Where Dragons Dare
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
The Setup
This adventure was written originally as a pre-game. However, it developed into an adventure for 4-8 players. This adventure was designed for the Alternate army as defined by Jonathan M. Davidson. It uses the Thardic Republic as described on the Schylla & Charibdis web page. It can be used with any fantasy role playing system. For my convenience, the stats are listed in HârnMaster I from Columbia Games.
Maps:
- The city of Geshtei
- Level 1 [480x538 gif 58kb], 2 [480x430 gif 48kb] and 3 [478x419 gif 3kb] of this dungeon crawl
What you'll Need:
The following is a list of source materials that may be useful if you intend to run this adventure.
- Castles of Hârn - in which Geshtei (and a brief of this legend) are described, and maps of the region. The sink hole can be placed in among any stand of trees on, or just off, the map. I chose a grouping between ploughed fields just north of the caer.
- Thardic Republic Module - This book provides you with a map of Tharda (in case you wish to place the horde somewhere off the local map.) As well as a general description of what the Republic is like (politically.) Take specific notion of how the temple of Save-K'nor is treated.
- Alternative Army - © Jonathan M. Davidson - and other resources from the Schylla & Charibdis web page. These are not totally necessary, but may be of assistance.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Common Lore
The following is the tale told in taverns around Geshtei. It is especially popular with the legionnaires.
Long ago, before the Balshan Jihad, there lived a mighty merchant hereabouts. His wealth was so great he was a government unto himself. He worshiped Halea devoutly, and - some say - it was his influence which made the Halean church so pervasive in the early Republic. Anyway, he was warned a day ahead of the Balshan Jihad's arrival. He sent each of his servants away with a few coins for their troubles - telling them to flee for their lives.
When everyone was gone, he took out three great chests from his mansion containing his finest treasures. Gold, silver and mythril so pure it was worth double its weight. Gems from the far reaches of Lythia. Tiny rings and bangles enough to get any princess to woo him. And mystical items of great power. These chests he towed by cart to an incomplete building. With the help of his personal guard, he lowered the chests down into the foundations. A local craftsman, in return for safe passage out of the Jihad's way, bricked the three great chests into that tiny space. The merchant - fearing to let anyone else know his secret then had the craftsman interred with his treasure!
The merchant then let all his horses and herd animals loose in the hopes of hiding his servants tracks from the oncoming soldiers. He even sent his own personal guard to delay the soldiers. Unfortunately, the Jihad was everywhere. And the merchant and all his servants were rounded up and slain. And with them went their secret. Although, some say - on a moonless night you can hear the calls of the craftsman begging to be released from his tiny tomb.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
The Geshtei Hoard
It is commonly believed that just before Geshtei surrendered to the Balshans, an immense treasure was hidden nearby. The most commonly told variants of the story suggest that a wealthy landowner, or imperial knight, or merchant, buried a cache of coins, gems and other valuables in one of the fields north of the castle. Periodic searches for this legendary wealth have always been unsuccessful, and most other major settlements in western Hârn have similar legends.
Recently, however, the story has taken a new bizarre twist. Cudorin of Shold, a cleric of Save-K'nor and member of the Hyn-Aelori, discovered a tattered letter and well preserved diary in the archives of his temple in Coranan. The letter was from Mokryne of Tol, a priest of Save-K'nor who was executed by the Balshans at Geshtei in 564. The letter, written just before the surrender of Geshtei, describes a journey that had been undertaken by Mokryne:
into reaches of the forgotten worlds,
where the Waiting Ones abide.
According to Mokryne, he returned from his journey bearing an object. Mokryne must have regarded the artifact with fascinated horror and neglected to describe it in detail. It seems to have been a mysterious icon, for Mokryne writes:
we bear the figure of the Beast, He that I fear and love, and even in this form I feel His power.
The reference to We may simply be an arrogant reference to himself, or indicate that Moleryn returned from his journey accompanied by another enigmatic person. The hints in the letter can not be confirmed in the diary for it is written in code or an unknown language. After an exhaustive and fruitless search of the archives for the missing icon, Cudorin has speculated that Mokryne sent the letter and diary to Coranan, but hid the icon. Although his letter does not indicate to whom the letter was written, certain phrases indicate that it was addressed to a person of very high rank, possibly the Emperor Medak. Cudorin's superiors have allowed him to investigate further. The young cleric is in the process of preparing a journey to Geshtei in hope of unraveling the mystery.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Getting There is Half the Fun
There is a sink hole covered by leaves and branches in a stand of woods to the north-east of the castle of Geshtei. The covering was recently broken by a fox, which made a den beneath. The covering is heavy enough to keep a child aloft, but not a full grown man, or woman. There are several ways the PCs could become involved in the Hunt for the Geshtei hoard.
- While taking a lunch beneath the trees, one of the PCs falls into the sinkhole.
- Cudorin of Shold has discovered the hoard has something to do with a stand of great oaks. After consulting ancient charts, he discovers these could be in one of several places around Geshtei, and hires the PCs to check them out. Eventually, the PCs check the spot in the north-east, and fall in.
- After hearing the tale in a local inn, the PCs (possibly drunk) stumble through he fields. Suddenly one of their members disappears down into the sink hole.
- A child/pet/damsel in distress falls into the hole and the PCs are involved in the rescue, discovering the passage by accident.
Essentially, get them to the sink hole. See "The Way It Really Happened" for how I got them there.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Places of Interest
The following are places mapped and not that make the majority of the adventure. Monsters, magical items and other items of note are described in following section.
The Sink Hole (not depicted)
However (or why-ever) they get here - once they enter the caverns remember there is no natural light source. So torches or lanterns quickly become necessary. The party can bumble about in the dark for a while - but if they do, do not let them make any maps.
The sink hole branches into a long passage way that runs north-east from the entrance for about 40´. The passages descend at a 25 degree angle from the ground. The passage is narrow, ranging from 4.5´ to 3´ wide and is only 5´ at its tallest point. The passage ends in a 25´ diameter burrow that smells strongly of fox. The burrow branches north west and north east by two small passages (again 4.5´ by 5´) that each end at a brick wall.
The bricks are old and a few hours of work should easily loosen enough of them creating an entry into the space beyond.
The Doorway
The door is the center of the corridor. It has 78 symbols on it. There is no latch, nor hinges. Two statuettes flank the doorway. They are made of a strange brass. They have barely tarnished, although the dust about them claims they have both been moved to the right in the recent past. If both statues are moved to the right at the same time, the proper symbols to open the door become lit.
The symbols are black on white stones, each one curved shallowly. The door is surrounded by a band of black stones beyond the white ones. The black stones are equally edged, but bear no markings. The floor leading up to the doorway is a checkerboard (two rows horizontal closest to the wall, the middle of the floor is diagonal) of black and white tiles. The tiles are there just for decoration, but may prove interesting to the GM who likes to play with paranoid PCs.
Fig 1. The doorway
When pressed, the solid black door slides sideways into the wall to the right. As it moves a wailing, voice fills the area (wind through the mechanism.) It stops as soon as the door slips into the wall. It will remain open for 1 hour, or until a foot hits a white tile just inside the door.
The symbols (beginning from bottom left) read:
Take Open World Warning It Is Fear and Peace What Change Beyond Lies thyn Be Beyond Destiny Chaos For Awaken Face This The its Door Waiting Ordeals Is Ones Shall The And And Beginning Be Shiver Of Forvever At The Changed the End Thyn Changes.
The message, when every third word is taken in turn reads:
Take warning
Fear what lies beyond
For this door is the beginning of the end
Open it and change thyn destiny
Face its ordeals
And be forever changed
Thyn world is peace
Beyond is chaos
Awaken the waiting
Ones and shiver at
The changes ye shalt reap
If peace and chaos and then beginning and end are pressed (the four symbols that light up) the door will slide open.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Level 1
This level appears to be a sunken temple. Its outer walls appear to be mortared stone, and its interiors are all wooden (wood floors and walls.) The walls are a bit off-kilter in places, but originally it would seem the building had been build square. It is as if a temple had been sunk beneath the ground.
There are five large granite steps before the northern-most doorway into this set of rooms. Each step is covered with a thin coating of dust that will show any tracks of other groups that have passed this way. The room around the granite steps is perfectly square. It is 12'x12'x12' in measurements. The ceiling should go up beyond any natural torch or lantern's light. Other than the dust, and a slight musty smell - there is nothing to be found here.
Note: There is a maximum of 8 zombies on this level.
1. Entry Room
The double doors are of ancient oak that has, at last, begun to warp and split. One of the two doors (the left most) can be opened, but groans, creeks and squeaks loudly. There is neither lock nor latch on these doors. They open outward. There is a gap between the two doors just wide enough for a hand.
All along the edges of this, and the rest of the rooms on this level is a narrow trough. The trough has a thick, inky substance in it. If a torch is touched to the substance, it will alight, creating wall lighting along all the walls of this level, except for room #7. The trough, if lit, contains regular fire that will do regular damage to anything placed within it. Surprisingly none of the temple itself will burn.
The entry way is 20' long by 10' wide. Its walls are wooden (birch planking, sanded smooth and shellacked brown). In each of the four corners is a raised statue (it sits about 4' off the floor.) The statues are of cats - two black and two white. These are Kitratsu. They are each programmed to sit. Then stand. Then step down off the pedestal into the open area in the middle of the room. When they have but one paw left on the stand, they will "blink" back to their starting positions.
There is a hole in the wall to the west, and a door to the south.
2. Grand Hallway
The center of this large 20' wide, 80' long hallway is cluttered with debris. Large ceiling timbers and tiles form piles that almost block the hallway. Beyond, at the far southern end is a raised dais. The dais is empty, but discolored around what appears to have been a chair.
There is an exit to the east.
3. Cluttered Anti-Chamber
debris almost blocks the entry to this room. There are two Kitratsu against the corners on the northern wall. Their pre-determined patterns are sit. Look up. Stand. They do not get down off their pedestals. One is black, the other is white.
The debris is scattered throughout the room. There are tracks in and through this room as if someone were walking around, dragging their feet. There is an exit to the south.
4. Hallway
This hallway is 10' wide and 40' long. It has exits to the north, east and south.
There is a black Kitram on the pedestal beside the door.
In the doorway, from the top of the doorframe hangs a small black cloth. Beneath the cloth is a tripwire. The tripwire will cause an arrow to fire from the wall to the far south. The arrow is poisoned 25% of the time. [ML75, Poison +1d6] The PC in the doorway (or in line of attack) is allowed to dodge at half. They may dodge at full only if they CritSuccess at an awareness roll.
The Kitram will watch the PCs, and may decide to follow them (50%). It is solid black without any marbling. The Kitram is a helpful, if slow creature. It will trail the party for 1d6 hours by 1d6 feet, never getting any closer. If approached, it will retreat to its point of origin in a "blink."
5. Hallway to Nowhere
This thin hallway is 10' wide and 40' long. It has only one exit to the west.
The northernmost end has a Kitratsu (black) and a Kitram (white) atop pedestals. The Kitratsu goes through the following motions: Sit. Stand. Lean Forward. Right Paw down, Left Paw down. Left Hind paw down. Repeat. If the Kitram notices (awareness ML 64), it will mimic the motions of the Kitratsu for so long as the PCs observe it. It, like the Kitram in the Hallway, has a 50% chance of following the PCs in the same manner.
debris blocks up 1/3 of the room in the south.
6. Hay Room
There are two piles of dirty hay in this room. There is little or no dust yet the 20x20 room smells foul. There is a 25% chance that there are two zombies in this room.
There are two exits to this room; the north and the east.
7. Slaughter Room
This small room has the stench of death within. It contains two rotting cow carcasses that cannot be more than a month old. This room is 10x20.
There is a 25% chance that 1d6 zombies are here feeding.
There are three exits to this room; the north and the east and to the west.
8. Coffins
Two coffins stand upright in this small hallway. Each contains a Zombie. If the coffin(s) are opened, the zombie within will attack. This hallway is 10'x40' and opens only to the north.
9. Smaller Room
This room is empty but for a Kitratsu (white) atop a pillar in the south-western corner. It does not move, and will not attack. It is broken. Anyone with sensitivity will note that it is not magical.
This room is 20'x40' and has exits to the north and the west.
10. Larger Room
This room has lots of debris, similar to that in room #2 and 3, to the north, and two dirty hay piles in the south. The room is roughly 30'x40x. It has an exit to the east.
There is a 50% chance that 1d6 zombies are in this room.
12. Empty Room
This large 50'x60' room is empty. There is a 75% that a Creature of Burkai wanders this room. It will run from the players, heading to room #14. The room has exits to the north, south and east.
13. Fireplace
This room has a large fireplace against the western wall. The chimney is blocked 10' up from the fireplace by a large black stone. There are cold ashes in the hearth.
The room is 20x20 and has exits to the east and the south.
14. Sword of Zatran
In the south-western corner of this room is a 10' tall metal cage that appears to be semi-circular, and built into the corner of the room. A large sword is trapped between the shafts of the cage. It is for this sword that the creature of Burkai will run.
The creature will try to get his sword and fight the PCs with it. It will take him four turns to get the sword loose. A PC with a strength over 18 can release the sword in two turns.
This room is roughly 40x30 and has exits to the east, west, north east and south.
15. Friendly Creature
There is another creature of Burkai here. It cannot talk, nor can it leave the room. It will try to offer the PCs assistance through finger speech, or elaborate pantomime. If a PC with medium, or telepathy enters, they will hear its voice. The creature (calling himself Caius) was a spy for the Peonian church. Long ago this was a Morgathian temple, but just after the fall of the Theocracy, something happened to the building. He became trapped and the temple never saw the sunshine again. He still wears a Peonian medallion, but has no understanding of why he is still here. Perhaps if the PCs find a way to destroy the temple, his soul will be freed.
He knows the Enemy Creature (in room 16) is an evil mage of limited abilities. He will warn the PCs that the Enemy's favorite trick is to turn invisible. He can cast a spell on one PC to negate the Enemy's trick for that one PC. He will also inform the PCs that all the creatures, with the exception of the cats, are highly flammable.
He knows there is a dragon upstairs - but has no knowledge of the catacombs beneath the temple. The dragon is chained magically. He is sure the key is somewhere down in the catacombs.
This creature will not attack unless first attacked. Even then, he will try to defend himself without hurting the PCs. This creature knows everything about this level, and the one above.
This 20x30 room has only one exit to the west.
16. Enemy Creature
This is a creature of Burkai with a few Lyahvi spells. He has the following spells at the ready: Hlandor's Flash (II) ML67, *Talvae's Distraction (II) ML72, *Clutch of Marcus (III) ML43.
The Enemy creature believes himself to be in a private laboratory, in the midst of studying a new set of Lyahvi spells. He has two tombs of Lyahvi knowledge that are filled with a tight and cryptic script. They can be sold for 100d each to the nearest Lyahvi chantry or Shek-P'var temple, or puzzled out after 1d100 hours of study.
This 30x30 room has only one exit to the west.
17. Zombie Room
There is a 50% chance that there are two Zombies in this room.
This 30x40 room has only one exit to the west.
18. Stairs Up
There is a coffin laying on a raised pedestal in the center of this room. There is a 25% chance that the coffin holds the body of the Creature of Burkai if it did not appear in room #12.
A set of stairs goes up from the exit on the eastern wall. Halfway up the stairs, the walls are made of stone instead of wood. The trough does not rise up the stairwell, rather it runs up to the eight stair and then stops.
This room is 40x20 and has exits to the west (the stairs), east, north, south-east and south.
19. Stairs Down
The stairs down stop at the eight stair, where they drop 50' into the darkness and the cellar. The trough does not descend along the stairwell, stopping at the wall that surrounds the stair well.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Cellar
The cellar of this maze is a series of caverns and natural tunnels that wander about. The average tunnel is just under 10' wide and 7' tall. Stalagtites and Stalagmites have been removed, but are beginning to reform, making it sometimes dangerous for characters over 6' to pass through the tunnels. (Random agility checks are suggested.)
The floor is uneven, and pools of water appear every so often. Some stalactites drip with a brackish water.
1. Entry
The * in the south-western most corner of the map marks the point of entry. This cavern is dark and requires illumination by the players to see clearly. It is empty.
2. Entry A and Entry B
These two rooms are identical. The doors are identical to the initial doorway described at the beginning of this adventure. They open in a similar fashion. The air beyond the doors is foul, but not poisonous.
3. Central Chamber
This oddly shaped chamber has a raised dais in its middle. Atop the raise dais is a pedestal upon which a large leather bound book sits. The book is locked closed. At the tip of a black velvet bookmark dangles a golden key.
The book must be opened to be read. There is nothing written on its spine or cover. Although the leather feels strange to the touch (it's human skin). Anyone with Psychscience, or Clairvoyance will get an image of someone being "peeled" to make the book (they were alive at the time) whenever they touch the book. [be as graphic as you like in your description.]
At three points in the room (represented on the map by black dots) there are Wyvren sitting on pedestals. They will move slightly to keep the PCs in view, but will only step down off the pedestals to attack the PCs when they touch or try to take the book.
The Wyvren cannot fly.
Note: The Sword of Zathran will hurt them as if it were a normal broadsword.
4. Caverns to the West
These natural caverns were mostly cleared of stalagtites and stalagmites - but not along its edges. Hidden here are two chests in which a bag of gems and a small bag of colorful rings resides. There is also 1d100 d scatterd among silken scarves, and other fine linnens (total value 500d.)
5. Caverns to the North
These caverns have several dripping stalactites. Each one has a different effect. Treat the water as sweetwater, but with a special feeling attached. The water offers no physical value, but psychologically it can change the drinker's mood (health - makes you feel healthy, wealth - makes you feel wealthy & generous. and so forth.) Be inventive.
6. Lone Wyvren
A lone Wyvren sits on a pedestal in this room. He can move about on his pedestal to follow the PCs, but he is not real. Merely an animate statue designed to follow any intruders with its eyes and body. There is nothing of value in this room.
If the PCs touch the Wyvren, or its pedestal - it will trigger a trap beyond the Rubble Pile. Water will slowly begin filling the cavern to the east. The water will flow in at the rate of 1' per hour. It will take time, but eventually the lower caverns will fill and may collapse.
7. Caverns to the South
There is a chest against the westernmost wall. It has a small lock with a poison dart (ML65, Poison +1d6) that will spring if someone tries to open the chest without first disarming and disengaging the lock by key (the one in the book in room #3) or by lock-picks (the lock has a skill of ML50.) Inside the chest is the Bowl of Sweetwater.
8. Beyond the Rubble Pile
The natural caverns beyond the rubble pile are home to a Nolah who has only been here for the past 50 or so years. It will hunt the party as soon as they enter the corridor that leads to this area.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Level 2
Here be dragon.
1. Entry
The stairs enter this room from the south. It is a 50x50' room of mortared stone. The floor is wood. There are exits to the east, west, north and north-west.
If the Kitratsu are following the PCs, they will stand vigil at the top of the stairs. They will go no further into this level.
2. Empty Alcove
Just as the title says. This is a 30x20 room.
3. Dream Room
This room has four Kitram, but they will appear to be any one of hundreds of creatures. Combined they are suppose to give a hint, or clue, to dreams that have recently plagued the PCs. Think of it as a room to allow GMs to offer more hints to the PCs than dreams alone can casually provide.
If this is of no value to you, have all four statues mimic those from level 1.
4. Dragon's Tail
Through the northern most exit of the entry, you can see a large red dragon's tail. It moves slowly over the floor in a lazy pattern.
5. Dragon's Head
Here lies the dragon's head. His body is stuffed in around the corner of the room. He will belch fire at anyone that screams or charges into the room. If the PCs are cautious there should be no problem.
He will welcome the company and ask the party to please fetch the key. If they are willing to do so - he will offer all the assistance he can. He has a plethora of spells and abilities, but is magically chained to the wall. He can create or fabricate most simple items the PCs may require (water, rope, iron spikes, simple cloth clothing etc.)
He promises, if released, he will flee the area and not stop for 100 leagues (so long as he can grab a snack on the wing.) George is a chatty fellow, offering stories and information - but he knows nothing of what captured him. He suspects that somehow he is the key behind the temple being buried and is angered that any human would dare enslave a dragon. But beyond that, he can offer no help.
George will not admit to being scared of the Sword of Zatran and speaks of Caius (on level one) as a friend. While not truly hungry, he will welcome any food the PCs can scavenge. He will not eat Zombies, or Creatures of Burkai (but the cows in room #7 would be alright.)
6. The Magical Lock
This lock is trapped. It will deliver a 3d6 Ice shock to anyone who tries to pick it. If the key is inserted, the chain, lock and key will all magically disappear.
George's escape from the temple will cause it to collapse.
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Bestiary
Here are the monsters found in this adventure.
Kitratsu
"Cat Statues," "Stone Kitty."
Description: These beasts are made of solid black or white marble. Their eyes are carved open, and their mouths carved shut. They resemble sleek black, or white, panthers with tiny veins of marbling occasionally appearing along their bodies as if to artistically denote musculature beneath their skin. The beasts will move through a series of pre-determined motions - appearing to "blink" from one motion to the next. They cannot communicate in any way, and will only attack after suffering 10IP. They cannot move beyond their pre-determined range of motions - but can use their paws to swipe at creatures within range. These creatures are totally silent, making no noise in their "movements."
Note: These creatures are not alive, but are animate.
Height: 4 ft to 4 ft 6 in at shoulder
Length: 5 ft to 8ft 6
Tail: 3-4 ft
Hindpaw: 9 to 12 in.
Weight: 375 to 575 lbs.
Kitratsu | |||||||
STR | 20 | EYE | 16 | INT | 00 | MOB | 80 |
END | 13 | HRG | 17 | AUR | 16 | DGE | 90 |
DEX | 00 | SMT | 18 | WIL | 10 | INI | 55 |
AGL | 18 | TOU | 00 | FR | 05 | ||
SPD | 16 | VOI | 00 | ||||
Weapons: Bite: 75/10t Paws: 70/8bt | |||||||
Armour: Natural: B14 E13 P11 F13 S11 T13 |
Kitram
"Cat Statue", "Stone Kitty", "Cat Golums"
Description: The Cat Golems are designed to look, and act like the Kitratsu in every way. However, the longer they are around the PCs the less then tend to "blink" from movement to movement, and the more they tend to move. After 2d12 hours, these beasts can make noise and communicate as would regular animals. These creatures cannot leave the temple.
Note: These creatures are magically alive.
Height: 4 ft to 4 ft 6 in at shoulder
Length: 5 ft to 8ft 6
Tail: 3-4 ft
Hindpaw: 9 to 12 in.
Weight: 375 to 575 lbs.
Kitram | |||||||
STR | 20 | EYE | 16 | INT | 10 | MOB | 80 |
END | 13 | HRG | 17 | AUR | 16 | DGE | 90 |
DEX | 00 | SMT | 18 | WIL | 10 | INI | 55 |
AGL | 18 | TOU | 00 | FR | 05 | ||
SPD | 16 | VOI | 00 | ||||
Weapons: Bite: 75/10t Paws: 70/8bt | |||||||
Armour: Natural: B14 E13 P11 F13 S11 T13 |
Zombies
Undead, Wandering Mounds, Fleshies, "arhn"
Description: These are brainless creatures. Some say they come from animated human corpses, others claim they are a magical construct. Regardless where they come from, they appear like dead and rotting corpses. Pieces of flesh may be missing or peeling, revealing all too red musculature beneath. They dress in rags and say only a single monosyllabic words like "arhn." They express no emotion and do not blink.
They do eat - meat. But more out of habit than any need for nourishment.
These creatures do not bleed, and cannot be stunned. Instead, they fall down. They take IP and fatigue, but must take up to their maximum before going "unconscious." They will regenerate 1d6 IP per turn regardless of the number of pieces they are smashed into. The creatures are smart enough to collect fallen limbs and stick them back on. Within a turn the limb will be connected. Its usability depends upon the amount of damage it sustained before or while it was severed. The only way to permanently destroy these creatures is to burn them. They burn like dry kindling.
Note: These creatures are not alive, but are animate.
Height: 4 ft to 4 ft 6 in at shoulder
Length: 5 ft to 8ft 6
Tail: 3-4 ft
Hindpaw: 9 to 12 in.
Weight: 75 to 275 lbs.
Zombies | |||||||
STR | 16 | EYE | 12 | INT | 00 | MOB | 60 |
END | 12 | HRG | 12 | AUR | 12 | DGE | 60 |
DEX | 12 | SMT | 12 | WIL | 12 | INI | 55 |
AGL | 12 | TOU | 12 | FR | 01 | ||
SPD | 12 | VOI | 12 | ||||
Weapons: Bite: 55/2t Claws: 80/10P + Poison (2d6) | |||||||
Armour: Natural: B05 E05 P05 F0 S05 T05 |
Creature of Burkai
Description: These creatures greatly resemble Zombies, but tend to be in slightly better physical condition. They cannot speak, but maintain the intelligence they had in life. Another form of undead, these creatures are posssessed by the sprit of Burkai. The creatures all tend to look very much alike. Formed by a dark miracle, the Creatures of Burkai take on the likeness of the high priest that created them.
The creatures do not have the regenerative properties of the Zombies. If they are damaged, the damage remains until it can be magically repaired. But again, they cannot take stun damage - instead they are physically knocked back from the blow and often fall down.
While they cannot speak, they can somehow communicate with each other and Zombies. Anyone with medium or telepathy should be able to hear their commands and communications.
Height: As per their original form. Over a period of 1d10
years they will become the height of the high priest that created
them.
Weight: See Height.
Range: Morgathian holy sites. These creatures most often
guard holy relics.
Habitat: Any
Note: The creature of Burkai has all the stats they normally had as a living creature. Even when their appearance changes, their stats do not.
Creature of Burkai | |||||||
STR | 12 | EYE | 12 | INT | 12 | MOB | 60 |
END | 12 | HRG | 12 | AUR | 16 | DGE | 60 |
DEX | 12 | SMT | 00 | WIL | 12 | INI | 60 |
AGL | 12 | TOU | 12 | FR | 01 | ||
SPD | 12 | VOI | 00 | ||||
Weapons: Any | |||||||
Armour: As worn |
Hârnic Wyvern
Description: It's main weapon for hunting are its mace-like tail and its large clawed feet. Its bite is used to kill difficult prey and to eat its catch. In this case these animals have been charmed. They remain in a state of perpetual readiness to attack anyone touching the book on the pedistal.
Height: 3'-5'
Length: 2-6'
Tail: 2-5'
Weight: 120-600lbs
Breeding: N/A
Harnic Wyvern | |||||||
STR | 25 | EYE | 19 | INT | --- | MOB | 50 |
END | 18 | HRG | 15 | AUR | 03 | DGE | 40 |
DEX | --- | SMT | 17 | WIL | 13 | INI | 65 |
AGL | 11 | TOU | --- | FR | 02 | ||
SPD | 10 | VOI | --- | ||||
Weapons: Bite: 65/10t Claw: 55/9bt Tail: 70/7b | |||||||
Armour: B8 E5 P8 F7 S4 T9 |
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
Magical Items
The following is a list of the magical items available in this adventure.
Sword of Zanderin
Long ago a sword was forged by the Khuzdul. It was a gift to a human soldier who helped Khuzan forces defeat the Gargun. The name of that soldier has been lost for all time. The sword appears to be made of solid silver, but is as tempered as only the best steel can be. It never needs sharpening, and will not break. Instead, it will break whatever it bites into. This sword can cleave anvils, cut stones as if they were butter, and wields like a bastard sword. Surprisingly this sword can be kept in an oilcloth, or scabbard without causing what is holding it any damage.
For each successful attack with this sword, roll location, and then reroll on the ML of the sword:
CS | Cleaves through the area either amputating the target area, or cleaving through the entire body - splitting it neatly in two. |
MS | Amputates the target area. May be fatal. |
MF | Amputates smaller target area or, if no smaller target area is available, does +1 rank of damage (shift 1 column to the right.) |
CF | Does regular damage as per a bastard sword. |
Note: the touch of this sword will affect creatures not normally affected by swords as if it were a normal broadsword.
Book of Forbidden Lore
Mokryne's confused ramblings are quotes and references to the Book of Forbidden Lore. It was the life's work of Azuad, high priest of Agrik during the Theocracy in Coranan. Azuad had every death, every torture and every reaction depicted in this book. It describes one thousand ways to torture a person without killing them. The book describes torture as a pleasurable hobby to inflict on the innocent.
The book cannot be read by anyone with a morality of Corruptible or higher. It will make moral folk sick to even look at the pictures. The book is over 1000 pages long, each page has the same feel as the cover, only not quite so thick. A reader of the book will learn that each page was made from the skin of the test victim upon which the contents of the page were performed. The cover was made from several layers of similar material.
The Morgathian church will promise a kings ransom for the book (they thought it was long ago destroyed - so someone will have to tell them about the book's existance before they can make the offer...a minor detail.) The book is a holy artifact of Morgath.
The Save-K'norian church promises very little for the book. They promise to hide it somewhere the Morgathian church will never find it.
The book is the icon needed to transcribe Mokeyne's letter and diary. If the GM desires this could be a launching point in the hunt for Lothrim's tomb, or an Ilvirian artifact of Creation, or even the destruction of the Gargun.
The Rings of Zanderin
These rings were common some 20 years ago, as gifts from the elder races or from the various churches. Their powers are all minor, but helpful in day to day life.
Pink: A present from the church of Halea, this ring improves the chances of the fertility of its bearer by 25%. The percentage is not cumulative with itself, but can be combined with other, natural, factors to assure success.
Blue: A ring from the church of Save K'nor. This ring sharpens the mind and allows one to remain active for up to twice as long as normal without feeling the effects of fatigue. Once removed, however, the fatigue returns as if generated from a single, instantaneous act. As the PCs put it - "acts as a triple latte with lotsa sugar added."
Yellow: A light ring. It gives the wearer +2 to Eyesight, and +2 to their night-vision.
Red: The animal craft ring. When worn it makes the wearer more attuned to any animal with which they normally work. Note: A familiarity, or attunement, with the type of animal (if not a specific animal) must be obtained before the ring has any effect.
White: Another ring from the church of Save K'nor. This ring was crafted to help with visions. When worn the wearer can better remember their dreams, and perhaps be better able to interpret them.
Purple: Removes sex drive while worn. The wearer is still capable, and may even be fertile - but just does not want to.
Orange: A Peonian healing ring. This ring, when worn, aids healing by preventing infections. It will not cure existing ailments or infections, nor repair existing damage; but it will stop the onset of any new infections.
Black: Ring of Agrik. This ring inflicts 1IP of pain per combat round (six seconds) while worn. There is no physical sign of the injury, but cumulated IP points from the ring should be applied to all stats and skill checks.
Grey: Odivshe ring. This ring increases eyesight through fog by +5.
Green: An Odvishe healing ring. This ring allows 1IP to be healed for each plant touched. The plant will wither and die as it absorbs the damage. Note: PC's have made reference that, when this ring is worn, an injured person can make "dead grass angels".
Bowl of Sweetwater
This copper bowl can hold up to 2 cups of liquid. Any liquid going into it is turned into a sweet tasting water. The liquid immediately becomes drinkable without any ill effects.
If the bowl is not scrubbed thoroughly after each use, the copper begins to darken. After 20 uses, the copper is entirely black, and any water placed within becomes poisonous (3d6 vs. Endurance or go into shock.)
The Setup | Common Lore | The Geshtei Hoard | Getting There | Places of Interest | Level 1 | Cellar | Level 2 | Beastiary | Magical Items
This page was last updated on
Questions/Comments should be directed to the Webmaster.
All works are Copyright their respective
authors, 2002.