Strength check to resist or 2d6 LB damage) 6: Bone tube containing ancient Stygian scrolls, priceless to the right collector. At the GM’s option this might involve magical knowledge or a ‘treasure map’ to an un-plundered tomb. Appendix C: Pre-generated Characters Gecerix, Hyperborean Pikeman Attributes Strength 3 Agility 1 Mind 0 Appeal 0
Combat Abilities Brawl 1 Melee 2 Missile 0 Defense 1
Boons/Flaws Pike-fighter (bonus die) Nose for Magic Unsettling
Careers Barbarian 2 Worker (Stonemason) 0 Soldier 1 Mercenary 1
Lifeblood: 13 Hero Points: 5 Protection: Light Armor (d6-2) Weapons: Gunderman Pike, d6+5, or Poniard, d6+1
Standing 6’5” with gaunt features and a head of prematurely grey hair, the sullen Gecerix hails from the wilds of Hyperborea. A chieftain’s son, he was forced to wander after his father was killed in a bloody coup. He eventually found himself among a crack squad of Gunderman soldiers, where he discovered his affinity for the pike.
‘Glib’ Djanko, Zamoran Rogue Attributes Strength 0 Agility 2 Mind 1 Appeal 1
Combat Abilities Brawl 0 Melee 0 Missile 1 Defense 3
Boons/Flaws Sneaky Luck of the Gods Mute
Careers Slave 0 Courtier 1 Beggar 1 Thief 2
Lifeblood: 10 Hero Points: 6 Protection: Very Light Armor (d3-1) Weapons: Longknife, d6, or Shortbow, d6
Short and slight of build, Djanko’s nickname is a cruel joke. Originally a slave, he cajoled his way into Zamoran high society, only to have his tongue removed after offending a priest of Yezud. He can communicate using hand signals (which his friend, Gecerix, understands), or writing out short messages on the piece of slate he keeps around his neck.
Senjam Singh, Vendhyan Assassin Attributes Strength 1 Agility 3 Mind 0 Appeal 0
Combat Abilities Brawl 1 Melee 1 Missile 1 Defense 1
Boons/Flaws Silken Reflexes (bonus die for initiative) Escape Artist Arrogant
Careers Priest 0 Assassin 2 Merchant 1 Tumbler 1
Lifeblood: 11 Hero Points: 5 Protection: Very Light Armor + Buckler (d3) Weapons: Tulwar, d6+1, or Katar*, d6-1, or Chakram*, d6-1 *these weapons are concealed
Lanky, with a shaven pate and covered from the neck down in the crabbed tattoos of his order, Senjam used to ply his skills in the city of Khorala, until he discovered a former employer wanted him dead. He now travels disguised as either a priest or a spice merchant, looking for a new patron. Senjam struggles with culture shock in dealing with the ‘barbaric’ West.
Aspasia Militides, (former) Argosean Captain Attributes Strength 1 Agility 1 Mind 1 Appeal 1
Combat Abilities Brawl 1 Melee 2 Missile 0 Defense 1
Boons/Flaws Attractive Pirate Killer Greed
Careers Trader 1 Mariner 2 Buccaneer 1 Mercenary 0
Lifeblood: 11 Hero Points: 5 Protection: Light Armor + Shield (d6-1) Weapons: Xiphos (sword), d6+1, or Dagger, d3+1
An Argosean beauty with an olive complexion and light brown hair, Aspasia inherited the galley Cyrian Star from her wealthy father. She operated originally as a trader, but then turned to the more lucrative career of pirate suppression off the coast of Kush. Unfortunately, her ship was seized in lieu of gambling debts, and she now makes a (bitter) living as a sell-sword.
Gbemi Wedo, Ghanatan Wise-Man Attributes Strength 1 Agility 0 Mind 2 Appeal 1
Combat Abilities Brawl 0 Melee 1 Missile 1 Defense 2
Boons/Flaws Keen Eyesight Fighting Knife (Ghanatan) Feels the Cold
Careers Hunter 1 Shaman (Priest) 2 Healer 1 Sorcerer 0
Lifeblood: 11 Hero Points: 5 Protection: None Weapons: Ghanatan Knife, d6+1, or Sling, d6-2 Fate Points: 2 Arcane Points: 10
Gbemi is a somewhat wizened Ghanatan in his late 40’s with white hair. Established among his own people, he has left the Southern Desert on a quest for arcane knowledge, gradually assembling a fetish-bag filled with rare items (including: a patch of ghoul-hide, the fangs of a giant serpent, and Acheronian coins taken from the eyes of a centuries-old corpse).
Stilchus, Kothite Ex-Slaver Attributes Strength 2 Agility 2 (1) Mind 0 Appeal 0
Combat Abilities Brawl 1 Melee 2 Missile 0 Defense 1
Boons/Flaws Hard to Kill Fearsome Looks One-Eyed (penalty die on related tasks)
Careers Gladiator 2 Torturer 1 Hunter 1 Rogue 0
Lifeblood: 14 Hero Points: 5 Protection: Medium Armor (d6-1) Weapons: Greatsword, d6+4, or Spiked Cesti, d3+2
Stilchus began his career as a pit-fighter in Khorshemish, but eventually attracted the attention of the noble house of Glaucus, the Slave-Taker. Stilchus became Glaucus’s right-hand man, keeping discipline among the slaves and engaging in occasional raids of “acquisition.” Severely wounded during one of these raids, Stilchus was later revived by a priest of Ishtar. He now walks the difficult path of redemption.
Appendix D: BRP Conversion (http://www.strangestones.com/2010/06/quick-dirty-bol-to-brp-conversion/) Using The Venomous Pao’s “Quick and Dirty BoL to BRP Conversion” as a guide (link above), the characters from Crimson Shoals have been translated into Basic Roleplaying statistics. Note that PCs and important NPCs are generated using the Total Hit Point option to give them a more “heroic” flavor.
Mephrekhet, Ancient Stygian Pharoah STR 21 CON 17 SIZ 14 INT 17 POW 20 DEX 9 APP 11 Hit Points 31 Major Wound 16 Damage Bonus +1d6 Armor 3 Point Skin Fist 65% (1d3+db), Cutlass 65% (1d8+1+db), Grapple 40% Skills: Dodge 20%, Ancient Stygian 90%, Argosean 75%, Listen 50%, Sense 45%, Spot 50%, Stealth 50% Spells: Steal Life Essence (POW vs. POW struggle after a successful Fist or Grapple attack; if Mephrekhet wins he gains a temporary 1d8 Power from target. Anyone brought to ‘0’ POW or lower is reduced to a husk. Costs 3 MP to use), Vex the Dead (Animates a fresh corpse as a Zombie per the BRP “Gold Book”, pg. 350. Cost is 3 MP per corpse). Note that Mephrekhet has a mummy’s vulnerability to fire as per the BRP book, pg. 345. Typical Pirate STR 12 CON 12 SIZ 11 INT 10 POW 10 DEX 12 APP 8 Hit Points 12 Major Wound 6 Damage Bonus - Armor None Fist 50% (1d3), Cutlass 50% (1d8+1) Skills: Climb 60%, Dodge 30%, Pilot (Ship) 35%, Spot 50%, Stealth 25% Quayoue, Pictish First Mate STR 13 CON 14 SIZ 9 INT 11 POW 11 DEX 16 APP 10 Hit Points 23 Major Wound 12 Damage Bonus - Armor Soft Leather (1d6-1) Grapple 50%, Barbed Spear 55% (1d10+1), Tomahawk 55% (1d6+1) Skills: Climb 75%, Dodge 50%, Listen 55%, Pilot (Ship) 65%, Spot 65%, Stealth 45% Giant Octopus STR 25 CON 13 SIZ 20 INT 5 POW 10 DEX 14 Hit Points 33 Major Wound 17 Damage Bonus +2d6 Armor 2 pt. Hide Attack with up to 5 Tentacles 45% (1d3+2d6), Beak 45% (1d8+1d6) Skills: Hide 70%, Swim 100% Per Giant Squid rules (BRP book pg. 329) Gecerix, Hyperborean Pikeman STR 17 CON 15 SIZ 16 INT 9 POW 10 DEX 12 APP 11 Hit Points 31 Major Wound 16 Damage Bonus +1d6 Armor Hard Leather + Helm (1d6+1) Pike 80% (1d10+2+db), Brawling 45% (1d3+db), Grapple 45%, Poniard 60% (1d4+2+db)
Skills: Climb 60%, Command 55%, Craft (stonemasonry) 20%, Dodge 55%, First Aid 40 %, Hide 60%, Jump 60%, Listen 65%, Spot 60%, Stealth 40%, Throw 60%, Track 60%, Zamoran HandSignals 35% ‘Glib’ Djanko, Zamoran Rogue STR 9 CON 12 SIZ 9 INT 14 POW 17 DEX 17 APP 13 Hit Points 21 Major Wound 11 Damage Bonus 0 Armor Soft Leather (1d6-1) Short Sword 35% (1d6+1), Bow 50% (1d8+1), Brawling 25% (1d3) Skills: Appraise 60%, Bargain 60%, Climb 65%, Dodge 80%, Etiquette 50%, Fast Talk 80% (sort of), Fine Manipulation 60%, Hide 65%, Insight 60%, Jump 60%, Listen 60%, Persuade 50%, Sleight of Hand 50%, Spot 65%, Stealth 90%, Zamoran Hand-Signals 95% Senjam Singh, Vendhyan Assassin STR 13 CON 13 SIZ 14 INT 11 POW 12 DEX 18 APP 10 Hit Points 27 Major Wound 14 Damage Bonus +1d4 Armor Soft Leather (1d6-1) Scimitar 55% (1d8+1+db), Brawling 45% (1d3+db), Grapple 45%, Katar 50% (1d4+1+db), Chakram 60% (1d4+ 1/2 db), Buckler 55% Skills: Appraise 40%, Bargain 40%, Disguise 65%, Dodge 65%, Etiquette 45%, Hide 65%, Knowledge (Religion) 40%, Knowledge (Poisons) 55%, Listen 60%, Martial Arts 30%, Perform(dance) 45%, Persuade 50%, Spot 60%, Stealth 65%, Throw 60%, Track 60% Aspasia Militides, (former) Argosean Captain STR 12 CON 14 SIZ 11 INT 13 POW 9 DEX 12 APP 16 Hit Points 25 Major Wound 13 Damage Bonus 0 Armor Hard Leather (1d6) Short Sword 65% (1d6+1), Dagger 60% (1d4), Shield 55%, Brawling 45% (1d3), Grapple 45% Skills: Bargain 40%, Climb 75%, Command 75%, Craft (carpentry) 60%, Dodge 60%, Fast Talk 50%, First Aid 20%, Knowledge (piracy) 80%, Navigate 70%, Pilot (boat) 80%, Repair (structural) 60%, Spot 65%, Status 40%, Swim 75% Gbemi Wedo, Ghanatan Wise-Man STR 12 CON 13 SIZ 13 INT 15 POW 16 DEX 9 APP 12 Hit Points 26 Major Wound 13 Damage Bonus +1d4 Armor None Ghanatan Knife 60% (1d6+db), Sling 40% (1d8+1/2db) Skills: Climb 40%, Dodge 60%, First Aid 80%, Hide 60%, Insight 65%, Knowledge (occult) 70%, Listen 60%, Medicine 50%, Perform (rituals) 65%, Persuade 60%, Research 20%, Science (alchemical preparations) 50%, Spot 80%, Status 50%, Stealth 40%, Track 40% Spells: Cloak of Night, Muddle, Moonrise, Undo Sorcery Stilchus, Kothite Ex-Slaver
STR 15 CON 15 SIZ 15 INT 11 POW 11 DEX 14 APP 9 Hit Points 30 Major Wound 15 Damage Bonus +1d4 Armor Scale + Helm (2d4) Great Sword 70% (2d8+db), Brawling 55% (1d3+2+db w/Cesti) Skills: Command 70%, Dodge 55%, First Aid 40%, Knowledge (torture) 65%, Listen 40%, Martial Arts 25%, Performance (fighting) 60%, Persuade 40%, Spot 40%, Stealth 40%, Track 45%
CREDITS Written by G-Man Art by Floyd Thompson, III. Creative Inspiration and Editing/Hosting by The Venomous Pao Special thanks to Robert E. Howard
The sundered vale (An adventure set in R.e.h.’s mythic hyboria)
Overview The PCs, lost in the desert somewhere between Shem and Stygia, happen upon an oasis tended by Djedi, a dark-eyed temptress who warns of a nearby canyon. Among the carved-rock ruins, reminiscent of ancient Petra, stands a palace complex seemingly untouched by the ages. Curious PCs must first contend with ‘dragons’ (monitor lizards) before meeting the palace’s sole occupant, the beautiful Sosthi, who claims to be trapped by guardian monsters originally intended for her protection. The monster turns out to be Sosthi herself, a ravenous lamia in disguise. Heroes who survive her machinations--and appetite--may learn of her parasitic relationship with Djedi before leaving the oasis for good.
Start The PCs are several weeks out of Akkharia, a Shemite city. They may have originally been hired on as caravan guards, or forced to flee Akkharia’s mudbrick hovels after some intrigue gone wrong. Whatever the reason, raiders struck halfway through their travels, and now they’re wandering lost in the desert, their food and water exhausted. Vultures are already circling overhead. Then, a miracle: in the distance, palm trees dot a series of lush green hills. An oasis! The trees don’t vanish as the PCs trudge closer. They’re quite real, and loaded with dates. Springs feed a lake of rippling water. Monkeys can be heard screeching among the palm fronds; baboons, some with crude sacks slung over their shoulders. The baboons are in the process of gathering dates and bringing them to a clearing on the shores of the lake. A large tent has been set up there, spacious as a Hyrkanian yurt. A sun-bronzed woman with long black hair steps out to greet the PCs. This is Djedi, a rustic beauty who identifies herself as caretaker of the oasis. She seems to be master of the baboon troupe, though an ivory-handled switch hangs from her girdle in case a few get surly. She is quick to offer hospitality, bringing out jars of palm wine and cool spring water, along with platters of dates, dried apricots, and goat cheese (she has pens nearby). Simple fare, but it’s ambrosia to the nearstarving heroes. If asked, Djedi explains she trades with the occasional caravans who stop here to refresh. The PCs are welcome to stay as long as they wish. However, she warns of a dangerous landmark close by. “Just beyond that hill lies a cleft in the earth, cursed since ancient times. The ruins there swarm with dragons, but the real danger is the Palace of Sebkeht. Why it remains standing while stouter buildings crumble I cannot say. Scores of desperate men have come here seeking the palace’s treasure vaults, though not a single one has returned after descending into the canyon.” Djedi’s ‘warning’ is actually an attempt to goad PCs into exploring the canyon, though she will not invite suspicion by overdoing it. If the heroes seem content to heed her advice, or spend too much time lounging around the oasis, see Nighttime Visitor for possible consequences.
The canyon The hill Djedi indicates affords an excellent view of the canyon. Sheer rock rises a hundred feet on either side, while a broad, shallow river wends down the center. Buildings have been carved out of the canyon walls, with beautifully finished (if wind-worn) facades. Whether these are houses, temples, or tombs is difficult to say. The gorge widens at one point, as does the river, flowing around a narrow ‘island’ and the palace complex resting atop it. Minarets of polished lapis dazzle in the sunlight. Chimerical figures cast from bronze, part-human and part-beast, adorn the marble walls like gargoyles. As Djedi mentioned, the building is inexplicably intact, as if the last stone was mortised into place hours ago. The palace’s pristine condition is the result of a hypnotic illusion cast by Sosthi, a lamia dwelling deep within the structure’s crypts. In reality, the walls and minarets are crumbling, though the building as a whole still stands.
Sunning themselves near the island and swimming with graceful serpentine motions are a pack of monitor lizards. Though it’s difficult to judge scale, the largest appear to be roughly 7-8 feet long--big enough to be dangerous to humans. Not far from the PCs vantage, steps have been hewn into the rock at a steep angle, allowing access to the canyon bottom.
Exploring the ruins Assuming they don’t make a beeline for the palace, PCs may opt to explore the ruins carved into the slightly porous rock walls. Most were houses of wealthy families dwelling in the city-canyon, though a few were devoted to craftsmen and temples. Almost all are empty after having been looted over the ages. The interiors can be as elaborate as you wish, but since the structures had to be hewn from stone, floorplans tend to be on the small side. Unless you are intending to run a ‘dungeon-crawl’ it’s not recommended to use all the encounters below. Choose a couple or roll randomly (d6): 1) In the dining area of this ruined house sits a desiccated, turbaned corpse, surrounded by a circle of salt. This was formerly a Stygian caravan trader, part of a group that decided to explore the canyon and ran afoul of Sosthi. The trader knew a small amount of sorcery: his circle protected him from the lamia, but not starvation or thirst. Pinned to his robes is a curious looking scarab carved from yellowed bone. This is the Scarab of Baq, a talisman against poison which would prove very useful (see Appendix B). 2) A former temple. PCs who search diligently and make a Hard (-1) Mind check can discover a hidden compartment at the back of an altar, with several idols of semi-precious stone inside. The idols look valuable to the right collector, but also bestow a curse: the bearer has to pay double Hero Points in order to achieve a desired effect, until the idols are returned to their secret niche. The curse won’t be obvious until the bearer attempts to use a Hero Point. 3) A hastily-finished mosaic in one chamber of this dwelling shows the destruction of the Palace of Sebkeht, wreathed in ghostly flames. Hieroglyphs in proto-Stygian explain the death of Sebkeht the Third at the hands of his treacherous daughter, Sosthi, but only a PC with ranks in Scholar would have a chance to decipher it (a Demanding Mind check, at -4). 4) This house serves as lair to a ‘dragon’, a giant monitor lizard over 10’ long and weighing almost 400 pounds. This old beast preys on its own kind, so the other monitors avoid the area. On a 1-3 (d6) it’s hungry enough to aggressively attack any humans that come close. Otherwise, it will try to avoid conflict unless threatened or cornered. 5) The chambers of this guano-encrusted dwelling are infested with a colony of small brown bats. During the day they sleep, but close to nightfall they’ll become active, swarming out to feed. PCs who keep their heads down can avoid danger. Those who insist on flailing at the creatures are subject to multiple bites per round (1 LB damage, stopped by Medium or higher armor) for d6 rounds, or until they leave the dwelling. PCs attacked in this manner will have to make Hard (-1) Strength checks one hour later, to shake off a nasty infection. Failure means they suffer fever and convulsions the next day (1 to Strength and Agility, plus d6 LB damage if not resting).
6) This large dwelling is haunted. PCs with ranks in Barbarian, Sorcerer, or Priest, or who have the Nose for Magic boon will feel uneasy on stepping inside. The feeling gets stronger the closer they come to the back of the dwelling, near the sleeping area. At night, heavy sighs can be heard echoing from someplace close by, but never pinpointed. The angry shade of a suicide might decide to manifest, depending on how long the PCs stay in the area. He appears as an exsanguinated corpse with slash-wounds on both wrists. Witnessing the apparition entails a fright check at -2 (see Appendix C). The ghost can’t actually hurt anyone, beyond scaring them out of their wits.
The palace of sebkeht Getting to the palace poses some challenges. A stone footbridge used to lead from one bank of the river to the narrow island on which the complex stands, though this has long since collapsed. The fallen stones, however, protrude from the water (the river is only 5’ at its deepest point), so it’s possible to cross carefully, by climbing over rubble and hopping from stone to stone. Doing so slowly requires an Easy (+1) Agility check. Failure means PCs land in the drink, and have to either scramble up on the rocks or wade for shore. The monitors, meanwhile, swim towards any PCs who are trying to cross. Several of the largest (1.5 per PC, round up), will attack. The creatures are less active at night, so waiting until darkness to cross won’t attract attention unless the PCs dawdle. Creative strategies (like throwing meat in the water as bait) should generally be successful as well. None of the lizards set foot on the island. Sosthi’s supernatural presence repels all wildlife except vermin, so once the PCs arrive they are safe from further attack. The palace’s gates stand wide open, flanked by the chimerical bronze figures glimpsed earlier. Walls of blue-veined marble gleam, and further in an immaculate courtyard of ferns and dwarf palms can be glimpsed. The whole complex is eerily silent, as birds shun the place. Shouts or called greetings will seem to echo indefinitely. Inside the complex proper are chamber after chamber of finely appointed, though empty, rooms: grand halls, reception areas, shrines, slave quarters, guest suites, etc. As previously noted, all this finery is an illusion. The palace is actually rubble in most places, and the ceiling has long since fallen away. PCs poking around during the day may notice becoming sunburned and thirsty, despite being ‘inside.’ At night, they may notice the air feeling chill (Moderate Mind checks for either, but only if a player seems skeptical about the nature of the palace).
Crypt labyrinth Eventually, PCs discover alabaster steps leading down into the palace’s sub-chambers. These appear as polished stone vaults with pillars of turquoise and serpentine jade. Torches flicker in silver cressets, providing plenty of light. In reality, these crypts are covered with cobwebbed dust and crawling with vermin. The torches, however, are real, and kept alight by Sosthi’s magic.
Interconnected rooms soon lead to a circular chamber with a domed ceiling and an ornately carved bier at the center. Atop the bier lies a beautiful woman with fair skin and straight black hair (a wig), nude except for a girdle of snakeskin and a pair of golden armlets gracing her slender limbs. Aside from the wig she is completely hairless; even her eyebrows have been shaved smooth. This is Sosthi. She stirs as soon as anyone approaches the bier. Jet eyes flash in the torchlight as she speaks: “Are you the ones come at last to free me from this accursed place?” Sosthi explains she is the daughter of Sebkeht the Third, a powerful sorcerer-king who cast a spell on the palace to protect it, and her, while the surrounding canyon-city fell to invaders. Unfortunately, the spell also keeps her trapped inside: “No doubt, you saw those monstrous bronze beast-figures adorning the walls; they come to life and force me back if I try to leave.” Sosthi pretends to be unaware that centuries have passed since the city fell. Her only concern appears to be getting out of the palace. Perhaps her newfound acquaintances might be able to help by slaying the guardian-statues? She hints that other, lesser heroes have tried before, and failed. If her stunning beauty isn’t enough to sway PCs, she offers to reward them with treasures from her father’s secret chamber. In fact, she’ll give them the loot right now as a show of good faith--because she swears she’ll never return to this place, once she leaves. In truth, Sosthi poisoned her father, Sebkeht the Third, because she feared he would promise her hand in marriage; not to an earthly prince, but a demon. The chain of events afterwards brought about the fall of the canyon-city, and Sosthi, for the sin of patricide, was transformed into a lamia. She maintains the illusion of the palace in order to lure victims. Unlike most lamia, who hunger after child-flesh, Sosthi lusts for the blood of heroes! If the PCs go along with her promises of treasure, she will lead them deeper into the labyrinth of cryptchambers. At some point she produces a brass key, inserts it in what appears to be a crevice, and reveals a small, gold-paneled chamber heaped with loot--mostly objects d’art from Acheronian times, and fist-sized gemstones. The treasure is real, not illusory, and while the PCs are hopefully gaping, Sosthi laughs wickedly. With a clap of her hands she douses every torch in the place, plunging the crypts into total darkness. The lamia then begins a series of hit-and-run attacks from the darkness. Seeing her true form for the first time requires a fright check at -2. She will try to use her Beguiling Gaze on any hero thoughtful enough to provide a light source, and her vampiric bite attack to restore any lost LB. At the GM’s option, she might also try to lead the PCs into trapped areas of the crypt. Some suggestions: Covered Spike Pit Trap. Dusty canvas covers an 8’ pit. Causes d3 damage from the fall, plus a Hard (-1) Agility check to avoid d6+2 damage from spikes at the bottom (armor counts against the latter). Falling Statue Trap. Two statues holding halberds with a tripwire in between, balanced so they fall towards each other, blades first. Tough (-2) Agility check to avoid completely, otherwise 2 attacks at +1 for d6H+1 damage. On a successful hit, the PC must then pass a Moderate (0) Strength check or be pinned for d3 rounds afterwards.
Poisoned Cobwebs Trap. The cobwebs are especially thick down this section of hall. Sosthi’s illusions make them appear as a haze, perhaps caused by incense smoke. Blundering through the cobwebs triggers an attack by hordes of tiny scarlet spiders nesting inside. Roll a Hard (-1) Strength check to overcome the poison from multiple bites, causing d6 damage d2 rounds later and raising a series of painful welts (-1 to Agility). Spotting the traps beforehand without a light source is at least a Demanding (-4) Mind check. Otherwise the difficulty is from Moderate (0) to Tough (-2), adding any ranks in Barbarian, Hunter, Thief, or Assassin. Unless PCs have taken some kind of precaution prior to getting into the labyrinth, like leaving a trail or a series of marks, remembering how to get out requires a Hard (-1) Mind roll. Otherwise, it takes 2d6 turns of wrong-ends to find their way back to the circular chamber. If PCs do not want to go to the treasure chamber, or refuse to help Sosthi, she will attempt to tag along with them anyway, warning that the bronze guardians will animate and attack if they try to leave the palace. At some point she will use her Hypnotic Illusion ability to create a distraction (penalty die on the PCs priority check), transform, and then harangue the party with hit-and-run tactics as described before, casting Pass Unnoticed to get away if the cover of darkness isn’t available. Anyone directly witnessing Sosthi’s transformation from beauty into a demon-thing has to make a fright check at -4. Even if the PCs escape the palace, Sosthi, if still alive, will pursue them to the oasis at night (see Nighttime Visitor). If/when Sosthi is killed, the illusions covering the palace vanish, revealing the ruin in all its squalor. A mosaic in one of the grand halls, previously hidden by the spell, shows Sosthi in her youth next to a younger girl with similar features, probably a sister. Brushing some dust away will clearly show the girl to be Djedi.
Nighttime visitor The default assumption is that PCs will want to explore the canyon right off. If they spend a significant amount of time lounging around the oasis instead, or if they escape from the palace without killing Sosthi, the lamia will come calling in the dead of night. Sosthi will use her Pass Unnoticed ability to come upon the oasis unawares. If the PCs have set up some kind of watch, she will attempt to pick off sentries first before engaging the rest of the group. She will not fight to the death, however, and if wounded enough will attempt to slink back to the palace and recover. Another option: if the PCs decide to spy on Djedi at night, they might discover her terrible secret. Sosthi comes to her sister’s tent in her true form, and after a whispered conversation, cuts a small wound above her breast and lets the blood dribble into a bowl, which Djedi greedily drinks down. An awful symbiosis is revealed: Djedi lures victims to the palace, and Sosthi keeps her eternally young with her enchanted blood. In this manner the two have kept alive over the centuries.
Loose ends If the PCs return to the oasis and Djedi finds out they’ve killed her sister (perhaps by displaying treasure taken from the palace) she flies into a rage and attacks, along with her horde of baboons. No Sosthi means no magic blood, and time will soon be catching up with her. In fact, without Sosthi, Djedi dies in 2d6 days, aging rapidly into a crone and finally a withered corpse. The mournful baboons will nuzzle her remains before bearing her away into the palms . . .
Appendix a: cast of characters (in order of appearance) Large baboon Attributes Strength 1 Agility 2 Mind -1 Lifeblood: 6
Combat Abilities: Attack: +2 Damage: d6, canines Defense: 1 Protection: 0
Djedi’s bigger specimens. These are about 45 lbs., covered with olive fur, and have 4” canines. They will defend their mistress with their lives. Treat as toughs for initiative purposes.
Small baboon Attributes Strength 0 Agility 1 Mind -1 Lifeblood: 3
Combat Abilities: Attack: 0 Damage: d3, canines (as rabble) Defense: 0 Protection: 0
Smaller versions (rabble), but just as ferocious and loyal. They will attempt to attack as a horde (see Mythic Rulebook, pg. 157), swarming over their intended target and biting.
djedi, desert beauty with a dark secret Attributes Strength 0 Agility 0 Mind 0 Appeal 2
Combat Abilities: Attack: +1 Damage: d6L, ivory switch Defense: 1 Protection: 0 Lifeblood: 6
Djedi stands 5’4” with wavy, blue-black hair and an appealing figure. Her gauzy clothing is somewhat at odds with her sun-bronzed skin. She is Rank 1 in both Noble and Beastmaster careers, and has the Beast-Friend boon. Though she appears to be in her early 20’s, Djedi is in fact centuries old, her youth sustained by her sister’s enchanted blood. The youngest daughter of Sebkeht the Third, she was not originally involved in the plot to kill her father, and therefore escaped the curse that transformed Sosthi. Her primary motive is to maintain the symbiosis that keeps her alive; she is both devoted and dependent on her older sister.
Monitor lizard Attributes Strength 1 Agility 0 Mind -2 Lifeblood: 10
Combat Abilities: Attack: +2 Damage: d6 + special, see below Defense: 0 Protection: 0
The “dragons” of the canyon-city, these are the larger, more aggressive types, feisty enough to attack PCs. They are about 7’ long, with mottled-looking hides and flicking tongues. Their bite carries a low-grade venom; PCs have to make a Hard (-1) Strength check or their wounds will fester, healing at the “slow” rate vs. normal (1 LB per day). These creatures are excellent swimmers.
Giant Monitor lizard Attributes Strength 3 Agility 1 Mind -2 Lifeblood: 20
Combat Abilities: Attack: +3 Damage: d6H + special, see below Defense: 0 Protection: d6-3
This beast is over 10’ long, with a prominent dorsal fin and beaded gray hide, grown large after years of feeding on its own kind. Its bite carries festering-venom similar to its smaller kin, though the Strength check is Tough (-2).
Sosthi, accursed lamia Attributes Strength 3 Agility 1 Mind 2 Appeal 2 / -2
Combat Abilities Initiative 2 Melee 2 Missile 0 Defense 2
Boons/Flaws Alert Supernatural Creature (Demon) Attractive Night Vision Cravings
Careers Noble 2 Temptress 1 Assassin 0 Sorcerer 3
Lifeblood: 25 Villain Points: 5 Protection: d6-2 (partial; see below) Attack: +3, +4 tail slap Damage: d6 bite (special), d3+3 constriction (special), or d6H tail slap (special).
In her true form, Sosthi appears as a beautiful woman with a serpentine body of jet-black scales extending for 7’ below her waist. Her ‘promotion’ from mortal into demoness has granted her a number of powers, especially in the area of illusions. Sosthi has a suite of physical attacks. Vampiric, she can extend a pair of fangs and bite (usually after employing her Beguiling Gaze power). The damage from the attack is transferred to her own LB total, though she cannot exceed her maximum score. Against multiple opponents (up to 3 if adjacent) she can employ a tail-slap. Finally, she can constrict a single target for continuous damage (armor does not count) while still able to use her bite attack and cast spells at other opponents. Sosthi’s scaled armor covers her serpentine body for the most part, and can be bypassed in combat if the attacker takes a Tough (-2) modifier to their roll. Though she is a Rank 3 Sorcerer, it’s simpler in play to have her employ a number of magical powers instead of rolling to cast spells: *Beguiling Gaze. Sosthi can lock eyes with a single person and force her will upon him or her. Targets have to make a Mind check, modified by Sosthi’s Mind or lose all volition for the round, staring rapt into the depthless pits of her soul. *Pass Unnoticed. As per the spell in the Mythic rulebook, pg. 148. *Hypnotic Illusions. Sosthi uses these to hide her true form and the decay that has struck the palace of Sebkeht. She can also use illusions in combat, typically to make it appear as if weapons have been transformed into poisonous snakes. Targets must make a Mind check modified by Sosthi’s mind, or react accordingly (e.g. throw down their weapons, struggle with the writing serpent in their hands, etc.)
Appendix B: The scarab of baq This item appears as a small scarab, intricately carved from bone and yellowed with age. Once worn, it grants the bearer an advantage die when attempting to resist the effects of poison. If the bearer fails the roll, the scarab takes more direct action: it bites its host and draws out the poison (no damage, but the process is painful). After doing so, the scarab will appear more discolored. Each ‘use’ in this manner runs the risk of the scarab becoming too full of poison. Roll 2d6; on a result of ‘4’ or less the scarab turns black and crumbles to powder.
Appendix c: fright checks Fright Checks provide additional gravitas to encounters with the supernatural (especially in fantasy worlds where ‘monsters’ are not common). For PCs, the main effect of a failed Fright Check is to cause dramatically appropriate hesitation. A Fright Check entails a Mind roll, + modifiers for how terrifying the encounter is. A PC can add +1 for every rank of Barbarian career possessed. The Fearless boon obviates the check. If failed, the PC automatically loses initiative and takes a penalty die on all actions until they make a successful roll against the object of their fear (e.g. an attack roll, another Mind check, etc.), thereby ‘overcoming’ their terror. Spending a Hero Point also bolsters courage and allows the Hero to shrug off the effect. A Calamitous Failure result means the Hero has been badly shaken and freezes for d6 rounds (or retreats, if the player prefers).
Appendix d: ‘Fighting Schools’ in BoL The default Barbarians of Lemuria rules assume that certain careers might be useful during fights, and gives some suggestions as to when these could apply. The following are possible ‘schools’ of fighting associated with various careers, and the combat ‘tricks’ or ‘stunts’ that can be used under certain conditions (and with the GM’s permission). They are not ‘feats’ in the D&D sense as anyone with the appropriate career can use them, and they are not meant to be earth-shatteringly powerful. For that kind of action you’ll need to spend a Hero Point! These tricks require precise timing and cannot be used ad nauseam. A general rule of thumb is that they can be used once per adventure for each Rank the character has in the appropriate career. Mixing different tricks from different schools is possible if the character has the right background. So, if Slevyas the Surly is a Rank 1 Thief and a Rank 1 Soldier, he may employ stunts from both the Dirty Fighting and Drill schools of combat. It pays to be well-rounded. Several of these schools make use of the Combat Options on page 67 of the Mythic rulebook.
Savage Style (Barbarians, Hunters) Blood Rage: When making an All-Out Attack (see pg. 67) you also gain a bonus die on damage. First Strike: If you have initiative on your opponent and are fighting the first round, gain a bonus to attack or damage equal to your highest qualifying rank. Dirty Fighting (Thieves, Assassins, Sailors/Pirates, Beggars) Cheap Shot: If you have initiative on an opponent, gain a damage bonus equal to your highest qualifying rank. If you hit, your opponent takes a penalty die on attacks the next round. Back Stab: When attacking an unaware opponent, gain a bonus die to hit and a damage bonus equal to your highest qualifying Rank. Drill (Soldiers, Warriors, Mercenaries) Formation Fighting: If adjacent to an ally, gain a +1 bonus to either attack or Defense, up to +2 for 2 adjacent allies. Called Shot: Subtract your highest qualifying rank from any difficulty modifier for an unusual attack or maneuver. Finesse Fighting (Gladiators/Duelists, martial-oriented Nobles) Riposte: When taking the Full Defense option (see pg. 67) if your opponent misses, you can make a counter-attack at the end of the round at -2 to hit. Precision Strike: Substitute Agility or Mind or Melee score in place of Strength when determining damage for an attack.
ARMY OF FIVE EYES ((An adventure set in R.e.H.’’s mythic hyboria)
“A cold wind blows south from the bleak fastness of Hyperborea, bringing with it rumors . . . a ragtag army marches, led by a backwater king named Sidor. At the head of his ranks, a creaking cart bears a strange banner--the barrel-shaped corpse of a monstrous demon from beyond the stars, its five-pronged head adorned with scarlet eyes, and fan-shaped wings nailed to a cross . . . men say Sidor found the thing amongst ruins high in the shadow of a blue glacier . . . a city of Elder Ones, reared when this world was naught but a plain of primordial slag.” “It is said no horse will approach the corpse, and even hardened fighting men blanch in fear, as the demon’s flesh gives off a stench offensive to the mind as well as the nostrils. Beneath this standard of madness the Hyperboreans slay and conquer, swelling Sidor’s power as he marches ever southwards for the Graskull Mountains.”
Adventure Overview The PCs are tasked to infiltrate a Hyperborean army heading for Brythunia. Originally, they are presented with the goal of finding some way to steal or destroy the corpse of an Elder Thing the army is using as a banner. However, the heroes soon discover the real threat is posed by King Sidor’s sorcerous consort, Iarina, who can summon shoggoths using a mysterious bone flute. The adventure is purposely left open-ended. For example, the PCs might decide to try and assassinate either Sidor or Iarina, or both, instead of stealing the artifacts. Complicating matters is the threat posed by army sentries, a camp-following cult, and the king’s hulking Vanir bodyguard, Thure. Army of Five Eyes offers stealthy and subterfuge-oriented heroes a chance to shine, as direct confrontation will likely prove fatal.
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Start For their own reasons, the heroes begin in the northern reaches of Brythunia, an area formerly known for the capture of slaves from poorly-defended villages. But instead of bumpkins, PCs find a prosperous kingdom arranged around the new city-state of Briz, ruled by the upstart Kasparas, a blonde-bearded noble with glittering dark eyes--a sign, some say, of old Acheronian bloodlines. The cattle in this region are fat, grazing among pine-dotted hills. Workers take lumps of amber from the river runoffs of the nearby Graskull Mountains, and trappers return to the city with fine sable pelts, for the coat-linings of Aquilonian and Nemedian noblewomen far to the south. Best of all, Kasparas, by absorbing holdings of lesser despots and consolidating his power, has outlawed slave-taking in the region, thus attracting more and more pastoral Brythunians to settle within his lands. But there is tension in the rude wooden ale-halls of Briz. Shortly after the heroes arrive, Kasparas himself invites them to dine in his “palace,” a stone and timber fort. Over pitchers of rich mead, poured by the king’s flaxen-haired daughters, he explains his predicament. You can paraphrase information from the opening, but the gist is his kingdom is in the direct path of Sidor’s invading army. After dining on roast boar, Kasparas takes the PCs back to his private sauna. There, shivering on a pine bench despite the heat, is a stooped Nemedian with staring eyes. Kasparas introduces him as Otranto, a traveling scholar recently returned from an expedition far to the north. Otranto explains: “My specialty, you see, has always been architecture, and in particular the stonemasonry of the hyperbori tribes. Despite their crude origins, the hyperboreans have built some of the most extensive stone fortifications of our times, granting them mastery over survival in that harsh land. From whence did that knowledge issue? Well, I’ve read the Book of Skelos, and less wholesome texts, and I’ve had my theories . . . with some small monies, I approached a minor noble in that northern land, an inbred named Sidor. After some convincing, he arranged an expedition to a tall glacier of blue ice, visible from the towers of his keep.” (He coughs, then hugs himself before continuing) “What we found in those mountains of ice! A fortress, of sorts, or perhaps an outpost, but the twisting, cyclopean stone constructions were not built by human hands. Not from the time of far-off Valusia, or the the fall of Atlantis, but even farther back, when children from the stars held dominion over the primeval world. Such tricks of stone, such perversions of geometry . . . why, even the arches weren’t shaped like arches! But I digress. We found something else in those ruins, the corpse of a barrel-shaped, winged creature, with a head like a starfish and five bulbous eyes.” “Half the expedition went mad at sight of that thing, and fled howling into the snow-covered mountains. But Sidor’s consort, Iarina, insisted the body be brought back to the keep. She seemed to be under the influence of some powerful geas. Sidor, too, complained of strange, compelling dreams, and emerged from one of the ruined buildings with a curious artifact he refused to share with anyone, save his queen.” “I decided to flee myself, as I sensed the change in the royal couple. So, with a few others of like mind, we made it back down from the glacier.” Otranto breaks off, staring into space. Kasparas explains the rest: Sidor has amassed an army, using the corpse of the Old One as his standard. Already he has defeated two of his rival Hyperborean kinsmen in battle. Kasparas’s spies have told him that Sidor plans to march on Briz, after negotiating one of the many passes through the Graskall Mountains. He fears his own militia and scant fortifications will not be enough to stop him.
3 Kapsaras wants the PCs to travel through the pass, find and infiltrate Sidor’s army, and discover some way to either steal or destroy the Old One standard. He feels without this symbol to rally around, the army will lose its cohesion (there’s more to Sidor’s power than that, but Kasparas doesn’t know much about the “curious artifact” Iarina now wields). If successful, he intends to reward the heroes richly with fiefdoms and titles within his own lands--and possibly, the hands of one or more of his beautiful daughters in marriage. Assuming the PCs don’t laugh outright at his offer, Kasparas will introduce a Hyperborean turncoat to serve as a guide in finding the army (this is obviated if one of the PCs is a Hyperborean, or a wildernesstype with knowledge of the region--in that case, the heroes can find Sidor without a guide).
Crossing the Border Kasparas outfits the PCs with anything they need to make the long journey into Hyperborea, including horses and provisions. If the heroes plan to pose as mercenaries in order to infiltrate Sidor’s army, the Brythunian can help them with that, too, supplying appropriate armor, clothing, and weapons. The journey through the Graskull pass will take at least a week, longer if the PCs are traveling on foot vs. horseback. The GM can arrange to have some wilderness encounters on the way, if desired. As it is late Spring, thaws could mean avalanches high in the mountains, and the PCs might stumble across hungry sword-toothed leopards, as well. Heroes with the Mountain Born boon, or ranks in Hunter or Barbarian (suited to the terrain) should have a chance to bypass these obstacles. Once into Hyperborea, the terrain becomes far more bleak and brooding. Snow still hugs the hilltops, and in the distance, fang-like mountains seem to bite at overcast sky. Emphasize the alien quality of the landscape: Hyperborea is a land torn from an earlier, more savage time.
Aftermath Sidor isn’t heading straight for the pass just yet. He’s wheeled his army eastwards, to try and raid for provisions from the small fiefdom of Vosvolod. On the second day into Hyperborea, the PCs spot ravens circling the taiga-like plains ahead. They come upon the aftermath of a small battle or skirmish: corpses litter the field, some stripped, some still wearing ragged hide armor and clutching shattered weapons. One of the bodies grips a fallen banner, crudely depicting a pair of wooly mammoths, rampant. This is the battle-standard of Yegor, Baron of Vosvolod. Any horses or other animals with the PCs will start to spook. Towards the center of the carnage is a strange sight: a slimy furrow gouged into the ground, the size of two broad wagons across. The corpses lying in this furrow have all been decapitated (the heads are nowhere to be seen), and their flesh looks blackened in places, covered with sucker-shaped wounds and large bites. These are the unfortunate victims of a shoggoth, controlled by Iarina and her artifact, a flute carved from alien bone. The remains provide a hint the PCs are up against more than just the corpse of an Old One and a mad king.
Approaching the Army From the site of the battle, PCs find fresh tracks leading across the plain--a lot of them. Sidor’s army is close. Towards the second evening they spot the smoke-columns of campfires in the distance. Depending on how the PCs approach, there is a 1-3 chance (d6) they are either spotted early by scouts, or sentries (4-6) when they draw closer to the fringes of camp. People approaching Sidor’s army to join up are a common sight, so unless the PCs act furtive or hostile and state their intentions clearly, they will be taken to an under-captain named Aurus, a one-armed sell sword from the Border Kingdom in charge
4 of foreign mercenaries. Gruff and overworked, Aurus will not be pleased to meet his new charges. After a half-hearted interrogation, he takes the PCs to a remote area of camp and tells them they are essentially on probation until they can prove themselves in battle--which may be soon, he hints, ominously. There isn’t much space in the foreign mercenaries’ tents, and the wine and provision rations aren’t plentiful, either. PCs will likely have to get into a few fist-fights with the rough lot of primarily Shemite, Nemedian, and Kothite mercs in order to establish their right to a bedroll. Being under close watch means the heroes won’t have much chance to look around camp the first night. On the walk over to the mercenaries’ tents, they will likely spot a motley group of camp-follower types wearing crimson robes with five stylized eyes sewn on them, led by a slender figure in much more richly appointed garments with a full cowl. A pair of lambent blue eyes stare out from the cowl’s depths. This is Iarina, and the lackeys are members of her Cult of Five Eyes. Attentive PCs will also note something else about Sidor’s army: it is much smaller rumors suggest. A high estimate would put their numbers at about 4 thousand medium infantry, mostly spear- and swordsmen, with only a few horse as scouts.
Battle!! Somewhat late the next morning, the army breaks camp in order to march--east, towards the town of Vosvolod, visible in the far distance. Discipline among the troops is none too great. PCs will likely get their first glance of Sidor, an unimpressive figure with a narrow face and elongated jaw, and his hulking, red-bearded bodyguard Thure, carrying a mattock slung over his shoulder. This is also an opportunity to get a look at the wagon bearing the Old One corpse. The vehicle is drawn along by a team of human slaves in harness, as no horse would willingly approach the thing. Sidor’s army doesn’t march for very long. Near midday, shouts come back from outriders and the troops start forming up in ranks. The mercs (and the PCs along with them) go right in front. The infantry of Baron Yegor of Vosvolod appears on the field--about 5 thousand spear- and swordsman, marching in a wedge, and closing quickly. Neither army has much in the way of archers or cavalry. PCs will quickly notice the Hyperborean troops behind them don’t look very excited at the prospect of battle; some of them even stifle yawns. As the enemy closes, a litter bearing the robed figure of Iarina marches towards the front ranks. She throws back her cowl, revealing a once-beautiful face, now gaunt to the point of emaciation, and begins a guttural chant. You can have the PCs engage in a couple rounds of combat, or simply have them roll against a Moderate check, modified by their Melee or Defense and any ranks they have in Soldier or Mercenary, to avoid damage (d6 LB; armor applies as usual). A Mighty Success means the hero performs exceptionally well, garnering attention and glory. At some point in the fighting, Aurus becomes surrounded and will quickly be finished off if the PCs don’t intervene. Again, you can play this out as combat or have any PCs who want to try and help roll a Tough (-2) check as above, with failure netting d6 LB damage for their trouble. Success means they rescue Aurus by the skin of his teeth, and the disgruntled merc captain, in gratitude, will likely help them later. Otherwise, he’s impaled by a spear and the heroes lose a possible ally.
5 Just as the fighting gets really thick, shouts go up to fall back, and Iarina’s chanting becomes audible over the din of battle. A strange, unmelodic piping echoes, and the sky inexplicably darkens over the battlefield. Sorcery! Anyone looking in Iarina’s direction will see her playing a bizarre flute carved from gnarled bone (the bone of what, exactly, is impossible to tell). Moments later, screams rise from rearmost ranks of Yegor’s troops. A shimmering iridescence, like a mass of bubbles, can be glimpsed, accompanied by a horrible stench mixing the charnel smell of death with fetid life, like festering pondscum. The summoned shoggoth mows down enough of Yegor’s men to cause a rout, then draws closer to Sidor’s ranks. Iarina stars playing her flute like mad; the abjured monstrosity fades from this plane, before it can satiate its hunger on friendlies. Yegor’s troops quit the field to fall back to the protection of their keep. Sidor gives the order to pursue, but seems more intent on capturing live prisoners (who are herded into wheeled pens), and ransacking the town for stores of livestock and grain. In any event, he has no siege engines and makes no attempt to take the keep. His victorious men grumble about the poor quality of loot, but all agree there will be better pickings when they reach Brythunia.
The Camp At this point, the rest of the adventure involves a long march to the pass at Graskull Mountains. If the PCs don’t succeed in thwarting Sidor (by disposing of the Old One corpse and the shoggoth-summoning flute, or assassinating Sidor and Iarina, or somehow setting the two against each other, etc.), then his army will defeat Kasparas and take Briz in a one-sided battle similar to what occurred at Vosvolod. You can set the pace for the rest of the scenario by telling the PCs how close the Graskull Mountains loom in the distance--a sort of countdown to doomsday.
Note on planning: The consequences of failure in this type of scenario are pretty steep. If the PCs are discovered doing bad things, they’ll have an entire hostile army to deal with. Even if they manage to escape, infiltrating Sidor’s forces again becomes impossible. For this reason, players should be allowed ample time to come up with plans. Normally, too much cogitating in a Swords and Sorcery adventure is something to avoid, but not this time. Additionally, you can remind players about spending a Hero Point to try again if they blow a crucial roll, like sneaking past a tent, or fast-talking a sentry.
During the day there is not much else to do but march. The real opportunity for subterfuge comes at night, when the army stops and sets up camp. After ‘proving’ themselves at the battle outside Vosvolod, PCs will be much freer to move around, possibly with the assistance of Aurus, if he survived. The camp is roughly divided into two halves: the ‘Army’ side, with Sidor’s tent and the Old One corpse, and the ‘Cult’ side, with Iarina and her robed followers. It quickly becomes obvious there is some tension between the two groups: Sidor and Iarina don’t seem to have much contact, and the Hyperborean soldiers, inured as they are to the supernatural, act uneasy when they hear the strange cries and ululations coming from Iarina’s nightly “services,” which are known to include human sacrifice. Getting into certain sensitive areas will require checks for stealthy movement, arranging clever distractions, etc. Having ranks in Soldier and Mercenary careers can help, as PCs with these backgrounds know how army camps work and what to avoid. Magic-using PCs could have a considerably easier time of it, but Iarina has the Nose for Magic boon and can show up if you feel too much sorcery is being thrown around.
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The ‘Army’ Side This area houses the Hyperborean troops, their captains, and King Sidor, as well as the mercenaries’ tents. No one sleeps particularly well here; soldiers toss and turn to strange dreams of tentacled horrors, and every now and then a scream from the other side of the camp shatters the quiet. Sidor is situated close to the tents of his most trusted captains, a dozen or so Toughs. He has a sentry posted just outside the entrance flap to his tent (relieved about mid-way through the night). Inside, his bodyguard Thure ‘sleeps’ in a sitting position with his back to the tent pole and one eye open, his mattock within easy reach. Sidor himself, an accomplished swordsman despite his frail appearance, keeps a poniard in his bedroll and an arming sword close by. At sight of anyone in the tent, Sidor or Thure will call out, bringing the captains swarming in 3 rounds. Clearly, trying to sneak in and cut the king’s throat will prove difficult. The Old One corpse and the wagon containing it are kept a fair distance from Sidor’s tent (too close and he gets nightmares). An honor guard of 2 captains, rated as Toughs, face outwards from either side of the wagon. Like the tent sentry, these are relieved about halfway through the night. These guards are not particularly observant, as no one seems to want to set foot anywhere near the corpse unless they have to. Getting rid of the Old One corpse is not as easy as dispatching the sentries. The thing’s mummified, alien tissue is extremely tough. Trying to burn it in even a raging bonfire will produce only a slightly singed corpse (Old One flesh is adapted to the rigors of flying through space), and hacking at it with an axe will make a ringing noise, waking both Sidor and his bodyguard. The wagon’s wooden wheels creak, even if the metal parts are oiled, so trying to push the cart anywhere will likely wake the tent as well. If the wings are torn free from the spikes holding them to the cross, the body can be moved--most likely dragged, as it weighs about 450 lbs. The easiest way to get rid of the corpse is to wait until the army has actually reached the Graskull Mountains and camped high in the pass. There, the body can be rolled over the side into one of gorges below, to disappear into ice and mist.
The ‘Cult’ Side This part of the camp is active at night, which would normally make it difficult to sneak into. However, many of the Five Eye cultists wear robed cowls, so ready disguises are available after conking a few over the head. Most of Iarina’s disciples are former camp-followers, milling about as they prepare for the various rituals and debasements that will last into dawn. There are several wooden pens full of blank-eyed captives intended for sacrifice. About half are in a state of shock, but the other half are willing to fight to make a break for freedom. This could provide a handy distraction, though it will also eventually draw soldiers from the ‘Army’ side. Iarina’s tent is made from flayed human skin and ringed with bones. Open in the center to allow a view of the night sky, it’s large enough to accommodate up to three dozen people, a fire pit, and a portable altar for sacrifice. Iarina herself is likely in the middle of a ritual when the PCs approach, chanting a litany in some guttural, non-human tongue. She will have 3d6 cultists in attendance inside, classed as Rabble, and armed with sacrificial knives. Iarina keeps the bone flute on her person at all times. A powerful sorceress, Iarina knows several ‘classic’ Call of Cthulthu-type spells (see Appendix B, Iarina’s Grimoire). She keeps a Fleshward spell active, making assassinating her difficult. On the plus side,
7 screaming and other untoward noises coming from the tent are stoically ignored, so if a fight breaks out the rest of the camp won’t immediately come running. Furious at any discovered intrusion, she will first try to slay any interlopers with Shriveling and Eviscerate spells, but attempt to escape if the battle goes against her. Note that if a sorcery-using PC attempts to infiltrate Iarina’s ‘congregation,’ her Nose for Magic boon will allow her to detect this potential rival. She will approach the PC at some point to assess their ability, though will not necessarily assume they are hostile--perhaps another adept will make a good addition to the cult!
Endgame If the PCs can steal or get rid of both the Old One and bone flute, or assassinate both Sidor and Iarina, then the army will break up and scatter before it reaches Briz. If they succeed at only some of these things, the army will be significantly weakened, and a pitch battle with Kasparas’s militia, perhaps led by the PCs, might still save the day. This is best run using the Land Battles rules in the Mythic sourcebook (pgs. 68 -71). Though the two forces are roughly the same size, Sidor’s army is much better trained (+2), better equipped (+1), and has a supernatural edge in either the corpse of the Old One (acts as a Second Magnitude spell, +2) or the shoggoth-summoning flute (technically acts as a Third Magnitude spell, +4). Appropriate Heroic Actions for the PCs include Bring Reinforcements, Capture VIP, Destroy (Old One corpse), Hold Position, Kill VIP, and (especially) Prevent Sorcery (summoning the shoggoth). Additionally, if the Heroes were able to capture the bone flute, a PC with a sorcerous background could attune to the item after a Second Magnitude ritual and use it against Sidor, which would be appropriately ironic. Kasparas himself, with his Acheronian heritage, might be able to use the flute if the PCs cannot--though in this case the corrupting power of the artifact could prompt him to raise an eldritch army of his own . . .
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Appendix A::Cast of Characters ((in order of appearance)) King Kasparas, Brythunian Upstart Attributes Strength 0 Agility 0 Mind 2 Appeal 2
Combat Abilities Initiative 1 Melee 2 Missile 0 Defense 1
Boons/Flaws Attractive Acheronian Heritage Obsession (Power)
Careers Noble 2 Soldier 1 Scholar 1 Merchant 0
Lifeblood: 10 Protection: d6-3 (light armor) Weapons: arming sword, d6
Tall, with deep-set dark eyes that glitter like polished jet, Kasparas can trace his lineage back to the kings of Old Acheron who once ruled in this region. He has made it his life’s work to restore honor to his country, though his nationalism hides a ruthless streak. The ‘Acheronian Heritage’ boon allows him to occasionally manifest sorcerous abilities, despite his lack of training in the Dark Arts.
Sword-Toothed Leopard, Large Size Creature Attributes Strength 4 Agility 2 Mind 0 Lifeblood: 20
Combat Abilities: Attack: +3 Damage: d6H Defense: 2 Protection: d3-1
A savage predator of the Brythunian highlands, usually a lone hunter. This is simply a re-skinning of the Andrak from Barbarians of Lemuria, Mythic Edition.
Typical Soldier of Sidor / Typical Soldier of Vosvolod Attributes Strength 1 Agility 0 Mind 0 Appeal -1
Combat Abilities: Attack: 0 Damage: spear or sword, d3 (as rabble) Defense: 0 (or 1) Protection: d6-3 (light armor) Lifeblood: 3
Rank and file Hyperborean infantry; tall, gaunt, and uncouth. A few carry large shields. They usually attack in formation, if possible (use the ‘Horde’ option for rabble, Mythic rulebook pg. 157). Most are Rank 1 Soldiers.
Aurus, Mercenary Captain Attributes Strength 1 Agility 1 Mind 0 Appeal 0
Combat Abilities: Attack: +2 Damage: broadsword, d6+1 Defense: 1 Protection: d6-3 (light armor) Lifeblood: 7
A hard-bitten mercenary hailing from the Border Kingdom, bearded and scarred. He lost his right arm to a Nemedian pike early in his career. Aurus has come to detest the sorcery associated with Sidor’s army and can be swayed if the PCs are persuasive enough. He is a Rank 2 Mercenary.
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Five Eye Cultist Attributes Strength 0 Agility 0 Mind 0 Appeal 0
Combat Abilities: Attack: 0 Damage: sacrificial dagger, d3 (as rabble) Defense: 0 Protection: 0 Lifeblood: 3
Camp-following scum who have been converted to Iarina’s strange new religion. Most would nominally be Rank 1 Priests, but the blasphemous gods they worship do not grant Fate points.
Iarina, corrupt Queen Attributes Strength 0 Agility 0 Mind 3 Appeal 1
Combat Abilities Initiative 1 Melee 0 Missile 0 Defense 3
Boons/Flaws Nose for Magic Power of the Void Cravings (blood sacrifice) Delicate Unsettling (emaciated)
Careers Noble 2 Scholar 0 Sorcerer 2 Priest 0
Lifeblood: 8 Arcane Points: 14 (plus stored, see Appendix B) Villain Points: 5 Protection: Fleshward spell (see Appendix B) Weapons: dagger, d6L or spell (see Appendix B)
Gaunt even for a Hyperborean, Iarina has been growing steadily more emaciated as sorcerous corruption overtakes her frame. She currently resembles a living skeleton with lambent blue eyes and bone-white hair. Her voice, however, and the conviction behind it rings with unnatural strength. A creature of the night, she sleeps during the day in her litter. The less human she’s become, the more Sidor has become repulsed and terrified of her. At present, the couple is in an uneasy alliance. At some point, however, Iarina will go completely insane and use her eldritch power to seize control of the Five-Eyed Army. Iarina knows several Call of Cthulhu type spells (see Appendix B, Iarina’s Grimoire), the most devastating being the ability to call and bind a shoggoth, though she needs the bone flute’s power to do so.
Sidor, Backwater King Attributes Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities Initiative 0 Melee 2 Missile 0 Defense 2
Boons/Flaws High-Born Inspire Unsettling
Careers Noble 2 Soldier 1 Scholar 1 Sorcerer 0
Lifeblood: 10 Villain Points: 5 Protection: d6-3 (light armor) Weapons: arming sword, d6, or poniard, d6L
Stooped, with a ‘Hapsburg’ jaw and mismatched eyes (one pale blue, the other green), Sidor would appear to represent several generations of Hyperborean inbreeding. He has a keen mind, however, and an undaunted curiosity regarding Pre-Hyborian eras. Of late, his lust for power has become blunted by a growing fear of Iarina, and he suffers nightmares of a horrible five-eyed crown forged from iron and quenched in blood, the symbol of a new, eldritch dynasty spreading its tendrils across the continent . . .
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Thure, Sidor’’s Bodyguard Attributes Strength 4 Agility 1 Mind 0 Appeal 0
Combat Abilities Initiative 1 Melee 3 Missile 0 Defense 0
Boons/Flaws Nordheimer’s Might Hard to Kill Feels the Heat
Careers Barbarian 2 Hunter 0 Mercenary 1 Soldier 1
Lifeblood: 16 Villain Points: 5 Protection: d6-3 (light armor) Weapons: mattock, d6H+4, or spear d6+4
Rumored to be part Frost Giant, the red-bearded Thure is a massive Vanir topping just over seven feet. His devotion to Sidor is total--he lacks the imagination to scheme. The Nordheimer’s Might boon grants him +1 to his Strength attribute.
Shoggoth, Iarina’’s Monstrous Ace- in -the - Hole This gargantuan mass of purulent ooze, eyestalks, feelers, and fanged mouths shimmering into and out of third-dimensional space doesn’t have stats because it’s suicide to try and fight one. The creature can mow right through an army, limited only by its lumbering movement and the fact Iarina has to pay arcane points to keep it under control--otherwise it might go mowing through her army, as well. Physical weapons have little to no discernable effect against a shoggoth. A First Magnitude spell can provide temporary protection from its attacks; a Second Magnitude spell can be used to abjure it from this plane, and a Third Magnitude spell can destroy one outright. PCs who find themselves in close combat with this horror can spend 1 Hero Point per round to survive. Allow them to make an attack roll if they want to go on the offense, like severing a pseudopod or skewering a pulsating eyeball. Alternately, they can make an Agility check to simply dodge the flailing mass. If successful with either approach, the PC can then make a timely escape by running away at top speed. Otherwise, they have to spend another Hero Point the next round to try again. Once they’re out, the shoggoth will consume them entirely . . .
Typical Captain Attributes Strength 1 Agility 1 (0) Mind 0 Appeal 0
Combat Abilities: Attack: +2 Damage: sword or spear, d6+1 Defense: 1 Protection: d6-2 (medium armor) Lifeblood: 7
These are Rank 2 soldiers, rated as Toughs, who make up the command backbone of Sidor’s army. They are far more loyal to their King than Iarina.
Appendix B: Iarina’s Grimoire The Bone Flute Carved from a herd-beast native to Yuggoth, this bizarrely gnarled artifact grants its user the power to call and bind shoggoths when played (see the spell of the same name, below), and grants a bonus die on all rolls when used in this manner. Further, the user can store up to 6 additional Arcane Points within its extradimensional matrices. A sorcerer needs to attune themselves to the artifact (the equivalent of a Second Magnitude spell) before it can be used.
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Shriveling A First Magnitude offensive spell. Alien energies cause the target’s flesh to wither and blacken, causing d6 LB damage. The spell bypasses armor and damage caused heals at the slow rate (1 LB per day with light activity). If the caster wants to continue inflicting damage, he or she simply pays the Arcane Power cost the next round without having to roll for success. Difficulty is Hard (-1), and the spell requires Line of Sight and Obvious Technique. AP cost is 4.
Fleshward A Second Magnitude defensive spell, which can be cast ahead of time. The spell grants the sorcerer an additional 2d6 LB (minimum 6) against normal weapons. The ‘bonus’ LB is always subtracted first from damage and when it’s gone, it’s gone. Difficulty is Tough (-2), and the spell requires Casting Time and Ritual Sacrifice. AP cost is 9.
Eviscerate A Second Magnitude offensive spell. The caster telekinetically pulls forth vital organs from the target! Damage is 2d6 LB plus the caster’s Mind attribute, bypassing armor. Difficulty is Tough (-2) and the spell requires Special Item (Ring of the Black Circle). AP cost is 10
Contact / Bind Shoggoth A Second Magnitude summoning spell, risky in nature. The caster rolls first to call the shoggoth to this plane, then makes a second roll to try and command it. A third roll can be made to abjure the creature, which is recommended if the binding fails or the caster is running out of AP. Difficulty is Demanding (-4), and the spell requires Casting Time, Lunar, and Group Ritual to cast, with an AP cost of 8. Commanding a shoggoth requires 2 AP per round; otherwise it will rampage mindlessly until abjured. The possessor of the Bone Flute only requires Obvious Technique (playing flute) to cast this spell.
Appendix C: Pre-Gens Gecerix, Hyperborean Pikeman Attributes Strength 3 Agility 1 Mind 0 Appeal 0
Combat Abilities Initiative 0 Melee 3 Missile 0 Defense 1
Boons/Flaws Pike-Fighter (bonus die) Resistant to Sorcery Distinctive Appearance
Careers Barbarian 2 Worker (Stonemason) 0 Soldier 1 Mercenary 1
Lifeblood: 13 Hero Points: 5 Protection: d6-3 (light armor) Weapons: Gunderman pike, d6H+3, or poniard, d6L+3
Standing 6’5” with gaunt features and a head of prematurely grey hair, the sullen Gecerix hails from the wilds of Hyperborea. A chieftain’s son, he was forced to wander after his father was killed in a bloody coup. He eventually found himself among a crack squad of Gunderman soldiers, where he discovered his affinity for the pike.
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Stilchus, Kothite Ex-Slaver Attributes Strength 2 Agility 2 (1) Mind 0 Appeal 0
Combat Abilities Initiative 1 Melee 2 Missile 0 Defense 1
Boons/Flaws Hard to Kill Fearsome Looks One-Eyed (penalty die on related tasks)
Careers Gladiator 2 Torturer 1 Hunter 0 Rogue 1
Lifeblood: 14 Hero Points: 5 Protection: d6-2 (medium armor) Weapons: greatsword, d6H+2, or spiked cesti, d6L+2
Stilchus began his career as a pit-fighter in Khorshemish, but eventually attracted the attention of the noble house of Glaucus, the Slave-Taker. Stilchus became Glaucus’s right-hand man, meting discipline among the slaves and engaging in occasional raids of “acquisition.” Severely wounded during one of these campaigns, Stilchus was later revived by a priest of Ishtar. He now walks the difficult path of redemption.
Maicha the Masked, Hyrkanian Hellcat Attributes Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities Initiative 0 Melee 2 Missile 1 Defense 1 (2)
Boons/Flaws Battle Harness (chainmail vest) War Cry Hunted
Careers Barbarian (Nomad) 2 Slave 0 Thief 1 Mercenary 1
Lifeblood: 11 Hero Points: 5 Protection: d6-2 (medium armor with boon), small shield Weapons: tulwar, d6+1, or Hyrkanian bow, d6
Born into a nomadic tribe, Maicha was taken as a slave by Turanian raiders at thirteen. She strangled her new ‘master’ with a silken girdle and has been on the run since. Maicha wears a white enameled mask of a beautiful maiden to hide her identity, though she is actually rather plainfeatured. She often travels with Horst Gimlet, referring to herself as the “brains” of the pair.
Horst Gimlet, Ophirian Rogue Attributes Strength 1 Agility 2 Mind 0 Appeal 1
Combat Abilities Initiative 1 Melee 1 Missile 0 Defense 2
Boons/Flaws Signature Weapon (‘Baby,’ big knife) Silver Tongue City Dweller
Careers Merchant 1 Thief 2 Worker (Leatherworker) 0 Assassin 1
Lifeblood: 11 Hero Points: 5 Protection: d6-3 (light armor) Weapons: big knife, d6+1 or thrown blade, d6L
Horst made and lost a fortune as a gem exporter before turning to thievery of his former clients. When things got too hot for him in Ianthe, he set out with an escaped slave, Maicha, on a series of not-so-lucrative adventures . . . though he’s loath to admit it, Horst isn’t quite as clever as he claims to be. He wears a leather tradesmen’s apron studded with “tools” that double as throwing blades.
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Amitis, Iranistani Assassin Attributes Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities Initiative 0 Melee 1 Missile 0 Defense 3
Boons/Flaws Alert Master of Disguise Fear of Confinement
Careers Assassin 2 Scholar 0 Alchemist 1 Physician 1
Lifeblood: 10 Hero Points: 5 Protection: d6-3 (light armor, disguise) / 0 Weapons: spear, d6 or dagger, d6L + poison (see below)
Amitis began her training at a very young age, for one of the noble houses in Iranistan. Part of her strict upbringing involved punishment by being kept in a dark hole, resulting in a phobia that plagues her to the present. She can easily disguise herself as a male if she wishes, and one of her favorite alter-egos is a humble, spear-toting mercenary. She carries a kit with hair-dyes and makeup, as well as two doses of deadly contact poison (Strength roll at -2 to resist; failure yields d6 damage 1st round, d3 damage the 2nd. Even if resisted, the target takes a penalty die on all Agility-related actions for the next hour due to spasms).
Mi - go mine ((An adventure set in R.e.H.’’s mythic hyboria)
Overview In attempting to track down the origins of a mysterious artifact, the PCs venture into a remote, mountainous region of Ophir known for its played-out (and long abandoned) mines. They soon discover a fresh trail leading up the side of an old volcanic cone--and an active mining operation going on inside, presided over by sinister mi-go, their alchemist quisling, and a band of slavers armed with alien weaponry! Start PCs begin in the Ophiriean city of Ianthe, perhaps the wealthiest metropolis in Hyboria. Gold foil covers the facades of great marble houses, and even the street-thieves are jaded about picking someone’s pocket for less than a precious stone. Mercenary work is common (and well-
paid) here, which may have originally drawn the heroes. But whatever the reason, the PCs are actively sought out by the scholar Terlus and invited to his ‘modest’ villa to hear a proposal. Over wine, Terlus shows the heroes his most recent acquisition: what looks like a piece of gnarled, frozen driftwood covered with a dozen strange protrusions. An expert antiquarian, he is at a loss to account for its possible origins--even from among the pre-cataclysmic civilizations (what he doesn’t tell the PCs is that he accidentally froze one of his slave girls solid while experimenting with the device, a feat he has been unable to duplicate.) Terlus explains he bought the artifact from a caravan merchant who found it in a mountainous area to the east, previously known for its gold and sapphire mines before they played out. He is prepared to pay handsomely, even by Ophirean standards, if the PCs are able to procure more objects like it. By dint of their own investigations in Ianthe, PCs can discover additional information about the mountainous eastern region: 1) it has an evil reputation, fostered by strangely colored lights showing high among the peaks, and misshapen silhouettes occasionally glimpsed flitting across the sky, and 2) a band of Nemedian and Corinthian slavers are rumored to be active in the area, though why they’d be operating out of such a remote location is anyone’s guess. Getting There Well-maintained caravan roads of crushed stone makes it relatively easy to get to the region, dominated by the silhouette of an enormous volcanic cone. PCs with ranks in Hunter or Barbarian might notice a paucity of wildlife in the area, growing scarcer the closer they get to the volcano. At some point the PCs will come across the remains of a slaver ambush on one of the caravans. The bodies of two horses rot in the sun, and there are bloodstains in the dust, as well as the hilt from a shattered sword. Someone has hastily tried to cover their tracks, but not well enough. They lead in the direction of the ominous cone. Night Visitors The group will have to camp before reaching the cone’s base. That night, a mi-go scout from the mine will fly over. Any PC on watch should have a chance to spot what looks like a cluster of bright yellow dots floating high in the air, and hearing a curious, buzzing voice. Watching the yellow dots for an extended period will have a mesmerizing effect: the PC has to make a Tough (-2) Mind roll or “lose time” and become conscious again at dawn, unaware of what happened. The scout will immediately fly off if any hostile action is taken (e.g. a PC reaches for a bow or spear, or starts to use magic). From this point on, the mi-go are aware of the PCs presence, who in turn warn Ciro and the slavers. An ambush is hastily prepared in room C of the mine (see key).
Enter Tu Valkath A trail winds upwards around the volcanic cone, leading to a mine complex near the top. Alert PCs have a chance to spot additional signs people have been moving through here recently (debris, foot prints, etc.) A successful Demanding (-4) Mind check will uncover strange, triangular shaped tracks in an erratic pattern, several weeks old (mi-go prints). At some point on the trail, select one PC with ranks in Sorcerer or the highest Mind score: this hero will hear a raspy voice echoing inside their head. The voice is speaking in some archaic language, but the PC will be able to understand it perfectly via the wonders of telepathy! The voice introduces itself as Tu Valkath, a Valusian sorcerer thousands of years old, “imprisoned” somewhere in the mine complex above. Tu implores the PC to try and help free him. If the hero pledges to help, Tu will warn him (and only him) just before the ambush in room C. If the hero refuses, Tu will contact another PC and entreat their help. A captive of a mi-go brain cylinder, Tu’s main motivation is to lure a PC close enough so that he can possess their body, “swapping” consciousness with his trapped brain. See the key entry for room E.
The Mine As PCs draw nearer to the top of the trail, any animals with them will begin to balk about going further, sensing the alien presence close by. The trail ends at a tunnel, reinforced by timber, that cuts directly through the cone and exits onto the open shaft of the volcano itself (see map). This was originally a sapphire mine, but deposits of a mysterious metal ore called green tok’l have drawn the mi-go’s attention. Formed by ejecta, the uppermost section of the volcano actually bears the deepest deposits, and mining is therefore concentrated at the top. The open shaft drops for hundreds of feet. Any fall down here is fatal. Faint glowing can be glimpsed at the bottom, suggesting the volcano is not as dead as it appears. key A: A set of rickety switchback stairs leads down from the tunnel opening to this platform, jutting out with supports over the shaft. B: A series of winding mine tunnels carved into the igneous rock, following veins of green tok’l ore. There is a 1-3 (d6) chance at the end tunnel a work party of d6 slaves are laboriously scraping the ore from the rock and collecting it in baskets. The slaves are too numb from repeated nerve-whipping, hypnotic contact from the mi-go, and the toxic effects of the ore to do much but whimper with protest if someone tries to ‘rescue’ them. C: This is a widened out common area, where ore buckets were originally filled and hauled by chains up the side of the shaft. It now serves as crude living quarters for both the slaves and slavers, though there are several troughs where the tok’l ore is further pounded and sifted into a purer form fit for transport--backbreaking work. Unless the PCs somehow evaded detection by the mi-go scout, the slaver gang will be hiding here in ambush. One of the functional ore buckets will be swung out over the heroes and its contents’ released. An unlucky PC will take 2d6 LB damage and two more close by will take d6. The PC taking the full two dice will also have to make a Hard (-1) Agility check or be buried for d3 rounds. The slavers, meanwhile, will come swarming out to attack (two Captains, plus a number of rabble equal to 2-3x the PCs number). A PC befriended by Tu Valkath will receive a telepathic warning moments before the trap is sprung. The hero can make an Initiative check modified by the slaver leader’s initiative (-1); if successful, the hero can act just as the ore bucket is swinging into place, shouting a warning, pushing someone out the way, etc. Sounds of fighting here will alert Ciro at e and the mi-go at f. Stashed away in one corner is a mi-go “food machine,” a squat sphere that sucks in bacteria from the air and converts it into a gray, pap-like gruel. Though nutritious, the stuff tastes horrible. The slavers stage raids on nearby caravans just to get something more edible.
D: Tok’l ore is gathered here, placed in a cart and “shipped” through a mystical gate to a processing center on Charon, in orbit around Yuggoth. The gate is a section of blank wall between what looks like a curious pair of metal spears with very long tines (tuning forks). The mi-go or Ciro can activate the gate through an elaborate ritual; it’s not functioning when the PCs enter. Unless the GM wants it to be . . . E: This area serves as both Ciro’s living quarters and laboratory. There are a number of recognizable mechanical devices, including an Acheronian water-clock, and completely alien pieces of mi-go biotechnology, as well as the usual alchemical apparatus of ambelics, beakers, mortars and pestles, etc. At the sounds of combat, Ciro grabs his lightning gun and hides in the darkness of the Chamber of Ancients (the smaller rectangular chamber to the east), ready to zap the first person who enters through the doorway. Insane and completely enthralled by his alien masters, he will be difficult to deal with except by force. Ciro will accuse the PCs of trying to steal his “immortality” just before he opens fire. The Chamber of Ancients contains Tu Valkath’s brain cylinder (and cylinders for any other disembodied NPCs the GM might want to include). It was originally constructed for Ciro so he could enjoy intelligent conversation with fellow humans. Now, it’s essentially a trap: once Ciro has been dealt with, PCs inside the chamber can communicate directly with Tu through the speaker mechanism attached to his cylinder. Tu entreats players to try and open the cylinder to free his “vital force” for eternity. This is a ruse--flesh to metal contact with the cylinder allows Tu to try and possess his would-be benefactor. Allow the PC to resist by making a Mind check, with Tu’s Mind (-4) as a modifier, plus any Ranks in a career that requires mental discipline (e.g. Sorcerer, Scholar, Priest). If successful, the PC throws off the attempt and can drop the cylinder. Otherwise, Tu takes over and the unfortunate PCs consciousness is transferred to the Valusian’s ancient grey matter. Other players may or may not have a chance to notice something is immediately different about the possessed PC (GM’s choice). Tu’s main concern is to protect his new body from harm, prompting him to stay out of combat, if possible. But if pressed, he can cast spells as a Rank 4 sorcerer! The possession lasts for as long as the GM deems is dramatically appropriate, at which point the player should get another chance to resist. If “defeated,” Tu’s consciousness goes back in the cylinder, until someone touches it again . . . (Note that Ciro, having once already staved off a possession attempt, is well aware of the dangers posed by Tu). F: The corridor leading to this chamber is lined with more complicated mi-go bio machinery, somewhat reminiscent of a wasp or termite nest. Floating at head-height in the middle of the hall is a shiny metal sphere the size of a large fist. This is a Sentry Sphere, and it will come hurtling at PCs to try and keep them from entering the chamber proper.
The chamber itself houses the generators necessary to power the gate at D, as well as serve as living quarters for the two mi-go that inhabit it. At sight of the PCs, one of the fungoid horrors will open fire with a weapon of the GM’s choice (see Appendix B), while the second activates a self-destruct sequence for the mine. Unless killed that round, the mi-go sets off a charge buried deep in the volcano. A boom shakes the chamber, and smoke begins to pour up the shaft! The mi-go have no intention of fighting to the death. Once the charge has been activated, both will go winging through the open section into the shaft and ride a thermal up and out of the volcano complex, heading for a secret base farther north. Escape! Once the whole place starts shaking and rumbling ominously, smart PCs will want to get out as quickly as possible. Dumb PCs will try to stick around and salvage the strange mi-go technology. Make the dumb ones regret it. Savvy PCs can hightail it down the trail and put some distance between them and the nowactive volcano to avoid a lava bath. Needless to say, the mine and everything in it will be destroyed. Terlus makes good on his part of the deal if the PCs are able to bring him any mi-go artifacts, regardless of their condition. Of course, PCs may want to hold on to alien weapons for themselves . . . which means they might be getting visits at night from strange visitors, speaking in buzzing voices . . .
Appendix a: cast of characters (in order of appearance) Terlus, wealthy scholar Attributes Strength 0 Agility 0 Mind 2 Appeal 1
Combat Abilities: Attack: 0 Damage: dagger, d6L Defense: 0 Protection: 0 Lifeblood: 7
A middle-aged Ophirean, soft of voice and body, driven by an insatiable curiosity to collect pre-cataclysm artifacts. His polite manners belie a jaded streak, though he will not double-cross the PCs. He has a small army of bodyguards hiding close by if the heroes decide to play rough-use the stats for the Slaver Captains, below.
Tu valkath, disembodied brain Attributes Strength Agility Mind 4 Appeal 1
Combat Abilities: Attack: possession (see mine key) Damage: Defense: 0 Protection: d6+2 in cylinder Lifeblood: 2
Tu Valkath is a Valusian sorcerer from the age of King Kull. He tried to strike a bargain with ‘Star Demons’ (mi-go) in order to become more powerful than Thulsa Doom, which eventually led to his imprisonment within a brain cylinder. Over the centuries, he has honed his mental powers to allow his consciousness to briefly escape the cylinder’s confines. If he succeeds in taking over a PC and escaping the mine, he will initially be interested only in carousing and indulging his senses after years of deprivation. However, at some point he might decide to try and carve a kingdom of his own out of the new Hyborian landscape.
Slaver captains Attributes Strength 1 Agility 1 Mind 0 Appeal 0
Combat Abilities: Attack: +2 Damage: nerve whips (see Appendix B) Defense: 1 Protection: d6-3 (light armor) Lifeblood: 7
Flavius and Runco are two Nemedian brothers, former mercenaries who have turned to the more lucrative practice of procuring slaves for their mi-go masters, whom they believe are ‘Demons from the Stars.’ Both are armed with nerve whips. Flavius is 6’2,” with prematurely graying hair, and Runco is shorter and darker.
Typical slavers Attributes Strength 0 Agility 0 Mind 0 Appeal 0
Combat Abilities: Attack: 0 Damage: sword or spear, d3 (as rabble) Defense: 0 Protection: d6-3 (light armor) Lifeblood: 3
A motley assortment of Corinthians and Nemedians. All are Rank 1 Bandits.
Ciro, mi - go quisling Attributes Strength 0 Agility 1 Mind 3 Appeal 0
Combat Abilities Initiative 1 Melee 0 Missile 1 Defense 2
Boons/Flaws Excellent Laboratory Alert Morgazzon’s Curse (paranoid)
Careers Alchemist 3 Scholar 1 Noble 0 Worker (Mining Operations) 0
Lifeblood: 10 Villain Points: 5 Protection: none or special (see below) Weapons: lightning gun (see Appendix B)
Ciro is an Ophirean from a minor noble house, originally tasked with innovating the refinement of gold ore using alchemical processes. He was contacted by mi-go scouts while at a remote mine, hypnotized, and has been in their thrall ever since. Lured on by promises of ‘immortality’ (encasement in a brain cylinder), he willingly serves his fungoid masters without need for further mesmerism. Unfortunately, his researches into non-causal alien technology and long term exposure to green tok’l have warped his brain. He will perceive the PCs as interlopers, wanting to wrest away all his secrets. If you want to make the encounter with Ciro tougher, have him wear a suit of mi-go reactive armor underneath his robes (see Appendix B).
Sentry Sphere Attributes Strength 1 Agility 3 Mind Lifeblood: 6
Combat Abilities: Attack: +3 Damage: special (see below) Defense: 4 Protection: d6
This shiny silver sphere floats on invisible patterns of force. Its sole purpose is to patrol and guard certain areas designated by the mi-go. The sphere attacks by flying at the closest target; just before impact two fork-like blades spring forth. On a hit, the blades do d6 damage, ignoring up to 2 points of armor, and the sphere becomes “stuck” to its target. On subsequent turns, a drill extrudes from the sphere and starts to burrow into flesh, doing d6H damage and ignoring any armor until the target dies. It requires a successful Strength check with the Sphere’s strength (1) as a modifier in order to pull it out. There are rumors of so-called ‘Golden Spheres’ used by elite mi-go with more elaborate weaponry.
Mi - go Attributes Strength 0 Agility 1 Mind 3 Lifeblood: 10
Combat Abilities: Attack: +1 Damage: d6 nipper or weapon (see Appendix B) Defense: 1 (2 if airborne) Protection: d6
These mi-go are from the Explorer caste, a rogue group secretly processing tok’l ore on the moon of Yuggoth. To this end they try to keep a low profile, using indigenous human technology when possible, as well as native Hyborians as agents. Their main motivation is self-preservation; they can always flee and set up another mine somewhere else on this primitive world
Appendix b: alien weaponry Lightning Gun: This artifact is oval shaped, about the size of a large egg, with strange indentations and protrusions covering the surface. It can be gripped by humans somewhat awkwardly (-1 to Attack roll for the first few uses). A pair of ‘horns’ like a stag-beetle’s projects from the top, between the wielder’s knuckles. When directed at a target and triggered, a purple charge of electricity arcs from the horns, with a range increment of 80’. Damage is d6H+3, ignoring most armor--targets in metal armor taken an additional point of damage and are +2 to hit. The gun has an internal power supply; any time the user rolls a natural ‘2’ result when attacking, it runs out of power and becomes useless. Nerve Whip: This looks like a stylized sword hilt. When activated, a curling ‘rope’ of pale green light extrudes from the tip out to 5’. The whip does d6L damage (no strength modifier), ignoring primitive armor. In addition, anyone struck has to make a Tough (-2) Strength check or collapse writhing in pain for d3 rounds. Even if successful, the target still takes a disadvantage die the next round due to pain (A PC can pay a Hero Point to “shrug off” the incapacitating effects, but not the disadvantage die). Lamprey Shuriken: This bio-weapon looks like a starfish with barbs on the ends of its arms, and is designed to be ‘worn’ attached to mi-go hide or armor. When thrown, it flies with disturbing accuracy and force (range increment of 30’). On a hit, it attaches itself to the target with several barbs and begins biting with a central beak; on subsequent rounds this does d6 damage, chewing through armor at the rate of 1 point of protection per round. On a miss, the shuriken arcs around and comes back to the thrower’s hand the same round. A typical wielder will carry half a dozen of these horrors. Simply pulling a shuriken off requires a Moderate Strength check, but causes another d6 damage to the target as the barbs rip free. Someone with an edged weapon, however, can cut the shuriken in two, killing it on a Moderate Agility check at the rate of 1 per round. Mi-go Reactive Body Armor: This is a special suit of bio armor designed for use against primitive cultures who rely on hand to hand weapons. It consists of a carapace and several attached plates to cover the user’s body; there are tendrils on the inside of the plates that worm their way into the wearer as per standard bio armor (no damage). The armor’s exterior is covered with a number of warty, bulbous pustules. Reactive body armor provides d6 protection with no Agility loss. In addition, when struck, there is a 1-4 chance (d6) that one of the pustules bursts, spraying a burst of organic acid at the (melee) attacker. This hits automatically for d6 damage the first round, d3 the second, destroying any intervening armor in the process. Depleted pustules eventually grow back.
Children of the Void “Under bright skies, the silted harbor of Skara-Issk glitters along her rotting wharves and ruined avenues. But the eye is drawn west, upwards, towards the massive tower that served as lighthouse back when ships’ prows cut the waters of the bay. Come nightfall, the tower’s apex flares with a brilliant bluish-white that no hand tends, and no fuel feeds. Who can say what the lighthouse of Skara-Issk guides now . . .” Adventure Overview PCs journey to an abandoned harbor-town in order to investigate a nearby lighthouse that burns with an eerie, seemingly everlasting, fire. What few people know is the ‘lighthouse’ was once the tower of Araxenes the Astronomer, centuries before the harbor was built. Araxenes used magic and his knowledge of the heavens to call down demons from the night sky-translucent, tentacle-covered horrors with a taste for human blood! These ‘Children of the Void’ eventually slew him, but at least one of his enchantments, the great spectral fire, remains intact.
PCs encounter an uncouth goatherd named Ezech Stone, who is more than he appears. Something of a wizard himself, Ezech feeds his goats (and the occasional human) to the Void Children who still visit the tower when the stars are right. The demons occasionally whisper arcane secrets in exchange. Depending on their actions, the PCs might tangle with Ezech, or the notorious Drogus Brothers, who are cooling their heels in one of Skara-Issk’s many abandoned buildings, before confronting the secret of the dread tower itself. Involving the PCs The ‘default’ setting has one or more PCs approached by the nervous scholar Tinayne Taskoye, while enjoying drinks at the Four Winds Tavern (or hanging out in a library, or haggling in a marketplace, etc.) Tinayne is compiling a reference of local ancient structures, and wants adventuring-types to investigate the lighthouse at Skara-Issk to learn its ‘secret.’ He isn’t sure what this ‘secret’ is, but feels it’s probably important enough to warrant an entire chapter in his book. Tinayne knows the tower is somehow connected to Araxenes the Astronomer, but won’t reveal this to PCs for fear of scaring them off. He offers to pay handsomely, including whatever costs are necessary to outfit an expedition. Regrettably, Tinayne explains, his studies are such that he will have to remain behind. If the above seems too contrived, the GM can simply have traveling PCs chance upon the lighthouse’s gleam at night, hopefully drawing them to investigate. Research PCs with the Scholar/Scribe career can make a Hard (-2) Mind check to discover the relationship between Araxenes and the ‘lighthouse’, provided they have access to a library. Several texts speak of a “light that never warms” within the tower. More general means of collecting information (carousing, “asking around,” etc.) can glean the ruins of Skara-Issk are shunned, most likely because of the ghoul-haunted forests just west of the city. PCs with the Rogue/Thief background might overhear whispers that the Drogus Brothers have recently holed up somewhere near the ruins, following a robbery that left one of them wounded. The Approach PCs travel along the overgrown, Old Culver Road. Just towards evening a flock of mangy goats pours down from a nearby hill and obscures their path (location ‘A’ on the map). Successful Mind checks (no modifiers) reveal a group of black-haired, ferret-faced boys watching them from the concealment of a nearby hillock.
The seven boys are all sons of Ezech Stone, the goatherd. They are armed with slings and will try a few casts if the PCs menace their stock, but otherwise watch and wait. No cajoling will get them to speak. The goats themselves look wan and lethargic. Examination shows rows of strange sucker-marks along their legs and abdomen.
Ezech himself eventually appears and asks the PCs what they’re doing on his land. He stands 6’ 4” with a scraggly black beard, and speaks in a thick, rustic accent. However, he’s not overtly hostile and will warn PCs of the local dangers (besides himself) if feeling favorably inclined. “There’s ghouls of the leprous white variety jes’ west of here, in them woods, and bandit-types down in the harbor yonder.” If PCs ask about accommodations, Ezech will reluctantly allow them to spend the night in his goat-pens nearby. “Yew want somethin’ nicer n’ that, you’ll have to part with coin.” PCs who
agree to pay will be put up in Ezech’s sturdy sod house, and fed a meal of hastily-slaughtered goat. A number of Ezech’s children will be evicted in order to make room for the PCs to sleep by the hearth. “Don’t worry about them none,” their father explains. “They kin’ sleep in the pens and the ghouls most likely as not warr’nt bother.” If for some reason PCs attack Ezech, he’ll use his magic to seemingly fade to nothingness and hightail it for the topmost level of the tower (see location ‘C’), leaving his children to their fates. PCs spending the night with Ezech and his family might notice there’s no Mrs. Stone anywhere to be seen (Ezech sacrificed her to the Void Children about a year ago, when he felt she was getting long in the tooth). Ezech will be reluctant to speak about the tower, explaining the structure is cursed and best avoided. If asked about the strange sucker-marks on his herd, he’ll explain “We git big ticks in these parts.” A loose stone at the back of the hearth hides a bag with all of Ezech’s magical paraphernalia: an astrolabe, star-charts, large sacrificial dagger of meteoric iron, and a worn grimoire detailing star-magic. City Ruins The once-bustling port town of Skara-Issk (the two ruin hexes near location ‘B’) is now just an assortment of rotting timber structures, overgrown with weeds. Stone docks jut out into the silted, muddy harbor. There is one relatively intact building, a warehouse, set back a short distance from the waterfront. The entrance has been hastily barricaded with stone blocks and planking. The first PC to start moving aside rubble will be greeted by a pair of leveled crossbows. The Drogus Brothers, Cam and Harm, have holed up inside the warehouse with their gang. Harm was badly wounded during a heist-gone-wrong, and now the bandits are waiting for him to recover before moving their loot (a small fortune in jade figurines) to a more civilized locale. In addition to the brothers, there are a number of bandits (rabble) equal to the PCs plus one. Cam acts as leader. Not usually the trusting sort, he knows he’s in a bad situation and is genuinely worried about his brother, whose wound has become infected. Depending on how the PCs conduct themselves, Cam might offer to trade some of his loot for supplies, or ideally, the services of a Physician/Healer to treat Harm. Any PC with at least rank 0 in Rogue/Thief will know the Drogus brothers have a substantial price on their head for murdering a noble during the course of a robbery. This price is even more substantial if the two can be returned alive.
If the PCs prove hostile, Cam will use his powerful magical amulet to transform and attack, joined by his men and a desperate Harm. The warehouse’s interior contains the gang’s bedrolls, personal possessions, and a dwindling supply of food. The jade figurines are kept in a steel box buried under rubble in the northwest corner of the building. The Tower of Araxenes There are two ways of approaching the 300-foot ‘lighthouse’ (location ‘C’ on the map). The most obvious is to move through the ruined city hex and then climb the hill on which the tower stands. This will bring the PCs close to the warehouse in the city ruins. The second, “secret” route (which Ezech uses) winds through the wooded hills just north of the tower, before arriving at the structure’s base and a concealed back entrance. Anyone with the tracking boon or a rank or two in Hunter/Tracker has a chance of discovering Ezech’s trail, worn over the years by his many visits. Traveling this route allows PCs to skirt the city ruins, but if done at night will attract the attention of several (1.5 x PCs #, round up) hungry Leprous White Ghouls. The ghouls will try to spring a surprise attack from the cover of dark forest.
The tower has a square base of broad limestone blocks that form the first story and rises for 20’ before tapering into a cylinder. Narrow windows are spaced high along this ground floor, and
the front double doors have long since rotted away. Room after spacious, empty room eventually leads to a great stairwell hugging the tower’s exterior wall. These ground-floor chambers show signs of having been looted--bare patches on the floor and walls marking where panels of semi-precious stone and tiles were removed. The hike up the stairs is taxing and uneventful. Occasionally, a piece of dried animal dung (goat) can be found. PCs eventually catch sight of a bronze portal near the top. A section of stairs 10’ from the portal has had its stone supports removed and replaced with old timber by Ezech. This trap can be bypassed by staying within 4’ of the exterior wall. A PC who is specifically examining the footing during the long trek up can make a Tricky (-1) Mind check, modified by levels in Barbarian/Savage, Thief/Rogue, or an appropriate Worker career (e.g. stonemason). On a success, the PC notices the stairs are sagging slightly lower on one side. Each person passing over the weakened section has a 1-3 chance (d6) of setting off the trap, dropping them 15’ onto the stairs directly underneath. The fall causes d6+2 damage, and the PC must then make an Agility check or tumble an additional 3-18 feet (3d6) down the stairwell, sustaining another 1 LB damage per 3’ traveled. A Calamitous Failure on this check means the PC has slipped into the open, central shaft and drops over two hundred feet to the flagstones below (fatal). At the GM’s discretion, a character who takes over half his LB from the fall and subsequent tumble will either tear a muscle or break a bone (Strength roll to avoid the latter). The wound will cause a penalty die to all appropriate physical actions until fully healed. The bronze portal itself is also trapped: Ezech placed an enchantment on the door that causes it to burst into white-hot flames if a command word (“Desdinova”) isn’t uttered when touched. The flames are illusory, though they will seem to cause d6 damage per round of contact. Anyone brought below 0 LB this way will simply fall unconscious. A PC can try to ‘disbelieve’ the fire by making a Hard (-2) Mind check, modified by levels in Magician/Sorcerer. Success dispels the illusion. Past the portal, the stairs climb into a large open chamber with 3’ high walls. This is the tower’s apex. Stone columns support a clear glass dome, and enchantments prevent strong wind-gusts from entering. The vantage affords a stunning view. A huge bronze bowl occupies the room’s center. This is the source of the spectral blue-white light, though it will not flare into life until the sun sets. The ‘fire’ sheds no warmth. Impressed into the floor around the bowl is an enchanted mosaic made of lapis lazuli and quicksilver. The mosaic slowly changes to reflect the night sky above, with the constellations identified in a glowing, ancient script.
What happens in this chamber depends on when the PCs enter it. During the day, the room is deserted. Around evening, Ezech will come trudging up the stairs with a couple goats in tow. If the PCs have arrived before him and left a clear trail of their passing (i.e. triggering the stairs trap, leaving the bronze portal open, etc.) Ezech will be forewarned and use his magic to become invisible. Most likely he’ll leave before the hungry Void Children appear and attempt to feed on PCs (see below).
If Ezech is not aware of the PCs, then he will come blundering into the chamber with his goats, genuinely surprised. He’ll make the hasty excuse he came to make sure everyone is alright and try to leave. Ezech knows the Void Children will be showing up soon and doesn’t want to be around without the protection of a magic circle. If the PCs arrive at night, they will most likely interrupt the ceremony of several (2d3) Void Children gorging themselves on fresh goat’s blood. Ezech watches from the protection of a magic circle drawn on the floor. The Children immediately attack PCs, as they prefer human prey. However, their feeding has left them flushed with blood and fully visible. Ezech joins their assault by casting spells at the PCs. Note that if someone can obliterate a section of the magic circle, or force Ezech outside its confines, the Void Children will attack him as well! The (intact) circle of protection can hold up to three PCs. Any remaining Children will go soaring back to the stars just before dawn.
If PC’s arrived before Ezech, and he has either fled or been killed, then 2d3 Void Children will swarm the tower shortly after nightfall, just as the star Algol appears above the horizon. Unfortunately, they will be invisible--a tough Mind check (-4) to even notice a faint distortion of starlight as they move. The Children attack PCs in a frenzy of serrated tentacles. Conclusion PCs who survive a night-time visit to the tower’s topmost chamber will have learned enough of its ‘secret’ to satisfy Tinayne Taskoye (assuming they give the gullible scribe a factual accounting of what happened). If Ezech is killed, then the goat sacrifices cease and the Void Children eventually quit haunting the tower. PCs who weren’t hired by Tinayne to investigate can discover a small fortune in astronomical equipment (e.g. a golden astrolabe, a working telescope) hidden in the topmost chamber, provided the GM is feeling generous. If Ezech survives, assume another year until he stumbles on a magical secret so powerful he becomes a real threat . . . Appendix One: Cast of Characters (in order of appearance) Ezech Stone, Rustic Sorcerer Attributes Strength 1 Agility 1 Mind 2 Appeal 0
Combat Abilities Brawl 1 Melee 1 Missile 0 Defense 2
Boons/Flaws Learned (Star Lore) Country Bumpkin
Careers Worker (Herdsman) 1 Rogue 1 Scholar 0 Magician 2
Lifeblood: 11 Arcane Power: 12 Villain Points: 5 Protection: heavy robe (d3-1) Weapons: staff, d6+1, knife, d6-1, or spells (see Appendix Two)
Tall, scraggly, and generally uncouth, Ezech’s seemingly ignorant ways mask a powerful mind. His chief goal is the acquisition of arcane knowledge, for which he’ll gladly sacrifice anyone, even family. Ezech specializes in celestial magics taught to him by the Void Children.
Typical Bandit Attributes Strength 0 Agility 0 Mind 0 Appeal 0
Combat Abilities Brawl 0 Melee 0 Missile 0 Defense 0
Lifeblood: 3 Protection: d3-1 (very light armor) Weapons: knife, d6-2, or crossbow, d6+2
Lean and desperate, these men are classed as rabble. Each is rank 1 in Thief/Rogue. For bandit-types, they are unusually loyal to the Drogus brothers.
Cam Drogus, Notorious Rogue Attributes Strength 1 (3) Agility 2 (3) Mind 0 (-1) Appeal 0
Combat Abilities Brawl 1 Melee 1 Missile 1 Defense 0
Boons/Flaws Sneaky
Careers Rogue 2 Assassin 1
Lifeblood: 11 (13) Protection: d3-1 (light armor) or d6+2 (special, see below) Weapons: sword, d6+1, throwing knife, d6-1 (as human) 2 claws, d6-1 or 1 bite, d6+2 (in wolf form)
Cam stands only 5’ 5”, with a wiry build and shaggy brown hair. A scar extends from the bottom of his chin, across an eye socket, and ends at his hairline. He cultivates his own sense of honor as a “gentleman of the road” and keeps his word (though he is loath to give it). Cam wears a necklace of braided fur beneath his clothes-- a powerful item called The Lanyard of the Wulf, stolen from a witch’s coven many years ago. The amulet allows him to transform into a wolf-like creature during periods of duress. In this form, he adds 2 to his Strength, 1 to his Agility, and subtracts 1 from Mind. He gains natural weapons and a protection of d6+2 from all attacks, save silver, magic, or fire (against which he has a protection of 0). Any PC who gains possession of the necklace can use the transformation power, but the GM secretly rolls 2d6 every time he wants to turn back to human. On a roll of doubles, the PC is permanently “stuck” in wolf-form.
Harm Drogus, Cam’s Wounded Brother Attributes Strength 1 Agility 1 Mind 1 Appeal 0
Combat Abilities Brawl 0 Melee 1 Missile 2 Defense 0
Boons/Flaws Wounded (penalty die on most actions)
Careers Merchant 1 Rogue 2
Lifeblood: 11--currently 3, due to wounds Protection: d3-1 (light armor) Weapons: axe, d6+1, throwing knife, d6-1
Sandy-haired and taller than his older brother, Harm serves as the “brains” of the bandit-gang. He has a deep puncture wound in his abdomen, dripping pus. If untreated, the infection will kill Harm in less than a week.
Leprous White Ghouls Attributes Strength 1 Agility 2 Mind 0
Combat Abilities Attack with 2 claws +2, d3+1, or 1 bite d6 +special Defense: 1 Protection: d6-1 (rubbery hide) Lifeblood: 6
These pallid, stooped creatures can be found haunting dark woods. They are faceless, save for a fanged mouth stretching from one corner of their jaw to the other. Once a bite attack from a Leprous White Ghoul hits they will “lock on,” doing damage on succeeding rounds without needing to make an attack roll. Only death releases their jaws. The ghouls are nigh-completely silent, and communicate with each other through unknown means. Trying to hear a Leprous White Ghoul sneaking up on you requires a tough (-4) Mind check. Note that these are not “undead” creatures.
Void Children
Attributes Strength 3 Agility 1 Mind 0
Combat Abilities Attack with 4 tentacles +0, d6-2 Defense: 1 (4 if “invisible”) Protection: d6-2 (non-terrene flesh) Lifeblood: 13
These horrors are native to a planet in the loathsome Algol system, but can cross vast interstellar distances in a matter of seconds. Normally, their flesh is transparent to visible light (-4 Mind check to spot them when moving, with an effective defense of 4 if attacked), but when flushed with blood they appear as a mass of serrated tentacles floating in mid-air. Any tentacle attack that does at least 1 LB of damage will render the Void Child visible in this manner. Void Children possess a certain amount of magical knowledge, though few of their kind actually cast spells.
Appendix Two: Celestial Magic The following are several “star-themed” spells known by Ezech Stone. First Magnitude Magic Circle The caster draws a magic circle around himself that blocks the approach of any lesser celestial demons. Note that the circle’s protection is revoked if the caster attacks the demons. Requires Casting Time and Special Item. Cost is 3 Arcane Power and Difficulty is Moderate (0). Bend Light This spell is similar to Pass Unnoticed from the Barbarians of Lemuria, Legendary Edition rulebook, pg. 52, though the caster actually does become invisible. Call Void This spell plunges up to a room-sized area into cold blackness, blocking sight. The caster can still see as normal. Requires Obvious Technique. Cost is 4 Arcane Power and Difficulty is Tricky (-1). Star-Bolt The caster hurls a shower of bluish-white sparks, blinding a single target. Requires Line of Sight and Obvious Technique. Cost is 3 Arcane Power and Difficulty is Moderate (0), modified by the target’s Mind. The blindness lasts until the target has a chance to recover. Ask the Stars The caster can perform minor feats of divination. This could include learning an enemy’s name, predicting the general outcome of a course of action, or asking a ‘yes’ or ‘no’ question. Note that the result is heavily dependent on the GM’s fiat--he does not have to reveal information
that could damage suspense or threaten the outcome of a story arc. Requires Casting Time and Hour Pour (midnight). Cost is 3 Arcane Power and Difficulty is Tricky (-1). Celestial Fire The caster summons a font of pale blue flames, directed at one target. The ‘fire’ burns with the coldness of vacuum and does 1d6 + caster’s Mind in damage, ignoring armor. Requires Line of Sight and Obvious Technique. Cost is 3 Arcane Power and Difficulty is Tricky (-1). Second Magnitude Pull of the Void The caster dramatically increases gravity in a 30’ sphere, centered around himself (the caster is unaffected). Anyone caught in this area will have their Strength effectively reduced by 2, though LB totals remain the same. Anyone brought to a negative Strength total will be unable to move, pinned to the ground by high gravity. Characters with a ‘0’ or higher Strength after the reduction can move at half speed and perform physical actions with a penalty die. Most missile fire directed through the sphere will fall to the ground before striking the caster. Requires Wounds (gravity backlash). Cost is 9 Arcane Power and Difficulty is Hard (-2). Call Void Children The caster summons 2d3 Void Children who will immediately attack unless placated by a sacrifice or kept at bay by the protection of a Magic Circle. Using the promise of fresh blood, the caster can try to compel the Void Children to perform a single action or reveal secrets of celestial magic. Requires Casting Time and Ritual Sacrifice--additionally, the spell can only be completed at night. Cost is 8 Arcane Power and Difficulty is Hard (-2).
CREDITS Written by G-Man Art by Floyd Thompson, III. Creative Inspiration and Editing/Hosting by The Venomous Pao Special thanks to Blue Oyster Cult
The Sea-Devil’s Debutante Adventure Overview The reclusive Strangtham clan is throwing a grand celebration in honor of young Clarisse Strangtham, who has announced her eligibility to wed. Many sordid things are whispered about the family, not the least of which is their connection with abhorrent sea-things said to stalk the dark waters of the bay. Strangtham ‘palace’ is actually a barge carved from buoyant, volcanic stone, moored to an ancient jetty older than the harbor itself. Many of the local gentry are planning to attend the party, despite the family’s reputation. The Strangthams are known to possess a seemingly endless hoard of gold jewelry. And Clarisse Strangtham is rumored to be an exotic beauty! Gladiatorial combats are scheduled, with young nobles--or their champions--vying to be among the first considered for her hand.
What the general population doesn’t know is the Strangthams have been interbreeding with a nearby colony of Deep Dwellers for several generations. The alluring young woman occasionally glimpsed about town is not the real Clarisse Strangtham. That honor belongs to an aberrant Deep Dweller/human hybrid who has reached maturity and desires a mate. And by the Dark Depths, she’s going to get one! Only the best for Clarisse . . . Involving the PCs The adventure is set in a coastal town close to an underwater settlement of Deep Dwellers. The town is prosperous enough to have several families of noble blood, a shipyard, and a host of specialized professions (e.g., a local alchemist, gladiators, and perhaps a sorcerer or two). The GM can ‘hook’ PCs into attending the Strangtham’s celebration by using their careers. For example, a PC with the Noble background would likely receive a direct invitation, or a Mercenary could be employed as a bodyguard for a prominent party-goer, a Minstrel paid to perform, a Gladiator hired to fight for nobility during the contests, etc. The ‘default’ hook has one (or several) PCs approached by the Martense family, landbound neighbors of the Strangthams and wealthy nobles in their own right. The head of the Martense clan expresses concern about his youngest son, Galandreau, who is smitten with Clarisse and has vowed to fight in the celebration’s contests. The elder Martense believes (quite rightly) that his son is in danger. He wants the PCs to chaperone Galandreau discretely during the party, protecting him from any threats. Galandreau, Smitten Suitor Attributes Strength 0 Agility 1 Mind 0 Appeal 1
Combat Abilities Brawl 0 Melee 1 Missile 0 Defense 1
Careers Noble 1 Minstrel 1
Lifeblood: 8 (NPC ) Protection: d3-1 (very light armor) Weapons: rapier, d6
Galandreau Martense stands 5’ 11”, with a shock of thick black hair. He dresses in fine clothes, including a short cape and thigh-high boots, but fancies himself a serious romantic rather than a fop.
The elder Martense offers to pay a generous sum for his son’s safe return from the party. He can also furnish the PCs with as many official invitations they need (the invitations take the form of large white shells with gold inlay of the Strangtham family crest). The Approach
The sun has just set beyond the harbor’s seawall. As if on cue, a clammy fog begins rolling in. Any PC with rank 0 or higher in Sorcerer, or rank 1 or higher in Priest, will sense something unnerving about the fog (it has, in fact, been summoned by a Deep Dweller magician to provide ‘cover’ for the night’s events). A procession of guests is already headed out on the narrow (10’ wide) jetty that stretches for a quarter mile into the bay. After a brief hike, the PCs catch sight of the barge’s outline in the mist. The ‘palace’ is three-tiered and the size of a manor house. A half-dozen armed and armored men stand next to the gangplank, checking guests for invitations before allowing them onto the barge. These are Hybrid Warriors wearing ceremonial ‘lobster shell’ armor that hides most of their features (the armor provides d6+1 protection, but incurs a -2 penalty to agility and drops defense to 0). They carry fancy tridents and pole-arms done in sea-motif (d6+1 damage base, but -1 to hit). Their presence is mainly to impress and look intimidating; if actual fighting breaks out, two groups of 10 hybrids come streaming from the barracks on the barge’s first tier, armed more sensibly. Hybrid Warrior Attributes Strength 1 Agility 0 Mind 0
Combat Abilities: Attack with weapon +1, damage by type Defense: 0 Protection: d3 (harness + ‘scallop’ shield) Lifeblood: 3 (classed as rabble) Weapons: spear, d6+1, barbed nets, d2+entangle, javelins, d3, or knife d3+1
These are human men tainted with Deep Dweller blood, causing them to experience a slow but inexorable transformation. At a cursory glance they seem normal, but a closer look reveals certain disquieting details: webbed fingers and toes, faintly translucent skin, hairless pates, protruding eyes, etc. The hybrids are fanatically loyal to the Strangtham clan.
PCs without invitations are not allowed across the gangplank. This presents an opportunity for creative role-playing (e.g. attempting to cajole, intimidate, distract, or bribe the guards, or perhaps trying to steal an invitation from an NPC). High Appeal could come in handy! PCs hired to perform or provide other services during the party will have a pass (a small ochre shell) that allows them through. Stress to the PCs beforehand that they will be attending a social function. The guards allow them to enter with “gentleman’s” weapons (rapiers, one-handed swords, daggers), but not other adventuring gear like axes, shields, ‘great’ sized, or missile weapons. Same goes for armor heavier than Light. However, the guards aren’t going to actually search anyone, so concealed weapons and/or armor is possible. Gladiators or those looking to fight in the contests will be issued appropriate gear later. The Palace-Barge
PCs stepping across the gangplank will be offered flutes of pale green wine, ladled from a giant clam shell. The wine has been ‘fortified’ with additional alcohol content (like Port), so keep track of how much is imbibed. Intoxicated PCs should take a penalty die on actions requiring fine control or judgment. On the other hand, not drinking on such an occasion is considered rude! The barge itself is a giant rectangle, surrounded by a colonnaded deck. The first tier houses the grand ballroom, grand dining room, lamprey pit (for ritual fighting--see The Contests), guard barracks, servant’s quarters, workshops, and kitchens. The second tier holds guest rooms, private dining hall, libraries, conservatory, weapon practice rooms, and aquariums. The heavilypatrolled third tier has the family temple, family quarters, reliquary, treasure room, and chambers for magical summoning. Movement between levels is difficult, because of the halfdozen hybrid guards posted at each set of stairs. Unless explicitly invited by the Strangtham family, guests are expected to stay on the first tier. PCs arrive just in time for the buffet in the grand dining room. Main features include pickled sea-cucumbers, bright orange roe, tureens of sea-turtle soup, steamed lamprey, lobster tails, and cuttlefish skewered whole. Everything is served on solid gold plates with gold cutlery. Noticeably absent is any dish involving octopus. Requests for such will be met by evil looks from staff. At least a hundred guests wander from dining room to ballroom to out on deck. Minstrels and dancers work the crowd. The overall mood is expectant. A sudden hush breaks out: Clarisse Strangtham is making her rounds! The ‘faux’ Clarisse appears for her initial inspection of would-be suitors. She is quite a sight, dressed in a diaphanous gown and wearing a diadem of fine golden links. Like most Strangthams, her skin is pale and blue-tinged, which makes for a stunning contrast with her flame-red hair. Galandreau nearly faints when she passes by. Finished with her inspection, Clarisse announces that the contests will be starting shortly. At this point, the GM can improvise a series of social encounters. PCs might want to pump the crowd for more information about the mysterious Strangtham family, or the layout of the palace-barge (the Carousing boon will be useful here). Other possibilities include: --A noblewoman gets flirtatious with one of the PCs, until her drunk husband decides to intervene. --A professional thief tries to pickpocket a PC. Alternatively, the PC notices the thief pickpocketing someone else.
--A gladiator issues a formal challenge. --Vrina Strangtham, matriarch of the family, chats idly with a PC whom she feels is virile-looking (strength of 2 or higher, or the Attractive boon). Vrina Strangtham, Clan Matriarch Attributes Strength 0 Agility 1 Mind 1 Appeal 1
Combat Abilities Brawl 0 Melee 2 Missile 0 Defense 1
Boons Great Wealth Aberrant Physiology (Hard to Kill)
Careers Noble 3 Priestess 1
Lifeblood: 12 Fate Points: 1 Villain Points: 5 Protection: None Weapons: Blade of the Sea Kings, d6 (see Appendix One: Strangtham Heirlooms)
A handsome woman who appears to be in her mid-40’s, Vrina is actually a century old Deep Dweller/human hybrid. Completely hairless, she wears of wig of curled red locks. At her waist is belted a pearl-studded rapier forged from a strange, gray-green metal.
--A PC gets a chill feeling down his neck, and looks up to see Tsentsallach, the Strangtham family magician, staring at him. Tsentsallach, Unsettling Sorcerer Attributes Strength 0 Agility 1 Mind 2 Appeal -1
Combat Abilities Brawl 0 Melee 0 Missile 0 Defense 3
Boons/Flaws Unsettling Aberrant Physiology (Hard to Kill) Power of the Void
Careers Noble 0 Scholar 0 Alchemist 1 Sorcerer 2
Lifeblood: 12 Arcane Power: 14 Villain Points: 5 Protection: None Weapons: dagger, d3, spells (see Appendix Two: Magic)
Tsentsallach is unusually tall (7’) and appears as a grayish, warty-skinned man of indeterminate age. His eyes have a distinct yellow tint with black pupils, and his mouth is toothless (his tongue is actually a lamprey-like disc he uses to suck vital fluids from his live food, though he never reveals this in public).
--A strange figure, wearing a mask and hooded robe with the Strangtham crest, stumbles among the party-goers, making awkward conversation in an oddly sibilant voice. Other Strangthams show up and usher him away. (This is “Cousin” Esterlus). “Cousin” Esterlus, Tragic Figure Attributes Strength 3 Agility -1 Mind 1 Appeal -1
Combat Abilities Brawl 2 Melee 0 Missile 0 Defense 1
Lifeblood: 15 Protection: d6 (coarse, scaly skin) Weapons: fists, d2+3, or bite d6+2
Boons/Flaws Ugly and Brutish Aberrant Physiology (Hard to Kill) Lumbering Combat Paralysis
Careers Noble 1 Scholar 2
A horribly mutated Deep Dweller/human hybrid, Esterlus has the head of an albino moray eel, including a second set of razor-sharp incisors. Despite his appearance, he is actually a pacifistic creature.
The Contests Next, the party-goers crowd into a circular room ringed with ascending seats. In the center is a stone platform covered with sand, surrounded by a shallow (5’ by 5’ deep) pool filled with wriggling shapes. This is the Lamprey Pit. Several brave young nobles, and several gladiators representing less-than-brave-young nobles, are slated to fight it out in a series of pairings. One or more PCs might also be competing, either for themselves or in lieu of someone else. Contestants wear only harness (d3-1 protection), and use padded staves (d6-1 damage), cesti (d3 damage), and barbed nets (d2 + entangle or trip). The actual intent is not to kill an opponent, just knock him out or into the water (contestants taken to 0 or lower LB can be considered unconscious). Typical Contestant Attributes Strength 1 or 2 Agility 1 or 2 Mind 0 Appeal 0
Combat Abilities Brawl 0 Melee 1 Missile 0 Defense 0
Careers Noble 1 or Gladiator 1
Lifeblood: 9 or 10 (NPC 8+Strength) Protection: d3-1 (very light armor) Weapons: as above
Depending on their careers, the contestants are either privileged nobles or battle-hardened gladiators. Both types have received martial training.
Assume a solid blow (rolling full damage or a ‘12’ attack result) has a chance to knock a contestant into the pool, with either a tricky Strength or Agility check to avoid. The barbed nets are somewhat awkward (-1 to hit), but on a successful attack roll can bind a limb or trip an opponent, incurring penalties. Only an attack roll of ‘12’ will completely entangle an opponent with a net. Contestants who fall into the pool will be immediately attacked by lampreys—1d6 of the slimy horrors will attach per round, draining 1 point of LB every two rounds thereafter. Luckily, spectators will try to pull anyone out of the pit as quickly as possible. A rank 2 physician waits on the sidelines with bandages and jars of zinc to treat the wounded.
Galandreau will win his bout after nearly having his jaw broken. He and three other champions receive staves of polished driftwood. These are badges allowing the lucky winners into the final ceremony of choosing with Clarisse. The GM can engineer further martial contests if he wishes. Knife-throwing and flashy displays of swordsmanship (on objects, not people) are favorites with the local nobility. Things Get Weird The night wears on. The fog enveloping the bay grows thicker. With the contests over, many older guests decide to leave, but the more jaded party-goers remain behind. Casks of violet wine are brought out. This vintage is even stronger than the previous, and has been drugged. PCs who imbibe can make a Hard strength roll to avoid its effects. Otherwise, the character will find himself pleasantly addled (-1 to Agility and Mind) for the remainder of the night. NPCs drinking the violet wine become lethargic. Anyone walking on deck will hear loud splashes coming from the surrounding water. Eerie, blue-green lights can be glimpsed far below the surface. The Deep Dwellers are having their own celebration nearby. Emboldened, several groups approach the barge looking to steal over the side and snatch unwary humans for their own unspeakable purposes. PCs on the deck or in the open ballroom automatically hear a shrill scream. Those elsewhere need to make an unmodified Mind roll to notice. The scream is coming from the southernmost area of the deck. PCs investigating will discover a group of Deep Dwellers (1.5 x number of PCs, round up) menacing a lone woman. The Strangtham family guards are nowhere in sight. Without intervention, the woman will be pulled overboard the next round. Deep Dweller Attributes Strength 2 Agility -1 (1 while underwater) Mind 0
Combat Abilities Attack with 2 claws +0 (+2 underwater), d3+2, or with spear +0 (+2 underwater), d6+2 Defense: 0 (1 underwater) Protection: d6-1 (scaly hide) Lifeblood: 7
These creatures are slimy, stooped, and have the heads and staring eyes of fish. An unpleasant smell always accompanies them. They move clumsily out of the water, but like true amphibians, can survive for long periods of time on land. The Deep Dwellers’ alien minds are driven by strong compulsions, including the desire to mate with humans.
Note that while these creatures are technically allied with the Strangtham family, they are not supposed to show themselves on the barge and are therefore ‘rogue.’ Strangtham retainers (hybrid warriors) will not interfere if the PCs fight these creatures.
Shortly after this encounter, a modestly-veiled Clarisse, bedecked from head to toe in gold jewelry, descends from the upper levels of the barge and asks the four suitors (including Galandreau) to accompany her to the family temple, where the final choosing of a groom will take place. PCs can tag along after the suitors as well. Clarisse leads the procession up two flights of stairs, to the temple antechamber on the barge’s third level. At this point, only the suitors can accompany her into the temple beyond, where several veiled attendants wait. Six hybrid warriors bar the way for everyone else. After the suitors enter the temple, a pair of heavy doors shut behind them. Incense is lit. Weird, atonal music vibrates from some unseen source. Tsentsallach, “Cousin” Esterlus, and Vrina Strangtham appear in ceremonial robes. After a few moments of deliberation, Clarisse makes her choice--Galandreau. The other suitors are dismissed from the temple. Tsentsallach mentions a ‘holy ritual’ and gives the lucky suitor a special potion to drink. The potion is an alchemical preparation that causes hallucinations and uncontrollable priapism. Once drunk, the faux Clarisse makes herself scarce, and the real Clarisse Strangtham is wheeled out in her custom water-tank. At the sight of her new groom, her snake-like lower body coils and quivers with unrestrained lust . . . Clarisse Strangtham, Nightmare Bride Attributes Strength 3 Agility -1 (1 while underwater) Mind 1
Combat Abilities Attack with 2 tentacles +0, (+2 underwater), d3+3 constriction damage Defense: 0 Protection: d6-1 (scaly hide) Lifeblood: 13
Clarisse has been ‘blessed’ in her transformation of Deep Dweller/human hybrid with a lower body of sinuous tentacles. These are banded black, gold, and red like a coral snake’s. Her human torso is emaciated, and she already has the staring eyes of a Deep Dweller. Clarisse can swim in water, but can only flop about clumsily on land. Because of this, she is confined to a wheeled tank of bronze plates, filled with foulsmelling brine. Clarisse can only attack with her tentacles if an opponent is within 5’ of the tank.
Of course, the PCs probably won’t see any of this, being in the temple’s antechamber. Galandreau will have time for an ear-splitting scream just before Clarisse takes him in her coils. PCs in the ante-chamber will have to fight their way through the six hybrids to get into the temple. After one round of general ruckus, a Deep Dweller on the temple side will bar the double doors. PCs have to make a Demanding (-6) strength roll to break through, though they can total all their strength modifiers together if they rush the door as one. A Mighty or Legendary success with a heavy bladed weapon will also shear through the door in one round. An individual unfortunate enough to be grabbed by Clarisse takes d3+3 constriction damage per round, until crushed. Once inside the temple, PCs have a fight on their hands! Vrina Strangtham and her Deep Dweller Champions (# equal to the PCs) rush to attack. Tsentsallach will spend the first round
striking a nearby gong. The deep reverberations summon reinforcements (and then some) from far out to sea. After the first round, Tsentsallach casts spells. Deep Dweller Champion Attributes Strength 2 Agility 0 (2 underwater) Mind 0
Combat Abilities Attack with 2 claws +1 (+3 underwater), d3+2, or weapon +1 (+3 underwater), damage by type Defense: 0 Lifeblood: 10 Protection: d6 (scaly hide + harness) or d6+1 (scaly hide + harness + ‘scallop’ shield) Weapons: great spear d6+4, or trident, d6+2
These are simply elite versions of Deep Dwellers. One in four will have the career Priest 1 and 1 Fate Point.
The battle should be tough, but Cousin Esterlus only fights in self-defense, and Clarisse can’t leave the confines of her tank. She can try to constrict anyone who gets within 5’ of her, however. Neither Tsentsallach or Vrina will fight to the death, and try to escape (there is a secret door behind one of the temple alcoves) if their LB is brought below 5. If the fight goes too easy, have another group of six hybrid warriors come barreling up the stairs and try to force their way into the temple. Victorious PCs will notice an abundance of gold statuettes, precious gems, and strange, possibly valuable objects (see Appendix One: Strangtham Heirlooms) lying within easy grabbing distance. After helping themselves to the loot, the whole barge lurches suddenly, as if something big nearby has displaced a lot of water. Soon, the barge will be squirming with Deep Dwellers summoned by Tsentsallach. If the PCs don’t get the clue to escape, or try to search the rest of the barge a la dungeon-crawl, have them fight ever-increasing numbers of fish-men until they leave. Once on deck, they will see an enormous, misshapen silhouette through the fog, closing in on the barge (this is Nyubb-Gulghh, a giant Deep Dweller). Hopefully, the sight will spur them towards the jetty . . . Depending what shape they’re in, the GM might want PCs to have a running battle as they race down the jetty towards shore, with Deep Dwellers heaving themselves up over the side. Once the PCs reach land, they’re safe. Aftermath The Martense family will gratefully pay the PCs if they can return Galandreau physically intact (his mental state is another issue). Bringing back his dead body will also net some money from the grief-stricken parents. Any other party-goers saved during the mad escape might also have family willing to part with coin for the PCs troubles.
The next morning, a number of wealthy party-goers fail to return home. Charges are leveled against the Strangtham family (what’s left of them). However, town officials seem loathe to try to bring any of the clan to justice. If ‘mob mentality’ prevails and any Strangthams are killed, then later that night an enormous wave appears above the sea-wall, swallowing it and flooding the harbor, along with a goodsized section of town. From that point on, the fish harvest will be sparse.
Appendix One: Strangtham Heirlooms Most of these items can be found scattered throughout the barge’s third level, though the most likely areas are the family temple and treasure room. It isn’t recommended the GM hand out all the heirlooms as treasure. The Blade of the Sea Kings This 2’ rapier has flawless black pearls encrusted along the grip and quillons, making it worth a fortune. The steel has been forged from a strange, gray-green alloy with great tensile strength. Anyone using the blade gains a bonus die in combat. Additionally, damage rolls ignore one point of an opponent’s armor (if any). Vrina’s son Vasik Strangtham bears a like-named sword of similar appearance and properties. Book of the Black Depths This is a heavy tome bound in verdigris bronze with fish motif. The weird glyphs inside are written in the language of the Deep Dwellers. Anyone able to translate will discover the book details the finer points of sea magic, and contains d3+1 spells, including at least one rank 3 summoning spell (for potential spells, see Appendix Two: Magic). Anyone with the sorcerer background who reads the entire tome can add 1 to his or her rank. However, the PC will also have to acquire a new flaw (even if this only raises the PC’s rank from 0 to 1). Sea Mail This is a hauberk of what appears to be fine silver scales. The mail confers protection of Medium Armor (d6-1), with no agility or defense penalties. Additionally, the armor can be worn while swimming with no detrimental effects.
Philtre of Unyielding Love This is an alchemical preparation of Tsentallach’s that causes priapism for several painful hours. It comes in a bottle of a spun glass and gold. Gill-Wine This magical wine is light blue in color and stored in a stone jar carved with Deep Dweller glyphs. When a sufficient quantity is drunk, the imbiber grows several slit-like gills on both sides of his neck (causing a penalty die in social interactions if not hidden). The gills allow breathing underwater, and further enchantments in the wine protect the user from immense pressure. These effects last for one day. The Pearl of the World A perfect 2” pearl, with a slightly greenish cast. The surface feels slick and clammy to the touch. It appears to be priceless, but carries a terrible curse. Any non-heroic NPC who sees the pearl will be subject to overwhelming greed. They will not pay a fair price for it, but instead attempt to steal, cheat, or otherwise force the owner into handing it over, likely resulting in bloodshed. The pearl can be given up by its owner at any time.
Appendix Two: Magic The following are several “sea-themed” magic spells, known by Tsentsallach, Deep Dweller sorcerers, and contained in the Book of the Black Depths. First Magnitude Spines A basic damage spell. The caster hurls a handful of stingray and rockfish quills, coated with mild poison. Requires Line of Sight and Obvious Technique. Cost is 3 Arcane Power and Difficulty is Tricky (-1). Damage is equal to d6+ the caster’s Mind Attribute. Obscuring Fog A heavy fog obscures up to a room-size area in 1 round. Visibility is reduced to 2’, except for the caster who sees normally. Requires Obvious Technique. Cost is 4 Arcane Power and Difficulty is Moderate (0). Chill of the Depths
One target is overcome by a wave of chilling force. Requires Line of Sight and Obvious Technique. Cost is 3 Arcane Power. Difficulty is Tricky (-1) and the target’s Mind is also a modifier. If successful, the target takes a penalty die to all physical attempts and can only make defensive actions the first round. These effects wear off after the target is able to warm himself (with fire, blankets, alcohol, etc). Scale-Skin As per the Barbarians of Lemuria, Legendary Edition rulebook, pg. 52. The scales are fish-like in appearance and the physical requirement is a piece of shark skin. Summon Beast As per the Barbarians of Lemuria, Legendary Edition rulebook, pg. 52, but the beast in question must be aquatic. Lesser Sigil of El-Shurath The caster traces a glowing pattern in the air that wards Deep Dwellers and their ilk (including hybrids) from approaching. Requires Obvious Technique and Special Knowledge. Cost is 3 Arcane Power and Difficulty is Moderate (0). Warded creatures can still try to approach, but must pass a Moderate Mind check with the caster’s Mind and ranks in Sorcerer as modifiers, and will automatically sustain d6 damage whether or not they succeed. Second Magnitude Freezing Fog Summons a rolling fog that obscures vision as per Obscuring Fog, but over a much larger area (e.g. an entire harbor, a fortress, etc.). At the caster’s whim the vapors become ice-cold and do d3 damage per round to any warm-blooded creatures who do not have access to heavy furs, fire, or other means to stave off cold. Requires Casting Time and Ritual Sacrifice, with the additional requirement that the targeted area must be near a large body of water. Cost is 7 Arcane Power and Difficulty is Hard (-2) Sea-Lungs Transforms one target into a water-breather. If on land, the target begins drowning the next round. Requires Rare Ingredients and Casting Time. Cost is 8 Arcane Power. Difficulty is Hard (2), modified by the target’s Mind. Summon Mighty Beast
As per the Barbarians of Lemuria, Legendary Edition rulebook, pg. 52, but the Mighty Beast in question is a giant Deep Dweller, like Nyubb-Gulghh. Third Magnitude Aquatic Armageddon This causes the sea-level in a given area to rise several feet, completely flooding a coastal named city and overrunning it with enormous, malignant Cephalopods that devour anyone hapless enough to come within reach of their tentacles. Requires Ritual Sacrifice and the Stars ARE Right. Cost is 13 Arcane Power. Difficulty is Demanding (-6).
CREDITS Written by G-Man Art by Floyd Thompson, III. Creative Inspiration and Editing/Hosting by The Venemous Pao 3/2/11
The homecoming of count inchiostro
PCs arrive in the sleepy Zingaran village of Cruez, a day and a half’s ride from the Aquilonian border. Built of worn white stone and red tile, dusty Cruez isn’t large enough to support an inn. The sun dips close to the horizon, and Zingaran peasants in rancher’s garb watch PCs from shadowed doorways, their dark eyes gleaming with suspicion. Ask the players what would draw their characters to such a remote border town. They need not arrive as a group. As usual with running BoL adventures, PC backgrounds can serve as inspiration. Merchants might be journeying as part of a caravan, thieves running from the law, mercenaries riding north to enlist in Aquilonian armies, or mariners traveling south to the port city of Kordava. Offer a Hero Point to the player who can come up with the best explanation! In the village square a cracked fountain bubbles. Two figures sit on the fountain’s rim: an older, balding man in a dented cuirass, with a gilt sword belted at his waist, and a plump little man holding a faded standard. The former is Count Inchiostro, a Zingaran nobleman fallen on hard times, and the latter his attendant, Pacha Sanzo. Inchiostro has several bottles of fine Aquilonian wine cooling in the fountain’s waters. He’s quick to offer a drink to any able-looking PCs who approach (or dubious ones, for that matter-he’s not picky). Anyone willing to listen to his story will soon be plied with more wine. Pacha can be sent after a roasted haunch, as well.
Inshiostro’s tale goes something like this: “My ancestral estate lies less than two day’s ride from this homely little town. I was cast out as a youth--the circumstances are too painful to relate. By Mitra, just the recollection threatens tears. Forced to forsake all the comforts of my station, the love of my siblings, I roamed the whole of the Hyborian continent. In Aquilonia I made a name for myself as an instructor, teaching the soft gentry there the finer points of Zingaran swordsmanship. For a time I was a freebooter on the Western Ocean. Once I even traded sword-strokes with a certain bronze-thewed Cimmerian, whose eyes smoldered like coals within a wolf’s skull. But that’s a story for another time.” Inchiostro stands straight and whips the sword from his belt. Pressing the keen blade to his lips, he continues: “I swear by my sword, Triste, that I will reclaim the manor where I was born! My wanderings, my blood and sweat have erased whatever imaginary crimes have been lodged against me. But the way is not clear. I’ve heard rumors that a robber-chieftain, El Gancho, and his band have taken up residence within my old marble halls. To drive him forth I need fightingmen with wills of steel. Men such as yourselves.” Inchiostro heaps flattery on the PCs, encouraging them to talk about their origins and heroic skills. A certain amount of boasting is expected. This is an excellent way for new characters to introduce themselves to one another. If asked about compensation for their help, Inchiostro explains he currently has little means--but that will change once he reclaims his manor, and the vaults stuffed with treasure beneath the estate. As empty wine bottles start to pile up, several of the more stalwart villagers come forward, drawn by free alcohol and talk of treasure. Some go so far as swearing allegiance to Inchiostro’s standard, but the Count casts dubious glances at their drooping bellies and hairless chins. “We’ll see how many of them are up for it, come the morning,” he whispers to the PCs. The milling peasants present an opportunity to gather information, if the Heroes are so inclined. Some possible rumors: + El Gancho, ‘The Hook,’ leads twenty bloodthirsty men, all former soldiers from a border garrison. He lost his left hand in a duel with the Viscount of Kordava (True, though the number of men with El Gancho varies depending on the number of PCs and the GM’s discretion). + A Zamoran witch named Illia Stregha has been glimpsed in the village occasionally. She heads a coven of women who can turn into crows (True, and Illia, not El Gancho, is the real villain of this adventure).
+ Inchiostro’s family has not been heard from for some time. His estate lies in ruins and is said to be haunted (Basically true; parts of the manor have fallen into disrepair, and there is something haunting the family vaults . . .) + Many people consider the Count to be touched in the head, though no one doubts his skill with a sword (True, Inchiostro is generally considered an eccentric, and despite his title holds no real power over the villagers of Cruez, who are ruled by a minor baron to the south). + Ghouls sometimes stray from the forests of Argos to roam the scrub-plains north of town (False, though the GM could make this true if he wants to stretch the adventure out). Wine continues to flow as night falls and the moon rises. It becomes clear that Inchiostro intends to sleep on the flagstones, next to the fountain: he has Pacha set up blankets, and invites PCs to bed down as well. In fact, the Heroes will find it difficult to find lodgings anywhere else, as the villagers of Cruez distrust strangers. In the morning, Inchiostro wakes with a splitting headache, and takes a long drink from the fountain. As predicted, none of the local braggarts have stuck around. Pacha fetches three horses from a nearby stable and saddles Inchiostro’s mount, the least swaybacked of the trio. He offers the other two for the PCs use, if they intend on accompanying him. Pacha rides an ancient mule. Into the Plains After two hours out from Cruez, the grazing-lands give way to chaparral, and the sun burns hot in a cloudless sky. Along the horizon looms the crimson peaks of the Rabirian Mountains, forming a natural border with Aquilonia. Mention to the PCs that it’s getting hot: Inchiostro wipes his forehead and pauses to take off his cuirass. Any Hero wearing armor heavier than Light starts roasting like a piece of shale, and soon suffers heat exposure (assume 1 LB per hour, but this won’t recover by the usual means; only a full day spent out of the sun, drinking fluids will heal such damage). Towards evening the terrain grows more sandy and open, with lizards scuttling between patches of black sedge. Wilderness-minded PCs can locate a comfortable arroyo to set up camp in. Inchiostro has Pacha build a fire. PCs notice a gold locket suspended on a chain around the Count’s neck. If asked about it, or pressed for more information concerning his estranged family, Inchiostro opens the locket. A portrait of a beautiful, raven-haired woman has been painted inside.
“My youngest sister, Rossa. And the dearest to me. I’d give a kingdom to see her real face again.” Whether they want to hear it or not, the Count then launches into a longer explanation: “My mother died when I was a young man, and my father, rot his bones, wasted no time finding a lamia to warm his bed. This succubus, whom I will not name, somehow convinced him I was an unfit heir, and had me expelled from the manor. Rossa cried the hardest.” As he finishes, have any alert PCs make a Moderate (no modifier) Mind check. If successful, they catch a glimpse of an enormous crow with a three-foot wingspan, taking flight from a nearby bush. Only someone with a missile weapon ready at hand can take a shot at the bird, and then with a Tough (-4) modifier, given the darkness and trying to hit a moving target. If three or more LB damage is scored, a piercing feminine scream rips through the night. Investigation finds not the downed body of a crow, but a naked, feral-looking woman smeared with grease and feathers. This is one of Illia’s coven (see Appendix A). Inchiostro doesn’t recognize the body or what it signifies. The rest of the night passes uneventfully. Approach to the Manor Close to noon the next day, the terrain changes once again to rolling hills. Fed by run-off from the nearby Rabirian Mountains, this new landscape is comparatively lush. Copses of Scrub Oak and Bloodwood appear. Crowded in the branches are hundreds of crows. The black-feathered, yellow-eyed creatures glare down at the PCs, cawing at their approach. Throwing rocks or other missiles causes them to disperse in fluttering clouds. A short while later an overgrown trail appears, leading upwards through the tree line. Peeking above the oaks is a tall white tower, topped by a dome of blue marble. Inchiostro grows frantic. “My home! We’re closer than I thought.” He wants to spur his horse and go charging up to the manor gates, which he will, unless the PCs talk him out of it or otherwise restrain him. El Gancho has a sentry posted in the tower, and anyone approaching the gate by daylight will be spotted, raising a general alarm. Options: Can I Just Kill Off Inchiostro Already? Too much attention to NPCs takes the spotlight off players, and many GMs dislike a ‘scripted’ adventure as it saps spontaneity. Count Inchiostro’s main purpose is to start the adventure and provide some background information, as well as get the PCs to the manor. Once they’re there, feel free to smoke him at the first opportunity. You can ignore any descriptive text describing his actions/reactions and wing the rest of the plot. The adventure will still work.
El Gancho’s Encampment The manor consists of a grand house with a marble portico, stables, servants quarters, an old smithy, a well, and a fortified tower, all surrounded by a 10’ stone wall. El Gancho and his men occupy the tower, stables, and servants quarters. Illia and her coven live in the grand house.
Note that the northern wall and rear of the grand house (F) backs up against the Rabirian mountains, making an approach from this direction nigh-impossible. A) Gate: Double-doors sheathed in bronze. The hinges have recently been replaced. This is kept barred until El Gancho and his men opt to venture out. B) Tower: 60’ tall with three stories. During the day a sentry is always posted at the top. Archers can fire through windows on the upper two stories at ground targets. C) Servant’s Quarters: One-storied building of crude stonework. The bulk of El Gancho’s men sleep and cook here. D) Smithy: This currently serves as El Gancho’s armory.
E) Stables: There are enough horses for each of the men, as well as Gancho’s purebred white stallion. F) Grand House: Detailed in the next section. Assume Gancho has 3-4 times the number of PCs (plus Inchiostro) in men. All are classed as rabble. For an extra challenge, you can designate one as a second-in-command with NPC status (8 + Strength LB, 2 points in Attributes, 2 points in Combat Abilities). At any given time, roughly half the men will be on duty, wearing armor and posted in defensible positions (mostly in the tower), while the other half are unarmored and lounging around. A small contingent (four or less) will be gone part of the day, scrounging for extra food in the old vineyards and fields to the south of the estate. If the alarm is raised, those men not on duty rush to the makeshift armory (D) to don armor and weapons, while men in the tower loose arrows at any visible targets and shout warnings if the PCs try to force the gate or go over the wall. Shooting back at bandits in the tower windows incurs a -2 penalty in addition to any range modifiers. Obviously, PCs who approach the grounds at night ‘commando-style’ should have a much easier go of things. The wall is low enough that it can be scaled with minimal preparation. Illia’s crow familiars are everywhere and will notice a nighttime sortie by the PCs (unless they have some magical way of concealing their approach), but should only have time to warn Illia herself. In any event, Illia has half a mind to be rid of all the rude louts inhabiting her courtyard, and will not intervene on Gancho’s behalf. Gancho has been ensorcelled by Illia not to approach the grand house without her permission. He otherwise retains his free will and is not under her direct control. The bandits themselves are extremely wary of operating so close to a coven of evil witches, and Gancho’s seeming ambivalence is a source of contention. However, all the men have a superstitious fear of setting foot inside the house.
Options: Straight-up Fight or Swashbuckling? Zingarans are known for their love of flashy swordplay. If you’re tired of the usual ‘Thud and Blunder’ associated with barbaric combat, you might consider some of the optional rules in Appendix C. Sure, it’s kind of blasphemous muddying up the austere BoL engine with extra complications, but maybe, just this one time . . .
Options: The Horror Approach The ‘default’ adventure setting assumes that when El Gancho and his men first came across the estate, Illia didn’t try to kill him because she figured she could use the bandits as unwitting guards. Another option, though, is that she does kill them with black magic, and when the PCs arrive at the estate they find the tower littered with dozens of skeletons, in the process of being picked clean by crows. One of the skeletons is missing a hand and has a large iron hook lying nearby, clueing the PCs that El Gancho has already been taken care of. This option makes the adventure quicker. Just proceed to the Grand House section below. Maybe later Illia will animate the skeletons and send them against the PCs for a climactic battle, if she gets the chance.
The Grand House Once El Gancho and his men have been disposed of, Inchiostro (if still alive) figures he’s home free. He marches across the marble portico and knocks on the front door, loudly announcing his return. Illia Stregha is the ‘lamia’ and ‘succubus’ Inchiostro referred to earlier who seduced his widowed father and eventually (after Inchiostro Jr. was expelled) took over the estate, killing off the rest of the family through deceit. Now only she and her coven remain. Having watched the bloodbath in the courtyard from the house’s windows, Illia casts a First Magnitude spell to make her appear as an older Rossa, Inchiostro’s beloved little sister. The rest of the coven disguises themselves as servants. Illia/Rossa unbars the front door and welcomes her brother with open arms. She praises him and the PCs as ‘liberators’ who have rescued her from the bandit-lord living in the courtyard. Inchiostro, of course, is completely taken in. If PCs ask Rossa the obvious question as to why El Gancho allowed her to live in the grand house, unmolested, she’ll tearfully make up a story that the bandit was in love with her and trying to win her affections by acting like a gentleman. The explanation sounds less than convincing. PCs making any accusations against Illia/Rossa will incur Inchiostro’s wrath, up to and including his drawing of Triste and trying to run the offender through. Such is Zingaran family pride!
Note that if Inchiostro was killed earlier in the adventure, Illia will still take the precaution of disguising herself as Rossa before opening the front door. Any PC who saw Rossa’s portrait in the golden locket will recognize her, making the deception seem more legitimate. A Big Feast Illia’s next move is to try and get the PCs and her ‘brother’ into the dining room, for an impromptu celebration. The grand house’s interior has clearly seen better days--tapestries are faded and fraying, carpets worn, fireplaces scorched with soot, and an ancient patina of dust and cobwebs lies over everything. Inchiostro bemoans the state of disrepair, but swears he’ll use the family treasure to restore his home’s greatness. Illia commands her servants to decant the best wines and bring out platters of food. Everything (except Illia’s portions) will be drugged with a slow-acting paralytic. Careful sampling reveals no strange odors, tastes, or ill effects, but after ten minutes the PC must make a Hard (-2) Strength check to avoid succumbing. The paralysis affects all voluntary muscles and lasts several hours, though the victim remains conscious. Even PCs who succeed at the check must take a penalty die on all actions due to spasms. One wall of the dining room has an enormous, gold-veined mirror covered with a thick layer of dust. Illia is careful to avoid the mirror, as her reflection is not affected by the disguise spell. However, any polished surface like a silver platter might inadvertently reveal her identity at some point during the feast. Note that this is one of the few ways to convince Inchiostro his ‘sister’ isn’t who she claims to be. He will recognize Illia’s reflection on sight and likely attack in a fury. What Happens Next If the PCs were dumb enough to get drugged, Illia places them in a deathtrap of some sort. Maybe she ties them to stakes in the courtyard, and invites her crow familiars to slowly peck the flesh from their bones. Or binds the Heroes around a pentacle, intending them as sacrifices in some diabolical ritual. Less dramatically, she might lock them in one of the family vaults (see The Final Surprise). No matter what happens, PCs should have an opportunity to engineer an escape. More likely, the Heroes will confront Illia at some point, and a fight ensues--possibly against Inchiostro, as well. If attacked, the rest of the coven leaps to their Mistresses’ defense. Swarms of crows are summoned, bursting through the windows and down chimney flues to bedevil the PCs (see Appendix B). Illia and her followers are all armed with Arthame, magical daggers of cold iron, making them more of a physical threat than the Heroes suspect.
There is one NPC coven witch for each PC, plus one for Inchiostro (if he is still alive at this point). If killed and her body searched, the Heroes find an iron key around Illia’s neck. This opens the family vaults in the cellars below. The Final Surprise Once Illia is dispatched, the PCs can search the rest of the house in safety. The furniture is in poor repair, and aside from the dinner service and crystal there is little of great value. A study in one wing of the house has several treatises on black magic (all Illia’s) which might be of interest to sorcerers. A ‘trophy room’ on the second floor has different swords and lances from all over Hyboria, as well as suits of heavy armor that could be made useable with a little care. Inchiostro will take a dim view of anyone grabbing up his familial possessions. He insists on his original arrangement of rewarding PCs with treasure from the vaults. Stone steps lead down to a large cellar and a (mostly depleted) wine collection. Iron gates separate the cellar from the Inchiostro family crypts, but these can be opened easily enough with Illia’s key. The vaults beyond do indeed contain treasure, mostly in the form of rough gold and silver ingots, as well as the moldering remains of the Inchiostro line. One of the vault-chambers has been secured with a stout door and barricaded with heavy crates on the PCs side (the door is hinged to open outwards). As soon as anyone approaches, a frantic scratching can be heard from within the sealed room. If Inchiostro is with the Heroes at this point, he gets the idea that someone from his family is trapped inside. “Rossa,” he calls, “is that you, beloved sister?” At the mention of the name ‘Rossa,’ the scratching gives way to pounding. Inchiostro begins pushing crates aside and exhorting the PCs to help, so as to rescue his sister. If the door is finally cleared, it bursts outwards with a wave of charnel stink. A vaguely feminine figure wearing a filthy white dress lunges at the closest person (likely Inchiostro) and begins clawing with ragged nails several inches long. The figure has slate-gray skin and eyes like black pits. It is Rossa, or what’s left of her after Illia turned the corpse into a ghoul. The creature attacks only one person at a time and must be hacked apart to stop. Despite years of decay, Rossa’s features can still be discerned in the ruined face. If a final embrace from his sister doesn’t kill him, Inchiostro goes irrevocably mad, slumping to the flagstones and refusing to rise again under his own power. Not the homecoming he had envisioned . . .
Appendix A: Supporting Cast (in order of appearance)
Count Inchiostro, Exiled Zingaran Noble Attributes Strength 1 Agility 2 (1) Mind 0 Appeal 1
Combat Abilities Brawl 0 Melee 1 Missile 0 Defense 3
Boons/Flaws Heirloom Sword (‘Triste’), bonus die Carouser Touched in the Head (flaw)
Careers Noble 1 Champion 1 Pirate 1 Mercenary 1
Lifeblood: 11 Hero Points: 3 Protection: Medium Armor (cuirass) + buckler, d6 Weapons: ‘Triste,’ Zingaran Dueling Sword, d6+1, or Lancia, (great-spear), d6+3
A tragic (some would say ‘Quixotic’) figure, the Count has wandered over much of Hyboria after being exiled by his lust-smitten father. Handsome and balding, he is in his mid-40’s, and wears a dented cuirass as well as a gilt dueling sword (rapier) at his waist. The Count is prone to impulsive behavior (Touched in the Head flaw). His high defensive value is a reflection of his precise fencing style. Pacha Sanzo, the Count’s loyal attendant, is classed as rabble.
El Gancho, Bandit Leader Attributes Strength 1 Agility 1 Mind 0 Appeal 2
Combat Abilities Brawl 0 Melee 2 Missile -1 Defense 2
Boons/Flaws Hard to Kill Attractive Missing Left Hand (flaw)
Careers Courtier 1 Musician 1 Bandit 2
Lifeblood: 13 Villain Points: 1 Protection: Light Armor, d6-2 Weapons: Zingaran Dueling Sword, d6+1, Hook, d6-2
El Gancho’s career originally began in the courts of Kordava, and looked promising for a time. However, his penchant for married women got him into a duel with the Viscount of Kordava, a far better swordsman. Gancho lost his left hand, his status, and gained a new nickname. He persuaded the garrison of a border fort to give up the military life for the more lucrative career of banditry, and has never looked back. Gancho has piercing black eyes and sports a goatee. He wears fine clothes, including an embroidered leather vest and matching cloak. In combat, he will try to bring his hook into play as a surprise weapon.
El Gancho’s Men Attributes Strength 0 Agility 0 Mind 0 Appeal 0
Combat Abilities Brawl 0 Melee 0 Missile 0 Defense 0
Careers Bandit 1
Lifeblood: 3 (rabble) Protection: Very Light Armor, d3-1 Weapons: Sword, d6, or Bow, d6, or Lancia, d6+2
These men are nothing special, though they enjoy an unusually high morale. They dress in mismatched armor typical of brigands and ride passably well.
Illia Stregha, Zamoran Witch Attributes Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities Brawl 0 Melee 1 Missile 0 Defense 3
Boons/Flaws Greater Pact (+2 Arcane Power) Etiquette Delicate Untrustworthy
Careers Rogue 0 Alchemist 1 Priestess 1 Sorcerer 2
Lifeblood: 8 Villain Points: 3 Arcane Power: 14 Fate Points: 1 Protection: None Weapon: Greater Arthame, d6+special (see below)
Illia’s age is hard to determine, though much of her beauty has already faded. Tall and slender, her silver hair is shot through with streaks of black. Long ago, she seduced her way into the Inchiostro family and took over, eventually killing off the entire clan (except for the Count). She has made pacts with several infernal powers. Illia’s Greater Arthame is a crudely-forged iron dagger with a ten-inch blade. Its magic is activated by running her thumb along the edge, drawing blood. The dagger makes an animal growl in combat and throws off sparks when it strikes. Each round, Illia can opt for either a bonus die or an increase in damage by expending Arcane Power: 1 point for the former or 1 point for each additional damage point (up to a maximum of +4 damage). Illia knows spells appropriate for a Hyborian witch, including necromancy. Most of her combat-oriented spells involve a crow motif (see Appendix B)
Illia’s Coven Attributes Strength -1 Agility 0 Mind 1 Appeal 1
Combat Abilities Brawl 0 Melee 1 Missile 0 Defense 1
Careers Priestess 0 Sorcerer 1
Lifeblood: 7 (NPC 8 – strength) Protection: None Arcane Power: 11 Weapons: Lesser Arthame, d3-1 + special (see below)
Illia’s coven is a small group of female witches drawn from Zamora, Koth, Shem, Nemedia, and Corinthia. They are all relatively young and attractive. In combat they cast spells similar to Illia’s and wield Lesser Arthame; magical daggers that can confer either a bonus die (2 Arcane Power/round) or a damage bonus (2 Arcane Power per point of extra damage, up to +4).
Rossa, Ghoulish Little Sister Attributes Strength 3 Agility 2 Mind -1
Combat Abilities: Attack with two claws, +2, d3+3, or one bite, +1, 1d6+1+special (see below) Defense: 0 Protection: d6, Undead Vigor Lifeblood: 13
Beautiful in life, Rossa has been transformed through Illia’s magic into a slavering undead creature as a final punishment. She is surrounded by a gangrenous smell. Rossa’s only tactic is to attack the person closest to her. Anyone she bites must make a Strength check to avoid being paralyzed for d6 rounds. Note that she is not the same kind of Ghoul that haunts the ancient forests bordering between Zingara and Argos.
Appendix B: Crow Coven Spells In addition to Beguile, Compel, Evil Eye, Pass Unnoticed, Summon Beast, and Summon Mighty Beast (see Barbarians of Lemuria, Legendary Edition, pg. 52), the following spells are commonly used by Illia and her coven. First Magnitude Alter Appearance A simple illusion causes the caster to appear as someone else. The spell does not change the caster’s reflection, which will always show his or her true form. Requires Obvious Technique. Cost is 5 Arcane Power and Difficulty is Moderate (0).
Bloodcurdling Caw The caster emits a shriek that acts exactly as the War Cry Boon (see Barbarians of Lemuria, Legendary Edition, pg. 110). Requires Obvious Technique. Cost is 5 Arcane Power and Difficulty is Moderate (0) Crowsight Another simple spell, this allows the caster to see (and hear) through the sensory organs of any crow within a five mile radius. Requires Obvious Technique (the caster closes her eyes and “reaches out with her mind”). Cost is 5 Arcane Power and Difficulty is Moderate (0). The spell lasts as long as the caster wants to remain in contact with the particular crow. Summon Swarm of Crows This spell calls a flock of normal-sized crows which follow the caster’s bidding. Typical uses in combat are to have the crows flap around and distract a single opponent (incurring a penalty die on most of the target’s actions), or to have them intercept incoming attacks as a sort of living ‘armor’ for the caster (d6-1 protection). Requires Line of Sight and Obvious Technique. Cost is 3 Arcane Power and Difficulty is Tricky (-1). Second Magnitude Crow’s Shape This spell allows the caster to physically transform into a large crow, allowing her to fly. The spell lasts from sundown to sunup, or vice versa, or whenever the caster wants the transformation to end or is killed. Note that in crow form the caster will have 3LB, making her somewhat vulnerable. The spell has two variations: a ‘ritual’ version that requires Ingredients (specially rendered fat and crow’s feathers) and Casting Time, and an ‘instantaneous’ version that can only be attempted at night. The ritual version costs 9 Arcane Power and is Hard (-2) to cast, while the instantaneous option costs 10 Arcane Power and is Tough (-4). Raise the Bones This ritual allows the caster to animate the remains of up to 4d6 humans into living skeletons, who can function as servants or attack on demand! The skeletons are treated as rabble and must be armed in order to fight. Requires Casting Time and Ritual Sacrifice. Cost is 9 Arcane Power and Difficulty is Hard (-2).
Appendix C: Optional Combat Rules BoL is designed to run “fast and furious,” but there are times when the GM and players might desire additional rules to emulate heroic combat. The following are suggestions, as they have not been rigorously play-tested and will almost certainly slow down the tempo of the game. But before we get to that, consider the Old School Option (sometimes called the ‘Roll and Shout Method’): instead of using variant rules, the GM makes up arbitrary rulings on the fly, based on the situation. This often involves modifiers to a roll (positive or negative), bonus/penalty die, and “if-then” outcomes. Example 1: (player) “Rayenna Scarlett jumps up on the table and kicks one of the thugs in the face.” (GM) “Pass a moderate Agility check and I’ll give you a +2 to your attack roll. Blow it, and you attack with a penalty die.” Example 2: (player) “I want to knock the guy’s sword out of his hand.” (GM) “Make an attack roll at -2. If you hit, I’ll tell you if you’re successful based on the damage rolled.” This approach is both quick and flexible, and sometimes involves a fun ‘bargaining’ element between player and GM (unfortunately, it can involve a ‘whining’ element as well). Nothing says you have to be consistent with your rulings; you can change them later if you think they’re too tough or too permissive. Remember also, if your player is willing to burn a Hero Point . . . all kinds of gonzo stunts should be possible. If you’re still feeling heretical, then read on. The optional rules are marked with an ‘*’ to indicate how disruptive to play they can be, with ‘***’ being the most blasphemous. *Heroic Evasion: By spending a hero point, the character can try to dodge or parry an attack, even if he has already acted that round. 'Parry' is resolved as standard (Defender's Melee + Agility – Attacker's Melee, roll 9 or greater) and 'Dodge' is an active roll, not a static bonus (Defender's Defense + Agility – Attacker's Melee, roll 9 or greater). The Hero Point spent does not guarantee success; it just allows the character to make a roll. If feeling charitable, the GM can allow a Dodge or Parry against incoming missiles as well (the negative modifier being the attacker's Ranged skill).
*Mighty and Legendary Parries: If the defender chooses to parry and rolls a mighty success, he not only blocks the blow, but can make an immediate riposte (counterattack) the same round. A legendary parry allows him to disarm his opponent and make a riposte.
*Daggers and Surprise: In surprise situations (as ruled by the GM), when the attacker is close to his target, a dagger does d6 damage instead of d3, simulating either increased accuracy or a flurry of quick blows. This allows assassin-types to do a reasonable amount of damage without carting around larger weapons. (This rule was cribbed from the Mazes and Minotaur's RPG).
*Wary Swordplay: An attacker can opt to deduct ranks in his Melee skill score and add them to his Defense on a 1:1 basis.
**All-Out Attack: The attacker throws caution to the wind and attacks in a frenzy. He can roll a bonus die for either damage or initiative, his choice. 'Bonus Die' means roll an extra die and drop the lowest amount, not add another die. The attacker's Defense score drops to '0' for this round. If his Defense is already at '0', he becomes Easy (+1) for others to hit.
**Attack and Parry: The player needs to announce this option at the beginning of the round. He can make one attack and one parry the same round, but both attempts are at -2. He does not need to have a weapon/shield in his other hand to attempt this maneuver.
***Reflexive Parry: All Heroes/Villains (e.g. player characters or NPC's with villain points), get one 'free' reflexive parry per round. This can be rolled after the character attacks. At the GM's option, 'Named' NPCs get a reflexive parry as well. A character with this ability can attempt two parries a round if they forego their attack, though these must be against separate attacks.
***Iterative Attack: When fighting rabble, the character can attempt to attack several in one round. He must announce his intention to make this specialty attack. If the character hits his first target and does enough damage to kill/disable him with one blow, he may immediately attack another nearby target with a -1 modifier. This can continue for as many ranks as the character has in his Melee score, and the negative modifier becomes cumulative. Any miss or damage result that fails to kill the target ends the iterative attack. (This maneuver is a favorite of axe-wielding barbarians and samurai).
***Feint: This maneuver causes the target to 'waste' his parry attempt. The attacker must have won initiative and announced his intention to feint. He makes his attack roll as usual, noting the total. The target then makes his parry roll, again noting the total. If the attacker's roll is higher than the target's (or if the target fails his parry), the feint is successful, and the attacker can then make a second attack with a -2 modifier. The defender does not have an opportunity to parry.
***Counterattack: This is a maneuver often seen in action movies. In boxing, it's considered a legitimate strategy against an aggressive opponent. The character must win initiative and announce his intent to counter. He allows his opponent to strike first, and must successfully parry. Compare his parry roll against his opponent's attack roll; if the character's parry is higher, he may immediately launch a counterattack with a -1 modifier. His opponent is at -2 to parry the counterattack.
Note that the above rules do not necessarily ‘stack’ with each other. Use common sense when combining them. Many of the rules could also be applied in unarmed combat. Just use Brawling in place of Melee. An unarmed defender who parries an armed attack takes the weapon’s minimum damage (plus attacker’s strength bonus).
CREDITS Written by G-Man Creative Inspiration and Editing/Hosting by The Venemous Pao Special Thanks to: Robert E. Howard, Miguel Cervantes, and Procol Harum 11/20/11
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The Unholy Greyl (with apologies to Fritz Leiber) By G-Man
Greyl wood is considered precious. Easy to shape, yet durable, it can be polished to an ebony sheen, and when cut lengthwise displays a variegation of muted browns and reds. Nobility especially prize the wood for furniture. Unfortunately, Greyl grows only in a coastal forest haunted by nocturnal horrors. Surviving loggers have spoken of yellow eyes winking in the night, and men found tied to trees by their own entrails. Through trial and error, work crews have learned to harvest Greyl during the day, then retreat to fortified galleys a short distance out to sea. Whatever the creatures are who stalk and slay under the dark boughs, they apparently cannot swim. Still, conflicts with rival expeditions, cunningly erected traps, and the occasional nest of brown adders make the already dangerous work deadly, and lumber crews are often shanghaied from nearby towns to make up for casualties. PC’s can enter this adventure in several ways. They might be among the recently shanghaied, forced to cut Greyl as virtual slaves, or more likely, hired out as mercenaries to guard the work-
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crews. They might also wish to arrange an expedition to the Greyl woods themselves—even a modest harvest would make them wealthy. If they manage to survive, of course. Information for the GM: The Greyl forests are guarded by vicious primates, called Wodesk in their own tongue. They see humans as a blight come to plunder their sacred territory. The Wodesk had been man-like eons ago, but have since degenerated to their present, savage state. Despite their limited minds, they still have access to ancient sorcery . The ‘default’ setting for this adventure assumes PC’s are working with the merchant captain Saval Krael, aboard his galley the Black Cormorant. Whether as guards, slaves, or concerned investors, they have traveled with Saval and his crew from a coastal town, several days south of the Greyl forests. PC backgrounds in Barbarian, Hunter, Mariner, Scholar, Soldier, Warrior, Worker (woodcutter), and tracking skills will likely prove useful. Stats for the Wodesk, NPC’s, and animal encounters follow. Wodesk These creatures look like large, black-furred tarsiers, standing 4’ to 5’ tall, with well-developed shoulders and long forearms for brachiating. Their saucer-shaped eyes reflect light. They have sharp claws on both hands and feet to assist in climbing, as well as rending their opponents. Wodesk often carry flint knives and javelins flung with atl-atl’s. Nocturnal, they are blinded in sunlight and spend the day in ancient burrows beneath the tree-roots, but venture forth at night to hunt. Wodesk are difficult to track (-2) and near-silent when they move. Attributes Strength 1 Agility 2 Mind -1 Combat Abilities Attack with 2 claws +1, damage d6-2, or weapon +2, damage d3+1 (d3+2 for atl-atl) Defense: 1 Protection: d2-1 (fur) Lifeblood: 6
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Large groups of Wodesk will have a tribal shaman with Mind 0 and 1-2 ranks in sorcery and/or 1-2 ranks in priest. Wodesk can be treated as rabble (dropping their Lifeblood to 3) after their initial encounter with the PC’s, especially when attacking in large numbers. Brown Adders 2’-3’ long vipers with a reticulated brown and black pattern down their backs. They are aggressive if feeling threatened (which is often). PC’s struck make an initial hard (-2) strength roll to avoid 1d3 damage and paralyzing muscle spasms. If failed, PC’s must make an additional tricky (-1) roll to avoid 1d6 damage the following round and a -2 penalty to agility. The penalty goes away after the damage from the venom is healed. Attributes Strength -2 Agility 3 Mind -4 Combat Abilities Attack with 1 bite +3, damage d2+poison Defense: 3 Protection: 0 Lifeblood: 2
Typical Woodsman Rough and tumble Greyl loggers, these men also form the crew of the Black Cormorant. One in four has the career Mariner 1 and Worker 0. They are classed as rabble. Attributes Strength 1 Agility 0 Mind 0 Appeal -1 Combat Abilities Brawl 1 Melee 0 Missile 0 Defense 0
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Career Worker 1 Lifeblood: 3 Protection: 1d3-1 (very light leather or furs) Weapons: Axe, 1d6+1, dagger d3. Woodsmen assigned to ‘guard duty’ will also carry bows (d6 damage)
Saval Krael The nominal leader of the lumber expedition, Saval cuts a tall, handsome figure, though his appearance is marred by his missing right eye, lost to a Wodesk’s atl-atl on his first expedition to the Greyl woodlands. In genteel company, Saval keeps his injury under a velvet patch, but among his men he leaves it uncovered. Saval tries to solve morale problems among the crew by keeping the men roaring drunk at night. He is an iron-hard disciplinarian and totally committed to returning a profit for his investors. At any given time Saval keeps his loyal bodyguards Jens and Mars Markel close at hand (see Bodyguards). He is classed as an NPC, and therefore has 8 LB plus his strength. Abilities Strength 1 Agility 0 Mind 1 Appeal 1 Combat Abilities Brawl 0 Melee 1 Missile -1 Defense 2 Careers Merchant 1 Mariner 1 Mercenary 0 Lifeblood: 9 Protection: d6-2 (light armor) Weapons: Rapier, d6+1
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Bodyguards These two scarred, stern-faced men hover near Saval whenever he leaves his stateroom aboard the logging galley. Neither drink. They are responsible for dealing out punishment among the crew and are therefore strongly disliked. Jens and Mars Markel are both classed as NPC’s. Attributes Strength 2 Agility 1 (0) Mind 0 Appeal -1 Combat Abilities Brawl 1 Melee 1 Missile 1 Defense 0 Careers Mercenary 1 Hunter 1 Lifeblood: 10 Protection: d6-1 (medium armor) Weapons: Cat o’nine tails, d6+1, and mace, d6+2 (Jens), greatsword, d6+4 (Mars Markel). Both also carry large knives (d6) and crossbows (d6+1).
The Black Cormorant This is a single-masted galley with a single row of oars. Large shields line the gunwales. Saval sleeps in the only stateroom. Everyone else beds down in the hold or on deck. There are enough longboats to carry all the crew and haul lumber. As none of the men are particularly skilled at sailing, the galley never strays far from the coastline. Running the Adventure
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What follows is a loose outline for the course of events, culminating in a pitched, desperate battle with the Wodesk. PC’s will likely come up with unexpected detours, especially if magic and hero points are involved. Remember, BoL rules make running off-the-cuff situations easy. The main focus should be on generating tension and a sense of eldritch dread. GM’s can use the Daily Complications table below to flesh out encounters. Daily Complications (choose or roll d6) 1) Mundane danger (falling tree, falling limbs, axe slips, etc) 2) Workers disturb nest of d3 brown adders 3) Concealed Wodesk trap (d6: 1-2 deadfall, 3-4 covered pit with punji stakes, 5-6 log-roll trap. These typically do d6+2 damage, but can be avoided by a tricky Agility roll. Spotting a trap is a tricky to hard Mind roll, with ranks in Hunter, Thief, and Barbarian added). 4) Brawl among workers 5) Attempted escape by worker 6) Tools/equipment damaged
Day One: The fortified galley Black Cormorant weighs anchor a comfortable distance from shore. Even in early morning the Greyl woods looks formidable; dense, almost primeval forest with a thick canopy that cuts light and muffles sound. Very few birds can be heard . Longboats are dispatched and workers set up a hasty camp in a nearby clearing. The men waste little time getting to work, felling the dark trees as if their lives depend on it—which it does. Dressed timber is ferried back to the ship and secured in the hold. Roll or pick from among Daily Complications to round out the morning. In the afternoon, workers fell a rotting tree and expose a hole just below the roots. The opening is big enough for a man to wriggle down and leads to a Wodesk burrow. Any PC’s who brave the hole (NPC’s sure as hell won’t) will eventually come to a large earthen chamber, reeking of musk. Countless bones litter the floor. After a few moments, soft voices begin to echo, and dozens of wide yellow eyes stare from the blackness. This is a cue to leave—fighting hordes of Wodesk in the cramped, dark conditions is suicide. Saval has the opening collapsed after any PC’s get out.
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At dusk, workers board the longboats and row back to the safety of the Cormorant. Saval orders his men to drink copious amounts of wine and encourages dice games before they fall into exhausted sleep. Any PC’s foolish enough to stay ashore at night are attacked by swarms of Wodesk (assume 5x the number of PC’s present). Similarly, any boats approaching within 30’ of land after nightfall will be showered with atl-atl fire. Day Two: Again, roll or pick an event from Daily Complications. As the nearby copse of Greyl is petering out, Saval organizes three scouting groups to search for a good place to set up a second day camp. PC’s can volunteer (or are bluntly asked) to go along. Come dusk, one of the groups fails to return (unless PC’s have split their number among all three, in which case several members of one group won’t make it back—but the PC’s will). No one knows what happened to the missing men, and no one offers to wait. Eyeing the tree line, the crews hurry back to the Cormorant. Saval orders full rations of un-watered wine to calm the men. Around 3 A.M., a chill wind picks up and ruffles the ship’s sail. The wind also carries the sound of strange chanting, ululations, and minutes later, the unmistakable screams of several human beings. Both the noises and the wind cease abruptly. Day Three: Saval doubles the number of men on guard duty, slowing down work, but managing to placate fears. Again, roll or choose an event from Daily Complications. Mid-afternoon, shouts echo as one of the crews (or the PC’s) find a 6’ dolmen of black basalt, etched with runes and pictoglyphs. Three more dolmens are arrayed nearby, forming a diamond-box pattern. At the center lies the stump of a once-mighty tree, stained with recent blood. Examination shows that someone, possibly several people, have been ‘staked’ in a spread-eagle pattern to the stump with large pieces of sharp flint, though the bodies are no longer there. The runes are written in an obscure Elder Tongue (hard Mind roll to determine which one, modified by ranks in Scholar). If somehow deciphered, they reveal a number of entreaties to a being called ‘Athaqu’aal of the Frozen Winds.’ Minutes after the dolmens are discovered, a huge brown bear missing both eyes blunders into the area, howling. Though blinded, it approaches nearby humans with unsettling accuracy and attacks in a berserk rage.
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Brown Bear This creature has been ritually mutilated and released by the Wodesk as a daytime sentry. It relies on supernatural senses to track prey. Attributes Strength 5 Agility -1 Mind -2 Combat Abilities Maul with claws and teeth +1, damage d6+2 Defense: 0 Protection: d3-1 (tough hide) Lifeblood: 25
After the bear attack, Saval orders the work crews to return to the ship, taking with them any harvested lumber. On board, the situation is near-mutinous. Most of the crew wants to leave. Saval argues for another day’s work, to at least half-fill the ship’s hold. With the sun going down soon, it’s too late to set off now. Saval agrees to take a vote in the morning and abide by the crew’s decision. Just after sundown a sonorous chant echoes across the water from the forest. The chanting becomes louder as the night wears on. Shortly after midnight, the Wodesk’s head shaman completes a powerful spell and summons an icy squall. The wind strikes without warning, ripping the mast from the Black Cormorant and hurling her ashore. As the storm continues to rage, the darkness surrounding the beached ship lights with hundreds of pairs of yellow eyes . The Wodesk now attack en masse. Assume a total number of 400 (considered rabble at this point), against the Black Cormorant’s crew of 40. It’s easiest to have the PC’s fight ‘waves’ of 10 Wodesk each, and interpret the larger battle based on how well they’re doing. Any smart and/or creative tactical decisions (such as holing up inside the Cormorant’s hull and letting the Wodesk come to them, or using ship’s stores of cooking oil to start defensive fires, etc.), as well as a liberal expenditure of hero points should sway events in the party’s favor. The Wodesk will retreat after taking large casualties. Saval fights bravely (and probably dies, without the PC’s intervention), while Jens and Mars Markel opt for the better part of valor, abandoning their patron. Neither makes it far.
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Conclusion By morning the storm is over. The Cormorant lies ruined, its hull breached and keel smashed. Most of the crewre lay dead among the black-furred bodies. Savvy PC’s will realize they cannot survive another night. The easiest way to escape is to use the remaining longboats—some have been smashed, but there are a couple serviceable craft left (perhaps requiring hasty repairs). By using the boats, PC’s can make good travel time and keep any vengeful Wodesk safely at bay. They can also transport some of the Greyl harvest back with them. Of course, some PC’s might want to take the fight directly to the weakened tribe, perhaps digging open the entrance to their burrows and mounting a daytime assault . . . good luck with that. PC’s examining Wodesk bodies in the daylight will notice some of them are wearing crude torcs and bracers of hammered gold. The creatures must have access to a vein! The adventure ends with yet another siren’s call to these dark, accursed forests. (Editorial thanks to the Venomous Pao)
The Skyward Citadel Adventure Overview The heroes arrive at the rich port city of Unselmo, a hotbed for political intrigue, scheming merchant families, and assassinations. However, the usual routine has been shattered by the arrival of a floating castle, hovering like a storm cloud over the palace of the Great Tyrant. At night, “winged demons” swoop down from caves located on the underside of the castle
and snatch unwary nobles away for ransom. An arch-sorcerer named Giacinto is said to be behind the abductions. The Tyrant’s private army is helpless; even the siege engines lining the walls of the palace can’t lob missiles high enough to reach the cloudfortress. And Ariosto, the city’s preeminent sorcerer, has been strangely silent about the whole affair.
The heroes are approached by Calixtus, a powerful noble related to the Tyrant, who offers them substantial reward if they can somehow reach the fortress and defeat Giacinto. After thwarting an abduction attempt on Calixtus’s own daughter, the PCs (hopefully) agree, and discover a means of conveyance--either by their own magic, using the giant bat mounts of the “demons” who have been making the nighttime raids, or through some posthumous help from Ariosto. Once the heroes reach the fortress they will have to contend with the small army of subhumans recruited by Giacinto. Depending on the route they take, the PCs might also encounter a pair of dubious prisoners (a succubus and a master thief), before finally confronting the sorcerer in his own hall and learning his horrific secret. If Giacinto is slain, the fortress will begin to fall from the sky, forcing a race against time as the heroes loot the sorcerer’s treasure room and make their escape. Note: this adventure nominally takes place in a setting that does not have access to sky-boats or various flying machines, hippogriff riders, hot air balloons, flying carpets, et. al., as this would downplay the threat posed by the floating fortress. With some modification it could be set in the world of Lemuria, perhaps with Giacinto menacing a city that does not maintain a sky-boat navy.
Starting the Adventure Let the PCs offer explanations for their journey to Unselmo. They will notice the fortress hovering above the city long before they reach the gates. A quick discussion with locals confirms this is not a ‘normal’ occurrence, and everyone from wine-shop patron to jaded noble is a-buzz speculating about the threat posed by Giacinto. Paraphrase the information from the opening paragraph of Adventure Overview to get the heroes up to speed. At some point, word of the PCs arrival reaches Calixtus, who dispatches a messenger to them with an urgent summons. Attempted Abduction! The messenger will lead heroes to the sprawling estate of Calixtus, head of a noble merchant family and nephew to the Tyrant. Calixtus throws a nighttime feast in the PCs honor, with the usual diversions, before inviting them to sprawl on silken cushions and hear his pitch. It goes like this: over the past two weeks, several prominent nobles have been kidnapped from their homes and ransomed by Giacinto for astronomical sums. Though most have been returned alive, the Tyrant is losing influence among the great families. He is willing to bury the PCs in gold if they can somehow reach the fortress and stop Giacinto. Screams interrupt Calixtus’s speech. A group of Giacinto’s sub-humans have
swooped in by moonlight on the backs of giant bats (xhats--see their stats in Appendix A) and are intent on snatching Calixtus’s nubile young daughter, Virena, for ransom. The mounted sub-humans have entered through the courtyard. Already, several guards sprawl dead with flint-tipped javelins and arrows protruding from their bodies. The cornered Virena will be carried off as another prisoner without the PCs intervention. There should be two mounted sub-humans per PC, with an additional riderless xhat brought along to carry off Virena. Half the sub-humans remain airborne, attacking with missile fire, while the other half have already landed and will engage in hand-tohand (their xhats will not attack in this case). Wounded xhats and/or sub-humans already airborne will try to flee if possible. At the end of the battle, PCs have the opportunity to capture one or more of the monstrous bats. The creatures are docile if not attacked or ordered to attack by their riders. PCs possessing careers associated with riding or beast-handling would have the best chance of controlling a xhat as a mount. Once airborne, the creatures instinctively make for the floating fortress (see The Approach for more details). Of course, there might not be enough xhats to carry all the PCs in one trip. Normally, the great bats can only accommodate one rider at a time, though in a pinch the GM
could rule they can carry an additional hero clutched in their talons. Getting There is Half the Fun If flying up on xhats to the floating castle seems too convenient, or if this approach is somehow unavailable, the GM can have Calixtus mention the local sorcerer, Ariosto, who has been known to help the Tyrant from time to time. Ariosto has a tower with an attached villa overlooking the merchant quarter. PCs trying to gain audience with the reclusive sorcerer through the usual means will have no luck. They will have to break into the tower itself to discover that Ariosto has recently been assassinated; his corpse sits against a chair in his workroom. Most of his valuables have already been looted, though a locked case in his summoning rooms holds a sword and stiletto, both made from silvered steel (invaluable weapons when fighting demons--see Appendix B). If the GM wishes, there might be ‘pets’ (a guardian demon, cockatrice, or golem) of the late sorcerer still hanging around . . . A thorough search of Ariosto’s tower will reveal a bound demon in the uppermost room. This creature has a 40’ wingspan and can carry the large brass cage Ariosto keeps on the tower roof as a means of conveyance. The cage, as it happens, is conveniently large enough to accommodate all the PCs. Still, the heroes must find a way of forcing or cajoling the bound demon to
carry them up to the castle. Ranks in Sorcerer or just plain old intimidation would likely be the most helpful. Finally, a PC magician with sufficient power could conjure his or her own way to reach the castle. A spell bestowing the power of flight would be on the order of Second Magnitude, though it is much more in keeping with Swords and Sorcery flavor if this is via a summoned creature or magical conveyance vs. zooming around like Superman (ask yourself as a GM: could the effects of this spell be animated by Ray Harryhausen? If yes, then it’s probably S&S).
Fortress Layout Giacinto’s fortress is divided into two parts: the rocky underside (see frontispiece) with its cave complex, and the upper portion consisting of courtyard, towers, and inner bailey.
The Approach Regardless of how they reach it, there are two basic ways to approach the citadel: from underneath, accessing the large cavern the xhats use as an aerie (and which they will instinctively make for), or flying up above the walls and tower and looking for a place to land. The ‘bottom’ approach allows for stealth, while the ‘top’ is more direct but virtually guarantees the PCs will be spotted. Subhuman sentinels are posted on the castle’s walls and towers, and can see in the dark. They will sound an alarm and open fire with bows and a powerful springald (see The Watchtower) at any aerial target, including xhats, which never approach the castle in this manner. The only place to put down safely within the walls is the courtyard; the inner bailey with Giacinto’s hall and tower is too narrow.
Aerie of the Xhats (1) This large natural cavern houses the xhats, about 20 or so adults and smaller juveniles. Like normal sized bats, they cluster together, suspended upside down when asleep. Their abundant guano is collected by the sub-humans and used as fertilizer in the gardens above, or hauled to smaller adjoining caves (2) where it feeds colonies of large (1’ to 2’ long) mealworm-like
creatures , which are in turn fed to the xhats. PCs entering the fortress through here have a good chance of achieving surprise, as the sub-humans assigned to guard the cave mouth are routinely asleep—no one has ever approached this way, and the guards are out of Giacinto’s direct sight. Assume 12 sentries/xhat attendants are posted here at any given time, and alert only a 5-6 (roll a d6). Sub-human Chamber (3) This functions as both the guard room and main sleeping quarters for the sub-human tribe. Assume roughly 2-3 times the PCs number in fighting males, though if not expecting trouble only half will be awake. They sleep in their rough furs and hide ‘armor’, with flint weapons always ready nearby. Their furniture, food, and tools are all crude, as befits their primitive origins. Sub-humans encountered in their lair fight to the death. Their protective instincts and fear of Giacinto dictate no less. “Dungeon” Area (4) These are several linked caverns that make up the dungeons (in the traditional sense) of Giacinto’s fortress. There will be 1-2 awake and alert sub-humans serving as guards in the central chamber. Opening off this chamber are 3 smaller caverns screened with iron bars. The guards have keys operating both the locks to the chambers and the prisoners’ manacles.
The westernmost cell holds d6 nobles snatched from Unselmo, awaiting ransom. They are frightened and hungry, and will not be much help if freed. All are classed as rabble. If the heroes can somehow get them off the floating rock in good shape, the nobles’ families will gladly furnish a reward. The northernmost cell contains a ravishingly beautiful young woman, clad in scanty rags with crimson tresses trailing to her knees. This is Sestri, a demoness, who is being confined as punishment for disobedience to Giacinto. She will claim to be a noble woman from a far northern city, captured by the sorcerer and imprisoned for refusing to be his mistress. Sestri explains she knows the secret to defeating Giacinto, through the use of a talisman that is proof against his magic. In truth, this talisman is actually a gem containing Sestri’s soul-force, used by Giacinto to conrol her. The gem is located in the Squat Reinforced Tower (C, on the upper area map) and Sestri offers to lead the party there if freed. She will otherwise avoid combat and go to lengths to conceal her true form. The southernmost cell contains a bloated corpse and a sharp-eyed, lean-thewed man with a shadowed face. This is Spider Ligor, an accomplished thief who somehow reached the floating fortress, only to be apprehended when trying to steal one of Giacinto’s grimoires for a rival sorcerer. Ligor would be a hero in his own right, if he
wasn’t such a bastard--he killed his cellmate for an extra food ration. If asked, Ligor claims that the man was looking ill when he was thrown inside, though a cursory examination of the corpse shows suspicious marks around his neck (Ligor strangled him with a chain). Ligor candidly admits to being a thief, and what’s more, knows the location of Giacinto’s treasure hoard. He will offer to show players the stash if they agree to free him and cut him in on the profits. The GM can play Ligor as a useful adjunct to the heroes or as a backstabbing opportunist (or both) as he sees fit. Trapdoor (5)
Courtyard (A)
A winding spiral staircase hewn from rock connects the lower level with the upper courtyard. At the top is a trapdoor made of timber reinforced with iron. If any sort of alarm has been raised in the subterranean level, the trapdoor will be barred topside. Hewing it to splinters is the only recourse (an axe would work best). If such is the case, the sub-humans manning the walls above will be ready with concentrated missile fire when the PCs burst forth (see below).
Crenelated walls 20’ high surround a rectangular courtyard with several towers. The masonry is made from a translucent, green stone shot through with milky whorls. Most of the courtyard’s open space is given over to gardens and large cisterns to collect rainwater, as well as a 10’ deep pool swarming with carp. There are several varieties of fruit and nut bearing trees, notably apricot, persimmon, pomegranate, citrus, and pistachio, which are supernatural in origin and yield double the normal amounts year round. This, along with the carp, provides the bulk of foodstuffs for the citadel. If Giacinto wants something more elaborate, he simply conjures it through his demonic servitors.
The trapdoor opens in the center of the courtyard, with no nearby cover.
Watchtower (B)
Squat Reinforced Tower (C)
This 40’ tall watchtower protects the inner bailey with Giacinto’s great hall. Mounted at the top is a springald, a siege-engine designed by Giacinto himself. The springald uses torsion and a flexible sheet of steel to fire several heavy spear-like bolts at once. It is mounted on a turret and intended primarily for aerial targets (the springald cannot fire at more than a 45 degree angle down, as the bolts will slide out). It takes 2 turns to wind and reload the device after firing. 2 sub-humans man the device at all times.
Just inside the inner bailey, this structure is built from large, unmortised slabs of basalt. The door is solid iron and rests below a lintel depicting a horned demon with an enormous nose and flaring nostrils. The door is triple-locked, requiring three different keys to open (Giacinto has them on his person). The locks can be picked with three separate rolls at -1 (Tricky); Mind or Agility as a modifier, as well as appropriate career ranks (Thief, Blacksmith, etc.). If a roll succeeds by exactly the number needed, then the lock opens but a trap is triggered: flaming naphtha drips down from the demon’s nostrils on anyone in front of the door. This effect is also triggered if a character fails a roll to pick the lock.
The springald fires in range increments of 120’ and can hit up to six roughly adjacent targets. Roll for each available target—a large silhouette like a xhat could be subject to 2 attacks, but a man-sized profile only one. The heavy bolts do d6+3 damage apiece. The adjacent battlements and towers house a group of sub-human sentries (2x the number of heroes), all armed with bows and quivers of flint-headed arrows. The watchtower has a pair of bronze gates that are normally kept open, but can be shut closed with minimal notice. A group of heroes caught in the courtyard and trying to reach Giacinto’s tower will have no choice but to rush the gate and engineer some way over the 20’ inner wall, or batter down the bronze gates.
The naphtha does 1d6 of fire damage for 1d3 turns before burning out, depending on how much splashes on the PC. Armor can protect from this damage for one turn, but will be ruined in the process. A charitable GM can allow the character to make an agility check to reduce the duration by 1 turn (minimum of 1). Triggering the trap also sounds chimes in Giacinto’s Hall, alerting him to the presence of intruders. He will use his oracular crystal to scry PCs from that point on, and prepares for their arrival by summoning demonic reinforcements (see Appendix B). Inside the tower is a single room with a 30’ tall ceiling. Arrayed on pedestals of varying heights are a dozen spherical gems roughly
the size of a human eyeball, each glowing a lambent crimson, green, blue, violet, etc. A special ward has been placed across the doorway that prevents demons from entering. If Sestri is with the heroes, she will point to a pale blue gem a couple pedestals away and claim it is the “Heart of Namuz,” a special talisman that can defeat Giacinto’s sorcery. As the ward prevents her from entering the room, she feigns fear at the great magic present, and asks a PC to retrieve the “Heart.” She cautions him or her to use the heavy leather gauntlets suspended on a peg just inside the doorway. The gauntlets protect from the gems’ infernal cold, which inflicts 1d2 LB damage per turn to bare flesh. The gems are actually receptacles for the life-force of various demons, bound by Giacinto. If the “Heart of Namuz” is carried across the threshold, Sestri asks to show the PCs how to activate the gem’s powerful magic. If handed over, she crushes the gem between her palms, releasing a blinding blue-white brilliance. She then disappears from this plane amidst mocking laughter. If the gem is recovered but not given to Sestri, she will bide her time and attempt to take it by guile or force (the final showdown with Giacinto presents a good opportunity). Any of the gems in the chamber would be valuable to a sorcerer. As a collection, they are priceless. Also, some (1 in 6 chance) may have powers they grant to the bearer in the form of boons, such as Magic
Resistance, Magic of the Sorcerer Kings, or Power of the Void. However, the demons whose life-force they contain will eventually come looking for the new owner . . . Giacinto’s Hall (D) Another building made from unmortised basalt, with a slender, milky green tower attached. The doors are solid bronze (unlocked, though they can be barred from within). Inside is a great hall with cathedrallike architecture; vaulted ceilings 40’ high and floors of rose-veined marble. Arrayed along the hall are 8 life-sized iron statues depicting people with various deformities. The artist (Giacinto) has taken pains to emphasize the subjects’ humanity. At the rear of the hall is a gilded throne plundered from some decadent Eastern city, and suspended before it, floating in mid-air, is a large chunk of rock crystal with many polished facets. At any given time these facets magically depict glimpses of happenings in the city below; nobles in their houses, soldiers on guard, slaves in the market, etc. Giacinto uses this scrying power to keep tabs on what’s going on in Unselmo and locating good targets for his nighttime raids. He can also ‘tune’ facets to scry the floating castle, similar to a modern closed-circuit camera system. Giacinto is almost always in the hall, gazing into the crystal, with Vraeg, his sub-human champion, by his side. If he has had adequate warning of the PCs arrival, he will have already summoned lesser demons (see
Appendix B), and possibly a greater one as well, to prepare for a climactic fight. Depending on how the GM wants to play it, Giacinto might try to parley, especially if the invading PCs look strong. He reveals to the heroes his ultimate goal: extorting enough ransom to raise a mercenary army, and then establish himself as Tyrant in the city below! He already has a formidable treasure-hoard from previous cities. Of course, he will offer PCs the opportunity to be his lieutenants in this undertaking, with the usual promises of power and vast wealth once successful. If the PCs refuse, then the fight is on. If they accept, Giacinto welcomes them with a demon-summoned feast, plying the PCs with wines from his personal stores . . . and later tries to kill them in their sleep. In the course of a fight, Giacinto’s terrible secret will likely be discovered (see his write-up in Appendix A). If Diavolo (Giacinto’s conjoined twin) is killed, the Third Magnitude spell he cast to levitate the fortress weakens. The whole complex cants to one side and lurches like a ship on a rolling sea. It then begins to spiral down. How fast the fortress drops depends on how much time the GM wants to give players to look for treasure and/or prisoners and affect an escape (see End Game). Giacinto’s Private Tower (E) This 80’ tower is connected to the great hall’s rear and can be entered only through a door behind the throne. It contains
Giacinto’s opulent bedchamber and various rooms for important guests, an alchemy workshop, small smithy, summoning chamber with pentacle, and most importantly, treasure room. Note that PCs probably won’t have much time to explore the structure if they’ve killed Giacinto/Diavolo, so only a cursory examination is possible. The treasure room is not locked or trapped, and divided into two parts. The first contains several (10+) chests of neatly stacked golden and silver coins, many of them exotic-looking to the PCs eyes (the coins are from all over the world; some are octagonal, rectangular, stamped with the heads of monsters, have holes in them, etc.) There are also several pieces of statuary made from precious metals and marble, tapestries, and a platinum ewer carelessly filled with un-cut rubies. The second part of the treasure chamber (divided by a leather curtain), contains Giacinto’s collection of rare wine and liquors. This also represents a fortune, though most if not all of the bottles will break if/when the fortress crashes back to earth. End Game If Diavolo is killed, the fortress will eventually crash into a slum section of the city, or, more mercifully, into the harbor or fields outside the walls. PCs should have just enough time to grab some treasure and get out. If many of the sub-humans have already been killed, then several Xhats
should be available in the aerie cavern for mounts. If the sub-humans have been circumvented or otherwise left alive, however, they will take all the xhats in their hasty desertion of the fortress.
PC can spend a hero point and remain alive with 1 LB remaining; they were somehow miraculously spared. Don’t let players know they have this option unless they suggest it in desperation.
If the PCs arrived using Arisoto’s winged demon and cage, then this is likely waiting in the courtyard. Hopefully, someone told the demon to stay put.
Finally, as an ‘out’ for lily-livered GM’s: Giacinto could have a flying carpet (demons are bound into the weave) in one of the tower’s upper chambers, and it just happens to be large enough to accommodate the PCs.
Note that trying to cart off several of the prisoners and treasure chests can represent a conundrum: there’s only so much weight/space that flying creatures can carry. This “lifeboat problem” could make for some interesting conflict as the fortress sinks. Anyone left on the fortress when it crashes will take 3d6 LB of damage. Alternately, a
Remember that the heroes have lots of potential remuneration in this adventure: the Tyrant’s promised reward, the gratitude of any rescued prisoners’ families, and the demon-gems, as well as Giacinto’s hoard. That much loot in a dangerous city like Unselmo could cause its own problems . . .
Appendix A: Cast of Characters
Xhat Attributes Strength 3 Agility 2 Mind -2
Combat Abilities: Attack with bite +1; damage d6, or wing buffet, +5 (see below) Defense: 2 (in flight, otherwise 0) Protection: d3-1 (furry hide) Lifeblood: 20
Gigantic bats with a 20’ wingspan and covered in bristly ebon fur. These have been domesticated as mounts by the sub-humans and have an insectivorous diet. A xhat is capable of bearing only one rider at a time; when the sub-humans engage in “snatch” raids, they take extra xhats along to carry off prisoners. The wing buffet attack does d3+1 damage, and whether it hits or not, the intended recipient suffers a penalty die when trying to attack the xhat or its rider.
Sub-Human Attributes Strength 1 Agility 1 Mind -1 Appeal -1
Combat Abilities: Attack with melee weapon +2, or missile weapon +1 Defense: 0 Protection: d3-1 (tough hide and furs) Lifeblood: 4 (rabble) Weapons: stone axe, spear, javelin or bow (d6-1)*
*Flint weapons; -1 on damage, minimum of 1. These are “beast-men” recruited by Giacinto, part of a stone age cliff-dwelling tribe adapted to high altitudes. They have prognathous jaws, bandy limbs, and are covered with wiry black hair. Each wears a cap of xhat fur with stylized “bat” ears. The sub-humans can see in the dark as if they have the Night Sight boon.
Sestri, Shapechanging Demoness Attributes Strength 1 Agility 1 Mind 1 Appeal 3
Combat Abilities: Attack with talons or other natural weapon +4; d6+1 damage Defense: 4 Protection: d6+1, unholy vitality, not vs. consecrated weapons, fire, or silver Lifeblood: 11 (medium-sized monster)
Sestri is a greater demon, a type of succubus, originally summoned to serve as consort to Giacinto before she angered him and was clapped in chains. Her driving ambition is to get ahold of her soul-gem and destroy it, allowing escape from this plane. She can assume any form of medium size in 1 turn. During combat her body will warp and change as needed, stretching away from blows, forming extra limbs, etc. This gives her a high defense value.
Spider Ligor, Prince of Thieves Attributes Strength 0 Agility 3 Mind 1 Appeal 0
Combat Abilities Brawl 0 Melee 1 Missile 0 Defense 3
Boons/Flaws Nose for Magic Two-Fisted Fighter*** Untrustworthy
Careers Beggar 0 Thief 3 Assassin 1 Scholar (Occult Objects) 0
Lifeblood: 10 Villain Points: 5 Protection: none when encountered* Weapons: none when encountered**
*Normally wears very light armor (d3-1) **Normally wields a rapier in one hand (d6), and a dagger in the other (d3) ***Ligor gets a bonus die when fighting with a weapon in each hand Ligor appears to be a short, spare, relatively unassuming man with an angular face and deep-set eyes that always seem to be in shadow. He speaks in a gruff whisper. A legend among thieves, his specialty is stealing items of occult power from sorcerers--usually at the behest of another sorcerer. As such, he has a healthy respect for magic. Ligor assassinated Ariosto when the wizard discovered him in his villa. Ariosto originally had hired him to steal a soul-gem from the floating fortress, but the thief had other ideas. Ligor isn’t necessarily bloodthirsty, but he won’t hesitate to kill if his own survival is threatened. His disposition in the adventure is up to the GM--he can be helpful, hurtful, or both.
Giacinto Striare, Arch-Sorcerer Attributes Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities Brawl 0 Melee 2 Missile 0 Defense 2
Boons/Flaws Greater Pact (+2 Arcane Power) Artistic Unsettling Craving (Alcohol) Dark Secret
Careers Noble 1 Alchemist 1 Scholar 1 Sorcerer 3***
Lifeblood: 15* Villain Points: 5 Arcane Power: 15 Protection: d6** Weapon: d6 rapier
*As a composite; Giacinto has 10 LB and his brother Diavolo 5 (see below) ** Ward (ritual spell), protection is 0 against consecrated weapons, silver, and cold iron. *** Diavolo’s rank in sorcery; Giacinto’s is only rank 1 Giacinto appears as a hunchback, diabolically handsome, with a forked goatee and amber-colored eyes. He wears robes of indigo with gold alephs stitched into the hem. The robes hide his terrible secret: his ‘hunchback’ is actually the head of his conjoined twin, Diavolo, who appears (when unclothed) to be trying to claw his way out of his brother’s back. Only Diavolo’s head and part of one hand actually protrude. Giacinto is a ‘renaissance’ man of sorts, skilled in the philosophical and natural arts. His brother is the powerful sorcerer. Diavolo specializes in the summoning of demons, including Sestri, Giacinto’s sometime mistress. When Giacinto ‘casts’ spells, a hoarse, croaking voice seems to emanate from him, but all it takes is an easy (+1) Mind check to notice his lips are not moving. This is because Diavolo’s head is actually pronouncing the incantations. In combat, Giacinto will usually hurl a flask of powerful corrosive or similar potion, while his brother Diavolo summons lesser demons to appear behind the PC’s (see Appendix B for further details). When his potions are exhausted, Giacinto draws his rapier and fights to the death. Diavolo has his own heart and certain vital organs. Normally, if Giacinto is taken below -5 LB, his brother will live (and continue to cast spells) until he is discovered and his 5 LB are reduced to 0 or less. Of course, if Giacinto falls from a great height, is engulfed in flames, etc., then both brothers will take damage, and Diavolo will likely die first.
Vraeg, Giacinto’s Sub-Human Champion Attributes Strength 3 Agility 1 Mind -1 Appeal -1
Combat Abilities: Attack with iron war-club +3; damage d6+5 Defense: 0 Protection: d6-2 (light armor) Lifeblood: 11 (NPC)
This 6’4” specimen was the tribe’s former chief. Vraeg is in awe of his master, and will sacrifice himself without a second thought. He wields a vicious, two-handed war club studded with iron barbs, capable of smashing heroes to a pulp with one blow.
Appendix B: Giacinto’s Grimoire Giacinto’s (actually Diavolo’s) magic involves demon-summoning. Even his cantrips have a diabolical theme to them; the sharp odor of brimstone, tiny imps moving objects around, etc. The following are descriptions for spells likely to be cast by him during the adventure. First Magnitude Summon Lesser Demons A quick summoning spell that conjures 1d6 small, rat-like imps to perform the caster’s bidding. These creatures only last for one “scene” or the completion of a specific task. A Lesser Demon is treated as rabble and disappears in a puff of foul-smelling flames if slain. See below for their stats. Requires Obvious Technique and Special Item (quicksilver ring). Cost is 3 Arcane Power and Difficulty is Tricky (-1). Summon Demonic Feast This spell conjures enough food and drink for up to 6 hungry people. The fare is of excellent quality--haunches of unidentifiable meat in heavy sauce, viands of sharp red wine--but if someone unused to rich food eats such a meal, they must pass a normal Strength check or be subject to disturbing dreams later that night. Requires Obvious Technique and Special Item (black tablecloth). Cost is 4 Arcane Power and difficulty is Normal. Hellfire A damage spell. Black, sulfurous flames leap from the caster’s hands towards a target for 1d6 + the sorcerer’s Mind attribute worth of damage. Requires Obvious Technique and Line of Sight. Cost is 4 Arcane Power and difficulty is Normal. Ward A defensive spell. The Ward shields the caster’s body with invisible armor for 1d6 protection and lasts for a day. This protection is nullified by weapons consecrated to beneficent deities, or made of silver or cold iron. Note that it does protect against attacks by demons, and is sometimes used as a precaution before a dangerous summoning. Requires Casting Time and Special Item (magic charm). Cost is 4 Arcane Power and difficulty is Tricky.
Second Magnitude Summon Greater Demon A ‘formal’ summoning, risky by nature. The spell calls a demon of significant power, which must then be bound to a specific task. Each demon called is unique, with its own set of stats and abilities. Requires at least Casting Time, and often Special Item, Rare Ingredient, and/or Ritual Sacrifice. Cost is at least 10 Arcane Power and difficulty is Tough (-4). Binding the demon requires an additional roll of Mind + Sorcerer’s Rank with the demon’s Mind attribute as a modifier. If failed, the demon vanishes and the caster is out the Arcane Power for his trouble. If the roll is fumbled, the demon immediately attacks the caster! See below for an example of a Greater Demon.
Lesser Demon Attributes Strength -1 Agility 1 Mind 0 Appeal 0
Combat Abilities: Attack with bite +2, d3 damage Defense: 1 Protection: none Lifeblood: 3 (rabble)
These abominations are 4’ tall, stooped, with rat-like features and covered in wrinkled pink skin. They have the ability to cast cantrips as a rank 0 sorcerer. They attack by swarming over a single target, biting with their needle-sharp teeth. When not trying to chew someone to death, the little demons display a malicious sense of humor and constantly mutter obscenities.
Malvecchio, Greater Demon Attributes Strength 3 Agility 2 Mind 1 Appeal 0
Combat Abilities: Attack with sword +5, d6+3 damage or fire-gout (special) Defense: 1 Protection: d6+1, unholy vitality, not vs. consecrated weapons or silver Lifeblood: 13 (medium sized monster)
Malvecchio appears as a broad-shouldered, muscular man, wearing baroque plate armor (actually part of his body), and having the head of a putrefying lion. His mane of silver hair trails to his waist, and his rotting eyes gleam with carmine fury. Every 3 turns Malvecchio can vomit a gout of flame with a range increment of 5’ as a +3 attack , causing d6+4 damage. Malvecchio is usually summoned to serve as a bodyguard or a slayer. He has rank 3 as an Assassin and rank 6 as a Soldier, and is sometimes consulted for his tactical knowledge. When on this plane his main interest is killing.
CREDITS Written by G-Man Art by Floyd Thompson, III. Creative Inspiration and Editing/Hosting by The Venemous Pao Special Thanks to: Robert E. Howard, Lin Carter, Michael Moorcock, Ralph Bakshi, Ray Harryhausen, Mario Bava, and Dario Argento 2/2/13
Wakhara, city of the walking dead An adventure module for Barbarians of Lemuria by Terje Nordin.
Overview Wakhara is a small but prosperous city state in a valley in the western Axos Mountains. The city is ruled by the sorcerer Lord Ketulkhan, who has bound the Greater Demon Ya-Zothak with whose larvae deceased bodies can be turned to zombies. These walking dead perform all menial work and serve as foot soldiers in the city’s army. Due to the zombie workforce the subjects of the lord, numbering to 2000 men and women, are well fed and live in relative luxury compared to commoners elsewhere in Lemuria. Corpse tax: Lord Ketulkhan claims as his property the bodies of everyone who dies while living in or visiting the city or the nearby area. Withholding or destroying a dead body is punishable by death.
Map key
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1. Lord Ketulkhan’s tower. The tower is guarded by six zombie warriors who patrol all the floors, day and night. Roof: The lords sky-boat is anchored here. Third floor: Study and ritual chamber, esoteric literature, scientific equipment and ritual paraphernalia. Second floor: Private apartment, harem quarters with the lords fifteen wives. First floor: Audience hall, kitchen. Basement: Treasury with lots of gold and an iron chest containing the Stone of Ya-Zothak. The lock to the door can be picked if one succeeds with a Hard task check, but there is also a trap that need to be detected and disarmed by a Tough task check – otherwise a green powder will be released on the intruders when the door is opened and anyone who does not make a Demanding task check (using strength) will fall asleep for 1d6 hours. Temple of the Fecund Mother. Within this truncated pyramid the demon Ya-Zothak is contained in a chamber with iron clad walls. Arena. Bloody fights between men, monsters and animals are the most popular entertainment in the city. Lord Ketulkhan keeps various monsters in pens beneath the arena. Anyone who singlehandedly can defeat one of these horrors is personally congratulated by lord Ketulkhan and is considered for a place in the lord’s guard. Wharf. Here boats load and unload goods that are sent along the small tributary that runs through the city and the valley and further down to the river Sham and the cities of the west. Great hall of the kroark cavalry. Living quarters and feast hall for the knights, also armory and kroark stables.
6. Barracks for zombies. There are roughly 2500 zombies in the city, serving as both workers and infantry.
Adventure hooks •
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As the PC’s visit Wakhara someone valuable to them (perhaps a protégé or an important contact) falls ill and enters a deep coma. The cities corpse inspectors judge that the victim is dead and claims the body for Lord Ketulkhan. Sharzade, one of Lord Ketulkhan’s wives, is very ambitious and has finally got hold of the recipe and ingredients for the Memory Philtre (see below). Now she only needs help to kill her lord, without harming his precious brain. She contacts the PC’s through her handmaiden and offers them a great reward if they will help her. Even though the neighboring tribes are frightened of the city of walking dead many also envy the great riches of Wakhara. Rumor says that the wellspring of the city’s wealth is an enchanted gem called the Stone of Ya-Zothak. Ergin, chieftain of the Iron Pillar tribe, offers the PC’s gold, cattle and one of his daughters or sons if they steal the jewel from the wizard’s tower and deliver it to him.
Lord Ketulkhan Ketulkhan was originally a son of Tyrus, but when the city outlawed sorcery he left his home and roamed the world searching for esoteric wisdom. After a time in Zalut he went to the mountains in the far north and subjugated a small tribe of farmers and herders and with whose labor he began building his city. One hundred years later lord Ketulkhan is a very popular leader among the people of Wakhara. Given his sorcerous powers and great age he is worshiped as a demigod, every hundred day there is a festival procession where he is carried around the city in a litter while the people throw flowers before him. Ketulkhan is power hungry but patient. His goal is to acquire sufficient wealth and build a large enough zombie horde to subjugate the neighboring mountain tribes and then set out to conquer cities in the southeast, beginning with Shamballah. The lord has a clean shaven head and a black goatee and dresses in luxurious kaftans and capes. He always carries with him the Wand of Scarlet Destruction, a foot long ebon colored metal rod with a ruby in one end. When a small button is pushed the wand emits a crimson heat ray that can reach a target within 30’. The sorcerer is usually followed by Nistra, his pet andrak, and his private guard of five fanatical soldiers. Strength Agility Mind Appeal
0 1 4 0
Brawl Melee Ranged Defence
0 1 2 2
Noble Sky Pilot Alchemist Sorcerer
0 1 2 5
Lifeblood 10 Villain Points 3
Languages: Lemurian, Sorceric. Boons Magic of the Sorcerer Kings Poison Immunity Great Wealth
Flaws City dweller
Equipment Sky Boat Wand of Scarlet Destruction (damage: d6+2) Magical Ring that allows the bearer to sense anyone in the tower Nistra, pet andrak, loyal to Ketulkhan but a wild beast to anyone else
Ya-Zothak, Fecund mother of the second birth This demon was once a great queen on her home world, surrounded by many mates and mother to legions of subjects. One day nearly one hundred years ago she was suddenly transported to her present location and overpowered by the sorcerer Ketulkhan who bound her and made her his slave. She has never stopped hating the sorcerer and her hunger for vengeance has only become greater with each year. The Greater Demon Ya-Zothak is a huge creature, 12’ high and weighing more than half a ton. Her body is like a slug with a chitin shell on her back, the head is covered with six faceted eyes and long feelers. Every day the demon is fed a live bouphon calf that she crushes and devours with her strong mandibles. Strength Agility Mind
8 1 3
Attack with bite +0, damage d6 Attack with poison spray +3, damage d6+1 Defence 2 Protection 3 Lifeblood 30
Demonic Powers Poison spray, reaches 10’ Telepathy Offspring, 1d6 larvae every week Larvae: Every week the demon gives birth to 1d6 larvae. These carapaced centipedes can attach themselves to the top of the head and along the spine of a deceased body and bring it back to a semblance of life. They are semi-intelligent and understand speech, although they are unable to talk. They can function autonomously and are able to follow quite complicated instructions. A larval zombie has 8 Lifeblood, need little food and no sleep and last for circa five years. The zombie retains all attributes and careers from its previous life. The larvae in it self has only 4 Lifeblood but its carapace gives it a protection of 2.
Stone of Ya-Zothak This fist sized black faceted stone is engraved with a row of runes that is repeated all over the stones surface. A sorcerer can determine that the writing is in sorceric and that it concerns the binding of a demon. It was created by lord Ketulkhan in order to bind the demon Ya-Zothak (in rules terms the stone was a casting requirement). If it was to be destroyed the demon would be released from the wizard’s control.
Memory Philtre If the brain of a dead person is liquefied in this alchemical concoction it can then be consumed in order to acquire the memories of the deceased. There is a slight risk that the brew will bring permanent madness or even death (roll a die: 1-3 no side effect, 4-5 gain the flaw Morgazzon’s curse, 6 lose 2d6 Lifeblood). But despite this the recipe for the Memory
Philtre is sought by many eager sorcerers’ apprentices who can not wait to partake of their master’s knowledge. The Memory Philtre counts as a rare preparation.