The Sorcerer's Manor

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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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Thr eertrrrr's
aner

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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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.
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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.
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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.

UNARMED D H R/r
Unarmed (U)

D3 (U) - 1-
SWORDS D H R/R
Dagger (G,D,T)

D6

- 1-/2
Rapier D6 9 1
Cutlass
2D6-2 10 1
Short Sword 2D6-1 11 1
Broad Sword 2D6 12 1
Bastard Sword 2D6+1 13 1
2-Handed Sword (2) 3D6-1 14 1
CLUBS D H R/R
Club (T) D6 9 1/2
Mace 2D6-1 11 1
Morningstar 2D6+1 13 1
Maul (2)

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
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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)
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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)
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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."
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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.
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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).
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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).
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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
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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).
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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.

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