Redpoint is in turmoil after King Gomar declared himself ruler and broke from Demetrian rule. Several criminal groups have gained power in the power vacuum, including slavers, thieves, and robed killers. The Maul district has become a series of slums neglected by the city watch. Murders and abductions are occurring there, seemingly by the robed men and grotesque minions. You are raw adventurers who hear a rumor of a sorcerer's treasure in the Maul. You learn the location is an ancient manor that now seems haunted. Despite your inexperience, you enter the manor at dawn to investigate.
Redpoint is in turmoil after King Gomar declared himself ruler and broke from Demetrian rule. Several criminal groups have gained power in the power vacuum, including slavers, thieves, and robed killers. The Maul district has become a series of slums neglected by the city watch. Murders and abductions are occurring there, seemingly by the robed men and grotesque minions. You are raw adventurers who hear a rumor of a sorcerer's treasure in the Maul. You learn the location is an ancient manor that now seems haunted. Despite your inexperience, you enter the manor at dawn to investigate.
Redpoint is in turmoil after King Gomar declared himself ruler and broke from Demetrian rule. Several criminal groups have gained power in the power vacuum, including slavers, thieves, and robed killers. The Maul district has become a series of slums neglected by the city watch. Murders and abductions are occurring there, seemingly by the robed men and grotesque minions. You are raw adventurers who hear a rumor of a sorcerer's treasure in the Maul. You learn the location is an ancient manor that now seems haunted. Despite your inexperience, you enter the manor at dawn to investigate.
Redpoint is in turmoil after King Gomar declared himself ruler and broke from Demetrian rule. Several criminal groups have gained power in the power vacuum, including slavers, thieves, and robed killers. The Maul district has become a series of slums neglected by the city watch. Murders and abductions are occurring there, seemingly by the robed men and grotesque minions. You are raw adventurers who hear a rumor of a sorcerer's treasure in the Maul. You learn the location is an ancient manor that now seems haunted. Despite your inexperience, you enter the manor at dawn to investigate.
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Redpoint is in upheaval as King Gomar has broken from Demetrian rule and declared himself king. Several groups like slavers, thieves and assassins have gained power in the power vacuum.
King Gomar has broken from Demetrian rule and declared himself king of Redpoint. He is consolidating power through campaigns to the south of the city-state.
The slavers guild has doubled traffic through the port. Increased illicit trade has led to more thieves guilds. Killers in dark robes have been conducting murders and abductions throughout the city.
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Story by: Bret Winters
Cover: Ted Chesky
Artwork: Suzanne Winters Dario Corallo
Playtesters: George Dew Karen Duke Alec Groathouse Sean Groathouse Tony Groathouse Todd Johnson Aaron Keisch Sean Mathews Jerry Meyer Jr. Kat Shults
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....[~|(.rn(~e-.cc - |~e z Redpoint is in upheaval. Gomar has broken from Demetrian rule and declared himself to be king. A series of alliances with certain upland despots and beast-man nations has given him power, which he is now consolidating in campaigns to the south of the city-state. With King Gomars attention focused elsewhere, several groups have gained power. The slavers guild has doubled their traffic through the port; a rise in illicit trade has generated two additional thieves guilds to compete with the ancient original; killers in dark robes have been spotted all over the city; and hideous beings terrorize neighborhoods neglected by the watch. The Maul is an old region of the city, in the common district and swept by decades of slaves and other immigrants. It is now a series of slums, and a low priority of the city watch. There is a new evil with the Maul as its home. Murders and abductions are at an alarming high, and those responsible seem to be the robed men, perhaps aided by grotesque minions. It is beneath the notice of the government, and the people are powerless and scared. You are raw adventurers, ready to make your way through the world with your steel and your wits. Despite all the martial and criminal activity ongoing throughout the city, it is seemingly impossible to find work as independent blades. But then you hear old rumors of a sorcerer's treasure somewhere in the Maul. Considering your lack of prospects, you decide these are worth investigating. You learn the location of the Sorcerer's Manor from Honest Alzander, a crazy map-seller in the bazaar of the Maul. It is an ancient structure that pre-dates the current civilization in Redpoint, that at one recent time housed a strange man of great power. He has not been seen in decades, but none who have tried to burgle or collect taxes from the manor have returned. Now it is the rumored home of ghosts and demons. And some odd comings and goings Even though you are inexperienced, you are confident in your abilities. So it is in the pre-dawn darkness that you climb over the wall and drop to the courtyard beyond. The great stone house is fairly a fortress. But the central doors hang ajar, and with the first light you will enter.
RULES Legends is a role-playing game. Each player controls one or more characters who go adventuring. Players mark their characters with cardboard pieces and use a hexagon board to depict an encounter area. One hexagon (hex) equals roughly one meter to five feet. Adventures An adventure is designed to be played either solitaire or with other players. If played with others, one player should be the Game Master (GM), reading the instructions aloud and keeping close track of game time and the party's current progress. CHARACTERS Each character possesses three attributes: Strength, Dexterity and Intelligence. Strength (ST): Strong characters inflict and survive more damage. Dexterity (DX): Agile characters hit enemies and dodge blows with greater success. Intelligence (IQ): Smart characters are better able to notice clues and apply skills. New Characters Create a new character with 32 points, allocating a minimum of ST8, DX8 and IQ8. Distribute the remaining eight points as desired. Decide if your character is normal or a mage. Normal characters begin with three points of skills (see Skills); magical characters begin with three points of spells. Record your characters' attributes, skills, capabilities, weapons and belongings. RESOLVING UNCERTAINTY A character hits a foe by passing a three-die DX check (3/DX). The player rolls three six-sided dice (3D6) and totals the results. If the total is his character's DX or less, he hits; otherwise he misses. For example: Ajax (DX11) rolls 2, 3 and 5 for a total of 10. This is his DX or less, so he hits Hector and rolls for damage (see Damage). A ST check (3/ST) can be required for physical feats or an IQ check (3/IQ) for mental ones. A four-die check is abbreviated 4/DX, 4/ST or 4/IQ. Winning a Check Each player rolls one or more dice. The higher total wins, provided it does not exceed the character's attribute (+skills). On a tie, the higher attribute wins. If both totals exceed their relative attributes, both characters fail. SEQUENCE OF PLAY Legends is played in turns. The side with initiative moves first. Sides then alternate turns until only one side survives. Initiative Decide initiative with a die roll. The side with initiative takes the first turn. Surprise An adventure may specify that one side has surprise. The side with surprise gets one free unopposed turn, and then takes the first turn. |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e Player's Turn The player moves each of his characters, in any sequence, one at a time. He must complete one character's turn before proceeding to the next. When all his characters have taken a turn or passed, the player's turn is over and the next player begins his turn. Character's turn A character can move up to his movement allowance (MA) and execute ONE action. He must move before acting. A character may pass. MOVEMENT A character's MA is half his DX, rounded down. A character may move up to his MA in hexes before executing an action. For example: Ajax (DX11) moves five hexes and attacks. Space Only one character can occupy a space, unless grappling an enemy. A character must stop upon entering an enemys space. ACTION Every character can execute ONE action per turn. An action is shooting, striking, grappling, etc. A character cannot move after an action. Reaction A defender can act out of sequence, immediately reacting to ONE of his attackers. However, the defender gives up his following turn. A reaction is counterattacking, dodging or entering the attacker's space. If an attacker passes adjacent to a defender and does not attack, the defender can counterattack or enter the attacker's space. Shoot/Throw An attacker with a missile or throwing weapon hits an unobstructed defender by passing 3/DX. If he passes, roll for damage; if he fails he misses. If the defender survives, he may immediately counterattack. If adjacent, he may counterattack or enter the attacker's space. A shooter cannot move in the turn he shoots, but a thrower can. Missile range exceeds the playing board. Throwing range is the thrower's ST in hexes. A thrower must recover his weapon from the target hex before throwing it again. Counterattack A defender surviving an attack may immediately counterattack by shooting or striking his attacker. The defender hits by passing 3/DX. If he hits, roll for damage; if he fails he misses. Strike An attacker hits an adjacent foe by passing 3/DX. If he passes, roll for damage; if he fails he misses. A defender can immediately dodge, or if he survives the strike, he may counterattack or enter the attacker's space. Dodge A defender dodges a strike by passing 3/DX. If he fails, he is hit. On passing, he must retreat one hex away from the attacker into a vacant space. If no such space exists, he is hit. He may view the attacker's hit roll result, but not damage roll result, before deciding to dodge. A defender cannot dodge a missile or thrown weapon. Entering an Enemy's Space Entering an enemy's space counts as an action (or reaction). If used as an action, the defender can execute a preemptive counterattack. The defender hits by passing 3/DX; otherwise he misses. If the defender hits, roll for damage adding an additional die. Both characters drop their weapons/shields and are now grappling. Grapple Enemies in the same space are grappling, and can only attack each other. A grappler can only attack if he begins his turn grappling. Attacks automatically hit; roll for damage. If the defender survives, he can immediately counterattack. Drag A grappler drags his opponent into any adjacent unoccupied space by winning a ST check. A grappler with twice or more the ST of his opponent suffers no mobility penalty nor must he attack only into his own space. When moving, he carries his opponent with him. Escape A grappling character escapes into any empty adjacent space by winning a ST check. If he fails, he remains grappled. A character with twice or more the ST of his opponent may freely exit the grappling space and move/act normally. Change Weapons A character takes a turn to change weapons. He cannot move in the same turn. Cast Spell A character casts a spell by passing 3/IQ. He cannot move in the turn he casts. If casting a direct spell, the caster must win an IQ check, or the spell fails. A caster can only cast a spell into a hex with an unobstructed line of sight. INJURY & EXHAUSTION Injury is measured in damage points; exhaustion is measured in fatigue points. Both are cumulative. When a character accumulates a combination of damage and fatigue equal to his ST or more, he immediately falls unconscious and is completely helpless until he recovers. Damage When all combat is over, characters suffering damage equal to their ST or more must be healed to a net ST of at least one. If not, they die. Characters sustaining twice their ST or more in damage are unrecoverable. |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e - Fatigue Fatigue counts towards falling unconscious but not death. Each fatigue point delivered to an unconscious character is a damage point. A character recovers one fatigue point after each encounter and recovers all his fatigue with a full night of sleep. If his sleep is interrupted, he recovers only one fatigue point. Recovery Between adventures, all characters recover fully. However, during an adventure, every week a character spends resting with warmth, water and food, he checks 3/ST. His margin of success is the number of damage points he recovers. A character recovers a minimum of one damage point/week. WEAPONS Damage (D) A character hitting an opponent rolls the number of dice indicated by his weapon's damage rating. He then adds or subtracts any modifiers. This total is the number of damage points he delivers. For example: Ajax hits Hector doing 2D6-1 damage. He rolls a five and a two, inflicting six damage points (5+2-1=6). Heft (H) Each weapon has a heft rating. This is the minimum ST required to use the weapon. Reach/Range (R/R) Used in advanced rules only.
2D6+2 14 1 AXES D H R/R Hatchet (T) D6+1 9 1-/1 Axe D6+3 12 1 Battle Axe (2)
3D6 15 1 POLE ARMS D H R/R Javelin (T) D6 9 1+/3 Spear (T) D6+2 11 1++/2 Halberd (2) 2D6+1 13 1+ Pike (2) 2D6 13 2 MISSILES D H R/R Thrown Rock D6-4 6 -/2 Sling D6-1 8 -/4 Bow (2) D6 10 -/5 Longbow (2) D6+2 11 -/7 Crossbow (2,R) 2D6 12 -/6 Arbalest (R3) 3D6 14 -/8 (2) Two-handed weapon; cannot use a shield.
(D) A dagger does D6+2 grappling. (G) Can be used grappling. (R) Reload takes one turn. (R3) Reload takes three turns. (T) This weapon can be thrown. (U) Unarmed attacker deals D3 fatigue. Stronger character deals additional fatigue point. ARMOR Armor (A) When a character is hit, reduce the damage points he suffers by the cumulative rating of the armor he wears. For example: Hector suffers six damage points, but his total armor stops three points. Therefore, he suffers only three damage points (6-3=3). Restriction (R) Adjust a character's DX down by the restriction of the armor he wears. This also affects MA. For example: Hector (DX12), wears cloth (1) and carries a large shield (1). He has an adjusted DX10 (12-1-1=10). His MA is half of DX10 or five hexes.
TYPE A/R Cloth 1/1 Leather 2/2 Chain 3/3 Plate 5/4 Small Shield 1/0 Large Shield 2/1 Tower Shield 3/2
CAMPAIGNING Experience Points Characters use experience points (XP) to buy skills, magic and attribute points. After each encounter, every character contributing to victory gets one XP if all enemies are killed, captured or routed. Characters get no XP if they flee. Additionally, when a party acquires a plotword, each character gains one XP. Advancement Between adventures, a normal character may cash in 10XP for a skill or 20XP for a spell. A magical character may cash in 10XP for a spell or 20XP for a skill--but only between adventures. A character may permanently increase an |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e attribute at any time, provided he spends XPs equal to the next higher level. For example: an IQ13 character can spend 14XP to get IQ14. Karma/Wish During an adventure, a character may acquire karma and wishes. A character expends a karma point to re-roll one set of dice. A character expends a wish to negate all accumulated damage, even if the character has just been "killed." A wish can be used as a karma point. A karma point can be used as one XP. Saved karma and wishes roll over to other adventures. Curse During an adventure, a character may acquire a curse. The cursed character adds one to all his rolls (making it harder to succeed). He only returns to normal when the curse is lifted. A character expends five karma points to lift a curse. Curses are cumulative. MAGIC A magic user casts a spell by passing 3/IQ. He can only cast spells that he knows. A character can only learn spells rated his IQ or less. A caster must be either empty handed; holding only a staff/wand; or holding only a book/scroll. Spells Spells are either dynamic or static. Dynamic spells are single-use; static spells remain in play for the duration of the encounter. Spells cannot be stacked; casting the same spell on a target yields no additional effect. Direct Spells A direct spell is a spell cast directly upon a being. The caster succeeds by winning an IQ check. A magic user having an enemy move into his space can cast a direct spell as his preemptive counterattack. Fatigue A magic user suffers fatigue upon successfully casting a spell (see Injury & Exhaustion). Fatigue costs appear in parenthesis following each spell. Multi-Hex Spells A character with a multi-hex spell automatically knows all lesser hex versions of that spell. Likewise, a character learning a lesser-hex spell automatically knows the greater-hex version when his IQ gets to the appropriate level. Staffs/Wands A magic user can carry a staff or wand, which can be any piece of wood (treated as a club in combat). The staff/wand provides a reserve of power used in lieu of fatigue--until depleted. Charging Staffs/Wands A depleted staff/wand automatically recharges overnight. New staffs start with zero capacity. A magic user permanently increases his staff or wand's capacity by expending 2XPs for each point of capacity. A magic user can only increase the capacity of his staff/wand up to his IQ. Metal Excessive metal interferes with magic user's ability to cast spells. As a result, magic users wearing metal armor cannot cast spells. CREATION Creation magically creates physical objects in target hexes. Creation is static. IQ 9 Spells Fire-1 burns two damage points on anyone in or passing through the target hex. Armor does not protect. Wild animals will not enter fire. (1F) IQ 10 Spells Flash creates a blinding flash. Everyone on the board except the caster suffers DX-2. Not cumulative. (3F) Shadow-1 creates a one-hex shadow in the target hex. All attacks into or out of the hex are at 4/DX. (1F) IQ 11 Spells Destroy Created Object destroys any created object that the caster could cast. Costs (F) = original cost of the creation. Rope: is used for entanglement or climbing. For entanglement: character in target space cannot move and must pass 4/DX instead of 3/DX for all actions. If character passes 4/DX, rope vanishes. Works only on characters ST20 or less. (2F) Wall-1 creates a 1-hex solid wall that blocks movement just like a real wall. Cannot be cast on occupied space. (2F) IQ 12 Spells Fire-3: three-hex contiguous fire. (2F) Shadow-3: three-hex contiguous mist. (2F) IQ 13 Spells Wall-3: three-hex contiguous wall. (4F) IQ 15 Spells Super Rope: Same as rope spell, but works on creatures up to ST40. Includes Rope. (5F) Shadow-7: seven-hex contiguous shadow. (3F) IQ 16 Spells Fire-7: seven-hex contiguous fire. (4F) Wall-7: seven-hex contiguous wall. (6F) ENCHANTING Enchanting affects the properties or behavior of objects and beings. Enchantments are static. IQ 8 Spells Blur makes the subject difficult to hit. All attacks are 4/DX to hit the subject. (2F) Slow slows down the target. The target can only move 1/2 his MA. (2F) IQ 9 Spells Assist adds +1 to the ST, DX or IQ of any character (including the magic user). (1F) |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e Clumsiness drops the target's DX-1 for every fatigue the caster spends. Confusion drops the target's IQ-1 for every fatigue the caster spends. IQ 10 Spells Speed doubles subject's MA. (2F) Slippery Floor-1 Characters in affected hex fight at 4/DX and must pass 3/DX or they will fall and lose their turn. (1F) IQ 11 Spells Reverse Missiles: all missiles aimed at target attack the shooter, not the target. (3F) Slippery Floor-3: three-hex contiguous slippery floor. (2F) IQ 12 Spells Freeze freezes the target for the duration of the encounter (does not prevent a magic user from casting spells). (4F) Invisibility: target becomes virtually invisible. Target is DX-4 to hit, unless grappling. (4F) Mage Sight: see through any visual obstruction, both natural and magical. (3F) IQ 13 Spells Flight: target flies 12 hexes per turn. Target is 4/DX to hit while flying. (4F) Slippery Floor-7: seven-hex contiguous slippery floor. (3F) Stone Flesh stops four damage points each time the subject is hit. Cannot be stacked with other armor spells. (3F) IQ 14 Spells Remove Enchantment removes any enchantment the magic user could cast. Cost (F) = original cost of enchantment. Spell Shield protects the subject from any direct spells on him. (4F) IQ 15 Spells Iron Flesh stops six damage points each time the target is hit. Cannot be stacked with other armor spells. (4F) IQ 16 Spells Death: gives the target one damage point for each fatigue point the magic user expends. HEALING Healing facilitates rapid recovery of injury. Healing spells are dynamic. IQ 10 Spells Heal Wounds: target heals one damage point per fatigue point expended. Can treat self. IQ 14 Spells Reverse Death revives a character killed in the current encounter, stabilized at ST1. A character having taken 2xST damage points is irreversibly dead. Cost (F) = ST of the resurrected character. IQ 16 Spells Channel Energy: transfer damage point from one local character to another. Target resists by passing 3/IQ by a margin greater than or equal to the caster. Cost (F) = points transferred+3. ILLUSION Illusion creates imaginary objects and mind manipulations. Images disappear upon touch; illusions do damage until disbelieved or killed. Any character can use his action to disbelieve an image or illusion by winning an IQ check against the caster. Illusions are static. IQ 8 Spells Image-1 creates a one-hex object that looks, sounds and smells just like real. (1F) IQ 11 Spells Illusion-1 creates a one-hex object acting just like real; exists until disbelieved. (2F) Sleep-1: target immediately falls asleep. He wakes when attacked or shaken for a turn. (3F) IQ 13 Spells Image-4: four-hex contiguous image. (2F) Mind Control: Target will do as instructed unless suicidal. Target cannot act on the turn his mind is taken over. (5F) IQ 14 Spells Dispel Illusions causes all illusions within 15 hexes of caster to vanish. (5F) Illusion-4: four-hex contiguous illusion. (3F) Sleep-4: four-hex contiguous sleep. (4F) IQ 15 Spells Image-7: seven-hex contiguous image. (4F)
IQ 16 Spells Illusion-7: seven-hex contiguous illusion. (5F) Sleep-7: seven-hex contiguous sleep. (8F) KINETICS Kinetics is the ability to move remote objects. Magic strikes (Fist, Fireball, Lightning) act as missiles and cannot be resisted as direct spells. Kinetic spells are dynamic. IQ 8 Spells Magic Fist does XD6-2 damage for X fatigue spent (max=2). Drop Weapon target drops any object he is carrying. (1F) or (2F) if the target has ST20+. IQ 9 Spells Avert-1 causes one character to end his move two hexes farther away from the magic user than when he started. Static spell. (3F) IQ 10 Spells Trip knocks victim down. (2F) or (4F) if target has ST30+. Shock Shield D6 damage to all other characters in the magic user's hex. Armor does not protect. Static spell. (3F) IQ 11 Spells Avert-3 causes characters in three contiguous hexes to end their move four hexes farther away from the caster than when they started. Static spell. (4F) |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e IQ 12 Spells Blast does D6 damage to other characters in the caster's hex and every hex adjacent. Armor does not protect. (2F) Break Weapon shatters the target weapon. Cannot be used on magical weapons. (3F) Fireball does XD6-1 damage for X fatigue spent (max=3); ignites flammable objects. IQ 14 Spells Lightning does D6 damage for every fatigue spent (max=4). IQ 15 Spells Avert-7 causes characters in seven contiguous hexes to end their move six hexes farther away from the caster than when they started. (4F) MORPHING The magic user assumes the shape, abilities and DX of a creature, but retains his IQ. The Magic user returns to human form when willed or if unconscious. Characters cannot cast spells while morphed. Morphing is static. IQ 11 Spells Werewolf: Wolf: STx1 DX13 MA8; bite D6+1; fur 1/0. (2F) IQ 13 Spells Werebear: damage points taken as a bear count as 1/3 damage point rounded up when character returns to normal. Bear: STx3 DX11; bite/claws 3D6; fur 2/0. (4F) IQ 15 Spells Weregoyle: damage points taken as a gargoyle count as 1/2 point rounded up when character returns to normal. Gargoyle: STx2 DX11; claws 2D6; skin 3/0; MA16 flying. (4F) IQ 17 Spells Weredragon: damage points taken as a dragon count as 1/3 point rounded up when character returns to normal. Dragon: STx3 DX13; breathe fire 2D6+2, bite/claws 2D6+2; scales 3/0; MA16 flying. Treat breathe fire as shooting. (5F) SEEING Seeing is the ability to be cognizant of events, objects and conditions in different times or locations. Seeing spells are dynamic. IQ 9 Spells Reveal Magic: detect all local magic. (1F) IQ 12 Spells Read Mind: player can read one talk option ahead without having to take the option. (1F) IQ 14 Spells See Future: player can read one option ahead without having to take the option. (3F) SUMMONING Summoning calls a being from a different plane. The being appears within two hexes of the caster and does nothing on the turn he appears. A caster can maintain only one summoned creature at any time. The being disappears if the caster goes unconscious or wills the being away. Summoning is static. IQ 9 Spells Summon Wolf: ST10 DX13 IQ6 MA8; bite 1D6+1; fur 1/0. (3F) IQ 10 Spells Summon Warrior: ST12 DX12 IQ8; broadsword 2D6, shield 1/0. (3F) IQ 11 Spells Summon Bear: ST30 DX11 IQ6; bite/claws 3D6; fur 2/0. (5F) IQ 13 Spells Summon Gargoyle: ST20 DX11 IQ8 MA16 flying; claws 2D6; stony skin 3/0. (5F) IQ 14 Spells Summon Giant: ST30 DX9 IQ8 MA8; club 3D6+3. (5F) IQ 15 Spells Teleport: teleport any character to another hex. Cannot teleport into solid object. (1F) Summon Small Dragon (4-hex): ST30 DX13 IQ16 MA16 flying; breathe fire 2D6+2, bite/claws 2D6+2; scales 3/0. Treat breath as missile. (6F) IQ 16 Spells Summon Dragon (7-hex): ST60 DX14 IQ20 MA20 flying; breathe fire 4D6, bite/claws 4D6; scales 5/0. Treat breath as missile. (9F) IQ 18 Spells Raise the Dead: summon the spirit of a dead character. To remain alive, there must be a living host. The spirit retains his DX, IQ, skills and magic and adopts the ST of the host. Host resists by winning or tying an IQ check. Costs fatigue = IQ of the spirit. SKILLS To successfully use a skill, a character must roll less than or equal to his attribute plus his skill. Otherwise, he fails. For example, Ajax (ST12 SWIMMING+1) must roll 13 or less to swim ashore. There are two kinds of skill checks: required and assisted. Required Skill Checks A character can only attempt a required skill check if he already knows the skill. Adventures call for required checks by using the term against. For example: "on passing 3/ST against SWIMMING, the character swims to shore." Assisted Skill Checks Any character can attempt an assisted skill check even if he doesn't know the skill. However, he only gets the skill bonus if he knows the skill. Adventures call for assisted checks by using the plus sign. For example: "on passing 3/ST+CLIMBING, the character scales the wall." |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e s ATHLETICS Acrobat: jump/fall without injury on 3/DX. Climbing: scale obstacles on 3/ST. Riding: ride large animals on 3/DX. Swimming: swim on 3/ST. SOCIAL Charisma: control non-hostile non-player character by winning an IQ check. Diplomacy: on 3/IQ, replace your "talk" option with a different "talk" option without suffering the consequences of the first. Leadership: leader sacrifices turn to add his leadership rating to one character's check. Dwarvish: speak Dwarvish on 3/IQ. Elvish: speak Elvish on 3/IQ. Orcish: speak Orcish on 3/IQ. Sorcerer's Tongue: speak Sorcerer's Tongue on 3/IQ; costs magic users 10XP. Literacy: literacy in specific language on 3/IQ. SURVIVAL Land Navigation: navigate the wilds on 3/IQ. Stalker: at the beginning of a combat, the character (not party) gets a free turn by winning a DX check against the opponent's IQ. Stealth: evade detection by winning a DX check against enemy's IQ. Survival: live off land on 3/IQ. Tactician: in an encounter, the character can steal initiative by winning an IQ check. Tracker: track quarry across the wilds on winning an IQ check. THIEF Locks: pick locks on 3/IQ. Streetwise: negate surprise by winning an IQ check against the enemy's DX. Thief: steal objects on 3/DX. Traps: detect/remove traps on 3/IQ. TRADES Alchemist: create potions on 3/IQ; costs 10XP for magic characters. Animal Handler: prevent animal attacks by winning an IQ check. Bard: gives one member in his party one karma point in the current adventure, per level of bard on 3/IQ. Bard must be alive to use. Crafts: carpenter, farmer, mason, smith, weaver; earns daily skilled labor rate on 3/DX. Herbalist: use herbs and plants on 3/IQ. Jeweler: craft metals and gems on 3/IQ. Medic: heal one damage point per medic level for damage sustained in current combat on 3/IQ. Used after combat is over. Merchant: purchase goods at 10% off list price for each merchant level by winning an IQ check. Navigator/Pilot: navigate/pilot on 3/IQ. Scholar: know history and science on 3/IQ. Seaman: handle waterborne vessels on 3/IQ. WEAPONS Each level is +1DX to hit OR +1 damage; decide before attacking. Multiple levels cannot be split. Axe: +1 with an axe, mace or club. Bow: +1 with a bow. Dagger: +1 with a dagger. Pole Arms: +1 with spear/halberd. Sword: +1 with a sword. Unarmed Combat: +1 damage unarmed or +1ST to all checks while grappling.
THE ADVENTURE Entries The adventure comprises a series of numbered entries. Do not read the entries sequentially, they are intentionally scrambled. As you play, you will be directed to the different numbered entries. Options While reading an entry, you will find options directly followed by numbers in parentheses. If you decide to take an option, turn immediately to the corresponding entry number. Continue playing from that point. Plot Words Occasionally, an upper case word in parentheses follows a sentence or phrase. This indicates that you have now acquired this plot word. Retain all plot words until specifically instructed to discard them. Plot words have an impact on your fate. Game Board Letters correspond to locations on the game board. For example, you might read that You are at A in a Type III room. Find the Type III room on the game board and place your characters on the hexes marked A. If all A hexes are full, place your characters immediately adjacent. Making Observations Any option preceded by a tilde (~) requires that one character in the party attempt a 3/IQ check. If the character passes, turn immediately to the corresponding entry. If the character fails, the option is not available. Encounters Whenever the party selects the attack option, the party has the initiative. Whenever the party selects the talk option, players must decide what they will say before proceeding. Unless otherwise stated, adversaries fight to the death. Dead adversaries do not rejuvenate upon subsequent visits. Only once all adversaries are defeated can the party loot bodies, search the location or leave through a different entrance than the one used to enter. |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e Checking at Encounters When the party is asked to pass a check at an encounter, the party elects one character. That character has one chance to pass the check, or he fails and the party suffers the consequences. Characters All characters are fully provisioned with food and water. Normal characters begin with a weapon, armor up to Chainmail, and either a shield or an additional weapon. Magic characters start with a staff of capacity equal to the character's ST. Each character begins with 10S (silver shillings). Leaving Characters Behind A party may leave companions behind, but upon returning to that entry, one player rolls one die. On a one or two, the companion is still there in the same condition as before. Otherwise the companion is gone, never to be heard from again. Economics Money is denominated into Copper Pennies (C), Silver Shillings (S), Gold Crowns (G) and occasionally, Gold Royals (R). There are 10C to 1S, 10S to 1G, and 20G to 1R, which is more of a bar than a coin. Time Since the adventure takes place over the span of one day, there is no opportunity for wound recovery. Special Notes The six grey circles on the board denote columns. These spaces are completely off-limits. The columns block all movement, sight and missile weapons fire. Unless otherwise noted, these columns are always in play. Conversely, the stairway in the middle of the board is non-existent unless otherwise noted. Begin Go to (000) and begin. 000 The pre-dawn cold chills you to your bones. The eastern glow brightens to reveal the time- ravaged manor, an intricate house of gothic splendor. The weight and scars of time have only accented the dark grandeur. You cross the courtyard, coming upon a small porch. Before the fractured doors, flies buzz over the putrid body of a Tigran; she has been eviscerated. Weapons and spells ready, you push aside the remains of a once stout portal, and enter the sorcerer's manor through the North door (001). 001 This is the entrance hall to the sorcerer's manor. Light-beams, stabbing through rotted holes in the walls, reveal a once-regal room decayed by time and violence. In the middle of the room lie many bodies: a dwarf, two humans, three Orcs, and five unidentifiable. You can tell these are victims of different combats, given the range of decomposition. Reddened rats scurry away as you enter. You can go down hallways leading east (020) or west (045). To the south a hallway extends beyond a pair of open doors (011). If this is not your first time here, you can leave the manor through the north door (049). You may also search the room ~(018). 002 There are several bodies cocooned here. Now drained husks, they have long ago been looted. As you look up, you see a backpack webbed to the ceiling. There seem to be enough handholds in the decayed wall to reach it. You may leave down the stairs (011), go north (025) or you may try and retrieve the pack by passing 3/ST+CLIMBING (016). However, each failure results in the character taking 1D6 damage, no armor. 003 The Worm God hungers, my loves, one of them states. We are the Dwargs. You people call us sewer dwarves. We will fight for our rightful place in the world--and you must know what that is. Softening the Earth with blood, for its return. Surely you recognize our might, and see your destiny as worm food. The Dwargs attack with initiative (014). 004 There is a gas canister behind the panel that activates the secret door. Now that you have found it, it is an easy task to disarm it. You may head south, down the short hallway beyond the secret door (010), or leave to the east (040) or west (001). 005 At one time, this was probably an opulent bedroom. Now it is burned, but not by fire. An alchemist will recognize acidic action on the ancient furniture and the walls. Holes eaten through the paneling let light pour in. But at the center of the room lies a pool of shadow. As you enter the room, two slimy worms, each over a meter in length, crawl out of this darkness and flail toward you. You are at B on the board; two worms are adjacent to column Y, which is the pool of shadow. A is north. Every five turns, if the worms live, two more sewer-worms emerge from the pool. If you survive, you may search the room ~(008) or depart to the east (025). |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e |o Sewer-worms (2): ST6 DX11 IQ3; Acidic Bite 2 damage (no armor); Hide 1/0. Missile weapons are -2 to hit these writhing worms. 006 And jusst what would we have to ssay? He hisses in the common tongue. Ssoon, you will be dead. All peopless. Praisse Set. You wonder if these creatures account for some of the sightings and violence in the Maul. He pauses as if ready to strike, then speaks. Thiss iss older than your race. You are innocent of original ssin, but you musst sstill pay. The serpent attacks with initiative (SERPENT) (017). 007 This is the diary of the elven wizard Myseere. Evidently, he came with a companion to search the manor for spell books, twelve years ago according to last entries. You read the final lines, written with the precise elven characters but by a frail hand. Jubal is dead, and I bleed beyond hope in this hall. Such is the fate of Myseere. To whoever finds this journal, deliver it to my family in the Everbleak marshes. As a reward for the task, I have hidden a spell under a loose floor stone in the kitchen. There is no more. The bodies on the floor are obviously more recent than Myseeres death. You leave the room (001) (MYSEERE). 008 You find a small metal case that has survived the acid of the worms. There is nothing inside, but this is a durable container! It is big enough to contain several documents. In the ruins of the bed, you find a blue metallic torch. There is no obvious way to light it (005). 009 Before you can effectively strike, a small lightning bolt 1D6 zaps the attacking characters. Please be careful my friends, there is no point in violence here. The apparition pauses and says Now, what may I do for you? (025). 010 You find yourselves in a bizarre antechamber, with a host of horrific artwork arranged about a bench. These paintings and sculptures depict a variety of tortures and perversions. The scenes are uncannily graphic. You are repulsed--but there is a hideous, hypnotic power here. From a painting at the opposite end of the room, a shadow emerges and drifts toward you. Every character must make a 3/IQ check to resist a direct Mind Control spell. If they fail, they are initially helpless during the upcoming fight, until hit in combat the first time, when they regain their senses. You are at A on the room board; the shadow is at C. The stair in the middle of the room is actually a bench; it cannot be moved through, though you may fire missile weapons or spells over it. The shadow has initiative. If you survive, you may search ~(023) or leave to the north (020). Shadow: ST12 DX9 IQNA; Unholy Touch 1D6 (no armor); Shadow Form 3/0. 011 This dim area stinks of decayed flesh, and you hear low noises. You come to a large room with a staircase in the center, leading upward. Your eyes momentarily water as you step into the room. When your eyes adjust, you see madness. Two gore-spattered, degenerate dwarves are hunched over a gasping, vivisected humanoid, feasting. The humanoid quivers in its death throes. The dwarves look up at your entrance, and emerge from red pools and clumps. You may talk to them (003), or attack with initiative (014). 012 It is difficult to tell whether the tunnel is roughly-hewn or crumbling with age. There are caged fire-bugs in sconces along both walls. It goes on for 100 meters or so before you come to a room reeking of mud and venom. It appears empty at first, but then you make out a form slithering upright. Vissitorss, it says. Good. You may flee back down the tunnel (040), attack the serpent-man (017), or try to talk with him (006). 013 You have shown the small, strange idol to several sages, but none are able to ascertain anything about its origins. On a tip, you visit a wise woman among the Shod, a local human ethnic group that still maintains a sense of identity. She is cold and uninterested until you display the idol. By Thanatos grim scythe! That is a representation of Bosk, an ancient hero. She touches it with trembling fingers. So much of what we were as a people is gone, first through enslavement and then assimilation. A few tears run down her age-seamed face. Obviously, we are poor and I cannot pay you for this. But I will instead give you a half-dozen vials of Mashu (a concoction made by the Shod, healing 3 hits per vial) and I will sing your praises to our people. You may accept or decline (049). |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e || 014 They yell and charge you, with froth, blood, and curses flying from their lips. You are at A on the room board; the enemies are at C. A is north; the stairwell in the middle of the board is a solid obstacle for this fight. The Dwargs fight to the death. If you survive, you may search ~(021), leave to the north (001) or take the staircase to the upper level (030). Sewer-dwarves (Dwargs) (2): ST11 DX12(9) IQ8; axes D6+2; Chainmail 3/3, Small Shield 1/0. 015 You discover an odd parchment in a corner of the room. It depicts a strange door, and pictographically elaborates on how to open it. You investigate the tunnel leaving this chamber, long enough to know that it stretches on for many miles too many to explore now. You decide to leave (040). If you run through the Sewers of Redpoint, you may use these instructions to open a certain door. If you find yourself at instruction (10) during the course of that adventure, you have the option of going to instruction (82) and continuing from there. 016 In the backpack you find a stone flask, a bag of 40 silvers, and an odd blue gem that glows faintly. Pass 3/IQ against SCHOLAR or ALCHEMIST to determine what is the stone (022). Pass 3/IQ ALCHEMIST, HERBALIST or MEDIC to identify the potion (019). You may leave by the hallway to the north (025) or down the stairs (049). 017 You are at C on the room board; the serpent man is at A; A is north. The serpent-man has initiative. The first turn, he successfully casts the Stone Flesh spell. If you survive, you may search the room ~(015) or depart (040). Serpent-man: ST14(10) DX11 IQ13; Broad Sword 2D6; Hide 1/0, Stone Flesh 4/0. 018 On one of the bodies, you find a purse with 20 silver pieces. Under a pile of wood and plaster, against a wall, you find a small book. You can read it if you are literate in Elvish (007) or you move on from the room (001). 019 This is drang, a powerful but vile concoction of some forgotten culture. By drinking it and passing 3/ST, a character is healed of all poison and disease, and eight hits of damage. There is enough here for two doses (016). 020 This was a dining hall. The once-elegant table is fractured and decayed, and rotted tapestries still cover parts of the walls. A long table, still standing after these years, divides the foul- smelling room. On the floor, you make out more bodies. There are two fairly recent corpses, and a dozen or so skeletal forms. As you watch in the dim light, some of them stir and begin to rise: two skeletons wielding axes and shields. Their jaws are clacking, as if they are taunting, as they advance upon you! You are at D on the room board; the skeletons are at B. A is north; the stairway in the center is the table (it cannot be moved through, though you may fire missiles and spells over it.) If you survive, you may search the room ~(024), head down the eastern (040) or western (001) hallways. Skeletons (2): ST14 DX9 IQ9; Axe D6+2; Shield 1/0; Skeletal Body 2/0 against piercing weapons, or 0/0 against swinging weapons. 021 On one of the Dwargs bodies, you find a cameo, with a miniature painting inside, of a beautiful woman (CAMEO). There is nothing else of note in the room, aside from the precisely dissected body (014). 022 This is a power stone. Each day it allows the wielding mage an extra three fatigue, in the same manner as a staff (016). 023 You find the body of an adventurer in the corner, stuffed under a hollow pedestal. There are two stone vials in a pouch at his belt, and nothing else of value. If you pass 3/IQ ALCHEMIST, MEDIC, or HERBALIST, you identify the potion in the stone vial as Mashu, a concoction made by the Shod, a local ethnic group here in Redpoint. It heals 3 hits per vial. Otherwise, you deem it a bad idea to sample it now, and save it for later. You now leave the room and head north (020). 024 There are a half-dozen more skeletons strewn about the floor, but none are moving. Among the debris, you find a pair of silver candlesticks that should fetch a nice sum at any market (200S). In the middle of the south wall, you find the outline of a door in the stones. If you pass a 3/IQ+TRAPS, go to (004). Otherwise, as you find the panel that activates the door, a jet of dark gas sprays from the wall. Everyone who fails a 3/ST check takes 2 hits of internal damage as their lungs are burned! When |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e |z able to continue, you may head south, down the short hallway beyond the secret door (010), or leave to the east (040) or west (001). 025 You come into a room lit by series of small gems set into the ceiling, and at several desks spaced out about the room. Every possible available measure of space along the walls has been covered by shelves, stacks of books and scrolls. There are a trio of recent bodies on the ground, and several skeletons as well. A luminous being appears before you, not quite substantial. Yes? You may attack (009), reach for one of the manuscripts (038), speak with the being (029), leave to the south (030), the west (005) or the east (042). 026 That is indeed her likeness, Honest Alzander says through his gap-toothed grin. "And I heard of who it was that took her. Maybe even where she is--an old church, converted to a warehouse. 20S later you have purchased a map from him of the late Gothic period of Redpoints architectural history. With Alzanders commentary, you pinpoint several possibilities. That night you get to work, and the first one you investigate, belonging to the Drake shipping family, is empty. Save for a single prisoner. As you approach the bound woman, there is movement in the darkness about you. You are within three hexes of X on the room board; two Dwargs are at A and two cultists are at C. A is north. If you survive, you have rescued fair Saelia! You return her to her father who is now under house arrest, being held for ransom. Nonetheless, he gives you 500S, and she gives you a kiss (049). Sewer-dwarves (Dwargs) (2): ST11 DX12(9) IQ8; Axe D6+2; Chainmail 3/3, Small Shield 1/0. Cultists (2): ST12 DX12(10) IQ8; Broad Sword 2D6; Cloth 1/1, Large Shield 2/1. 027 You find a sloppily-concealed trapdoor in one corner of the room. It is well-oiled; the serpent- men must travel this way. You carefully lift it and see a short drop to a tunnel running south. Foul vapors drift toward you. You may investigate the tunnel (012) or leave to the west (020). 028 The first wound Ximon takes, he curses you and teleports on his next action. You cannot trace him. You have made a powerful enemy (XIMON) (035). 029 It is talkative. I am the sorcerer's librarian. Very important, you know. Though he hasnt asked for my assistance in a while. May I help you find a spell? A magical character may receive a scroll with any single spell he has the IQ to cast; after the adventure, he may study it and gain that spell, without having to pay experience points. You have the plot word (LIBRARY) (025). 030 The stairs from the first floor meet this dank, moldy room. The ceiling is lost in blackness; there is an archway to the north, and a hallway beyond. The room is empty. As you cautiously pass through, there is movement from above. Spiders big spiders You are at C on the room board; the spiders are at A; A is north. The stairway in the middle of the board is a solid obstacle for this fight. If you survive, you may search ~(002), or exit either to the north (025) or down the stairs (011). Spiders (2): ST6 DX12 IQ5; Bite 1D6-1; Special poison: On an attack that penetrates armor, if the defender fails 3/ST, he takes an additional 1d6-1 poison damage (armor does not protect against this poison damage). 031 You place the torches in the appropriate brackets. They suddenly flare to life, and the wall between them becomes dark and then opaque, as if you are looking through a membrane. You realize this is a mystic gate. You may step through (035) or leave to the west (025). 032 You find the loose stone. Underneath you find a scroll case. On the scroll is the Rope spell. After the adventure, you may learn the spell, provided you have sufficient IQ (040). 033 This does match the description of jewelry she wore. Where did you find this? The sergeant seems earnest about his work. You describe the fight with the Dwargs--including the body, but without the vile feasting. I see. Well, as long as she has been missing, it is unlikely they would have just killed her, so that probably wasnt her body. Dwargs? There have been reports in certain areas of the city, of strange dwarves living in the sewers. But I always thought that Gomar had this lassie kidnapped. Huh. With no more information, if you pass 3/IQ+STREETWISE you can gather more information from street contacts (026), or you can look for further employment (049). |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e | 034 The serpent-mans words about the dark god Set resurface on in your mind. You make inquires and learn of a sage named Moffitt. Interestingthough it may be a hoax. A few of those are going around. He glances at your sword. Nothing personal. He looks at the map you recovered. This appears authentic. Some of these hieroglyphs I recognize. Hmm Maybe you could scout one of these locations for me? Yes (044) or no (049). 035 You experience a sudden nausea, but it passes and you find yourself in a cold chamber of black stone, the gate to your back. In the center of the room is a large, blood-drawn pentagram. Within it, dark forces swirl and seem to be coalescing. On the opposite side of the pentagram from you, a man in black robes chants and gestures, his concentration being on the events in the pentagram. Beside him are two skeletons. As soon as you enter the chamber, they come to life and advance upon you. He looks up, startled at your entry, and he stops his chant. The power that was being concentrated in the pentagram disperses, but a dark tension remains in the room, wanting to integrate. How did you get in here! He thunders. His distinct baritone deepens as his black eyes shine from under the hood. No matter. Once you are dead, an avatar of my lord, the Worm God, will writhe forth. I am Ximon, and you have angered me greatly. You are at C on the room board; X and the six adjacent hexes constitute the pentagram. The six grey circles represent solid columns; characters may neither move into or fire through those spaces. The wizard is directly across the pentagram from you. A skeleton stands at B and at D. Any character stepping into the pentagram is sucked into a demonic world and is considered killed. The mage will cast 2F Fireball spells (2D6- 1), until he is hit for the first time, in melee or by missile/spell, whereupon he reacts unexpectedly (028). If you survive, you can look around (047) or step back through the gate (042). Ximon: ST14 DX12(10) IQ15; Staff 1D6; Leather Armor 2/2; Spells: Fireball; Teleport. Skeletons (2): ST14 DX9 IQ9; Axe D6+2; Shield 1/0; Skeletal Body 2/0 against piercing weapons only. 036 The stairs are ill defined and worn, as if made and used for serpent bodies. You go down slowly, and at that pace you have little difficulty. Your torch occasionally wavers, indicating that there is some air flow. You eventually come to a landing. Several tunnels join here, forming a kind of crossroads chamber. There is a strong odor of scales and venom. You can make out distant sibilant sounds, though you cannot tell from which tunnel they drift. As you look about, four serpent-men, two with blades and two with bows, wind into the chamber. Humanss are bold, says one. "But it ssavess uss having to hunt for food. You are at D on the room board; the serpent- men are at B. A is north. The stairway in the middle of the board is a solid obstacle. If you survive, you search (048). Serpent-men (4): ST10 DX11 IQ11; Bow 1D, or Cutlass 2D6-2; Hide 1/0, Small Shield 1/0. 037 You look around the room but find no treasure. You realize you have come to a dead end. As you are about to leave, you look at the wall that the cultists were standing by expectantly. About five meters apart from each other are two torch brackets, one red and one blue. If you have found two torches in your adventure through the manor and you wish to place them in the brackets, go to (031). Otherwise, you leave to the west (025). 038 A small lightning bolt 1D6 leaps out from the book before you touch it, hitting you on a 12 or less. Next time, the bolt will be substantially more powerful, if what I have seen previously is indicative of what is about to transpire. The being seems to grow in stature a bit. Now, what may I do for you? (025). 039 You find a silver dagger in the hand of one of the statues; it is easily removable, and fit for use. You also find a torch of red metal, though there is no apparent way to light it. You do not find the bell you heard. Return to the east (001). 040 At one time, this was used as a kitchen. Old utensils still hang above splintered counters. As your eyes adjust to the new gloom, you see sinuous movement. Hu-manssss, a voice hisses from the dark. Alwayss curiouss. Makess you vulnerable, for our return. Praisse be to Set. Two serpent-men rise and quickly slither toward you! You are at D on the room board; the serpent- men are at B. A is north; the circles are impassable columns. If you survive, you may search ~(027) or leave to the west (020). If you have the plot word MYSEERE, go to (032). Serpent-men (2): ST10 DX11 IQ11; Bow 1D, or Cutlass 2D6-2; Hide 1/0, Small Shield 1/0. |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e |- 041 A week later, after you have healed, you look to sell the cameo. There are a few reputable jewelers in the Commons, and the one you take the cameo to, a dwarf, recognizes the woman in the picture. That is the daughter of the Demetrian ambassador. I cant touch this; there will be too many questions for one such as myself. You can sell it to someone in the street for 50S (049) or take it to the constable (033); I dont care. Nice shoes. 042 Once this was a fantastic laboratory, with glass and metal tubes, and beakers, and tools. Now these are all smashed, and this is apparently a rough barracks of some kind. Two armed men in robes, who appear to be waiting for something, yell at your arrival and draw weapons. You can tell negotiation will not work here, as they charge you! You are at A on the room board; the cultists are at C; B is north. If you survive, you look around (037). Cultists (2): ST12 DX12(10) IQ8; Broad Sword 2D6; Cloth 1/1, Large Shield 2/1. 043 When your character wishes to spend XP to acquire a spell, he may do so from the librarian here at the manor, up to three times. On the fourth time, the sorcerer has returned--but that is another tale (049). 044 All work, no rewardwhy were you doing this again? You scout several of the locations Moffitt gives you, but they have all so far turned up empty or non-existent. Maybe the map was a decoy, or perhaps a plan of what is to be rather than what is. Or maybe it marks time-lost locations? You look at the last spot he gave you, an old municipal building. For the last century or so it has been deserted and used as a refuge by the homeless. You are somewhat surprised to find a hollow space behind a crumbled wall. You see a sinuous rune, nearly faded by time, on the panel facing you. You push it open, and foul air wafts up from descending stairs. You may continue (036) or leave (049). 045 This large room is a hall of statues. A half- dozen are spaced about in the gloom, of varied warriors and monsters, all poised for battle. There is the hollow sound of a distant bell, and then one of the marble figures creaks to life! It is the statue of a large, muscled wrestler. It comes toward you with surprising agility! You are at B on the room board; the living statue is at Y; A is north. The statue grapples the closest character. If you survive, you may search ~(039) or leave, back to the east (001). Living Statue: ST15 DX10 IQNA; Grapple 1D6+3; Stone Skin 4/0. 046 The Everbleak marshes are far to the southwest of Redpoint, and they are home to Myseere's elvin tribe. Retain this plot word for use in The Dark Vale (049). 047 There is seemingly little of value in this dark room. If you pass 3/IQ against JEWELER, you retrieve a perfect opal (300S). If you pass 3/IQ against SCHOLAR, you find a small, curious idol among others of little worth (IDOL). When ready to leave, you step back through the gate (042). 048 You find nothing around the room that seems significant, but on one of the serpent-men, you find an amulet that makes you shudder. Though repulsed, you take it with you to show Moffitt. When you return, you describe to him the deep crossroads and he is frightened. But when you produce the amulet, his eyes bulge. These are no mere Set-worshipping serpents. This amulet is known to me as a Venom-mark. As I understand it, only those who have sworn their lives to killing all for Set, essentially becoming a berserker, are given these by the vile priests. It seems we have enemies below our very feet. He gives you 40S, and says that he will pursue his studies, and will try to communicate his findings to those in Gomars court that would be willing to listen. He may contact you for further aid in the future (049). 049 You have survived! Congratulations. This is worth an extra XP on its own merits. Likewise, if you encountered Ximon and earned his enmity, that is worth another XP. You have put a few more coins in your purse, and have a tale to tell. You may have acquired some plot words. You may rest up to your full strength, and then investigate them: CAMEO (041); MYSEERE (046); LIBRARY (043); SERPENT (034); IDOL (013). APPENDIX A: RACES Humans comprise a multitude of sub-races, a few native to the Stormreach peninsula, plus a dozen waves of immigrants and slaves. Thus a Redpoint native human may be of any skin hue. Dwarves were dominant here a millennium ago, but were displaced by human invaders. |ee:J- cl r|e /:c.e:r Vc|J ~ |e `ccee- l~:c
....[~|(.rn(~e-.cc - |~e | There are now only several minor, isolated kingdoms in the mountainous spines to the peninsula. The Tigrans originate from the grasslands along the eastern coast of the peninsula. They are numerous, and Gomar has allied with them rather than attack them. Elves are rare in this part of the world, though there are two established communities on the Stormreach. One is to the southwest in the Everbleak marshes; the other is far upland, in a wooded vale to the southeast. Orcs were long ago driven to the marshes along the western coast. Over 50 years ago, hordes swept across the reach, but they were eventually destroyed, and the war was then carried deep into the marshes. The Orcs have yet to recover, and are rare outside of their dank homelands. Ursans are bear-men. They live in tribal nations in the uplands. Gomar has exploited natural rivalries to become a power among them. Gnomes dwell in hills far away from settled areas. They are generally reclusive, but some young gnomes get wanderlust before they retire to their burrows. Caprians, or goatmen, were believed to be extinct for the last millennia or so; recently, they have been encountered in the hills and marshes and western shores.