Lemurian Chronicles - Adventures & Background
Lemurian Chronicles - Adventures & Background
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Lemurian Chronicles
Barbarians of Lemuria
Mythic Edition,
a game created by Simon Washbourne, published by Filigree Forge.
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Foreword
by Simon Washbourne
designer of Barbarians of Lemuria
I was delighted when I received a request from Vincent Basset to write a brief foreword
to the English translation of Chroniques Lemuriennes, because, when I first saw the
artwork of the French edition (and in particular Emmanuel Roudier’s gorgeous cover),
I felt that us English speakers would be deprived if there wasn’t an English version of
this fantastic book. Not only is the volume filled with glorious illustrations and laid out
beautifully, but the quality of the tome itself is outstanding.
Lemuria is a great place for sword and sorcery adventure - a wild, untamed, almost
prehistoric world built upon the ruins of much older civilizations and filled with strange
beasts and a wide diversity of peoples. Reading through the five adventures and the
additional background I am pleased to see that the authors have not only kept to this
original vision but have also built brilliantly upon those foundations to make such a
wonderful addition to the Barbarians of Lemuria story. It’s also great to see the Kalukan
(one of my favourite races in any rpg setting) having centre stage, not only on the front
cover but also in one of the scenarios.
This book gives you many hours of great gaming and is a work to treasure. Every fan of
BoL should own at least one copy. If you’ve never played BoL before, this work is probably
the best reason to start. Thank you Ludospherik for producing such a fine piece of work.
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Contents
The Calendar of Satarla 6
The Khanate 11
Contents
Heroic Origins 12
The Geography of Khanate 14
The Beasts of Khanate 20
Adventure Seeds 27
The Adventures 28
Kalukan Characters 125
Character sheet 131
Map of Khanate 134
Bored to Death 28
On their way to Liu, the Heroes get stuck on the Island of Shelang when early winter storms prolong their stopover. After
taking up lodgings in the fortress that broods over the small, wind-swept isle, they quickly find themselves overrun by
nasty zombies with pierced foreheads. The lady of the keep has decided to spice up her humdrum existence by dabbling in
necromancy! Will the Heroes manage to root out the Bloodless sorcerer that has been walled-up in the deepest chamber of
the daunting edifice, and who has been whispering impious spells in the ear of the deranged lady?
Or will the entire island become a horrific bloodbath?
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Background Information
Month Season
Viskha
A common calendar has never been established in Istha Season of
Renewal
Lemuria due to the many different peoples and Sadha
countries that dot the continent. Some regions simply Vana
mark the time by the phases of the Moon or the
changing of the seasons, while other regions have Pada
adopted more sophisticated dating systems. Vina
Dry Season
The calendar of Satarla is now widely used due to Tika
the city’s power and influence, but some of the other Sha
cities, such as Tyrus, are vehemently opposed to Pausa
adopting the Satarlan calendar.
Magha
Phal Rainy Season
Chatra
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The Calendar of Satarla
to summon the other gods. The children run
through the streets ringing all sorts of small bells,
creating a joyous racket.
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city anxiously holds it breath: the Satarlan city Founding of Satarla Festival
The Calendar of Satarla
watch deserts the streets and any crimes committed The eighth day of Istha is the date (according to
on this day go unpunished. Despite the reigning the legends) when Satarla was founded. It’s also
chaos, there are actually fewer problems than one the feast day of Grondil the Builder God. Long
might expect. The honest folk stay home behind processions of his priests walk through the streets
locked doors, and any would-be thieves are faced sprinkling the walls of houses and public buildings
with a conundrum: how do you rob people when with the blood of animals sacrificed to the god. The
they’re keeping close watch over their valuables and meat is then distributed to the people for merry
expecting you to come at any minute? Mercenaries banquets.
fill the city during the weeks leading up to the Dark
Day, as work is easy to find. The wealthy families, All Moats’ Day
shopkeepers, merchants and even the temples are all This holiday, celebrated on the seventh day of the
looking to hire someone to protect their possessions. month of Sadha, is in honour of Afyra, the Goddess
Even so, the city is often in chaos, as quarrels of Life. Garlands of flowers adorn every balcony
amongst neighbours degenerate into violence or and the women of the city don their finest clothing
noblemen wage bloody vendettas. In Satarla, telling and jewellery. The name comes from an ancient
someone you’ll “see them on the Dark Day” is legend that says one day Piandra, the mother of
considered to be a death threat. Afyra, was walking along the moat of a palace in
Mezzechesh, the realm of the gods, when she had
a revelation that she was expectant with child. But
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Adventure Seeds
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Background Information
Overview
Khanate
Imposing natural boundaries enclose the Khanate degrees) throughout their history, but for people
region in the northeast of Lemuria. The massive from the South, Khanate remains an exotic land
Axos Mountain chain separates Khanate from the with strange customs.
Plains of Klaar to the south, while the Frozen Tyr Three different ethnic groups inhabit the region.
River forms the border with Valgard to the west. Its The Ghatai are a nomadic people from the southern
exposure to the Eastern Ocean makes the weather Steppes. They never established any cities of their
in Khanate a bit more clement than in Valgard, but own, but many generations ago they conquered
it’s still a frigid and unforgiving climate with long, their neighbours, the Xi Lu, who were earlier
bitter winters. inhabitants of the region. The Xi Lu originally
The south of Khanate is covered with endless established a brilliant urban civilization before
leagues of treeless grasslands. Further north, beyond falling into decadence under a series of petty kings
the Wise Man's Wood, these steppes progressively known for their cruelty and corruption. They had
give way to barren peat bogs that extend all the way been easy pickings for the Ghatai in their thirst for
to a vast subarctic forest bordered by permanently conquest. The third group, the mysterious Wei, eke
frozen tundra. out a meagre existence in the harsh Northern Ice
Khanate was undoubtedly settled in successive Wastes, where they’ve rarely been bothered by the
waves during the First and Second Ages of Man. ambitions of their southern neighbours—after all,
It’s remained relatively isolated from the southern who would be crazy enough to want to fight over
countries. The local populations have always had a country buried under ice and snow, where the
dealings with the rest of Lemuria (to varying endless winter is the only true sovereign?
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Bei Wei
Heroic Origins The Wei, a people of the boreal forests, are short
Khanate - Heroic Origins
and stocky (the men are rarely taller than five and a
Below are a few new origins, along with their
half feet) with round faces, flattened noses and dark
regional traits, that you can choose for Heroes if
skin and hair. Their slanted eyes (black or brown)
you’d like to create a character from Khanate in
have an intense expression about them that can be
addition to those from the other countries found
rather unsettling—at least to an outsider who meets
in the Mythic edition of Barbarians of Lemuria (see
them for the first time.
page 17 and following).
The Wei are herders of xalibu (a domesticated type
of large deer), trappers and woodcutters. They’ve
become perfectly accustomed to the frozen tundra
that stretches to the far reaches of the North, and
can survive in harsh environments that would be
fatal to any other people. If you are a Wei character,
one of your careers must be barbarian or a hunter.
It is forbidden amongst the Wei for a man to be
a priest, magician or physician, as these careers are
exclusively reserved for women.
Pinxi: This is the native language of the Xi Lu, which they still speak amongst themselves. Most Xi Lu are
also capable of speaking a simple form of Gathai, the official language of the government of the Great Khan.
Wei: The Wei have their own language, which is very difficult for outsiders to learn because of its strange
sonorities, including many clicking noises with the tongue. The Wei have no written language, and their
customs and know-how are transmitted orally.
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Ghatai weaponry
Whip: d6L
This whip, a tool of the trade for the
Ghatai herdsmen, can also be a deadly
weapon in the right hands. Some of
the Ghatai cavalrymen have even
made it their speciality.
Ghatai
(Steppes of Khanate)
The Ghatai have copper-coloured skin, and their
hair may be varying shades of brown or red. Their
almond-shaped eyes are normally black or brown,
but may be light or dark blue in rare cases. They’re of
average height but are sturdy and thick-skinned, due
to the brutal life they lead in an inhospitable region.
The Ghatai nomads and herders are the lords of
the vast steppes between the Axos Mountains in
the south and the Wise Man's Wood to the north.
Most Ghatai spend half their lives in the saddle,
but some have become sedentary after having
conquered the cities of the Xi Lu. If your character
comes from one of the nomadic Ghatai tribes, one
of your careers must be barbarian or mercenary.
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The Geography of Khanate
Khanate - Heroic Origins
Bei Wei
Bei Wei is the northernmost city in all of
Lemuria and the only city of the Wei, a people
who migrated south from the glacial sea in ancient
times. The legends say that they fled their native
lands to escape from the ice demons that haunt
the boreal regions. It’s a relatively primitive town,
made up of dry stone, semi-underground dwellings
covered by thick layers of peat moss and perfectly
adapted to the frigid climate of the region. The Wei
are woodsmen, trappers and herders. They harvest
timber from the Great Forest, raise herds of xalibu
and sell the furs of arctic animals to merchants from
Khansan and Liu.
Bei Wei was built over hot springs, which makes
life a bit easier for its inhabitants. In a deserted area
in the heart of the city, a column of boiling water
erupts from a geyser at regular intervals. This natural
wonder is a source of fearful reverence for the Wei.
Any criminals sentenced to death are tied to a large
rock next to the geyser, to be boiled alive by the
powerful blast of scalding water and steam.
The city is governed by the Council of Widows, an
Khansan, Liu, Tor Xian assembly of wise old women, witches, shamans and
The three major towns in Khanate are mainly healers. The council is exclusively female; amongst
inhabited by the Xi Lu, the native people of the the Wei, men are forbidden to practice magic or to
region who have come under Ghatai rule. The Xi become priests.
Lu have brown skin, black hair, slanted eyes and Two generations ago, the Great Khan of Khansan
very little body hair. Their society is the product of decided to conquer Bei Wei. He dispatched his army
a brilliant past civilization, and the Xi Lu place a during the short northern summer, but his troops
great deal of importance on learning and the arts. were annihilated by a blizzard the likes of which
They’re also skilful and audacious merchants. had never been seen at that time of year. The Khan’s
successors took this to be a lesson, and have left the
Boons: Artistic, Excellent Laboratory, Excellent mysterious people in peace ever since. It’s said that
Library, Friends in High Places, Great Wealth, the Wei made a pact with the demons of the North,
Learned, Resistant to Sorcery, Savant, Silver Tongue. and that they worship the ice and snow spirits.
Flaws: City Dweller, Cravings, Greed, Non-
Combatant, Obsession, Unprepared.
Male Names: Bei, Chei Liu, Fei, Fen, Ji Lu, Leng,
Lie Tse, Qi, Tsai, T’sson Du, Xian Go, Ze Dong.
Female Names: An, Chuang, Fang Yin, Hsi, Jia
Len, Li Qin, Lo Siu, Ming Hui, Nia, Phu Lu,
Shen, Xia, Yinyu.
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Wise Man's Wood The Great Forest
This dense forest of fir trees owes its name to Fen This immense taiga covering the north of
Blue Lichen
Blue lichen is mainly found on the eastern edge of the Great Forest. During the spring thaw, small
bluish patches of the plant are scraped off the rocks exposed by the melting snow and ice. The lichen is
then crushed into a powder. It’s a powerful hallucinogenic that induces a euphoric, trance-like state
when ingested or smoked. The wealthy Xi Lu enjoy partaking of the lichen to momentarily forget their
toil and trouble. The lichen is also used in certain alchemistic preparations and magic rituals; amongst
the Wei, only female shamans and witches are allowed to take the powerful drug. Unfortunately, blue
lichen can also be dangerous as it can cause bouts of amnesia, which in severe cases may be permanent.
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The Low Hills to the south of Khansan are rich
Khansan in natural resources, and many small villages in the
The Geography of Khanate
Khansan is the seat of the Great Khan’s kingdom, area earn their livelihood from them. There is a
and is the most important city in the region. The rock salt mine where slaves and criminals toil away,
Ghatai “nobility” rules over the Xi Lu, who make and also several deposits of a red clay encrusted
up the majority of the city’s population. Although with small, sparkling crystals. After it’s been fired
the two ethnic groups still tend to sniff their noses in a kiln, the clay becomes a stunningly beautiful
at each other, the populations are beginning to mix. yellowish-red. Pottery made from Khansan clay is
The uncouth Ghatai have come to rely on the Xi Lu renowned throughout Lemuria for its elegance and
scribes, artisans and merchants, while the Xi Lu have refinement.
gotten used to life under the rule of the “barbarians”;
sure they reek of parvalus dung, but they’ve turned
out to be less cruel than the former kings. It’s said
that the Xi Lu rulers of old were brutal tyrants, well
versed in black magic, who constantly warred with
one another. Amongst the learned, some whisper
that the former Xi Lu lords were descendants of
the Sorcerer-Kings who escaped from the battle
of Hyrdral Chasm after their crushing defeat and
found refuge north of the Axos Mountains.
Akta-Tul, the current khan, has seen many Liu
winters and increasingly depends on his minister The city of Liu is relatively new, and mainly made
Chi Lang, a Xi Lu who has risen to the highest of wood (stone constructions are still rare). It’s a
office in Khanate. As is often the case with the bustling, cosmopolitan city, filled with life at all
Ghatai, a bloody power struggle over the khan’s hours. Liu has the only port in Khanate that is large
succession appears to be brewing between his two enough for high tonnage merchant vessels. Trade
oldest sons, Bara-Tul and Ulba-Tul. His advanced has recently picked up with the major ports from
age has done nothing to cool Akta-Tul’s lecherous the South, resulting in newfound prosperity. Ships
cravings however; he proudly boasts a harem with from Urceb, Lysor, Parsool and Satarla can now
more than a hundred women, and is always on the be seen in the port alongside the Xi Lu junks and
lookout for an exotic new beauty from some far galleys. Navigation can be quite tricky along the
corner of Lemuria. coast of Khanate, in particular during the winter,
The city abounds with palaces, temples and and pirates are always on the prowl. But it’s still
public edifices built when the Xi Lu civilization much quicker than travel by land, as the merchant
was at its height. The Twenty Gods of Lemuria are caravans have to voyage over the steppe, cross the
worshipped here (sometimes under different names), Axos Mountains and pass through the seemingly
but the veneration of ancestral spirits, specific to endless Klaar Plains before they reach the affluent
this part of Lemuria, is also very important. One cities on the Gulf of Satarla.
of the most unique manifestations of this devotion A Ghatai military governor is appointed by
is the immense Garden of the Ancestors, a wooded the great khan to run the city, with the assistance
parkland in the heart of Khansan. The bones of the of a council made up of the city’s most powerful
deceased, after being recovered from their graves merchants. But the real ruler in Liu is money. The
following a ritual time period, are brought here port has become so essential to the city’s prosperity
to erect works of art, small sanctuaries, bridges that it’s the traders who now have the upper hand.
and pyramids of bones and skulls. These strange Corruption is rampant, and organized crime has
and macabre customs are a constant source of recently become a problem as the underworld
amazement for visitors to the region. continues to expand its influence.
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The Steppes of Ghatai
The horizonless steppes that extend northward but must also make sure that unrest amongst the
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Tor Xian
The Geography of Khanate
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CULTS OF LEMURIA the Hand of Jade could have offered Akta-Tul in
exchange for such a prestigious (and lucrative)
The Hand of Jade
Cults of Khanate
privilege.
The Xi Lu are skilled merchants and have The company is involved in a wide range of
established many trading companies, but none is activities. It trades in wood, salt and furs, and also
more famous (or sulphurous) than the powerful luxury goods such as Khansan pottery, precious
house known as the Hand of Jade. gems and blue lichen. A good share of its profits
The company’s shops can easily be recognized by come from the many products it imports from the
the open green hand that adorns their facade, and South.
merchants who work for the house often wear a Min-Ha, the matriarch of the Pi Yan family,
small pendent representing a green hand as a sign presides over the fate of the Hand of Jade. Her
of allegiance. eyes are now blind and she’s nearly a hundred years
Based in Liu, the Hand of Jade is run by the old, but the women known by her rivals as the
Pi Yan family and has enjoyed tremendous prosperity “white-eyed witch” rules over the activities of the
over the past two decades. It owns large warehouses house with an iron fist and unsurpassed guile.
along the wharfs and an entire fleet of merchant What very few people know (but many suspect),
ships, while its caravans crisscross Khanate and even is that the Pi Yan family also has its “hand” in
venture to the southernmost reaches of Lemuria. It more shadowy activities of a much less reputable
has established trading houses not only in Khansan sort. Its agents are experts in tracking down rare
and Tor Xian, but also in other cities in Lemuria products at the behest of demanding customers for
such as Oomis, Urceb, Lysor, Satarla and Parsool. whom money is no object, such as alchemists and
It’s said that shops with the insignia of the green sorcerers (and even druids) seeking arcane materials
hand will soon be opening in Tyrus, and even as or ancient artefacts. With its extensive network of
far south as Malakut and Halakh. What’s even mercenaries, adventurers and thieves, the company
more astonishing is that the Hand of Jade is the can furnish just about anything (including a choice
only company with a permanent trading post in victim for some godforsaken sacrifice) at the right
Zalut—quite a feat considering the Zalutis’ deeply price. Its many shops and employees also form a
engrained mistrust of foreigners. formidable network of spies. Secret information is
The Hand of Jade also owns countless another pricey commodity offered by the house.
caravansaries and inns—some of which it controls Due to its great power and influence, the Hand
openly, and others using front men. The Great Kahn of Jade now has many enemies amongst the rival
recently granted the company the right to manage trading houses and is a source of concern for the
the famous caravanserai of the Gateway (see page authorities, but it would seem that nothing can stop
17). Competing traders are still wondering what its long fingers from extending their reach.
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Snow Bouphon
The Beasts of Khanate Creature Size: Large.
The Beasts of Khanate
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The Beasts of Khanate
Eucladoceros Traits:
Creature Size: Very Large. Camouflage: Despite its size, the eucladoceros is
hard to spot when it wants to remain out of sight
Normally Found: Boreal forests, mountains,
(bonus die when hiding).
tundra.
Magical creature: Some eucladoceroses may have
The eucladoceros is a giant moose-like creature
priest or magician career ranks. You can then assign
from the far North. The Wei call it the maikalha,
them Fate Points or Arcane Power if you want (see
or “Guardian.” It varies in size (measuring five to
BoL, pages 143 and 144).
ten feet tall at the shoulder), and the males have
an extraordinary set of thick, spreading antlers with Regeneration (minor): When wounded, a
pointed tips. These antlers are a prized commodity eucladoceros can regenerate 1 lifeblood point per
amongst the merchants of Tor Xian and Liu, who minute. In a fight, it will usually run away if victory
say they have magical powers. It’s true that the is uncertain, and then come back to launch another
eucladoceros is a unique creature: certain specimens attack if needed.
would appear to be as intelligent as humans, and it’s
said that they can cast spells or invoke the powers Attributes Combat Abilities
of Wang Lin, the god who reigns over the forest. Strength 6 Attack +2
Agility 1 Damage d6H
According to certain legends, the maikalha are the
Mind -1 to 3 Defence 0
deadly enemies of the windoku (see page XX),
Lifeblood 30 Protection d6-3 (1)
whose evil presence is an abomination to the forest.
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Morska Blue Tiger
Creature Size: Gigantic. Creature Size: Large.
The Beasts of Khanate
Normally Found: Arctic seas, ice floes. Normally Found: Boreal forests, tundra.
The morska is a gargantuan walrus (50 to 65 feet A solitary hunter from the boreal forests of Lemu-
long) with greyish black skin and enormous ivory ria, the blue tiger can reach lengths of over twelve
tusks, capable of disembowelling a kalathorn or feet and may be almost four feet tall at the shoul-
shattering a ship’s hull with a single blow. Once a der. It has two sabre-like fangs of medium length.
year, when the morskas gather on ice floes in the Its striped fur is usually white, but may also have a
Glacial Sea to mate, a few of the bravest Wei profit red or bluish tint. But the dreaded cat owes its name
from the occasion to hunt them while they’re on to the colour of its eyes, which are like two spar-
land. Many end up crushed beneath the weight kling sapphires and have the power of mesmerizing
of the enormous mammals. Although it’s difficult its prey. In addition to its bewitching stare, the tiger
to obtain, Morska blubber is highly prized by the also exudes a tantalizing and intoxicating scent. The
Wei nomads—and also by the greedy merchants of inhabitants of the boreal forests fear this scent like
Liu. It’s a high-energy food (with a somewhat fishy the plague, while at the same time practicing devo-
taste) that also has many practical uses: for fuel, for tion to the fascinating predator.
preparing leather, insulation, etc. The thick skin of
Traits:
the morska is also used by Liu soldiers to make a
Bewitchment: Any creature who looks into the
strong and supple armour.
eyes of the blue tiger must make a Moderate (0)
mind Task Roll. If unsuccessful, the creature be-
Attributes Combat Abilities
comes fascinated by the tiger and walks in a dream-
Strength 14 Attack +0* (+1)
Agility -2 (0*) Damage d6 x3 like state to a certain death, without giving any
Mind -1 Defence 0 thought to its defence. The spell is only broken
Lifeblood 70 Protection d6-1 (3) when the tiger finally pounces, but by then it’s usu-
ally too late for its prey. Note that if the tiger is in
*On land. the heart of its territory, the mind Task Roll then
changes to Tough (-2), due to the omnipresence of
the heady fragrance marking its territory.
Camouflage: The blue tiger is hard to spot in its
natural environment (bonus die for hiding).
Excellent hunter: Roll a bonus die when
tracking its prey.
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Xalibu Yi Qi
Creature Size: Large. Creature Size: Small.
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The Bloodless
of Khanate
Is it because of the frigid climate?
No one knows why the undead are
much more common in the regions
north of the Mountains of Axos,
but the fact remains, and there are
more than enough blood-chilling
tales to prove it. This undoubtedly
explains why the burial customs are
so elaborate in Khanate, and why
people take such great care with their
dead. The mere notion of remaining
unburied after death is terrifying, as
the deceased will never find eternal
rest and the living may bear the
brunt of the undead’s wrath.
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Leng Shi Moaning: To make its presence known, the ghost
Creature Size: Medium. may moan, or even howl. During the first round when
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Mogmai During the ritual to create the Mogmai, the
sorcerer cuts a lock of hair from the child’s head
Creature Size: None (see below). and keeps it on his person (enclosed in a pendant,
The Beasts of Khanate
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Adventure Seeds
Revenge of the Phantom
Adventure Seeds
It seemed like a good idea to take shelter
from a winter squall in an old ruin on the moor.
Unfortunately, the abandoned home is haunted by
the grieving Leng Shi of a Xi Lu, murdered twenty
years earlier by a band of Ghatai mercenaries
along with his wife and children. Consumed by
vengeance, the Leng Shi will attempt to possess one
of the Heroes in order to punish the perpetrators.
If the Heroes hope to free their friend from the
tortured spirit’s grasp, they must seek out the chief
of the Ghatai marauders who killed the Xi Lu. To
make matters worse, the man responsible for the
crime has now become the khan of a small clan of
highwaymen who raid the caravans crossing the
steppes, and it will be no easy task to seek vengeance
from he who massacred the Leng Shi and its family.
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A ready-to-play Adventure
Bored to Death
Bored to death
Adventure overview
On their way to Liu, the Heroes get stuck on the Island of Shelang when early winter storms prolong
their stopover. After taking up lodgings in the fortress that broods over the small, wind-swept isle,
they quickly find themselves overrun by nasty zombies with pierced foreheads. The lady of the keep has
decided to spice up her humdrum existence by dabbling in necromancy! Will the Heroes manage to root
out the Bloodless sorcerer that has been walled-up in the deepest chamber of the daunting edifice, and
who has been whispering impious spells in the ear of the deranged lady? Or will the entire island
become a horrific bloodbath?
Introduction
Our Heroes have set sail from Urceb on the imposing fortress and its beacon, which marks a
merchant galley Lady of Oosal. Master Vornan, a series of hazardous reefs for the ships entering the
rich merchant from the city, has chartered the vessel Bay of Liu. Vornan stops at the island once a year to
to carry him and his merchandise to Liu, the main supply the local brewmaster/cook with provisions
commercial port in Khanat. It’s up to you to decide from the South. But when a violent winter storm
why the adventurers are on the ship (perhaps they’ve suddenly kicks up, the ship is forced to prolong
been hired as mercenaries to protect the cargo, or its stay in Shelang. The commander of the local
maybe they are on their way to Khanat to embark garrison offers his meagre hospitality to Vornan
on some other adventure. They could even have paid and the Heroes at the fortress until the storm blows
their way onboard to give the local authorities the over. The days pass slowly on the forsaken island,
slip and avoid yet another scrape). as the frigid weather and mind-numbing boredom
begin to take their toll on the adventurers...
It was already late autumn when the Lady of Oosal
left Urceb, but the captain was hoping to reach Liu Note to GM: This adventure is an “escape game”
before the first frosts made sailing difficult on the with no escape! The Heroes are trapped on the island
northern seas. Master Vornan plans to spend the of Shelang and will have no choice but to stand
winter in Liu, where he has a few business matters and fight. Sinister necromantic forces are at work,
to take care of and would also like to find new raising the dead to punish the living. As the menace
trading partners at the bustling port, where business continues to spread through the fortress, the only
is booming. possible solution for the PCs will be to destroy the
evil at its root. This is more of a “sandbox” adventure,
On its way to Liu, the ship makes a stopover at
and the GM will have to quickly adapt and improvise
Shelang, a small, forbidding island about a three-
on the spot. If you’re a beginning GM, you may want
day sail southeast of Liu. They drop anchor at a
to cut your teeth on a few other adventures with more
fishing village along the bleak, craggy coast. The
linear plots before tackling the Island of Shelang.
stone huts of the village are huddled beneath an
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A Tragic Past and several forbidden tomes exploring the dark arts
The fortress of Shelang was built ages ago to practiced by the Xi Lu sorcerers of old. She picked
protect the coast from pillaging pirates and to tend through the arcane objects with little interest at first,
the fire in the beacon that guides merchant ships and but soon heard a raspy voice murmuring inside her
Bored to Death
war galleys through the bay. More than a generation head. She was frightened initially, but the sepulchral
ago, the island was the scene of a tragic affair. At the voice whispered wondrous revelations, urging
time, a learned Xi Lu named Qi Zhang resided in the her to read select passages from the moth-eaten
fortress with the garrison commander. Everyone in manuscripts, and patiently explaining the terrible
the fortress called the scholar “Qi Zhang the Putrid” secrets intended only for the ears of magicians and
because of his foul breath. A victim of constant alchemists. Behind the wall where his cadaver was
ridicule and bullying, the vindictive scholar began to rotting away, Qi Zhang the Putrid had found a soul
study necromancy around the clock in order to seek to corrupt, an instrument to wield his vengeance on
vengeance on his persecutors. Unfortunately for Qi all the living...
Zhang, the secret laboratory he’d set up in the bowels
As the months passed, Lei Mei slowly lost her
of the fortress was discovered. As punishment for
mind; poisoned by the ungodly whispering of Qi
his impious research, he was encased alive behind
Zhang. Under his guidance, the girl has learned the
the wall of his laboratory, and its doors were sealed
forbidden arts of necromancy and is now ready to
forever. But in Khanate, it’s often difficult for the
unleash the curse of undeath on the inhabitants of
dead to find eternal rest, especially when their soul
the fortress. It will be such wicked fun after being
burns with fierce hatred.
bored to death on this godforsaken island!
The fortress of Shelang had been abandoned
In the rites taught to her by Qi Zhang, Lei Mei
for decades and everyone (or nearly everyone)
uses an auger to drill a hole in the forehead of her
had forgotten this appalling episode before a
dead victim, and then recites a short incantation to
new commander was assigned to the fortress. The
breathe necromantic energy into the orifice. She is
imposing edifice was restored in response to the
then able to bring the bewitched cadavers back to
growing business activity at the port of Liu, and
life from a remote distance. The Bloodless will rise
Muntal the Deaf, an old and disgraced Ghatai
from the dead and attack all the living (except for the
warrior, was sent to the island to end his days
woman who cursed them with undeath, of course).
commanding the garrison. Muntal arrived with his
budding young bride Lei Mei, a Xi Lu from a noble As luck would have it, it’s just when our Heroes
but penniless family. The intelligent and cultivated find themselves trapped in Shelang that Lei Mei
girl had been forced to marry the coarse and ill- first begins to dabble in necromancy. After the
mannered dotard and found herself exiled on a initial attack by the Bloodless, the Heroes will
frozen rock; in the middle of nowhere, in a fortress have to quickly figure out who’s behind the bane
filled with a garrison of uncouth soldiers, bereft of or bodies will begin to pile up all over the Island of
friends or any sort of amusement. Lei Mei quickly Shelang. Paranoia will quickly spread amongst the
found life in her new “prison” to be unbearable, and survivors as new zombies with pierced foreheads
her search for distractions would lead her astray on continue to join the ranks of the undead.
many occasions. One of Lei Mei’s favourite pastimes
was to explore the fortress, and she soon knew
every nook and cranny. It was during one of these
excursions that she discovered Qi Zhang the Putrid’s
sealed-off laboratory, filled with dust but still intact
(no one had dared lay a finger on the instruments he’d
used to practice his sacrilegious acts). She found his
retorts and alembics, his preparations and potions,
29
The Fortress of Shelang The imposing fireplaces can barely heat the
The island is basically just an outcropping of rock fortress, which is constantly buffeted by winds from
lost at sea. It’s only about a mile long and half a mile the icy seas. In these northern climes it’s hardly rare
Bored to Death
wide, and is a three-day sail from the eastern coast to see the bluish silhouette of an iceberg float by.
of Khanate across the Bay of Liu. Its rugged coast
In addition to the watch towers on each side of
has only one narrow bay that is accessible by ship. A
the main gate (which remains open all day and
small fishing village made up of dry-stone huts sits
is only closed at night), the castle courtyard also
huddled at the back of the bay. It is home to about
includes the entrance to the bridge leading to the
thirty people. The fortress of Shelang is a grey stone
beacon tower, the latrines, a rundown stable holding
bastion atop the island. It’s a totally unappealing
four parvaluses, and an armoury containing a small
military edifice built solely for utilitarian purposes,
assortment of weapons (which may come in handy
with no decorative elements whatsoever. The
for the Heroes). The door is locked and only Muntal
decrepit old buildings could certainly use some
has a key. Inside a corner tower is the small chapel
upkeep. The ramparts have been eaten away by the
dedicated to the twenty gods of Lemuria, decorated
briny sea winds and cracked by frost, but are still
with decrepit frescoes.
sturdy and imposing. The beacon tower has been
erected on a promontory rising above the northern The cellar can be reached by a passage beneath the
face of the island. It can only be reached by a stone main staircase of the keep. At the back of the cellar
bridge that arches over the chasm separating it is a cold storage room for perishable goods.
from the fortress. The garrison keeps the beacon fire
Qi Zhang’s secret laboratory has two hidden
burning brightly day and night to warn the passing
entranceways: one in Lei Mei and Muntal’s
ships of the large, dangerous reefs so that they can
apartments, and another one in the cold storage
find a safe passage to the Bay of Liu when glacial
room. The hidden passage in the wall can only be
fogs blanket the northern seas.
found with a successful Tough (-2) mind Task Roll.
The main keep is sparsely furnished, decorated
The beacon tower rises about 45 feet above the
only with a few faded tapestries, moth-eaten animal
steep promontory on which it was erected. A simple
pelts and hunting trophies. On the landing of the
round structure made of sturdy, rough-hewn rock,
second floor can be found one notable specimen—
it boldly defies the raging waves crashing against
an enormous stuffed arctodus (a young one, it’s
the rocks below. The only access is from the fortress,
“only” about eight feet tall!) killed by Muntal in his
via the bridge spanning the narrow channel that
younger days. He’ll happily relate the tale of his feat
separates the promontory from the main island.
to anyone willing to listen. Lei Mei’s apartments
The portcullis for the bridge entrance is left open
are the only rooms in the fortress with any actual
day and night for the changing of the guards inside
decorations. The lady of the castle brought along a
the beacon tower. The guards spend their shifts
few pricey rugs and curios, and a small collection
huddled around the small braziers on the ground
of illuminated manuscripts to help pass the time
floor, playing dice and drinking ale. A large spiral
during her dull and morose days on the island.
staircase leads to the top of the tower, where large
Muntal’s sleeping chamber, which is connected to
windows all around let in the howling winds. Inside
his wife’s, is austere in comparison; the only thing
a large bronze cauldron in the centre of the room
that might be called decorative is a magnificent
burns an alchemistic fire capable of burning even
Ghatai saddle with inlaid leather motifs that sits
in the harshest gales. The guards regularly replenish
proudly on a wooden stand. It’s been many years
the cauldron with jars of highly flammable pitch
since Muntal the Deaf charged across the steppes
stored on the ground floor of the tower.
on the back of a parvalus in front of his cavalrymen.
30
Bored to Death
300' 1500' Fortress
Beacon Tower The fortress of
Shelang
2nd Floor
Village 1 Hallway
2 Guests Quarters
3 Lei Mei
Road 4 Kubrog & Vana
5 Muntal
6 Library
7 Wardrobe
3rd Floor
8 Lo Han
9 Officers
10 Dining Room
11 Sharthal
12 Kamai
13 Servants' Quarters
14 Arluk
15 Cellar
16 Cold Storage Room
17 Hidden Laboratory
To the trapdoor
under the stairs on To Lei Mei's
the ground floor apartments
32
Bored to Death
Kamai Lo Han
Muntal Sharthal
Lei Mei
Lo Han
The old priest supposedly attends to the small The Heroes have had ample time to get familiar
temple in the fortress, but actually spends most with their new lodgings and the inhabitants. They’ve
of his time dozing next to a jug of Kubrog’s beer, become friends with Kubrog, who’s never stingy
or blathering on about some old legend or other. with his beer and delighted to have southerners to
Despite his erudite appearance, Lo Han is actually chat with at his table. They’ve listened to Muntal’s
a spineless and lazy dimwit. drivelling, they’ve rolled dice with the soldiers and
shared many a mug of beer, admired the frigid beauty
Let the Fun Begin! of Lei Mei, and fallen under the charm of the radiant
young Vana. They’ve also gotten the chills each time
The Lady of Oosal has now been stuck in Shelang Kamai gazes longingly at their necks. But boredom,
for a week. The ship was only supposed to stop that insidious worm that gnaws at the hearts of all the
at the island for three days before continuing its fortress’s inhabitants (except for Arluk, who always
journey, but the gods have decided otherwise. An has a million things to do), begins to overcome the
early winter storm has struck the island. A blizzard Heroes as well, as the endless days of fog and snow
dumped snow for three days, leaving huge drifts crawl by with a mind-numbing slowness.
in its wake. The wind has finally died down, but a
The Heroes are in a sorry state after the previous
light snow continues to fall and the thick, frozen
evening. Kubrog’s stout had flown freely yet again
fog rolling off the sea has made it impossible to sail.
until the early hours, and they’re all slumped over the
In these waters, this type of weather may last several
long table in the dining room. They’re woken early
days, and sometimes an entire week.
that morning by Vana as she clears the remainders
Master Vornan and our Heroes have been housed of last night’s meal from the table, while Kubrog
in the fortress, while the crew of the Lady of Oosal blows on the embers in the humongous fireplace
has been put up by the fishermen in the village until to get the fire going. Suddenly, they hear a strange
they can continue their voyage. scratching noise at the door to the courtyard.
33
If none of the PCs are curious enough to open the ceremony. They will also make a sacrifice to appease
door, Vana will go take a look. As soon she opens the spirits of the dead and beseech the gods’ blessings.
it, two soldiers from the garrison burst through the If the Heroes suggest burning the bodies, Muntal
door into the room along with a blast of cold air will say no: wood and coal are much too precious on
Bored to Death
that quickly rouses our Heroes from their drunken Shelang, and winter has hardly begun.
stupor. The soldiers are both as pale as ghosts and
have the vacant look in their eyes of the walking
dead. Their faces are twisted into snarling grimaces Hold on to Your Hats
and they immediately attack anyone in their path.
Things will start moving very quickly now. Once
The whole fortress is soon up in arms and she’s seen for herself that her necromantic rites work
everyone rushes in to see what the ruckus is about. to perfection, Lei Mei will begin adding to the ranks
The situation becomes even more confused when of the Bloodless in the fortress, elated by all the
they learn that another “zombie” soldier has attacked chaos and destruction unfolding around her. She’s
the three guards at the main gate, killing two of the now in the throes of a murderous frenzy induced
soldiers before they finally struck him down. by the nefarious whispering of Qi Zhang. She may
have lost her mind, but not her wits: she’ll take all
The three Bloodless soldiers are quickly identified:
the necessary precautions to cover her tracks and
all were on guard duty at the beacon tower the
avoid getting caught so she can fill the fortress with
previous evening. If they want, the PCs can examine
Bloodless minions under her control.
the dead bodies and take a look at the beacon tower.
They won’t learn much in the guard room at the To make matters even worse, the necromantic
ground level of the tower: the door has been left wide rites of Lei Mei have another horrifying effect: any
open and there are no signs of fighting: just three living being killed by the zombies of Lei Mei will
empty cups on the table, along with some bread, automatically be contaminated by undeath. After
cured ham, a knife and some dice (an attentive hero ten to twenty minutes, they will rise up and join the
may notice that their beer jug is missing, which is battle, making things even more complicated for
strange since the empty cups still smell of fresh ale). our courageous Heroes.
They might also notice a few drops of dried blood on
This scenario doesn’t provide a predefined
the table, along with a smattering of white powder
sequence of events, but instead encourages the
(from drilled bone). The dead men look perfectly
GM to use more of an improvisational approach
normal—except for an odd little hole that’s been
in synch with the players’ decisions. The idea is to
drilled in their foreheads, which couldn’t have been
keep tightening the screws and ratcheting up the
caused by the fighting.
stress, without revealing Lei Mei’s devious schemes
Note to GM: Lei Mei slipped some poison into too quickly. As the GM, you’ll have to be quick
the guards’ jug of beer and then waited until nightfall on your feet to decide what she does, based on the
to sneak back into the beacon tower and perform circumstances. Below, you’ll find a few ideas for
her necromancy. Once she’d completed the rites, she scenes that the GM may or may not use, depending
returned to her bed and waited until sunrise to bring on the players’ own initiatives. You might want to
the dead back to life so she could watch them attack use a certain scene to create a diversion for Lei Mei
the others and spread panic inside the fortress. Ooh, and give her time to act freely. This could be a great
what wicked fun this was going to be! way to make the players feel as if they’re always
a step behind the evil-doer (or evil spirit) that’s
After asking a few confused questions, Muntal
wreaking havoc on the fortress.
the Deaf just shrugs and declares that these types
of things happen every so often in Khanate. He Ideally, in order to create an all-time great ending,
gives orders for the bodies to be placed in the cold the final showdown with Lei Mei should take place
storage room until Lo Han can prepare the funeral in the secret laboratory, either after the Heroes have
34
chased her there or after they’ve discovered her
hiding there (see “Qi Zhang Laboratory," page 40).
A Real Whodunit
A Villain Point used at just the right time might The players won’t have many leads for their
allow Lei Mei to slip through the Heroes’ fingers investigation, or much time to waste as they’ll
after they’ve caught her in the act, leading to the final quickly find themselves trapped in a nightmare.
confrontation in the dark and gloomy laboratory Depending on the situation, if they question
certain inhabitants, or closely examine certain
with the necromancer and her hideous mentor.
rooms or certain people, the Heroes may start
to figure out who’s been making mischief. Here
W The Villagers again, it will be up to the GM to drop hints little
Location: Fishing village by little and not betray Lei Mei too quickly.
Lei Mei sets off as usual one afternoon on her Make sure that the PCs discover the culprit in
parvalus for her daily ride, accompanied by Shartal, the most interesting possible way from a gaming
point of view (e.g. by having them catch her
and they run into a group of fishermen. The men
in the act, or by helping the PCs realize there
offer little resistance when Shartal attacks and kills
might be a secret passage by having a character
them. Lei Mei then gives them the curse of the tell them the lady’s bedroom is empty but no one
Bloodless and sends them back to their village, where ever saw her leave it). And if the players suspect
they massacre the other unsuspecting villagers. The another member of the household for whatever
crewmembers of the Lady of Oosal take refuge on reason, that’ll make the game even more fun.
their ship, where they do their best to beat back the
If the players should decide to go question the
zombie assailants. Meanwhile, about a dozen or so villagers, they’ll quickly be led to the village
Bloodless villagers (including women and children) elder, “Grandpa” Tapai, the village’s “font of
head up to the fortress to attack the living. Due to knowledge” who actually knows very little of
the thick fog, the guards at the door realize too late use. The old blind man has seen nearly a hundred
that they never should’ve let the villagers enter the winters and has never left the island of Shelang,
fortress. Or, if the PCs decide to go to the village to but it will take great patience to learn anything
investigate, you might have them get snared in the from Grandpa: his mind tends to drift, and he’ll
nets of the fishermen, who’ll already be as cold and often lapse into old stories that interest no one
icky as their usual catch. but himself. However, a patient PC does have
something to learn from his meanderings: This is
W The Dead Soldiers not the first time that the dead have risen on the
island of Shelang...and the evil which was long
Location: Cold storage room ago buried has now returned!
Lei Mei uses the secret passage to sneak into the
cold storage room, where she reanimates the dead
guardsmen from the beacon tower a second time.
This now makes five zombies (including the two
guards killed during the initial attack) that she can
send upstairs into the fortress. Or else Lei Mei may
decide to keep them in reserve to defend her secret
laboratory if anyone should discover it.
35
W The Legion of Undead
Lei Mei, has massacred all the fortress servants.
Location: Soldiers quarters
Decapitated bodies lay strewn about the floor in
Lei Mei strikes again, poisoning the drinks of more
puddles of blood. Kamai turns to face the Heroes
soldiers. This time her victims are five members of
wearing his purple mask. A hole’s been drilled
Bored to Death
36
Bored to Death
Cruel to the End
Although the majority of the scenario will be dictated by the PCs’ decisions, you may also
decide to have Lei Mei attack them directly—especially to create a diversion if they’re too
focused on figuring out who’s placed the curse on the fortress and its inhabitants.
Lei Mei could certainly try to poison one or more of the Heroes—after all, why should they
get off the hook? She’s prepared a powerful alchemical poison with the help of Qi Zhang,
using products from his laboratory.
Qi Zhang’s philtre (alchemical poison, Uncommon preparation)
This highly lethal poison slows the heartbeat until the victim loses consciousness and soon
dies from cardiac arrest. A PC who drinks the poison needs a successful Hard (-1) strength
Task Roll to avoid passing out a few minutes later. The Hero will be dead within half an hour
if a second Hard strength Task Roll is also unsuccessful. After a successful roll, the Hero will
wake up trembling and in a cold sweat, but will nonetheless lose d6L points of lifeblood.
There’s also nothing to prevent Lei Mei from having her devoted minion Shartal try to
knock off any Hero who’s become separated from the group (as we all know from horror
movies, this is never a good idea...). And why not make the adventure cruel to the end
by having the poor Hero, transformed into a zombie and with a curious little hole in his
forehead, attack his horrified fellow adventurers?
Note: there are a number of characters in the fortress who’d make a good replacement for a
dead Hero: Kubrog, Vana or Master Vornan, for example.
37
Bored to Death
Qi Zhang’s Laboratory
This large underground chamber, encased in stone
walls, is as cold and mouldy as a tomb despite the
small duct in the wall for ventilation. The original
builders must have intended the room to be a last
refuge in case of an attack on the fortress. A hidden
staircase leads to Muntal’s apartments, and there’s
also a hidden passageway to the cold storage room
in the cellar.
Lei Mei has cleared away some of the thick layers
of dust and the cobwebs, but the room has fallen into
ruin and is filled with a rank and pestilential smell.
A small brazier set on a bronze tripod provides a
semblance of heat, and its reddish light illuminates
what clearly would appear to be a sorcerer’s lair. On
W The Stuffed Arctodus two rotting wood tables sits all the paraphernalia of
an alchemist: an alembic, retorts, glass jars and flasks
Location: Second floor landing
of various sizes, tongs, pincers, shears and other
If the PCs take the stairs to the second floor, they’ll
tools. Rolls of yellowed parchment are stacked on
notice a stool sitting in front of the humongous
shelves against the wall, and manuscripts with metal
stuffed arctodus on the landing—a stool that hadn’t
binding eaten away by verdigris are also strewn
been there previously (good thing Arluk didn’t see
about. The back wall across from the stairs offers an
it, she’d have a fit!). Any adventurer who is curious
even stranger spectacle. On a table pushed against
enough to take a closer look will notice that the
the wall sit two burning candles, one on each side
creature now has a small, barely visible hole in the
of a roughly hewn hole in the wall where several
fur stretched over its forehead—but in the next
large stones have been pried loose. Inside the hole
instant, the arctodus, its mouth agape, will pounce
can be seen the dried-out body of a man imprisoned
on its victim.
behind the wall. His head, more like a skull covered
Note to GM: Lei Mei’s attempt to reanimate the with leathery skin, lies slack against his chest. The
stuffed arctodus has been successful. Needless to sight of the mummified body is horrible enough,
say, using fire against a creature with dried skin and but even more so because his jaws keep clattering
stuffed with straw would probably be a good idea! away, as if he were actually talking!
Note to GM: the entombed cadaver is of course the body of Qi Zhang, preserved from death
by his all-consuming hatred and nefarious necromantic powers. If Lei Mei is in the laboratory
when the Heroes break in, she will do everything in her power to stop them from approaching
her “master” and protect him from harm. She’s now completely mad and will fight to the death.
Surrendering or trying to escape is out of the question for her.
38
Epilogue
The end of the scenario will depend entirely on what actually happened, and on who and how many
people survived. If Muntal is still alive, he probably won’t offer his heartfelt thanks to the killers of his
Bored to Death
young and beautiful wife, despite her crimes, but he will pay them handsomely if they agree to hold their
tongues and leave the island as quickly as possible. If the warlord should die during the adventure, one of
the surviving officers (if there are any) will take command and give a letter to Master Vornan, telling him to
inform the authorities in Liu of what’s happened. Regardless of the outcome, it’s a safe bet that the Heroes
(if they’re still alive) will be anxious to leave the godforsaken fortress. If Kubrog and his daughter have
survived, they’ll ask to come with them after Vana tells her father she refuses to spend another instant on
the cursed isle. This could be the start of a beautiful friendship, and many new adventures...
39
Shartal (villain) Lei Mei (villain)
Attributes Combat Abilities Attributes Combat Abilities
Strength 3 Initiative 1 Strength 0 Initiative 1
Bored to Death
Boons Boons
Hard-to-Kill: Shartal is a force of nature (+2 lifeblood Silver Tongue: as a result of her upbringing and class,
bonus already included in his stats). Lei Mei is well practiced in the art of speechifying
and double talk. She gets a bonus die whenever she
Plains-Born: tough luck for a rider from the steppes
lies or tries to con, coax or mislead someone.
to find himself stuck on a frozen rock in the middle
of the ocean... Sneaky: Lei Mei has the gift of going unnoticed.
She gets a bonus die in situations where she wants to
Mighty Fists: Shartal could knock out a charging
remain inconspicuous.
bouphon with a single blow. Add his full strength to
damage when he fights unarmed. Learned: Lei Mei is very well educated. She gets
a bonus die for anything having to do with Xi Lu
Flaws
literature or poetry.
Illiterate: Shartal doesn’t know how to read or write.
Flaws
Obsession: Shartal has an unhealthy attachment for
Morgazzon’s Curse: Lei Mei has been driven mad by
Lei Mei and will do absolutely anything she asks.
the insidious whisperings of Qi Zhang.
Non-Combatant: Lei Mei’s education was exclusively
focused on improving her mind (already included in
her statistics).
Note to GM: Lei Mei is only a novice sorcerer, instructed in the dark arts by the sepulchral voice
of Qi Zhang the Putrid. She is therefore only capable of using cantrips. The only First Magnitude
Spell that she knows is the necromantic rite to raise the dead. For the final showdown with the
Heroes, also keep in mind that she’s already used up quite a bit of her Arcane Power (shown in
parentheses in her statistics) to perform her necromancy.
40
40
Qi Zhang the Putrid, The horde will only be definitively scattered after
suffering 10 damage points, and will leave in its
Bloodless Sorcerer wake scores of dead rats and hundreds of squashed
bugs.
(villain)
Bored to Death
Demented Whispering: once per round, Qi Zhang
Entombed alive, Qi Zhang has refused eternal rest
may use his impious whispering to poison the mind
and spent decades ruminating his vengeance on the
of one of his adversaries. His mind attribute (+3) is
living. His spirit still inhabits his dead body, which
added to his Attack Roll, while the mind attribute
has mummified behind the stone walls. Qi Zhang
of his victim will be subtracted as a penalty (instead
can be clearly seen from the laboratory through the
of defence). As always, the result must be at least
hole Lei Mei made in the wall. He cannot move or
9 to “attain” his victim and inflicts d6L+3 damage
talk, but is hardly defenceless.
points, ignoring amour, obviously.
Attributes Combat Abilities Vulnerability to Fire: Qi Zhang’s body is as dry and
Strength - Attack See below shrivelled as old parchment, and as flammable as
Agility - Damage See below pitch. Double any damage he suffers from fire.
Mind 3 Defence 0
Lifeforce 25 Protection 0
Traits:
Master of Vermin: Qi Zhang can summon the hordes
of rats and insects that infest the fortress, and make
them attack his adversaries. He must perform an
action to summon the vermin, who will then arrive
during the next round. A furious swarm of purgats,
mice, cockroaches and other creepy-crawlies will
flow over the dead sorcerer’s body before pouring
out of the hole into the laboratory and attacking
whichever enemy Qi Zhang indicates. Once the
swarm attacks someone, Qi Zhang can no longer
change targets, and if the vermin finish off their
victim they’ll then attack the closest person (who
may not necessarily be an enemy of Qi Zhang).
It won’t be easy for the victims to defend
themselves. They’ll literally be submerged by a wave
of pointy teeth and mandibles, which will burrow
beneath their clothes and crawl up their legs. The
person attacked by the throngs of vermin will
automatically lose 1 point of lifeblood per round
(ignoring armour) and will add a penalty die for all
Task Rolls.
Any character fighting off the vermin will make an
attack roll (swarm’s defence : 0) and cause d3 damage
+ strength, regardless of the weapon used (the Hero
flails in all directions, smashing the vermin with
her hands, feet, the flat side of a sword blade, etc.).
41
A ready-to-play Adventure
Männ's Oldest Dream
Adventure overview
Our Heroes are preparing to settle into their winter quarters in a small Valgardian village at the foot of
the Axos Mountains when the unexpected arrival of a young woman, Joanna Männ, upsets their plans.
A tribe of Winged Men has attacked the small mountain fort where she lives with her uncle, forcing her
to flee. Joanna is looking for a few brave souls to escort her back up the mountain to learn her uncle’s fate.
The Heroes will soon discover the eldritch obsessions of old Zacharias Männ and his niece, and have to
deal with the (justified) hostility of the Winged Men of Axos.
Background
Zacharias Männ certainly is an obstinate overcome many hardships and her uncle’s ill
fellow. From his most tender age he’s had but one treatment. She grew into a busy little bird who
obsession: to fly like a bird. As a young boy he became indispensable for her uncle’s alchemistic
would stare wide-eyed at all the winged creatures labours. She got so involved in his work that she
that passed overhead and fill his notebooks with was overcome by the same obsession; the same
sketches of their flights. Later he would study burning desire to fly. All their years of study and
with alchemists who had mastered the mysteries sacrifice became focused on a single goal: to create
of the natural sciences and attempted to recreate a “marvel made flesh,” a golem of feather and bones
life through subtle artifices. After years of tireless that would carry the two accomplices on its back
labour, he became a savant in anatomy, medicine, through the heavens. They too would soar above the
surgery and the arcane arts required to breathe life clouds and feel the ecstasy of flight. The dream of a
into inanimate matter. lifetime would finally become a reality!
Some twenty years before our tale begins, About two years ago, as our two dreamers
Zacharias was given charge of his niece Joanna, were travelling through the icy crags of the Axos
who had been orphaned following a tragic accident. Mountains, they came across a large colony of screech
Her uncle had neither the time nor the inclination crows (see bottom of page 46). The noisy birds were
to care for the girl, who he quickly relegated to roosting on the steep cliffs of Frozen Pass, a high
the most menial household chores. But, as the mountain defile on the former trade route between
seasons passed, the little fledgling managed to Valgard and the steaming jungles of Qush and Qo.
42
Männ's Oldest Dream
A rundown fortress, actually more like a fortified
When the two necklaces were finally ready for use
cave protected by a crumbling tower, sat astride the
(in theory anyway; the Marvel had yet to take flight),
pass. The whole edifice had long been abandoned
Zacharias and Joanna still had one important task
to the icy mountain winds, forgotten along with
to accomplish before they could soar into the skies:
the former trade wars and border skirmishes that
master the art of flying and perfect their knowledge
had once made it necessary. Zacharias realized that
of wind patterns and air currents.
the fort would be the perfect place to continue his
work, and decided to take up residence. The large As they toiled away, our two busy beavers never
colony of screech crows would provide him with realized they weren’t alone on the mountaintop. The
an abundant supply of raw materials to complete Axos Mountains were also home to secretive tribes
his construction work. The old tower would be the of Winged Men—half bird, half human creatures
flight deck for the Marvel, and the sheer cliffs of the (see BoL, page 87). The lands of one of these tribes,
Axos Mountains would be witness to the first flight who called themselves the People of the Peaks,
of Zacharias Männ and Joanna, the future lords of lie not far from Frozen Pass (see text box, page
the sky! 53). One day Oorea, a young Winged Woman,
happened upon one of Joanna’s killing fields. A
They quickly cleaned and consolidated the tower
trail of blood led away from the savagely butchered
and brought up all the provisions and fuel they
birds, and Oorea followed it back to the “old stone
would need. Then they established their routine.
nest” abandoned long ago by the Wingless. Seeing
Joanna, who had proven to be quite handy with
that it was once again inhabited, she flittered over
her sling, would bring screech crow specimens
to the tower to take a look around and was horrified
back for her uncle, who would pluck and dissect
to learn the gruesome fate of her feathered friends.
the birds and then stitch the carcasses together to
Surprised by Zacharias and his niece, she fell into
create bigger and bigger pieces of feathered flesh.
their clutches before she knew what was happening.
Eventually they formed a single monstrous bird
The old alchemist decided to enchain her in one of
with a wing span of twenty feet: his Marvel! Once
the cells of the decrepit fortress.
he’d finished his macabre sculpture, he crafted two
magic necklaces that would enable the “pilot” to Zacharias could hardly believe his good fortune:
control the bird’s movements through mind control. he’d gotten his hands on the last piece of the puzzle!
43
He promised Oorea that he would release her in no
time if she agreed to reveal all the secrets of flight
An Unexpected Arrival
to him. The frightened young prisoner answered Our adventure begins in a small Valgardian village
Männ's Oldest Dream
her captor’s questions as best she could, but the old at the foot of the Axos Mountains. The first snows
buzzard was insatiable and always craved for more of winter have fallen and the high mountain passes
knowledge. Each night when she was left alone, will soon be blocked. Our Heroes are sitting around
Oorea would call out to the night skies, hoping the fire at the inn quaffing foamy mugs of ale when
that the other Winged Men would be looking for the door bursts open and a young girl, half frozen to
her and hear her desperate cries for help. One day death, collapses in the doorway.
her prayers were answered. The People of the Peaks,
Exhausted, half-starved and chilled to the
normally a peaceful folk, launched an attack on the
bone, the girl is incapable of speech at first. But
stronghold, freed Oorea and made Zacharias their
the innkeeper recognizes her: It’s little Joanna,
prisoner. Joanna barely had time to gather a few
the young lass who lives with her uncle up in the
things, leap on the back of a kroark and make a mad
mountains, about a two-day walk from the inn.
dash down the trail to Valgard. She had no time to
The two of them often come down to the village
see what the Winged Men planned on doing with
for supplies during the warmer months. Her uncle,
her uncle. Oorea implored the other Winged Men to
Zacharias Männ, is a peculiar little bird. Quite the
let the girl flee. She’d seen Joanna beseech her uncle
scholar, they say. Not an unfriendly sort, but not
to release their captive, and told her brethren that
much of a talker either, always lost in his thoughts.
the girl had tried to shield her from the old man’s
He’s been living up in the mountains with his niece
cruelty. The Winged Men acquiesced, convinced
for the past few years in an abandoned old fort that
that the young flatlander would never dare return.
they’ve fixed up. The innkeeper doesn’t know much
As Joanna hastily made her getaway through the
more, except that Zacharias always pays up front,
pass, she frightened a large flock of screech crows.
and anyway, he doesn’t like to stick his nose in other
A humongous mythunga, alerted by the deafening
people’s business.
caws, swooped down for an attack. Joanna had only
survived thanks to the sacrifice of her kroark, whose Joanna is of average height, with the typical
lifeless body now lay in the pass, entombed under features of a highlander: she’s stocky but has a
blankets of snow. certain feline grace. Her red hair is tied into short
pigtails, and she has fair skin and freckled cheeks.
Following Joanna’s escape, the People of the Peaks
Her clothes are made of leather and pelts of animals
threw Zacharias into the same cell where he’d been
from the Axos Mountains.
holding Oorea. Instead of killing him outright, they
condemned him to a much more cruel fate. After She keeps around her neck, well hidden beneath
interminable days of agony, the alchemist finally her thick clothing, one of the magic necklaces to
died of hunger, cold and, above all, of utter despair. pilot the monster bird (see text box, page 51). Her
Just when his Marvel was ready to take flight, uncle gave her one of the necklaces to keep until
Zacharias Männ saw his oldest dream and most they can finally be used, and kept the other for
cherished hopes shattered along with his frail body. himself.
And now, perched atop the tower, sits the Marvel, The girl eventually comes to her senses. They sit
immobile. It has become a memorial for the People her down in a comfortable chair near the fire and
of the Peaks, who have decided to regularly bring give her a bowl of hot soup, and she tells them how
offerings to “the monster.” Although they find it she had to flee her home. A band of Winged Men
repugnant, it nonetheless symbolizes the sacrifice attacked the small mountain stronghold where
of hundreds of savagely massacred screech crows, she lives with her uncle Zacharias. She was in the
those peaceful creatures made of flesh and feathers courtyard when they swooped down on the tower.
in their image. She ran to the stables, saddled a kroark and fled to
44
Interpreting Joanna Männ
Joanna’s not necessarily an evil or devious person, but she’s had a miserable
Chapitre 2 : Avantages
childhood with a fanatical uncle as her lone companion. After toiling for years
to help the old alchemist build his “Marvel,” she’s become just as obsessed as
Zacharias and now longs with all her being for only one thing: to mount the
feathered monster and fly! She’ll do anything to obtain her goal, and once
she sees what’s happened to her uncle, she’ll be overcome by an irresistible
urge to take possession of her inheritance and make her dream come true.
All her energy will be bent on finding Zacharias’s magic necklace because
without it she won’t be able to fly the Marvel (see text box, page 51).
She needs the Heroes’ help and must gain their trust. At the same
time, she’ll think twice before telling them the whole truth when they
first meet, as she’ll be afraid they won’t understand. Once they reach
the fortress, she’ll have no choice but to tell them about her uncle’s
work due to the circumstances - also because she needs their help to
recover the necklace.
look for help. Then, after she’d barely had time to past—the death of her parents, her life with her
leave the fortress, she was attacked in the pass by a uncle the scholar and his passion for birds, and how
gigantic mythunga, a vicious winged predator that they moved into the mountain fortress to study the
haunts the peaks of the Axos. Her kroark became colony of screech crows. But for the time being she
wild with fear and threw her to the ground. She fled won’t say anything about the monster bird they’ve
by foot as the mythunga winged down to attack her built, the magic necklaces, the bird woman they
mount. It had taken her two days, with hardly any took prisoner, or the tyrannical nature of her uncle
food or sleep, to reach the village. that caused the whole mess.
In a voice filled with tears, she says she doesn’t After a night of rest, and despite her fatigue, Joanna
know what’s happened to her uncle. Have the is ready to leave at once the next morning. If the
Winged Men killed him? Taken him prisoner? Heroes don’t have mounts, she’ll make arrangements
She must return to the fort as quickly as possible with the innkeeper for parvaluses so that they can
to rescue him, but she’ll need help. She only has a travel as quickly as possible. There’s no time to
small purse of gold with her, but she swears to the lose—not only for Zacharias, but also because the
Heroes that her uncle is a man of means. They’ll be winter snows may soon block the mountain passes.
paid handsomely if they agree to escort her back to If everything goes as planned, it should take three
the fort to find out what’s happened to Zacharias. days for the group to reach the fortress.
If the PCs ask, she’ll talk some more about her
45
The Trek to Frozen Pass Joanna will tell them that this was her kroark,
After a two-day climb through the foothills of and will explain that the notebook belonged to her
Männ's Oldest Dream
Valgard and up the slopes of the Axos Mountains, uncle. He always kept it with him when he went
the trail winds through a narrow canyon shrouded in out riding to study birds, and must have left it in the
shadows. The rock falls, the meandering mountain saddlebag of the kroark.
stream, the icy gusts of wind and the hard-packed
snow make the trail difficult for both men and
beasts. But if all goes as planned, they should reach
The Roosting Screech
the fortress the next day. Crows
In the middle of the day, the Heroes see the tail of At the end of the afternoon our Heroes exit the
a kroark sticking out of the snow. As they approach canyon and the passage widens between the cliffs,
they can see the rest of the carcass, well preserved which are splattered with the white stains of bird
by the winter cold. The creature’s flanks have been droppings. The cliffs have been home to a large
gored and partially devoured. Its legs have also been colony of screech crows for many years, and the
savagely crushed and are twisted at sickening angles. birds are not accustomed to visitors—except for
Joanna, who has made it her hunting grounds.
The harness and saddle bag are still on the kroark.
The Heroes will find a little frozen food inside and a The voyagers will need to keep a low profile to
leather case containing an old notebook. The pages avoid scaring the thousands of birds perched on
are filled with the studies of Zacharias Männ: notes, the cliffs above—hardly an easy task as the trail
comments, hypotheses and hundreds of sketches is littered with obstacles. Joanna will warn them
of all sorts of birds, both alive and dissected, with about the danger of setting off an uproar amongst
carefully detailed anatomical drawings. It must the birds, as it will undoubtedly attract the winged
represent many years of work. There are different predators common to the area—in particular the
types of birds on the first pages, but the more recent feared mythunga. She’ll get off her parvalus and
entries only concern the screech crows of the region. lead it by the reins, and the Heroes would be wise to
The handwriting and the drawings are all from the follow her lead. But there’ll still be a risk of setting
same hand, but there is no way to identify the author. off a small rock slide, with all its grim consequences.
46
Männ's Oldest Dream
Note to GM: Go ahead and make
the players roll the dice a few times
to keep them on edge. A beastmaster
would be handy here to keep their
mounts calm. Have Joanna speak in a
low voice and encourage the players to
do the same; if they don’t follow your
lead and talk normally when interpreting
their characters, you can consider that
their Hero has also talked too loudly
and has frightened the birds. They’ll then
leave their nests and fill the air with their
thundering caws, which will of course attract
the attention of the mythunga.
In this case, the screeches of the mythunga
will soon be heard above the cacophony. An
ominous shadow will loom over the pass and the
rapacious bird will then wing down in search of
a tasty treat.
Regardless of how the Heroes respond to the
mythunga, Joanna won’t wait around to find out.
She’ll immediately bolt towards the fortress, which
is now less than a league up the trail. She’ll yell in
a panicked voice to the others to follow her lead.
If the PCs prefer to stand and fight, the mythunga
will attempt one or two reckless attacks before The Abandoned Fort
flying away. It will swoop in low despite the tight
In days gone by, this stronghold guarded the
confines of the pass, and may snatch a parvalus
border between two rival kingdoms that have long
before winging off.
ceased to exist. At the time, the pass was one of the
Note to GM: if the PCs are in a fighting mood, few viable trade routes through the Axos Mountains
make sure that the mythunga escapes without too between the frozen countries of the North and the
much damage so that it can reappear on the scene steaming jungles of the South. It had been heavily
during the end game when the People of the Peaks used by merchant caravans, who filled the coffers
lure it to the fortress (see “The Shadow in The Sky,” of the fortress with their toll money. But due to the
page 54). If our valiant adventurers manage to bring decline of the ancient kingdoms and the opening
down the beast during its initial attack (using a of more accessible trade routes, the road through
healthy dose of Hero Points, for example), feel free Frozen Pass lost its strategic importance and the
to have another mythunga arrive on the scene for fortress was soon forgotten and fell into ruin.
the final showdown.
47
Ledge leading to
valley to the south
Cliff
Männ's Oldest Dream
Waterfall
30 feet
To Valgard
10 feet
48
road could still be used before the many landslides - The ground floor (T1) can be entered through
due to erosion blocked the trail. a heavy door that opens onto the main courtyard of
the stronghold. The door is locked from the inside
A marauding cave bear recently decided that the
49
The Grimoire
One of the works in the library may catch the eye of the Heroes, in particular if they speak Sorceric.
It’s an extremely rare tome called The Art of The Invisible Bond, and treats both sorcery and the
alchemist arts. It provides metallurgical techniques for forging objects with psychic powers. This is in
fact the book that Zacharias used to create and to charm the necklaces to fly the Marvel by mind control.
A PC who is an alchemist may, after long hours of study, get the gist of the tome, but they’ll also have
to make a successful mind Task Roll. If the roll is a failure, the Hero will still understand the dark arts
described in the tome, but will be struck with a temporary (or permanent, depending on the type of
failure) disability, which may include the appearance of strange symptoms (pustules, itching, etc.),
an irrational fear, or a behavioural problem (at the GM’s discretion).
Screech crows in every possible state fill the A small stone staircase leads through a small
workshop. Drawings of them are pinned to the walls, turret up to the roof of the tower.
stuffed crows are splayed in awkward positions,
- The roof of the tower (T5) is open to the four
dissected birds are on display, and birdcages are
winds and has a crenelated parapet. At least half
filled with them (they’ve all starved to death). The
of the roof is covered by a wooden platform on
air is heavy with the acrid smell of bird droppings
which a gigantic bird is majestically perched with
and the pungent fragrance of formol.
its wings folded. The creature (see text box, page
The fireplace holds a small forge used for extremely 51) is inanimate and appears to be staring far off
precise moulding. There are moulds for making links at the southern horizon, waiting for the moment to
and pendants, jeweller’s tools and filings of precious take flight. The bird has been adorned with garlands
metals. This must be where Zacharias made the of mountain flowers. Wooden bowls and braided
magic collars, following the instructions contained baskets have been placed at its feet. They contain
in the grimoire down in the library (see text box). wild berries, dried fruits, petals from flowers, bones
sculpted into small birds and animals, and beads of
Note to GM: a PC with an alchemist career
different colours (these are uncut gems of significant
would certainly be capable of using the grimoire
value). Some of the offerings look quite fresh,
to create a copy of the missing necklace. But as is
meaning the roof must often be visited. They’ve
always the case with alchemy, it would take many
been brought by the Winged Men, who have
weeks to study the magic tome and to perform tests
transformed the top of the tower into a sanctuary.
and experiments—without forgetting the rare and
Joanna will be very surprised when she sees this.
precious raw materials that would need to be found.
The Heroes clearly won’t have enough time due to Next to the parapet sits a large cask with a cover.
the imminent threat of the Winged Men (and the Inside is a gelatinous liquid that reeks of formol
growing impatience of Joanna). and pine oil. This is an alchemist’s preparation that
must be brushed on the wings and feathery body
Lastly, saddles and leather straps in mint condition
of the Marvel on a regular basis to prevent it from
hang on the wall. Zacharias and Joanna have
rotting.
made a complete system of saddles and harnesses
perfectly adapted to the Marvel, complete with
two individual saddles and a pack for their bags Trail to The South
(or additional passengers). The monster bird will be A trail about fifteen to twenty feet wide leads down
capable of carrying upwards of 600 pounds while from Frozen Pass to the South. It was carved right
still flying effortlessly. out of the cliff face and rises perilously above the
50
southern jungles, which stretch below to the horizon. means plunging to a certain death, and the long,
The former trade route hasn’t been maintained for exposed ridge is also a prime hunting spot for the
ages and is littered with fallen rocks and blocked by many winged predators in the region (mythungas,
51
The People of The Peaks the Marvel (including a handful of “those coloured
As soon as she reaches the fortress, Joanna will stones that corrupt the flatlanders...”). They’re
Männ's Oldest Dream
hurry to the tower in search of her uncle, and escorted by four scouts (toughs). One of them speaks
eventually discover his lifeless body chained up in a few words of Lemurian, and will do his best to
one of the prison cells. After some heartfelt sobs and communicate with the Heroes if they show him
a few curses for those foul Winged Men, she’ll regain they’re friendly.
control of herself and begin desperately groping
Joanna will want to know if they have her uncle’s
her uncle’s neck to find the second necklace. It’s
necklace, which is identical to the one she herself is
nowhere to be found. A perceptive PC will notice
wearing (she’ll show it to the visitors). The Winged
feathers lying on the floor of the cell, which don’t
Man tells her that Shaman Jaoor, the spiritual guide
look the same as those of the screech crows. Note to
of the People of the Peaks, has taken it as a trophy.
GM: these are feathers that were lost by Oorea, the
Joanna will then ask for a meeting with the shaman.
Winged Woman held prisoner by Zacharias.
If the Winged Men feel threatened in any way,
When she can’t find the necklace on her uncle (it
they’ll hurry away to save their skins and spread
was taken by Jaoor, the shaman of the People of the
word amongst their people that intruders have
Peaks), Joanna will frantically look for it on every
returned to their lands.
floor of the tower, turning the whole place upside
down and asking the Heroes for assistance. The
Winged Men, who are not curious folk by nature
Jaoor the Shaman
and take little interest in the affairs of humans, have Regardless of the outcome of the initial encounter,
left the place untouched except for the top of the a few hours later an unruly throng of Winged Men,
tower, which they visit regularly. led by the shaman Jaoor, will appear in the sky
above the tower. There will be about forty of them
At this point in the adventure, it’s quite likely
(30 rabble and 10 toughs).
that the Heroes will start peppering Joanna with
questions to figure out what the hell’s going on. Initially, Jaoor will want to show his people what
She’ll now realize that it’ll be much easier to find a wise and peaceful leader he is, who has no fear of
the necklace if she places her trust in the Heroes. these flatlanders. In any case, he knows that he can
If they start to dither, she’ll be generous with the always use his magical powers to protect himself
family treasure to convince them. If Joanna gets the if push comes to shove (see Jaoor’s stats, page 57).
feeling that they sincerely want to help her, she’ll He’ll therefore stand alone in front of the Heroes
stop beating around the bush and tell them the (and Joanna), and eye them disdainfully. He can
whole story: about the project to create the Marvel, only speak the Heroes’ tongue in broken bits and
the importance of the mind-control necklaces, will use vivid imagery (Winged Man imagery) to
and how the Winged Men attacked after they’d express himself. First he’ll ask them what they’re
captured Oorea. doing here. He’ll then make it clear that they’re not
welcome on these lands, which have belonged to the
The Offerings People of the Peaks since time immemorial. Initially
he’ll be friendly, but he may try to intimidate the
After spending the remainder of the afternoon
Heroes or even threaten to kill them, depending on
exploring the stronghold and talking to Joanna, the
their attitude. Joanna won’t hesitate to add fuel to
Heroes will hit the hay once night falls. But the
the fire. If she can’t convince the shaman to give
next morning at dawn, they’ll wake to the sounds of
her the necklace (which shines brightly around
strange voices atop the tower...
his neck), you can even have her try to rip it from
A half-dozen Winged Men and Women (rabble) Jaoor’s neck. It’s the sort of irreparable act that could
have come back to the tower with new offerings for immediately lead to a battle with the Winged Men.
52
Note to GM: Be sure to let the players act on
that I don’t already possess” (which he truly believes).
their own initiatives before having Joanna perform
He will not be tempted by weapons, trinkets or
any rash acts.
gold. If the PCs offer an alternative such as getting
If the Heroes try to negotiate with Jaoor and offer rid of the mythunga for the Winged Men, he’ll just
him something in exchange, he’ll just give them an cackle (as only a Winged Man can) and tell them
amused look and say “you Wingless have nothing that the simple presence of this mighty lord of the
53
skies guarantees that flatlanders will think twice
before trespassing in their mountains. The only
way to bend his will is by demonstrating magical
Männ's Oldest Dream
54
His attitude will suddenly change. He’ll propose but it’s still made of flesh and blood. At this point,
that each side take time to reflect on the situation, if the Heroes still refuse to take action, Joanna will
because “time is a source of wisdom.” He’ll then tell rush headlong to the top of the tower and try to
55
Winged Men,
Cast of Characters People of the Peaks
Männ's Oldest Dream
56
The Mythunga
(see BoL, page 116)
Jaoor, Shaman,
People of the Peaks
(villain)
Boons
Inspire: Give a bonus die for all the Attack Rolls of
his followers for one round, once per day.
Winged-Man Agility: +1 to agility (already included
in stats).
Flaws shaman’s talismans will be smashed to pieces and
Arrogant: Roll a penalty die when dealing with progressively lose their protective power.
foreigners.
Ceremonial staff*: Jaoor’s sceptre is a gnarled wooden
Belongings staff about five feet long with a shiny, polished
Talismans: Jaoor’s body is covered with sacred human skull perched on top. Its eyes are two ruby-
talismans and amulets made of feathers, bird red gems that give off an eerie glow and have an
bones and small, coloured pearls. This gaudy attire unwholesome, disturbing effect. Jaoor has a bonus
has mystical powers which give him a protection of +1 for appeal when the sceptre is in his hand,
of d6-1 (3) from the first damage taken, d6-2 (2) and his enemies roll a penalty die for Priority Rolls.
from the second damage taken, and then d6-3 (1) Jaoor’s sceptre only has magical power when it is
from the following damage. As he takes hits, the held by a shaman of the Winged Men.
57
A ready-to-play Adventure
The Serpent Bride
Adventure Overview
The Heroes have been invited by Turmar Latia to celebrate his marriage to the ravishing Jil Sendak,
a young heiress from one of the noblest families in Satarla. But his fiancée is secretly in love with
Eormo, a dashing sky-pilot from a poor jungle tribe. Eormo decides to throw caution to the wind and
listen to his heart: following the customs of his people, he kidnaps Jil just before the ceremony as the
stunned guests look on in disbelief. Our Heroes will be asked to hunt down the fugitives, who’ve fled
to Eormo’s tribal village. They’ll soon discover the bizarre wedding rites of the jungle people, who are
ruled by a creature that is even more bizarre...and much deadlier than they could’ve ever imagined.
Introduction
The Heroes have gathered to attend the wedding foolhardy act: kidnap Jil on the day of her marriage
of the beautiful Jil Sendak and the young parvenu and steal away with her to his homeland to marry
Turmar Latia. The Sendak family belongs to the her according to the customs of his tribe.
upper crust of the Satarlan nobility and is known for
The Heroes can only gawp in amazement along
its refinement, attachment to tradition and culture;
with the other guests as Eormo swoops down with
whereas Turmar’s family has built its reputation and
his sky-boat to abduct Jil right in front of their eyes.
power on an immense fortune gained through the
An incensed Turmar will ask the adventurers to
bouphon trade. But this supposedly happy event
track them down and bring back his bride-to-be.
has nothing to do with love: Turmar only wants to
marry Jil to elevate the standing of his family and
cast off their common origins as dealers in chattel.
Party Crashers
He doesn’t have the slightest regard for Jil, who’s Our story begins with the Heroes being invited
secretly burning with desire for Eormo, a young to the marriage of the ambitious social-climber
sky-pilot from a jungle tribe north of Oomis. His Turmar Latia. You can keep it simple by saying
humble origins rule out any hopes of marrying the he has close ties with the adventurers (he might
heiress of such a noble Satarlan family—unless be a friend or a family relation—maybe someone’s
he decides to listen to his heart and commit a cousin). Or they could just be part of his entourage,
58
The Serpent Bride
mercenaries hired as escorts to make him look The bridegroom and his retinue finally enter the
important (big shots like Turmar must have an courtyard of the estate, preceded by a merry troupe
escort, of course). You’ll have to decide why your of minstrels announcing their arrival, and the guests
group of players would be invited to a fancy event are waiting expectantly for the ceremony to begin.
with all the high society of Satarla. All that really Suddenly, the dark shadow of a sky-boat looms above
matters is that they have strong enough ties to the house. A rope drops down to the waiting hand of
Turmar to justify their willingness to help him Jil, who grabs hold and is immediately swept away
(either because he’s their boss or their friend). by the mysterious and astonishing aircraft. As the
guests look on in disbelief, the PCs may try to chase
The guests have gathered in the luxurious villa
down the fugitives by making a Priority Roll with
of the Sendaks, one of the wealthiest families
a -4 modifier. They’ll be surprised when they reach
in Satarla, in the hills above the city. The multi-
the top-floor terrace by six guards on duty who, to
tiered estate is in fact a series of beautiful terraces
everyone’s amazement, will halt them in their tracks.
extending up the hill, embellished with slender,
The guards will do everything in their power to stop
white marble columns that only add to the baroque
the PCs from gaining access to the terrace or the
splendour of the luxurious manor. It’s early evening.
parapets, and will prevent any attempt to tie down
Warm, gentle breezes carry heady fragrances from
the sky-boat. A foolhardy PC who may consider
planters filled with jasmine through the late summer
leaping from the terrace to catch Jil will quickly
air. White flowers adorn the long tables, where the
realize this is a bad idea: even the most courageous
guests enjoy the choicest delicacies of the region.
adventurer can’t defy the laws of gravity.
Wine flows in abundance. The guests have gathered
in small groups on the terraces of the palatial estate, After a few moments of confusion, while the two
enjoying the refreshing breeze as they wait for the fathers heap insults on each other and take turns
ceremony to begin. The beautiful Jil is alone on blaming each other for the calamity, Turmar bursts
the top-floor terrace with her father and a priest onto the scene with another young man. It’s Jil’s
of Lilandra, anxiously awaiting the arrival of her brother, Khalaman Sendak. He has an aristocratic
future husband. and military bearing, and wears the uniform of the
elite pilots of the Satarlan Sky-Navy.
59
It was Khalaman who introduced Eormo to Jil at
a Sky-Navy banquet. He never dreamed that their
chance meeting at the dinner party would lead to
this. In any event, if he’d had even the slightest doubt
The Serpent Bride
60
The Serpent Bride
his village, where they would be married according
to the customs of his people. But Eormo had only
Thunder and Lightning
There’s no more time to waste. At enormous
decided very recently to kidnap her, due to Turmar’s
expense, the two families were able to quickly
marriage proposal. In a hushed voice, Daliluna will
locate a sky-boat and the Heroes must take off
also reveal that Jil told her Eormo’s tribe worshipped
immediately if they want to find Jil before nightfall!
serpents, and had built an enormous temple in their
(For more information about Satarlan sky-boats,
village devoted to snakes.
see BoL, page 78).
Once the PCs are satisfied with all they’ve learned
The tension is thick for the first few hours on
and have recovered their gear (or have asked for
the sky-boat. There’s no trace of Eormo and the
more weapons), it will be time to get on board the
skies are growing menacingly dark. Looks like a
sky-boat piloted by Khalaman, who’ll now arrive
summer storm is approaching! The boat remains
looking for our courageous adventurers. Turmar has
on a northwest heading and, after a few hours, they
had ample provisions prepared for their journey:
finally make out the silhouette of a sky-boat on
plenty of water and three bags of food if their quest
the horizon. The duel between the two rival pilots
should prove long. He’ll also give them a map of
can now begin, and Khalaman and his two crew
the region, which has been annotated by Khalaman.
members work up a sweat as they try to intercept
It should now be clear to the Heroes what’s in the rogue boat. The chase continues as the dark
store for them: if they don’t manage to catch up to clouds gather and the sun sinks below the horizon.
Eormo’s sky-boat, there’s a good chance that he’ll The first drops of rain splatter against the ship, and
seek refuge in his village, where he’ll then be able quickly transform into hail stones. Thunder roars
to wed his beautiful bride in accordance with the and the dark skies are split asunder again and again
customs of his people. by flashes of lightning. They continue to gain altitude
61
and Khalaman won’t hear any talk of turning back or they can use past experiences or their origins), the
or trying to land, now that their objective is so close! PCs will realize that the storm has blown them way
But their pursuit comes crashing to a halt when a off course: they’re now in the Plains of Klaar. They’ll
lightning bolt strikes the prow of the sky-boat and have to head west and ford the Oom River to look
The Serpent Bride
fries a member of the flight crew. The vessel spirals for the village of the Shanis (assuming of course that
out of control and begins to plummet towards the Eormo made it home safely: but don’t they say that
ground...the end of their wild chase is near. Piandra smiles on the brave of heart?).
The Heroes stumble upon what looks to be the ruins of a former guard tower. After carefully
picking through the rubble, the PCs will find an ancient rune-inscribed axe. Strange... its blade
1 is still razor sharp (alchemical weapon; reroll any result of 1 when rolling damage; only one
reroll allowed). A skittering hand (see BoL, page 130), the only cursed remains of the axe’s
previous owner, will then sneak into the thief ’s gear to try to retrieve its weapon.
The cries of a young elasmotherium attract the attention of the Heroes. It’s been abandoned by its
2 mother and is scared out of its wits. It will be extremely hostile to anyone who crosses its path (see
BoL, page 109 with a lifeblood of 25).
A group of 2d6H parvaluses (see BoL, page 116) are drinking tranquilly at a watering hole.
3
Wild parvaluses can be very jittery and it will take a Demanding (-4) Task Roll to catch one.
A gaggle of d6-3 (1) azhdarkhos (see BoL, page 101) have been circling ominously overhead,
4
and will swoop down to attack if the PCs should ever drop their guard!
5 An andrak (see BoL, page 101) decides that the Heroes could be a tasty treat.
6 The half-eaten body of a dead Blue Giant lies rotting in the sun...
62
The Nomad Ruins
At the top of the stairs they’ll find a wide open
As the Heroes scamper towards the only
terrace with a triangle carved in the stone floor.
outcropping offering shelter from the rampaging
Small urns holding burning coals have been placed
herd, they’ll quickly realize that the “rock” is in
at each corner. In the centre of the triangle lies an
fact a rectangular block at least 25 feet tall, which
enormous body covered by a shroud made of tanned
appears to have been sculpted from a smooth, black
pelts. Around the triangle, three Blue Nomads are
obsidian-like stone. As the bouphons get closer,
seated with their legs crossed.
the reason for the stampede becomes all too clear;
a pack of venators (see BoL, page 125) is hot on The Heroes have arrived right in the middle of
their heels. The PCs need to quickly take shelter. a funeral ceremony: Kalzo, Venik and Tol have
A set of stairs leading to the top of the structure come to the nomadic vestiges to mourn one of
has been carved out of one corner. The climb up will their brethren killed in combat. According to their
be slow-going as each step is almost two feet tall. customs, the Blue Giants must first abstain from
As the Heroes sweat and curse, they’ll be able to eating or drinking for three days, then from sleeping
see through clouds of dust the hordes of venators for another three days, and finally from speaking for
harrying their prey. Of course, it’s entirely possible the last three days. The idea is to accompany the
that a few of the predators will see the Heroes and deceased into a world where the senses have lost
stop by to greet them before they reach the top of their meaning. The body is then left atop the ruins
the stone block… to be devoured by scavengers.
63
the Heroes for having respected their ceremony.
He’ll then invite them to share their fire at their
encampment in a nearby dale. Once they arrive, he’ll
explain why they couldn’t speak and the meaning
The Serpent Bride
64
Off to The Temple cauldron contains four doses of ferocine, which the
This part of the journey is uneventful. The Heroes Heroes may be able to steal). An attentive PC may
will reach the western bank of the Oom River late be surprised by the many different ethnic origins of
65
All the villagers have been informed of Jil’s “kidnapping,” and will be In any case, if the PCs get too
extremely wary of any strangers. If asked about Jil or Eormo, they’ll avoid nosey the villagers will quickly
the question, saying that they’re too busy preparing a religious festival to clam up and start reaching for
receive the blessings of their divinity for the upcoming hunting season. their weapons. The Shanis won’t
The Serpent Bride
Strangers are strictly forbidden from entering the temple. be willing to negotiate either.
They don’t want any strangers
in their village and the warriors,
who are high on ferocine, will
immediately attack if the PCs
don’t skedaddle. The six guards
on duty, along with some of the
villagers (about a dozen women
and young adults will join the
S'pyrr's battle), will fight to the death.
Sanctuary
Their devotion is absolute, and
D A it’s unthinkable for them that
any outsiders should disturb the
C peace in their village—especially
B now, as they prepare for the
sacred wedding ceremony. So
it’s more than likely that if the
Oom River
PCs just barge into the village,
it will quickly turn into a blood
Shani Village bath. Once they reach the Shani
village, the PCs will have one day
at the most before the first band
of about ten hunters return for
the marriage, which will make
the situation even trickier!
Ferocine
Ferocine is a rare vine that only grows in the jungles to the west of the Plains of Klaar.
However, it’s easy to identify by its small purple flowers and slightly sweet fragrance.
It can be distilled to make a bright purple liquor that is greatly prized by the barbarians.
Once ingested, it fills the drinker with a violent rage: for one scene they’ll have the
Fearless and War Cry boons. After d6+2 uses, the user will become addicted and
contract the Cravings flaw. It’s easy to identify regular users by their purple tongue
and the purplish gleam in their eyes—and of course because they’ll probably try
to rip your head off! Among the Shanis, only the men, and in particular the
warriors and hunters, are permitted to consume the flowers of the vine,
which has the same sinuous shape as their divinity. To provoke
religious ecstasy, certain Shanis even mix ferocine in the ink for
their tattoos. They’re then permanently in an altered state
and will slowly go mad. Ferocine is lethal at high doses.
66
The Worshipers of S’pyrr
Slorths are strange creatures spawned ages ago in deranged experiments by the Sorcerer-Kings, say the
ancient legends. The specimen that resides in the temple strayed far from her homelands to the South, but
decided nonetheless to establish a community to the west of the Plains of Klaar. She quickly opted for
the Shanis. Their bravery in combat and devoutness made them the perfect servants. S’pyrr is completely
fascinated by humans, and in particular by their need for love—that mysterious emotion which will always
remain foreign to her. She can never reproduce because no male Slorths were ever created. Over the years,
lulled into somnolence by her solitude and tormented by the injustice of her creators, she has become obsessed
by the mysterious rite of love, leading to the construction of a temple dedicated to the physical and symbolic
union between men and women. Each floor of the temple symbolizes the pathway to be followed by the man
and woman towards their shared destiny as husband and wife.
Over the ages, she has made it the Shanis’ religious duty to be wed in her temple, and also to entrust their
children to her until their tenth birthday. The Shanis consider it an honour to grow up and take their first
steps under the protective eye of their divine priestess S’pyrr. To keep her cult alive, S’pyrr has the Shanis raise
snakes in the sanctuary for their religious ceremonies, and also encourages them to add new tribe members
(which partially explains Eormo’s act and the many different ethnic origins amongst the women villagers).
67
face of a woman sculpted in white marble. Above dangerous enemy who’ll do anything to protect its
these decorations, the walls of the pyramid are eggs and spawn. Anyone who gets too close to the
completely smooth, without the slightest handhold. edge of the pit will have to make a successful agility
Scaling the wall to reach the terrace will require two + defence Task Roll (you can add -2 for a failed
The Serpent Bride
successful Demanding (-4) climbing Task Rolls in a Priority Roll if you want) to avoid a surprise attack
row, with no place to attach a rope or a hook before from the snake, which will then pull the Hero down
reaching the terrace. Obviously this option won’t be into the pit. Once in the pit, it’s a fight to the death.
very tempting for the PCs. Each round, the miserable PC will also need a
successful agility Task Roll to avoid being bitten by
The sanctuary also includes three other buildings
the other snakes (see the stats of the sacred snake,
at ground level. They’re made of the same black
page 74). At night, the building is left unguarded.
stone as the pyramid and are copiously decorated
with the same motifs, in which the snake with a - The living quarters of the priests in building
woman’s head is omnipresent. (C) contain about a dozen cells arranged around a
small courtyard. This is where the priests meditate
- Building (B) is a small pyramid, a miniature
or quietly study their sacred tomes during the day.
copy of the main one. Only the priests are allowed
At night they use eight of the rooms as a communal
to enter and the door is protected by two beefy
dormitory shared with the guards. The last five
guards armed with massive halberds (toughs).
rooms house about twenty children. The older
Inside, a humongous snake, as black as onyx, dozes
ones pore over ancient moth-eaten books, while
in its pit. This is the nesting area for the spawning
the youngest sleep in bunk beds. In the centre of
serpent that provides the Shanis with a steady
the cloister is a white marble statue, about ten feet
supply of snakes. The air inside the building is
tall, representing a snake with a woman’s head. It
unbearable, heavy with the suffocating odour of
has two magnificent emeralds for eyes, which only
incense burning round the clock and the putrefied
further accentuate the immaculate whiteness of the
stench of the offerings brought by the priests (which
marble face.
range from a simple garland of flowers to suckling
pigs thrown in alive to feed the snake). Normally - Lastly, a large covered hall (D) sits in the
the place is empty, as the priests only come to leave northwest corner of the enclosure. This is where
offerings and quickly mutter a brief prayer. Once a the priests gather to talk over theological questions,
month, they recover the new snake hatchlings and to eat, or to nap on rudimentary mats during the
distribute them around the village and in the main hottest hours of the day. This building is always
temple. The female snake may be sleepy, but it’s a empty after nightfall.
68
S’pyrr’s Temple (A)
Ground Floor
The temple is a holy place and the entrance is
69
The Serpent Bride
S’pyrr uses the backstairs when she comes down gleaming blue metal alloy. A complex mechanism at
from the terrace to sleep in her lair (7). At the its base goes down into the floor. Clear water flows
bottom of the stairwell, hidden behind a heavy into two small fountains on each side of the scale
curtain (d), a dark tunnel has been dug in the clay (f ). A finely-sculpted long handled vase made of
soil beneath the foundation of the temple. It’s about alabaster sits on the floor next to each fountain. The
a hundred yards long and leads to S’pyrr’s cave. sloped southern wall contains another inscription:
A determined Hero who’s not afraid of crawling “Always equals” (g). When the two platters of the
through the dark, dank tunnel will eventually arrive scale are balanced (by pouring water into them from
at a small cave furnished only with a simple mat the vases, which are intended for this very purpose),
made out of branches where the Slorth spends most the rack and pinions will begin to grind beneath the
of her time dozing when she’s not needed for the scales and a door to the stairs (h) leading up to the
religious ceremonies. A small bronze gong hanging third floor will open automatically.
at the bottom of the stairs is used by the priests to
So the players will really need to use their eyes
summon S’pyrr from her lair when they need her in
and their wits to figure out the enigma. The two
the temple.
platters don’t weigh exactly the same, which is why
Almost all the Shanis know about the backstairs they’re unbalanced. Attentive PCs will note the
and the secret door (many of the warriors may have marks of evaporation and rust on the platters, left
used it at their own wedding ceremony, and the by all the water that’s been poured into them over
priests and children are constantly clambering up the years (each time a new couple is presented to
and down), but they’ll refuse to reveal the secret, S’pyrr for her to bless their union). To get to the top
even under torture, as that would be blasphemy and floor, the Heroes will have to pour water into the
treason. As for the Slorth’s lair, no Shani has ever platters to balance the scales—or smash down the
entered it. The subject is taboo for them and they’ll door, which is held shut be a massive iron bar. It will
never dare mention it. be long and noisy work, requiring a Formidable (-6)
Strength Task Roll, or they’ll have to inflict 20
Second Floor damage points with the appropriate weapon
The second floor is a single room in the form of (an axe or mace, for example). Once the couple
a cross (8), illuminated by natural lighting filtered seeking S’pyrr’s benediction has passed through
through four murder holes. In the centre of the the doorway, a priest will empty the water from the
room sits a gigantic weighing scale (e) made of a platters, causing the door to close behind them.
70
Top Floor
Once the system has been activated on the second The ceremony is quite lengthy so it probably
floor, the Heroes will be able to enter the room on won’t matter if the PCs barge in during the day
the top floor, which also is in the form of a cross or at night: they’ll be considered party crashers
71
The Serpent Bride
met. The little brats will clutch at the Heroes’ legs Underground
to stop them from harming their protective mother The underground level (11) is a vast room carved
and the young lovers. Whenever a child is close out of the living rock. This is where the priests
to one of the PCs’ targets, add a -2 penalty to the perform the funeral rites. In the centre of the
Hero’s Attack Roll. If the roll’s unsuccessful, have room sits what appears to be a crude altar, made
them roll a 1d6: if they roll a 1 they hit the child of roughly hewn white marble (l). This is where
(rabble). The ruckus up on the terrace might attract the priests place the body of the deceased. Around
the attention of the two guards making their the altar are five braziers which contain a mixture
rounds (and/or a few priests), who’ll then race up of burning sticks, vines (ferocine) and snake skins
the backstairs to rescue their earthly goddess. that give off an acrid smoke. This mortuary chamber
is in fact the entranceway to a vast underground
Once the dust has settled on the terrace, the
network under the dominion of six necrophages
PCs will notice a bright light off to the northwest,
(see BoL, page, 130) that collect the dead and
flickering through the fronds of the dense jungle
disappear with the bodies. Any Heroes who should
vegetation; this is sunlight (or moonlight) reflecting
venture underground are in danger of rousing the
off the allanium hull of the sky-boat used by Eormo
interest of these foul guardians, who won’t resist the
to kidnap Jil. It’s two or three hundred yards from
temptation of tasting some fresh meat for once.
the village as the crow flies, and was only hastily
covered up by a few palm fronds. Large sections S’pyrr has no access to this part of the temple.
of the metallic hull are clearly visible. If the PCs Death is a concept of no interest to her. It’s the priests
go take a look, they’ll find the sky-boat moored to who preside over the funeral ceremonies: they bring
the ground with ropes; it’s in perfect condition and the dead bodies in through the main entrance (1)
ready for takeoff ! after having gone through the purification baths (2).
72
Conclusion Attributes Combat Abilities
The Heroes will only have a slim chance of
Strength 2 Initiative 0
bringing Jil back to Satarla alive. Life without Agility 1 Melee 1
Eormo is inconceivable for her, and the idea of
73
The other villagers: The snake pit: any Heroes who tangle with
the snake in its pit (see Building B of the Shani
women, young adults, sanctuary) must make a Moderate (0) agility Task
children (rabble) Roll at the start of each round. If successful, they’ll
The Serpent Bride
74
Attributes Combat Abilities
Strength 0 Initiative 1
75
A ready-to-play Adventure
The Tower of Ajhaskar
Adventure Overview
The wizard Ajhaskar, trusted advisor to King Colmus of Lysor, has not shown his face at court for many
days. Servants were dispatched to his tower with a royal summons, but once they passed through the
wizard’s front door...they never returned. The Heroes are “asked” (or you might say “forced”) to enter the
feared magician’s lair to find out what happened to him. But they’ll soon discover that the mysterious
tower is only the beginning of their adventure...
Background
The origins of this adventure date back to ancient He named his refuge the Moon Vale, as that
times, to the era of the Return of The Sorcerer- nocturnal voyager bathed the valley in a particularly
Kings, when the evil wizards strived once again to dazzling light. He peopled the Vale with a few
spread their dominion over the world. As the battle hundred slaves, commanding them to build him a
raged against their human foes, one of the Sorcerer- palace while they awaited his return. And he ordered
Kings, Shrinazor Shamaaraz, had a premonition one of his familiars, the demon Labashaah, to
that the fates may turn against them. He used his supervise the construction and oversee his labourers.
arcane crafts to create a safe haven, hidden from the But a few years later, Shrinazor Shamaaraz and his
vicissitudes of this world. fellow sorcerers fell in the battle of Hyrdral Chasm,
sealing the fate of the Sorcerer-Kings and ushering
After many years of toil and through the use of
in the Second Age of Man.
powerful sorcery, Shrinazor was able to isolate a
small mountain vale outside the earthly realm, by Meanwhile in the Moon Vale, each new
transporting it into another space-time dimension. generation of slaves has continued to work on
In the wall of his palace in Lemuria, he encased a the palace, awaiting the return of their “Master”;
tall pewter mirror that was in fact a magic portal to revered since time immemorial. They also remain at
his otherworldly refuge, offering him an expedient the mercy of the demon Labashaah, who, like them,
means of escape if his fortunes should sour. has remained a prisoner in the valley.
76
Many centuries have now passed. In the city of instructed his demon guardian to keep watch over
Lysor, on the Gulf of Satarla, the mysterious and his abode until he returned. In his haste, he forgot to
77
the tavern. Bruised, battered and stripped of their Samzara politely interrupts and asks the captain if
gear, they’re in a sorry state after spending a long he could please tell them the name of this esteemed
The Tower of Ajhaskar
night in the communal jail cell with the dregs of advisor who has disappeared? Dramik, taken aback,
Lysor: drunkards, cut-purses, reavers and other clears his throat uneasily before replying that it is
highwaymen. master Ajhaskar. Samzara immediately grows pale,
swallows hard and says that in that case, he prefers
There’s not much they can do except stew in their
the galleys. Dramik frowns and orders one of his
juices while they wait for the city authorities to
men to take him away. Samzara looks sheepishly
decide on their fate—the prison guards are deaf to
at the Heroes as a guard escorts him from the
their vociferous pleas. After waiting all the next day,
room, while the captain talks under his breath to
a small company of guards walk up to the cell just
his sergeant (an attentive PC might overhear part
as the sun is setting over the prison walls and release
of their conversation...the captain appears to be
the Heroes, along with Samzara.
reprimanding the sergeant: didn’t he tell him he
They’re led into a room where a dozen or so only wanted strangers, and no natives of Lysor!).
guards line the walls. At the back of the room sits
The captain turns back to the adventurers with a
a powerfully-built man in his forties on an old
dark look on his face, and reluctantly agrees to give
wooden stool. He has light brown hair and green,
them a little bit more information. He hesitates a
piercing eyes, and wears a breastplate and a sword.
moment, then informs them that Ajhaskar is...a
Everything in his bearing and his appearance
wizard, before quickly adding that he’s a very
breathes the soldier.
learned man and one of the most trusted advisors
The man on the stool quickly sizes up the Heroes, of King Colmus. He’s been missing for several days
then questions the soldier who brought them in. He but no one saw him leave his home. The men who
nods his head as his subordinate tells him about the were sent into his tower to look for him never came
brawl of the previous evening, then turns to speak back out. No one knows what’s happened to him
to the Heroes. He is Captain Dramik of the royal and they’re worried about his safety. The Heroes
guard. He tells them in no uncertain terms that must enter the tower, find out what’s going on and,
disturbing the peace in Lysor is severely punished, if Ajhaskar is still alive, convince him to answer the
that the tavern’s a wreck thanks to them, and that king’s summons without any further delay.
someone’s going to have to pay for the damages. The
If the Heroes accept the mission, the captain will
fact that they resisted arrest and exchanged blows
pardon their crimes. He also makes it clear that the
with the guards only makes their case look worse.
king, who has been very upset by the whole affair,
They’ll be sent off to the galleys as punishment and
will be extremely munificent to those who can clear
also to pay off their debts.
up the mystery.
The captain waves away the Heroes’ protests with
Let’s assume that the PCs have an adventurous
the back of his hand, and lets them mull over a six-
spirit and will accept the mission! As soon as they
month pleasure cruise on the hard benches of a
do, they are led into another room, where they’re
Lysorian galley before offering them an alternative...
given food and drink and a local healer cares for
One of the king’s most respected advisors has their cuts and bruises. Straw mats are strewn about
been missing for a few days, says the captain, and the floor where they can rest for a few hours before
they’re looking for a few “volunteers” to go to being escorted to the magician’s tower, at dawn.
his residence and figure out what’s happened to Captain Dramik also stays for a few minutes to
him. If the Heroes agree to accept the mission, answer the Heroes’ questions. He may provide them
Captain Dramik is willing to forget everything that with the following information, depending on what
happened the night before. they ask him:
78
The Tower of Ajhaskar
W Ajhaskar is a renowned magician who was never returned and Ajhaskar failed to appear at the
also a royal advisor to the previous king, Colmus’s palace. The next morning, a royal courtier was sent
father. In the city, they call him “the andrak” to the magician’s tower, but he never returned either.
(likening him to the black lion-like beasts that A few hours later, Captain Dramik sent a patrol of
roam the Axos Mountains), not only because he has four men from the militia. They entered the tower
dark skin and thick black hair, but also because of and were never seen again.
his cat-like eyes. The wizard has certainly seen more
W The captain himself has never been inside
than seventy winters, but he’s solidly built and his
Ajhaskar’s tower, so he can’t tell them what to
hair is still black as night, without a single strand
expect. Whenever palace servants were sent to
of silver. Only the deep lines in his face betray his
summons the magician, they always remained in
age. He is esteemed as a master of the arcane arts,
the front hall, so they won’t be able to help the PCs
and his name is spoken with fear and respect by
either, if they should think of asking.
the inhabitants of Lysor. His magical powers are a
constant source of rumours in the city. W Captain Dramik will convince them that
he’s a man of his word and reiterate his promise:
W Ajhaskar lives in a tower atop a small hill
the Heroes can trust him and if they successfully
overlooking the temple district in the city. Lights
complete their mission they’ll be freed and will be
can be seen in the tower windows every night when
generously rewarded for their efforts. True, he hasn’t
the magician is home. The windows are dark when
given them much of a choice, but he has given them
he is absent, but the lights have been visible the past
a chance to become rich and famous...if they survive.
few nights.
W If any of the PCs should try to squeeze more
W Ajhaskar has a young apprentice named
information out of one of the guards after Dramik
Robos, who has blond hair and blue eyes. Dramik
leaves (or the next morning on their way to the
knows nothing else about him. The magician also
tower), they won’t learn much more, except for a few
has two servants, an old woman and a young boy.
unsettling rumours about the powers of Ajhaskar...
They also live in the tower, except when their master
like the story about a drunkard on a late-night binge
is away. Neither his apprentice nor his servants have
who began mocking the magician, raising his glass
been seen in town over the past five days.
in derisive toasts to “the black wizard” of Lysor. The
W Two days earlier, the king sent one of his man was found dead the next morning. The people
servants to summon the magician, but the servant who discovered him said his face was frozen in a
79
rictus of abject terror, which gave them nightmares the tower windows kept burning throughout the
for many days after. It was also said that, a long time night, but no sounds were heard inside. The winds
ago, a notorious thief from Lysor had tried to break moaning through the tree branches have kept
The Tower of Ajhaskar
into the magician’s tower, which was reputed to be them on edge, and they’re sure they heard strange
impregnable. He was never heard from again. whispers in the night...
It’s time for the PCs to get ready to enter the
Off to the Tower tower (see boxed text “Enter at Your Own Risk...”).
If they decide to look around the outside of the
The guards are friendly enough with the
tower, they may learn the following:
adventurers, but keep a close eye on them. Shortly
before sunrise, a small troop of armed guards led by W The tower only has one entrance.
Sergeant Jenko shake them awake and escort them
W The windows on all three floors are tall and
out through the walls of the keep. All their gear is
narrow, almost like murder holes; no way to slip
returned to them and, if the PCs ask for additional
through here!
equipment, the guards will give them whatever they
want (within reason). W A wall of glass can be seen on the east side of
the tower on the second floor. It’s possible to scale
The Heroes are escorted through the quiet streets
the tower and break the glass, but this will require a
of Lysor as dawn breaks. The city is still asleep...
few successful Task Rolls (at the GM’s discretion).
apparently their mission is being kept under wraps.
This would provide direct access to Ajhaskar’s
They soon arrive at the foot of a small hill in the conservatory (no. 11).
heart of the city. At the top sits a hexagon-shaped
W It’s also possible (with the right equipment)
tower made of black stone. The lights that the
to climb to the top of the tower. The roof is in fact
captain mentioned are still burning in its narrow
an empty terrace. A thick metal trapdoor provides
windows.
access to the third floor stairwell, but it’s closed
The hill is covered by a copse of woods that from the inside with a sturdy lock and has been
runs right up to the foot of the tower. No other reinforced with iron bars. It cannot be unlocked
habitations have been built on the hill—not the from the outside. The only way in would be to
slightest dwelling or hut, even though no barrier break through the trapdoor, which will require the
of any kind protects the place. Quite surprising appropriate tools and several hours of hard work.
in a densely populated city like Lysor...apparently
W One of the heavy doors at the front entrance
Ajhaskar’s reputation has been enough to dissuade
is slightly open, and through the crack can be seen a
the locals from settling here.
rectangular marble hall, with black-and-white tiles
The Heroes, still under the watchful eyes of the on the floor in a geometrical pattern. The bottom
guards, climb a cobblestone path that winds through of a staircase is visible to the right of the front hall.
the trees to the top of the hill, and finally arrive at Across the hall from the entrance, there is a double
the foot of the black tower. The edifice, which has door, which is also ajar.
three floors, rises about 40 feet above their heads.
The guards have received orders to escort the
Broad steps lead up to a large front porch and the
adventurers up to the tower and make sure that
tower doors, which are slightly open.
they enter by the front door. They won’t be too keen
At the bottom of the steps, a detachment of five on any alternative solutions the PCs may propose
other guards is standing around a small brazier (such as breaking in through the large glass window
holding a few smoking coals. They’re nervous and on the second floor). The players will have to be
exhausted after having spent the entire night keeping incredibly persuasive if they don’t want to enter the
watch. There’s nothing new to report. The lights in tower through the front doors.
80
Enter at Your Own Risk...
The tower of Ajhaskar is protected by powerful spells when its owner is away. Surprisingly enough, the spells
don’t stop intruders from entering the tower: they prevent them from leaving!
Seen from the outside, the tower’s interior looks just as the PCs would expect. Through the slightly opened
front doors, an observer can see the front hall in marble, the door to the audience room, and the bottom of
the staircase. If someone enters the tower, the observers will see them walk through the front door into the
front hall and vanish from sight in one direction or the other, as if they’d walked out of the observers’ field of
view. But the person will never reappear, because what is visible from the outside is actually an illusion and
not the real interior of the tower.
When the PCs enter the tower they’ll feel a strange chill, almost as if they’ve plunged into a tub of cold
water. The feeling quickly dissipates but the intruders have now been trapped inside by powerful witchcraft.
They’re prisoners inside the tower. If they attempt to leave, they’ll be stopped by an invisible barrier blocking
the front entrance. They can see outside the tower but can hear no sounds coming from the exterior and, no
matter what they do, no one outside will be able to see or hear them.
A hero with a magician career may (after a successful mind Task Roll) gain a general understanding of how
the spell works. It’s a difficult spell to break and may, at best, be temporarily negated by casting a Second
Magnitude spell with a Demanding task modifier (-4).
The whole tower is under the spell. If the PCs should climb up the walls and look inside through the
windows, they’ll see the rooms with their actual appearance, but always empty and quiet. If they enter
the tower through the large glass window, they’ll feel the same strange chill and will not be able to escape
through the window, even if it’s broken.
Note for GM: if Ajhaskar is killed, the spell around the tower is immediately broken.
81
Steps & Porch
Windows
10 feet
The Tower of Ajhaskar
The Tower of
Ajhaskar
Basin
Stairs to
the Kitchen
1 Front Hall
2 Small Parlour
3 Corridor
4 Audience Room
5 Servants Quarters
Hidden Stairway 6a Kitchen
6b Cellar
7 Baths
8 Receiving Room
Mirror 9 Second Floor Landing
10 Sleeping Chamber
11 Conservatory
12 Ajhaskar's Apartments
13 Library
14 Robos' Bedroom
15 Magician's Laboratory
C Fireplace
F Fountain
N Noria
82
4. Audience Room
This large room has a marble floor and is lit by
83
Ajhaskar’s Servants hear anyone enter the tower (especially if they hear
Ajhaskar has a servant named Ilda, a gnarled old fighting). If no one discovers them, they may (at
woman with stringy grey hair and a pinched face. the GM’s discretion) reveal themselves to the PCs,
Her nephew Kurik, a 16 year-old ginger-haired boy, depending on the situation, or on the conversations
helps her with the household chores. A magician’s they overhear when the Heroes are in the kitchen,
servant is not easily ruffled, but the events of the etc.
past few days have left them a bit unhinged.
The heroes won’t learn much from Otos as he’s
Five days earlier, Ilda and Kurik arose as usual now scared witless. Once Ilda and Kurik have been
and went about their daily work, but they quickly reassured by their latest visitors, they may provide
realized that something was amiss. Master Ajhaskar the PCs with some precious information:
and his apprentice Robos never came downstairs
W A general description of the first and second
and, when Kurik tried to leave the tower, the
floors. However, they’ve never been on the third
entrance was sealed. Ilda sent the boy upstairs,
floor, and have also been forbidden by their master
but he quickly scampered back down with Krulak,
to go into the cellar. As for the demon guardian
Ajhaskar’s familiar, snapping at his heels. Ilda and
Krulak, they’ve only had a few brief glimpses of him,
Kurik were familiar with the master’s demon which
and this was the first time he’d ever attacked them.
normally left them alone. Unsure what to do, they
They describe the demon as a “grey monkey-looking
tried calling up the stairs to Ajhaskar and Robos,
creature with beady little red eyes and horns.”
but nobody answered. After three days of waiting
and hand-wringing, a servant from the royal court, W They can confirm the chronology of events:
a certain Otos, came to the tower with a summons five nights ago, when they went to bed, the master
from the king. Ilda met him in the front hall and and his apprentice were still working up in the
explained the situation, and he soon realized that tower. When they woke up the next morning, both
he, too, was now trapped. Since then, he’s been a men were gone and the tower had been sealed by
prisoner inside the tower with the two servants. witchcraft. Usually, whenever the master was away,
Ilda and Kurik left the tower and lived in a small
The following day, a royal courtier came to
lodging they had in the city; they only came back
the tower, a bit miffed to have to perform such a
when the master informed them that he’d returned.
demeaning task. Despite the panicked warnings of
the servants, he had bounded up the stairs to the W If they’re asked if anything unusual has
second floor. They’d heard him shriek in terror for a happened recently, Ilda and Kurik will say that
few moments, and then nothing but silence... their master and his young apprentice had been
particularly absorbed by their work. Some new
That evening, some guards had entered the tower
research was taking up all their time. Kurik will
while the servants were in the kitchen. Before they
also recall that some men had come with a big,
had time to call out, the men entered the audience
heavy, wood crate about three or four weeks ago.
hall and were torn to shreds by the andrak statues.
These same men had come to the tower about two
(Note to GM: Ajhaskar has trained his andraks months earlier with many other crates (smaller
not to attack Ilda and Kurik; they’ve always ones). Ajhaskar had looked extremely pleased and
remained frozen in stone in the servants’ presence, eager to examine the crates, which he had the men
so this is the first time they’ve seen the statues come carry upstairs. Kurik never saw what was inside.
alive. Unaware that they’ve nothing to fear from
W If someone asks about the noises in the
the andraks, the two have remained holed up in the
cellar, Ilda will tell them that the basement is off
kitchen with Otos).
limits. The master told her that the noise came from
Ilda and Kurik are now so nerve-wracked that some contraption that pumps the well water up to
they quickly take cover in the pantry as soon as they the fountain and the baths.
84
6b. Cellar How could Ajhaskar have possibly gotten his
The stairs in the kitchen go down about fifteen
hands on a baby xolth? And why on earth would he
85
The PCs could find here a healing balm (recover
9. Second Floor Landing 1d6 lifeblood points per use, 2 doses, uncommon
The stairs from the front hall lead up to a small
alchemist preparation), sleeping powder (ingested,
The Tower of Ajhaskar
86
Note to GM: it’s more of a hidden door than
an actual secret passage, and an attentive PC will
87
The Tower of Ajhaskar
crate, about six feet long and three feet wide and
filled with straw. It must have been used to transport
the large mirror set down next to it (the pieces of
straw stuck beneath the mirror clearly indicate this).
The mirror, which is as tall as an adult man and
about two feet in width, is a pewter panel framed
in a darker metal engraved with mysterious runes.
A character who knows Sorceric will recognize the
script of the Sorcerer-Kings.
The room contains all sorts of precious and
potentially useful objects. A Hero who considers
using a Hero Point may find something useful here,
whether he or she selects the object randomly or
designates a specific object (at the GM’s discretion).
The PCs can take the main staircase (which is
enchanted; see room no. 9) back down to the second
floor, but won’t be able to return to the laboratory
using these same stairs. A wall-mounted ladder
The tables and shelves are crowded with arcane on the landing leads up to an iron trapdoor closed
artefacts, alchemist’s instruments, manuscripts and with a massive lock that provides access to the roof
strange trinkets. There are skulls of exotic creatures (where there is nothing of interest except a splendid
(and humans), obscene amulets from the primitive view of Lysor). The spell that protects the tower also
tribes of Qush, bundles of dried herbs and roots, covers the roof; if the PCs should open the trapdoor
jars filled with powders and foul-looking liquids, and try to climb onto the roof, an invisible barrier
astronomical charts, small ingots of various metals, will stop them.
a collection of crystals and precious stones, etc.
As soon as anyone approaches the mirror to
The lingering smell from a powerful incense barely
examine it, they will see their image reflected in the
masks a slightly rotten odour emanating from a
murky depths of the mirror. But almost immediately,
basket on the ground, which holds two decaying
they’ll start to hear the distant singing of birds from
pigeons with slashed throats (note to GM: the
some faraway realm, and see a pale halo of light in
birds were killed for the divination performed
the mirror and the indistinct outlines of a room.
by Ajhaskar before he passed through the magic
When they move their face closer to the mirror
mirror). Their coagulated blood fills a bowl sitting
and squint to get a better look, they’ll suddenly feel
on a table engraved with astrological signs. Drops
as if they are being pulled forward, like a piece of
of blood have been splashed over the table using
iron attracted by a magnet, and will immediately
a bundle of dried twigs (a knowledgeable PC
disappear through the mirror. The runes on the
will recognise these as signs that a divination has
frame will briefly glow a strange orange colour, and
been performed). A strange vat with a bitter smell
then quickly return to their normal appearance.
contains an acid bath filled with corroded objects
(probably not a good idea to stick your fingers in After hesitating a few seconds and uttering a
there!). These are the talismans and ancient coins few oaths, the PC’s courageous companions will,
recovered from the ruins of Shrinazor Shamaaraz’s of course, follow their cohort through the magic
palace. Propped against the wall is a large wooden portal... for better or for worse.
88
The Tower of Ajhaskar
PART TWO: THE MOON VALE
The passageway through the magic mirror leads before. This means that the inhabitants know the
to the “Moon Vale,” directly inside the palace exact days when it will be rainy or windy, hot or dry.
still waiting in vain for the coming of Shrinazor Second, due to the strange nature of this magical
Shamaaraz. The descendants of the slaves realm cut off from the rest of the world, the moon
brought here by the Sorcerer-King have remained is unusually large and bright. The waxing moon is
imprisoned in a small valley walled in by towering already as bright as a full moon would normally be,
mountains. Actually, they’ve been doing fairly well. and when the moon actually is full in the Moon
Each generation has ensured the upkeep of the Vale, it fills the valley with a light as bright as the
palace and added to its splendour as they fervently sun on a cloudy day.
await their “Master,” who’s now considered to be
The Xaliir, as the members of the tribe call
more of an ancient and mysterious divinity.
themselves (a distorted form of the word “slave” in
In this confined realm, cut off from the world, the the Sorcerer-Kings’ tongue), lead a peaceful existence
only possible means of escape is by using magic (after as hunters and gatherers, and continue with their
walking for a day in any direction, the traveller will unending task of caring for the Master’s palace,
end up back in the centre of the valley, as if they’d decorating it with ornate sculptures and bas-reliefs.
been walking around in circles). The small group
The only danger they face (besides a few predators
of about 200 souls has become a well-organised
from the jungle and other natural hazards) is
community. The thick jungle that covers the valley
Labashaah, the demon that Shrinazor Shamaaraz
and the foothills of the mountains provides them
left behind in the vale to oversee the construction
with all the food and materials they need. The
of his palace. At first, Labashaah simply went about
seasons are the same as in Lemuria, with the same
her work, but as the years passed, she realized that
hot and humid climate as in the foothills of Axos,
Shrinazor would never return and that she was
with two notable exceptions: first, time appears to be
imprisoned in the valley with no means of escape.
‘stuck’ in a repeating cycle; each year, the weather is
She eventually built her nest in the old quarry
exactly the same on the same date as it was the year
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The Tower of Ajhaskar
where the slaves extracted the luminous white Four days after the strangers’ appearance, a
limestone to build the palace. At certain appointed gaggle of “Moon Demons” (as the Xaliir call them)
times, she kidnaps young men from the tribe and converged in the sky over the village. They had come
forces them to mate with her. Over the years she has to select a new lover for Labashaah. Surprised at first
spawned a degenerate race of winged humanoids to find strangers in the village, they then winged
with grotesque, bestial features and scaly wings down to carry the two men away by force. Ajhaskar
that betray their demonic origins. As for her male used his magical powers to fell several of the fiends,
progenitors, who all perish following the mating, and the others fled. The Xaliir, filled with panic and
she has maintained them in a state of preservation, fearing the wrath of Labashaah, urged the visitors
as a harem of mummified “spouses” condemned to to go hide in the jungle. With Nyssa as their guide,
serve her from beyond the grave. Labashaah has Robos and Ajhaskar left the village. The day after
become bored out of her skull in her monotonous this scuffle, the Heroes arrive in the Moon Vale.
prison, and would give anything to escape back to
the real world.
Welcome to the Moon
It was to this magical vale, then, that Robos and
Ajhaskar were transported five days before our
Vale
Heroes. Their appearance caused a great commotion Just one small step forward...a short burst of
amongst the Xaliir. Communication was difficult dazzling light...the sickening feeling that you’ve
at first (the Xaliir speak a particularly archaic unexpectedly walked off a cliff...and the Heroes
form of Lemurian), but Robos and Ajhaskar were now find themselves at the back of a long, narrow
quickly able to pass themselves off as envoys from room lined with ornate columns. Embedded in the
the “Master,” whose portrait can be found in a bas- stone wall behind them is a pewter panel, much like
relief in the throne room of the palace. After being the mirror they’ve just passed through in Ajhaskar’s
welcomed to the village (a smattering of huts near laboratory. The runes around the rim of the panel
the palace), the magician and his apprentice began briefly glow with an orange light before dying out.
to unravel the mystery surrounding this enchanted The portal has closed on this end: no way to go
realm. Robos’ innocent and youthful heart was won back! They’ll now be even more eager to find the
over by a savage young huntress named Nyssa, which magician, who certainly must be capable of opening
will (of course) only complicate matters later on. the magic portal.
90
The Heroes are standing on a stone dais at the Once they leave the palace, the Heroes can
back of what appears to be a small throne room. It’s contemplate the magnificent view of their new
completely barren, without the slightest furnishings. surroundings. High mountain peaks enclose a long
91
The Heroes are brought before an elderly woman, If the PCs dither too long in the village (see inset:
Ilkhta, the leader of the tribe. Communication is “The Moon Vale: Chronology of Events,” page
difficult at first, but the PCs will soon be able to 94), screeches will be heard in the skies above the
The Tower of Ajhaskar
gather some information. What they actually learn village at the end of the afternoon, announcing the
will depend on how they lead the discussion and return of the Moon Demons. Ten spawns will then
the type of questions they ask. Ilkhta will ask them swoop down on the village, led by three first-born
if they, too, are emissaries from the “Master”—the (see pages 100-101). Unless the Heroes intervene,
Great One whose coming was foretold by their they’ll carry off Ilkhta and take her to Labashaah,
ancestors, and for whom they’ve been building the who will interrogate her to learn more about the
palace? Like Ajhaskar, the PCs may pass themselves strangers who’ve entered the valley. If the Heroes
off as envoys from the Master; this will be the best stop the demons from carrying off Ilkhta, one of
way to obtain help from the tribe. the first-born will flee as soon as the fighting starts
to confirm to its mistress that intruders have truly
Depending on the questions they ask, the PCs
entered the valley.
may learn more about the Xaliir and their valley:
W The Xaliir have lived here for a very long The Long-Awaited
time, serving their Master; they’re the only humans
in the valley.
Meeting with Ajhaskar
With the young Rirtu as their guide, the Heroes
W It’s impossible to leave the valley and
strike off into the jungle and, after a two-hour hike,
they have never heard of Lemuria, although their
arrive at a small clearing. A brook spills over the
legends do speak of a world beyond the valley where
rocks to form a waterfall at one end of the clearing,
the Master will lead them one day, in recognition of
and then meanders away through the trees. In the
their devotion.
wall of rock next to the waterfall is a shallow cave
W The Moon Demons punish them when they used by Xaliir hunters as a rudimentary lodging. At
work too slowly, and sometimes carry away young long last, our Heroes finally meet Ajhaskar.
men who are never seen again. The Moon Demons
Ajhaskar is a dark-skinned man with a regal
are ruled by a queen, Labashaah, but she has not
bearing. He is also very tall (about six and half feet),
been seen by the villagers for at least a generation.
and has a thick mane of black hair. The deep lines
W A few days ago, other envoys from the on his face betray his age, but he still emanates
Master had arrived: two men who went by the names physical power. It’s his eyes that you notice first
of Ajhaskar and Robos. The Xaliir brought them to though: they’re emerald green with vertical slits
the village, and they had asked many questions. The for pupils, making Ajhaskar’s gaze both fascinating
previous evening, the Moon Demons had come to and disturbing. He’s wearing a dark red brocaded
the village. They had attacked the Master’s envoys robe and sturdy leather walking boots. His long
and tried to carry them away. That’s when Ajhaskar fingers are covered in rings with precious gems,
(who must be a god himself!) had struck them down! and several necklaces with arcane talismans hang
Lightning bolts, like those in the clouds when the around his neck. A long knife with a wavy-edged
sky is angry, had flown from his fingers! He’d killed blade is attached to his belt. When the Heroes enter
several of the demons and the others had fled (if the the clearing, he’s sitting on a large rock with his
Heroes want to see the dead demons, their bodies rucksack resting against it. Robos, his apprentice, is
are lying in a ditch dug in the jungle floor within a young man of about twenty, with blond hair and
a bowshot of the village). Ajhaskar and Robos have blue eyes. He has the healthy complexion typical of
gone to hide in the jungle, accompanied by a huntress Lysorians, and a very friendly face. His clothes are
named Nyssa. Her younger brother Rirtu knows much more modest than those of his master: coarse
where she’s taken them and can show the Heroes. linen robes with a few ink stains on them. Unlike
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The Tower of Ajhaskar
Ajhaskar, he has no gear. A beautiful young woman the runes on the frame of the mirror in the palace to
with an athletic build stands next to a small fire. open the passageway.
She has dark brown hair and black eyes. This is the
Robos, too, knows that the gateway can be
young Xaliir Nyssa.
opened, but at first he won’t betray his master.
The trio is surprised by the arrival of the Heroes. Robos is actually a good lad who still hasn’t been
Ajhaskar will look them over suspiciously at first led completely astray by his training in the arcane
and demand to know what they’re doing here. He’ll arts. He knows full well that Ajhaskar is cruel and
hardly be thrilled when he learns that the Heroes heartless; capable of the most vile and despicable
trespassed in his tower, but will nonetheless be acts to get what he wants. Robos truly loves Nyssa
impressed that they managed to find him without (and the huntress, completely captivated by this
coming to harm. Since it was the king of Lysor who strange youth, so different from her, shares his
sent them to find him, Ajhaskar will tend to treat affection) with all the passion so typical of his age.
the Heroes as his servants. But he’s a clever and If he senses that the Heroes could be potential
cunning magician, obsessed by his discovery of this allies, or that they don’t trust Ajhaskar (or if one of
strange realm, and itching to resolve its mysteries them should show some sympathy for his budding
so that he can become its new ruler. Depending on love affair), Robos may discretely warn them that
how the PCs react, he will either be authoritarian Ajhaskar shouldn’t be trusted. He’s worried that
or accommodating, and will attempt to gain their the magician wants to take the place of the fallen
trust. He may explain a few things to them, such as Sorcerer-King so that he can impose his own iron
the origin of the magic mirror and the conclusions rule over the enchanted realm and the Xaliir. Robos
he’s drawn about this enchanted realm, which has also knows full well that Ajhaskar won’t have the
been magically sealed off from the real world as it slightest consideration for the well-being of Nyssa
awaits the return of the long-dead Sorcerer-King. or the other slaves.
However, Ajhaskar won’t hesitate to lie about the Robos is perfectly capable of opening the portal:
magic mirror, claiming that it’s now been sealed off, he too is a magician, after all, and knows how to read
undoubtedly by the daemoness who reigns over the the runes in the empty palace, which are the same as
valley. Only her death will unlock the gateway and those on the mirror in Ajhaskar’s tower. Correctly
enable them to return to Lysor, he says. Of course reading the runes on the magic portal is equal to
he’s lying through his teeth: all he has to do is recite a Second Magnitude spell of Moderate difficulty (0).
93
An alliance is therefore possible between the PCs The Heroes may refuse the magician’s proposition,
and Robos, but the young apprentice will hesitate at and decide to return to the village or to the empty
first before openly defying his master. palace. If they prove to be obstinate, Ajhaskar will
The Tower of Ajhaskar
94
completely at a loss. He won’t defend his master but
won’t attack him either, and will simply do his best
to protect Nyssa.
Labashaah's
95
The Tower of Ajhaskar
96
creature. This is a smaller, baby xolth, so it can only
Cast of Characters ingest up to three PCs. At that point the xolth is too
full to swallow any new prey.
97
Whenever an incarnation is killed, it vanishes in a
puff of foul-smelling, sulphurous smoke that hangs
in the air. The small clouds of smoke from the killed
Cast of Characters
The Tower of Ajhaskar
incarnations will join together, and when they’ve all (The Moon Vale)
been eliminated, the cloud condenses and becomes
the body of Krulak again in its original form as a
lesser demon. He’ll keep on fighting tooth and nail
and, once destroyed, will disappear in another cloud
of black smoke that quickly disperses. An attentive
PC may notice that the smoke doesn’t actually
disperse, but is in fact sucked up the nostrils of the
statuette in the library (no. 13). If the combat takes
place in a different room, the PCs may notice that
the wisps of smoke slowly drift back towards the
library. If the statuette is not destroyed (see below),
Robos
Krulak will be rejuvenated inside the statuette and
will reappear after ten rounds, and the whole combat Attributes Combat Abilities
Strength 0 Initiative 0
with the screeching demon monkey will have to be
Agility 1 Melee 1
fought all over again...
Mind 2 Ranged 1
Appeal 1 Defence 2
Incarnation of Krulak
(minor demon) Careers
Magician 1 Physician 2
Attributes Combat Abilities Scribe 1 Merchant 0
Strength 0 Protection: None
Agility 2 Melee 1 Weapons: Wooden spear (taken from the
Mind 0 Ranged 0 Xaliir) d6
Appeal 0 Defence 1 Points
Lifeblood 10 Damage d6L Arcane Power 11
Hero Points 5
Vulnerability (statuette): Krulak’s fate is tied to Lifeblood 10
that of the statuette, which bears his likeness and
contains his essence. The only way to definitively Boons
eliminate the demon is to destroy the statuette, Attractive: Robos is particularly handsome and
which requires two successful strength Task Rolls charming. He gets a bonus die in situations where
(to shatter the stone statuette against a wall or on good looks might be important.
the floor) or two attacks with a suitable weapon
Quick Recovery: Robos has a much better
(a mace or a broadsword, for example; it won’t be
constitution than many. When recovering after a
possible to shatter the statuette with a dagger). Of
combat, he regains 1 additional lifeblood. In addition,
course, an astute PC might decide to spend a Hero
he recovers 1 lifeblood each day regardless of the
Point to destroy the statuette with a single stroke!
type of activity he carries out after being injured.
Once the statuette has been shattered, Krulak and
any of its remaining incarnations will disappear as Flaws
a final shriek resounds throughout the tower (“GO Unprepared: Robos has a tendency to think too
AWAAAAAY!”). much, making him slow to react to danger. Add a
penalty die for Priority Rolls.
98
Ajhaskar (villain)
Boons
Excellent Library: Ajhaskar has a first-rate collection
of manuscripts, and when he conducts research in
his library he gets a bonus die to help him figure Weapon, roll a bonus die for damage), and a sturdy
things out. walking stick.
Power of the Void: Receives two extra points of Description of the protective spell (see page 94):
Arcane Power (already included in his statistics). Mystical protective seal (Second Magnitude
spell; requirements: special item, ritual sacrifice;
Savant: Receives one extra point for mind (already
difficulty: Tough (-2); cost: 9 Arcane Power).
included in his statistics).
When Ajhaskar places his signet soaked in blood
Flaws from the ritual sacrifice on the forehead of a PC,
Unsettling: There’s something creepy about Ajhaskar, he or she will be protected by a magic spell against
and it’s not just his weird eyes (he takes a penalty die attacks from a specific demon (Labashaah in this
in social situations or when dealing with animals). case). The protection lasts one day (24 hours).
The demon has a penalty die for all attacks during
Obsession: Ajhaskar is completely obsessed with the
hand-to-hand combat with a PC protected by the
lost powers of the ancient Sorcerer-Kings and will
spell, and the PC gets a bonus die when resisting
stop at nothing to regain even the slightest bit of
the effects of spells or powers of the demon. When
their power.
Ajhaskar casts the spell, he can protect himself and
Distinctive Appearance: Ajhaskar has cat eyes, with also one other person per magician rank that he
vertical slits for pupils. possesses.
Belongings: Besides all his magic talismans and For the present adventure, Ajhaskar secretly
amulets, Ajhaskar has brought along a vial of tinkers with the spell so that the PCs protected
Universal Antidote (can cure any poison, even a from the demon are more vulnerable to his spells
magical one, instantly reversing its effects) and over the same period of time. Ajhaskar gets a bonus
is armed with a long, inlaid Halakhi kir with a die whenever he casts a spell on one of the PCs
magnificent opal embedded in the pommel (Harder protected by the magic signet.
99
Labashaah
Nyssa (villain) (Greater demon, villain)
Labashaah is a sort of succubus; she has the torso
The Tower of Ajhaskar
Attributes Combat Abilities of a woman, with pale, milky skin and withered
Strength 0 Initiative 0
dugs, but from the waist down her body is covered
Agility 2 Melee 1
with short black fur, much like a bat’s, and she also
Mind 1 Ranged 2
Appeal 1 Defence 1 has leathery bat wings. She has the face of a hideous
old hag, with deformed features resembling a bat’s,
Careers but she also exudes an unsettling aura of seduction
Hunter 2 Barbarian 1 and authority. Her wings enable her to flitter around
Minstrel 0 Slave 1 very quickly and with surprising agility, and she can
Protection: None tear an enemy to shreds with her clawed fingers.
Weapons: Bow d6, flint knife d6L
Points Attributes Combat Abilities
Hero Points 5 Strength 2 Melee 3
Lifeblood 10 Agility 3 Ranged 3
Mind 3 Defence 4
Boons Appeal 4 Protection d6-2 (2)
Jungle-Born: Nyssa grew up in the jungle (bonus die Lifeblood 32 Damage d6H+1
for tracking, trapping, hunting, etc. in the jungle).
Powers*
Keen Eyesight: For any mind Task Roll to perceive Speech
something with her eyes, Nyssa receives a bonus die. Offspring (special: Labashaah gives birth to
“first-born”; see below)
Flaws
Regeneration
Gullible: Nyssa has lived her whole life isolated in
Seductive
the hidden valley. Little accustomed to the cunning
ways of men, she can easily be duped or persuaded.
* See BoL page 131 for a full description of these
demonic powers.
Xaliir Warriors
(rabble, x30) First-Born of Labashaah
(tough)
Attributes Combat Abilities
Strength 0 Initiative -1 These creatures resemble primitive men and
Agility 1 Melee 0 women with bat’s wings. They’re the first-born of
Mind -1 Ranged 1 Labashaah, the offspring of her coupling with the
Appeal 0 Defence 0 Xaliir tribesmen. They then spawned a degenerate
Protection: None race of bat-like humanoids (see Labashaah’s Spawn).
Weapons: d3 (primitive weapons)
Points Attributes Combat Abilities
Strength 2 Initiative 0
Lifeblood 2
Agility 1 Melee 2
Mind 0 Ranged -1
Traits: rules for horde (see BoL, page 157). Appeal -1 Defence 1
Protection: None
Weapons: Claws d6L+1
Points
Lifeblood 10
100
Labashaah’s Spawn Labashaah’s Mummy
(rabble) Harem (bloodless, rabble)
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A ready-to-play Adventure
The Three Chests
Adventure Overview
A detachment of Kalukan Sentinels belonging to the Witch Queen have been sent to Halakh on a
temporary assignment to serve Rutgarr, a Grey Druid from the Cult of Nemmereth. He orders them to
deliver three chests to mysterious destinations without bothering to explain why. It’s only at the climax
of the adventure that the Heroes will learn the terrible truth: Rutgarr is in fact the sworn enemy of
their queen, and he’s manipulated the unwitting Kalukan to recover a magic artefact which, once in his
possession, may lead to the downfall of Methyn Sarr, the Witch Queen of the Fire Coast.
Background
Warning Since time immemorial, the Cult of the Grey
Druids has been a fixture in Halakh, where they
This scenario includes a new twist, as the players worship the Death God, Nemmereth. These creepy
will be playing a group of Kalukan, the mute adulators of the Dark Lord are right at home in
(but hardly deaf !) one-eyed eunuchs magically Halakh, also known as the Assassin City.
created by the mightiest of the ancient sorcerers
One of the orders of the Grey Druids, known
to serve as their slaves. So you’ll be asking the
as the Cult of the Dark Fire, has earned a sinister
players to set aside their usual Heroes for awhile
reputation due to its practice of burning victims
and to don the tattooed skins of these bizarre
alive in sacrifices to the Death God. They’re the
creatures. Five ready made characters have been
sworn enemies of the Red Druids who worship
provided for you at the end of the book (pages
Zaggath, the Lord of Fire. Their mutual loathing
126 to 130), but you can also let your players
most likely originated in a theological dispute:
make up their own Kalukan using the standard
the Grey Druids of the Dark Fire consider fire to
rules for creating Heroes.
be a transition, a passageway to the Long Sleep,
whereas the worshippers of Zaggath venerate the
102
sacred flame as an end in itself. It is unbearable to
Playing as a Kalukan
the Red Druids that fire (the sacred instrument of Playing the role of a headless, sexless and mute
their god) is used by the fanatics of Nemmereth for creature created through alchemy to serve fanatical
their own sacrifices. No one knows for certain the sorcerers may seem a bit weird at first! So it would
actual reason behind the animosity, which has been probably be a good idea to have the players read the
page on Kalukan in Barbarians of Lemuria (page 86).
lost in the annals of time, but the feud continues
The Kalukan were “born” to serve, so it’s in their very
to rage between the Cult of the Dark Fire and the
nature to follow orders and faithfully obey; it’s why
worshippers of Zaggath, and in particular their they were created in the first place. This is especially
most powerful member, Methyn Sarr, the Witch true for the Kalukan Sentinels of the sadistic Methyn
Queen of the Fire Coast (see BoL, pages 91 and Sarr, who punishes any form of disobedience in the
161). So far, the Grey Druids of the cult have most horrific manner imaginable.
been bedevilled in every attempt to eliminate the
But that doesn’t mean the Kalukan are mindless
sorceress, who wields powerful magic. automatons who’ll blindly follow orders. They’re
About two decades before our story begins, endowed with reason and a conscience, and are
the members of the cult obtained an ancient, capable of learning and of making their own
blasphemous grimoire, the Treatise on Time, a decisions. This adventure will play off these seeming
written record of the unnameable experiments
contradictions: Kalukan are used to obeying
orders without hesitation, and should be ready and
carried out by a faction of Sorcerer-Kings to control
willing to accept their mission at first...only to later
the passage of time. In its unholy pages can be realise that they’ve been manipulated and must
found references to a powerful magical artefact, the take the initiative. As for their apparent problems
Grey Hourglass. When the hourglass is filled with communicating, you’ll see that the scenario offers a
the ashes of a Morgal, following its cremation in a way for them to communicate—at least partially.
complex ritual, the wielder of the artefact can stop
time in his immediate vicinity for as long as the
ashes continue to trickle in the hourglass (see text eclipse before making another attempt. As for the
box on following page, “The Grey Hourglass”). second part of the enigma, the answer must be
the sexless Kalukan, the unholy handiwork of the
Convinced that the hourglass offered a sure-fire
Sorcerer-Kings!
way to destroy the Witch Queen by circumventing
her powerful magic, the cult began a feverish The stars appeared to be favourable to the followers
quest to find the artefact. About ten years ago, of Nemmereth: a solar eclipse was imminent, and
after endless searching, they finally found the the Grey Druids had to seize the opportunity to
underground complex where the hourglass was recover the Hourglass! The phenomenon would not
hidden, only to discover that it was protected by occur again in the region for many years.
immortal guardians who quickly dispatched anyone
Tasked by the cult to recover the hourglass, Rutgarr
who attempted to enter. After an unsuccessful
hatched a diabolical plan. He contracted the services
attempt ended in disaster, the druids once again
of a certain Ram Verda, one of the leaders of the
began poring over the grimoire to find a solution.
Bloody Blades, a powerful thieves’ guild in Malakut.
Finally, Rutgarr, an eminent member of the Cult
Verda would kidnap a group of Kalukan Sentinels
of the Dark Fire, found the key in an enigmatic
in the service of the Witch Queen (what could be
passage of the old manuscript.
more fitting than having Sarr’s own slaves cause
According to the Treatise on Time, the hourglass’s her downfall?). Using a potent mixture of drugs
sanctuary could only be entered when it was neither and deceit, Rutgarr would convince the Kalukan
night nor day, by someone who was neither that they were serving their queen and have them
man nor woman. To satisfy the first requirement, recover the Grey Hourglass, without ever revealing
Rutgarr deduced that they must wait for the next the true nature of their mission.
103
Rutgarr gives the Heroes only it can recover the hourglass. Since Rutgarr will
3 tasks to perform: not be accompanying the Kalukan, he’s summoned
the demon using a ritual from the Treatise on Time,
and has imprisoned it in the chest that the Kalu-
The Ashes: Carry a chest containing the body
The Three Chests
105
The Bracelets of Long
Speech the existence of Kalukan, an entire troop of them
strolling through the streets of Halakh could draw...
The origin of the bracelets dates back to the murky undesirable attention, shall we say? I’ve therefore
past when the Sorcerer-Kings reigned. It had always had some disguises made for you. Dawn is about to
proven difficult for the Kalukan, who are mute by break, you must be on your way. This map will guide
nature, to communicate with their masters. Horsted, a you to your destination, and a cart drawn by two
renowned alchemist, discovered an ingenious solution bouphons is waiting for you in the courtyard of my
to this problem during his research on allanium and residence. Right then...I don’t imagine you have any
its alloys. He created bracelets made of an allanium questions?” he adds with an ironic smile. “So off you
and bronze alloy that enclosed a powerful spell. When go, oh loyal servants of the Witch Queen!”
bracelets from the same casting were linked by a
Our Heroes won’t have much time to don
magical bond, the Kalukan who wore them could then
their gear, and even less time to mull over their
communicate telepathically. Horsted’s invention soon
predicament. The bracelets of long speech (see text
led to his demise: he was killed shortly after by his
box) are uncommon alchemistic artefacts, but not
master, who wanted to keep the secret to himself. This
unknown to the Kalukan. Rheumy (see the ready-
tragic ending helps to explain why bracelets of long
made characters at the end of the adventure) may
speech are so rare: the secret formula for making them
be able to show his young companions how the
is even more closely guarded than the secret behind
bracelets work. Rutgarr also wears a pair, so there
the production of allanium, the famous metal now
could be a discussion with the Heroes if someone is
used in the hulls of the Satarlan sky-boats.
bold enough to ask questions. But if any of the PCs
Anyone who wears pairs of the bracelets (forged from should pester him, Rutgarr will remain evasive and
the same bronze casting) can communicate through quickly cut short the conversation, reminding the
a simple form of telepathy, as if they were talking out underling of its duty to Methyn Sarr.
loud. The range of the bracelets is about the same as
A rudimentary map of the region lies on the
the human voice: beyond a distance of about fifty or
table next to their weapons. Their destination
sixty feet, the bracelets won’t work.
is shown by an X marked in brown ink, with the
It’s not possible to read peoples’ thoughts with the word “Lighthouse” scrawled next to it. To help
bracelets. They work more like a bullhorn (everyone the Kalukan pass unnoticed, Rutgarr has had a
wearing the bracelets and who is within range will large grey cloak prepared for each of them with a
“hear” the thrown voice). All bracelets forged in the fake head made of cloth sewn into the hood. Their
same casting have the same engravings on them, disguises will hardly stand up to close inspection,
making it possible to know which ones work together. but should enable the Kalukan to pass themselves
off as pilgrims or penitents.
When they leave the cave, the Heroes will see
that the Grey Druid’s lair is actually a posh mansion
surrounded by a magnificent garden on the outskirts
of Halakh. The Heroes place the chest in the back
of the cart and cover it with a burlap cloth, and
Rutgarr then accompanies them to the gate of his
property. After a quick word of parting, he turns on
his heel and ambles off to his rose garden, whistling
a merry tune.
106
The Ashes that they have to give a pair of their bracelets to
someone if they want to have a conversation (don’t
The Heroes’ voyage to their first destination will be forget that the Kalukan who offers up his bracelets
107
The Three Chests
buildings around a central tower (the Lighthouse). canvas stretched across the top of the Lighthouse
The first building is used for storage (mainly for and reflect off the mirrors. It’s very hot inside. After
staple provisions and piles of wood). Three sand raising the body to the top of the tower, the canvas
runners are tied up behind this building. The is removed (by guardians who climb up the stairs
second building contains one large room beneath on the facade), and the tower quickly becomes an
its domed roof. This is where they take their meals. inferno. The guardians then hurry out of the main
An oven at the back of the room is used to cook room to seek refuge in the antechamber until the
and to make the flatbread that the guardians eat cremation ceremony is over. The ashes are usually
with a sort of honeyed sap they gather from shrubs recovered once three days have passed.
common to the region. The third domed building,
Once the Heroes have given the chest to the
which is larger than the other two, contains about
guardians, they’ll have some time on their hands
fifteen beds. The guardians of the Lighthouse spend
as they wait inside the compound. If they let one
their days hunting, tending their encampment,
of the guardians use a pair of bracelets for a while,
performing evening prayers to Nemmereth, and
they’ll be able to learn a few things. The members
conducting their ritual cremation once a week.
of the sect perform a ceremony that has existed,
The main building is a large tower that tapers it is said, since time immemorial, maintaining the
slightly at the top. Stairs wind around the outside Lighthouse as they await the day of the Great
of the tower up to a rooftop terrace covered by a Cremation. On that day, a body will be entrusted
tightly-stretched canvas. The mud-brick colour to them from an eminent member of the Cult of
only adds to the austere nature of the edifice. Nemmereth, with very special instructions. They
A wood door at the base of the tower leads to a small already performed a Great Cremation, about ten
antechamber opening onto an enormous, circular years back, after receiving orders from Rutgarr. He
room that occupies the entire edifice. The walls are visits them at the Lighthouse at least once a year to
completely covered with rectangular mirrors that make sure that they still adhere to the strict rules
have been positioned at precise angles, and which of the ritual. Whose body are they waiting for to
can be adjusted using a complex system of gears deliver to the sun’s fire, and what’s the purpose of
and racks. Pulleys in the centre of the room can be the ashes produced during the Great Cremation?
used to hoist a small metal platform to the top of The guardians have no idea; they only exist to serve
the tower. A few rays of sunlight filter through a the will of Nemmereth.
108
At the end of the third day, the mother superior of Note to GM: In terms of how this will affect the
the Lighthouse, Shan, gives the Kalukan a copper adventure, the Heroes have now changed characters.
urn engraved with runes. The cover has been sealed The players must pass their character sheet to the
tight. If the PCs don’t ask any questions, she’ll person to their left and become a different Kalukan.
109
THE HOURGLASS they’ll see that his face has been disfigured by a
Rutgarr will explain to the Heroes that they horrific scar. This is Parsi, and he invites them in.
The Three Chests
now must travel to the foothills of the Besharoon He lives in a single room, sparsely furnished with
Mountains with the second chest, which is similar a wood table and two stools. There’s also a pile of
to the first. They’ll be meeting with a man named hay he probably calls his bed. A fireplace in one
Parsi, who lives in a small village of shepherd folk at corner heats a pot in which a mealy-looking gruel
the foot of the plateau of Lhend. He’ll provide them is bubbling. The only things of note are a stack of
with the information they need to continue their astronomy books on the floor and a fine-looking
mission. His orders remain the same: it’s forbidden telescope off in one corner.
to open the chest; they must always keep “an eye”
Parsi is on his guard at first. He sizes up the band
on it (sic); and they must be as inconspicuous as
of Kalukan, with their strange accoutrements, before
possible (time to put their disguises back on). He
quickly realizing who they are and why they’ve
tells them that Parsi’s hut will be easy to find as it
been sent. His face breaks into a wide grin (after
stands above the village and has a pole decorated
looking at the Heroes, Parsi has now understood
with pennants next to it.
the meaning of the riddle in the cabalistic grimoire,
Along with the chest, Rutgarr also gives them “neither man nor woman”).
a scroll that they must hand over to Parsi. If any
If the PCs still haven’t realised that they can talk to
curious PCs should unroll the scroll (when Rutgarr’s
Parsi with the bracelets, he’ll start the conversation
not looking, if they’re smart), they’ll see that it’s
on his own, after having asked them a few questions.
a map of the heavens, with easily recognisable
The Kalukan will confirm that they’ve been sent by
symbols (mind Task Roll) of the Moon, the Sun
Rutgarr. Parsi will be much more expansive than the
and the Earth. The cart has been readied and they’ll
mysterious druid, and will provide the PCs with the
be leaving the next day at the crack of dawn.
following information:
The Climb W The Kalukan have to carry the chest into
the “Pit,” which is actually the former underground
The climb up the rock-strewn path to the plateaus
fortress of the Sorcerer-Kings. It’s said that in
of Besharoon is a real slog. Each day, the imposing
ancient times, a group of learned sorcerers had
outline of the plateaus looms larger on the horizon.
congregated in the fortress to work on a singular
They’ll hear thumping and muffled cries from inside
problem: how to conquer time. Parsi doesn’t know
the chest throughout the journey, as if someone (or
much about their work. It’s all explained in a book
something) inside was pounding on the lid.
called Treatise on Time, but he’s never seen the work,
The Kalukan reach the village after a five-day to his great regret.
hike. They quickly notice an old drystone farm half
W Through their research, the Sorcerer-Kings
in ruins above the village, a few hundred yards up
were able to create a magical artefact with terrifying
the slope leading to the plateau. A flock of goats
powers, which is kept in the Pit under close watch
grazes peacefully on the rocky hills, and next to the
by two magical guardians. The Cult of the Dark Fire,
farm is a post decorated with pennants in faded
a branch of the druids who worship Nemmereth,
colours that flap in the wind (offerings to Karyzon
has been searching for the magical object ever since
the Wind Lord, son of Nemmereth).
the Treatise on Time was discovered, some twenty
An old man at the farm contemplates the Heroes years earlier. They’ve never given up hope over those
as they slowly make the climb to his dwelling. He’s long years, as time is only a web of illusions spun by
lost one of his legs above the knee, and leans on Death. This mysterious object, the purpose of which
the long staff he uses as a crutch. As they approach, is unknown to him, is called the Grey Hourglass.
110
W Parsi is also a follower of Nemmereth. He is
a renowned astronomer who was sent on a mission
to the Pit, about ten years ago, with a chest very
similar to the one the Kalukan have brought. The
111
increasingly oppressive for our Heroes. If the PCs Bones from human skeletons are scattered about in
try to confront them, the Grooth will run away. But the dust at the statues’ feet. This must be all that
the beast men won’t hesitate to launch an attack at remains of Parsi’s unfortunate companions.
some point—most likely on the return trip from
In the centre of the Pit sits a large brazier, long
The Three Chests
112
The Three Chests
First Level
B C
A
D
Guardians
Brazier
1st Sub-level
B C
A
D
2nd Sub-level
113
entrance, at B). If the Heroes dillydally in this fount 1-C: In this room, recesses have been dug out
of knowledge, they’ll be attacked by a necropede of the walls at regular intervals. They may have
hiding in the shadows on the ceiling. been used for shelving or for bunk beds. An old
dormitory? Perhaps a storeroom? Impossible to say,
FL-B: This is the second entrance to the library.
The Three Chests
114
The Three Chests
have to do is ring the bell, which then “summons” to their fun, they’ll soon run across an unexpected
the demon to fulfil its duty; the demon will grow visitor: a necropede has been shadowing them
more and more agitated inside the chest, impatiently all along, licking its chops in expectation of its
waiting for someone to ring the bell so it can be upcoming dinner. The macabre millipede will cross
released from its prison. their paths when the Heroes reach the top floor.
When someone finally rings the bell, the sound Note to GM: The idea at this point is not to kill
of a melodious glass chime will fill the room, off the Heroes in the Pit, but to ratchet up the
mysteriously modulating its tone as it reverberates tension. Goad them on as they make their final mad
off the walls. The lock on the chest will then make a dash to escape—hurry hurry! or the stone guardians
clicking sound and the cover will fly open. A squat will awake and block the exit!
little demon with bulging eyes and scaly bright-
Once they’ve hacked to bits the horrible beast, the
orange skin will burst out of the chest, whisk the
Heroes can escape from the pit and return to the
Grey Hourglass off its pedestal and dash back into
high plains of Lhend, where the hot sun and biting
the chest, hugging the artefact to its chest as if it
winds await them. They’ll then head directly back
were a baby. He’ll give the Heroes a smug look and
to Halakh.
then let out an ear-splitting cackle as he quickly
closes the lid back over his head. The sound of a key They’ll find the Grey Druid placidly pruning his
turning in the lock can then be heard. roses. When he sees them arrive with the precious
chest, he’ll beam with joy and immediately head off
It’s time to get going. The light from outside is
to the cellar, beckoning them to follow. He’ll then
getting brighter and brighter, and the Heroes have
inform them of their third and final mission.
to escape the Pit before the eclipse ends. To add
115
their services to the passing caravans of merchants.
THE PACT OF MALAKUT Amid the hustle and bustle, the PCs will quickly
locate their contact: an old, one-eyed (of course!)
beggar sitting off to one side near the front of the
The purpose of this third and final mission is
The Three Chests
116
Run-down House
Flowering Cactuses Labyrinth of Thorns
Basin
Prickly Baobabs
Pit
Prickly Shrubs
117
boy will then guide them to the statue of Plutt, Ram Verda doesn’t know anything else about Rut-
which is about twenty yards as the crow flies from garr’s plot. But he will tell them that the druid is a
the entrance to the maze. The little imp will take a member of the Cult of the Dark Fire, a sect of Grey
mischievous delight in leading them through every Druids in Halakh who worship Nemmereth, and
The Three Chests
twist and turn to make sure they lose their bearings. who are known to be the sworn enemies of the serv-
When they finally arrive at the statue, they’ll see ants of Zaggath, the Lord of Fire (who is none other
three heavily armed guards standing around a portly than the patron god of their queen, Methyn Sarr!).
man about fifty years old, with a ruddy complexion.
Whether they’re able to make Ram Verda spill
Three other henchmen are hiding nearby, waiting to
the beans or not, the PCs will still find themselves
pounce on the Heroes. Verda’s toothy grin and flashy
abandoned in Malakut, now fully aware that Rutgarr
attire leave no doubt that he’s acquired his ill-gotten
has double-crossed them and is undoubtedly
fortune through shady deals and underhanded
plotting against their most revered queen...and
schemes. When the Heroes arrive, he’ll ask them
what magical powers did he hope to obtain with
in a sugary tone to hand over the chest. Once he
that strange hourglass that they’d fetched for him?
has the chest and the dagger in his possession, his
manners will quickly change. “Do you know why At this point in the adventure, the PCs should
your ‘master’ asked you to give me this magnificent naturally decide to return to Halakh as quickly as
dagger?” he asks tersely. “No? Why, to kill you with, possible to give Rutgarr his comeuppance. They
of course!” He’ll then beckon to his henchmen to may entertain thoughts of heading directly back to
finish them off. The time has now come to fulfil the Witch Queen’s castle to warn her of the danger,
his part of the deal! As soon as the fighting begins, as any faithful and obeying servant would do, so you
Faldir will slip away into the night without asking should subtly remind them that it would take nearly
any questions. two months to reach her fortress, giving Rutgarr
ample time to carry out his sinister plan. Plus, they
Note to GM: The men from the thieves’ guild
should keep in mind that Methyn Sarr is a cruel
are seasoned killers who are loyal to their boss.
and heartless mistress: it might be a better idea to
They won’t be easily intimidated (and Ram Verda
return home once they’ve cleaned up their mess so
will have warned them about the particular nature
that they can at least hope for some leniency from
of their “customers” for the evening). At the same
her. And lastly, Rutgarr now believes they’re dead;
time, they’re not over-zealous fanatics either, and
he has no reason to be on his guard or to quickly
if the Kalukan clearly have the upper hand, they
put his plan into motion. They’ll be able to use the
won’t hesitate to make a break for it (at the GM’s
element of surprise to their advantage.
discretion).
If the Heroes manage to capture Ram Verda alive
(like his men, he’ll try to save his own skin, and will
Rutgarr’s Villa
eventually surrender if he’s backed into a corner), When Rutgarr said adieu to the Kalukan, he was
he’ll attempt a plea bargain; if the PCs spare his life, firmly convinced that Ram Verda was more than
he’ll tell them everything they want to know. He’ll capable of getting rid of them. He now thinks this
explain that Rutgarr paid his guild a small fortune part of his plan is over, and is already busying himself
to kidnap a few of the Kalukan Sentinels serving with the final preparations for his upcoming mission:
the Witch Queen. Ram Verda was in charge of the announce the good news to his fellow brethren from
operation. The chest that they’ve brought contains the Cult of the Dark Fire so that a secret gathering
the remainder of his fee, and he was instructed can be convened, where they’ll give him their
to eliminate the sentinels without leaving a trace. blessings and send him off under favourable augurs;
Nothing personal, you understand...it was just a recruit the Halakhi assassins who’ll help him get
business deal! into the Witch Queen’s fortress (and get back out);
and prepare the powerful rites that will give him
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(and his accomplices) the appearance of Kalukan The walls are lined with shelves and bookcases, and
so that they can enter the fortress and get close to a finely-sculpted desk sits in the middle. If they
the queen. These preparations will take some time, carefully search the sorcerer’s den, which contains
but Rutgarr relishes these protracted preliminaries, letters, notes, and excerpts from the Treatise on
Ground Floor
HO
TH
OU
SE
Small door to Hothouse
OASIS
119
The Rose Garden
The old gardener Assim told them the truth: the one victim for each person whose appearance is
Rose Garden is only a few leagues west of Rutgarr’s transformed by the illusion: Rutgarr plus the four
The Three Chests
residence on the outskirts of Halakh, on the road assassins). Rutgarr has also been fasting for a full
leading to the Lighthouse. There aren’t many houses week now.
in the district, just a smattering of barns and a few
Depending on how the PCs plan their assault,
simple dwellings for the local farmers. The Rose
the encounter may turn into a bloody game of hide-
Garden itself, a verdant green emerald in the parched
and-seek between the rows of rosebushes. The small
yellow countryside, is easy to find. It’s been built
farmhouse that abuts the rose garden has only one
next to a small oasis. The Heroes will soon discover
entrance, which opens directly into the living area.
a large hothouse, about fifty yards long and thirty
It’s a single room with rustic furnishings. A large
wide, filled with hundreds of flowering rosebushes.
mezzanine overhead contains stacked hay bales and
A small two-story building with a stone foundation
a few sacks of fertilizer. Across from the entrance on
and a second floor made of wood communicates
the ground floor is another door that leads directly
directly with the hothouse.
into the hothouse (which also has another entrance
It is here in his cherished retreat, away from the outside). The apprentices and the assassins are in
prying eyes of the city, that Rutgarr has decided to the living area, while Rutgarr is preparing his spell
put the final touches on his spell before heading in the quieter confines of the mezzanine.
off to the Witch Queen’s fortress. Four assassins
Note to GM: This time, the Heroes will be facing
have accompanied the magician to his refuge. They
fanatics who are devoted to Rutgarr and ready to
while away the hours doing target practice with
fight to the death for their cause. The battle should
their daggers, so it might be easy to catch them
be fierce and bloody. Unless the situation becomes
off guard. Isolated from the others, Rutgarr is in
entirely hopeless, Rutgarr will not try to escape, as
deep meditation: he’s preparing a powerful Second
he knows full well the Kalukan will warn the Witch
Magnitude illusion spell to get past the guards at
Queen, thereby ruining his plan, and that Methyn
the entrance to the Witch Queen’s fortress. He
Sarr will then hound him to his death. He’ll also
intends to cast an illusion that will give him and
hesitate to use the Grey Hourglass. It would be a
his henchmen the appearance of Kalukan. When
shame to waste such a powerful artefact just to off
the Heroes had first arrived at his residence at the
a few Kalukan. Plus, he’d planned on waiting until
beginning of the adventure, he’d actually taken a
the last moment before filling the hourglass with
few hairs and fingernail clippings from them that
the precious ashes to avoid accidentally tipping it
were needed for his spellcasting. Five apprentices
over. So it’ll take him quite some time to open the
attend Rutgarr. They’re helping him to cast the
urn, pour the ashes into the hourglass, screw in the
intricate spell and, unbeknownst to them, they’re to
plug, and turn it over to stop time. Let’s assume that
be sacrificed at the end of the ritual (the rites require
the Heroes won’t give him the opportunity!
120
What about the
Demon Guardian
of the Hourglass?
Cast of Characters
Hyenas of Besharr
121
The Three Chests
122
Ram Verda (villain)
With his ruddy complexion and protruding
paunch, Ram Verda clearly likes his food and
drink. He’s around fifty, and has the inoffensive
123
learning, he was given the task of locating the Grey Obsession: The destruction of the Witch Queen is
Hourglass. For nearly twenty years, he has been now the only thing that Rutgarr lives for.
tirelessly searching for the profane relic.
Rutgarr is around sixty, tall and lean. His face has
Rutgarr’s Acolytes
The Three Chests
124
Ready-made Kalukan Characters
For the Adventure of the Three Chests
Dart
Fortress of the Witch Queen
Lemurian, beshaari
1 3 0 0 Long Bow D6 +1
Axe D6 +1
1
slave 0
5 soldier 1 quiver with 25 arrows, including 5 arrows
0
11 of zaggarth (see below) 0 0 0 0 0
hunter 2
light armour d6-3 [1]
beastmaster 1
2
1
desert born, Mighty shot country bumpkin, mute
Dart has gained quite a reputation at the court of Methyn Sarr for its prowess with a bow and arrow.
Many tales abound about its exploits: it’s said that Dart can bring down a kyphus at 200 paces and that
its arrows are fletched with mythunga feathers.
In Its quiver, it keeps five "Arrows of Zaggath” with serrated tips shaped like flames (alchemist weapon,
common preparation; roll again for a Damage Roll of 1).
squelch
Fortress of the Witch Queen
Lemurian
dagger D6L+3
1
slave 0
5 soldier 1 executioner outfit (light armour d6-3 [1] )
2
13 gladiator 1
executioner 2
0
1
fearless, fearsome look illiterate, mute
The squat and burly Squelch is one of the Witch Queen’s trusted executioners. It proudly brandishes a
great two-handed sword—the symbol of its long and dedicated service. It takes great pride in the fact
that it’s never needed more than a single stroke to lop off the head of one of its mistress’s enemies.
Discipline and efficiency are Squelch’s watchwords and it has little patience for idle chitchat and
palavering, which it considers to be a waste of breath.
brave
Fortress of the Witch Queen
Lemurian
4 0 -1 1 Tulwar D6+4
Mace D6+4
0
slave 0
14 blacksmith 1
soldier 2
0
1
inspire, trademark weapon (tulwar) all thumbs, mute
The muscular Brave stands out from the other guards due to its massive frame, which is impressive even by
Kalukan standards. It’s a prominent figure at the fortress on the Fire Coast, known for its great physical
strength and prowess. Brave has natural authority and the other guards have learned to respect it.
Brave and Dart have often valiantly fought side by side and have proven to be a lethally effective team.
But away from the Witch Queen’s court, Brave openly disparages the elite bowman. It scorns archers, who
kill their enemies from a safe distance instead of partaking in the noble trial of hand-to-hand combat
(it’s also jealous of Dart’s incredible dexterity, although it would never admit it).
rheumy
Fortress of the Witch Queen
0 1 2 1 Dagger D6L
quarterstaff D6
1
slave 1
5 worker 0 Vial of Unguent of Raluk (uncommon potion,
1
10 physician 1
cure 1d6 lifeblood of damage; 1 dose);
2
deft hands, learned, nose for magic distinctive appearance, mute, poor eyesight
Rheumy is an elderly Kalukan who’s spent many years toiling in the laboratories of the Witch Queen. It’s
earned its moniker due to the constant flow of water from its rheumy eye. Is it because of old age, or
because of the caustic vapours from the alchemistic concoctions it’s handled over the years? No one can
say for sure. Rheumy has spent long hours reading the extensive collections in the fortress library and
is very learned, extremely meticulous, and surprisingly nimble with its fingers.
The cynical and grumpy old Rheumy has nothing but contempt for its fellow guards, whose uncouth
behaviour only reinforces the popular misconception of Kalukan as a bunch of violent, knuckle-dragging
oafs.
Gratuitous and senseless violence makes Rheumy livid, and it won’t hesitate to lash out with its acerbic
tongue.
myriad
Fortress of the Witch Queen
1 2 2 -1 dagger D6L+1
darts D6L
0
slave 1
5 soldier 0 two daggers, four darts
1
11 1 druid 1
thief 2
1
2
Alert, Night Sight Mute, Unsettling
Does it even make sense to talk about a creature as bizarre as a Kalukan having a “physical deformation”?
In any case, the single, white globe of Myriad’s eye is covered with about a dozen small irises. The
strange, dark-brown dots dilate and contract exactly like normal pupils, depending on the surrounding
brightness. The other Kalukan are put off by this strange trait and tend to shy away from Myriad. However,
this deformity has given it remarkable eyesight, and Myriad is one of the Witch Queen’s top spies.
Could this strange eye be a sign that Myriad is one of the “chosen few”? Hard to say, but it’s true that
Myriad is passionately devoted to Zaggath, the Lord of Fire, and would appear to have gained a certain
esteem amongst the Red Druids who reside in the fortress on the Fire Coast.