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Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Friday, 16 October 2026

Wonderful things

One of my favourite books is Anthony Trollope's The Eustace Diamonds. The main character, Lizzie Greystock (later Lady Eustace) is one of fiction's standout characters a breathtakingly unabashed chancer, a kind of Victorian-era Donald Trump if Trump were quick-witted, beautiful, charismatic, young and female. It's not a spoiler if I reveal that Lizzie ends up with a diamond necklace, worth upwards of five million dollars in modern terms, that she claims her husband gave her as her personal property a few days after they were married and a few months before he died.

The concern of the Eustace family and their lawyer is that, if they can't prove the diamonds are an heirloom that should be held in trust for Lizzie's infant son, she'll sell them for cash. That means they'll be broken up and lose about half their value.

The fun of the novel lies in the increasingly chaotic repercussions that ripple out from Lizzie's lies to affect everyone around her, but it also got me thinking of how much value must have been lost in the course of plunder through the ages. Conquistadors seized Aztec treasures and melted them down for shipping home to Spain. At the time they only cared about the gold, but to us today those artifacts would be of immeasurably greater value if they could be restored. It's in the artistry and the history where the value lies.

In traditional dungeon bashes, adventurers rush into ancient buried temples, prise jewelled eyes out of idols, break gold statues up for easier carrying, and load their mules with bags full of ancient coins that will be sold for smelting, not to adorn a numismatist's collection. Imagine Howard Carter had done that to Tutankhamun's treasures. The value in gold ingots would only be in the tens of millions, but as a complete set of 18th Dynasty artifacts they've been insured for one billion dollars.

Heists are popular in roleplaying these days, it seems. If the player-characters steal treasure from a private collection, they may not be able to sell the items at their true value. Crown jewels, for example, can't easily find a buyer. In that case there may be no choice but to break the jewels up and melt down the precious metals. The loot may thereby lose 90% of its value, but the difference is that the remaining 10% now goes to the thieves, so what do they care about the vandalism involved?

For treasure to be worth anything as art, you need to have a society in which aesthetics feature as well as commerce. In Tekumel gaming, for example, coins bearing the head of Queen Nayari, founder of the Bednalljan dynasty, would be worth far more intact than if melted down into silver or gold ingots -- in theory, that is, though first you'd have to find a wealthy numismatist to buy the coins. In contrast, D&D was styled more on the Wild West, where one sack of loot was much the same as another.

Does treasure play a role in any of your games, and if so is it in the form of mere plunder or artworks of unique value?

Friday, 22 November 2019

Blood Sword redux: The Walls of Spyte


"A work is never completed except by some accident such as weariness, satisfaction, the need to deliver, or death: for, in relation to who or what is making it, it can only be one stage in a series of inner transformations."
That was the author Paul Valéry. His quotation is usually attributed to da Vinci (well, it's always Leonardo, Churchill or Wilde, isn't it?) and given in the snappier paraphrased version that Auden came up with:
"A work of art is never finished; it is only abandoned."
More relevant to The Walls of Spyte is Valéry's other comment on this theme:
"In the eyes of those lovers of perfection, a work is never finished (a word that for them has no meaning) but abandoned. And this abandonment, whether to the flames or to the public, and which is the result of weariness or an obligation to deliver, is a kind of an accident to them, like the breaking off of a reverie that fatigue, irritation, or something similar has made worthless."
All right, enough from les éminences grises. Clearly some works of art are abandoned earlier than others, and The Walls of Spyte is the literary equivalent of a baby left on a church doorstep in midwinter. What went wrong?


If you'll allow me to be highfalutin here, I signed off as Blood Sword's showrunner with book four. Whatever came after that, I was but an onlooker, like RTD watching Moffat episodes of Who. When Oliver Johnson and I originally pitched the series to Hodder, we had intended to work on it equally, but Oliver's job started to take up more of his time, with the result that I wrote books two through four single-handed. Then Oliver thought he'd have time to do book five, and we realized that would mean he'd have ended up contributing a quarter of the total work so we could switch our royalty split from 50/50 to 75/25. Nice and simple.

How often do simple plans gang na agley? Oliver had got about a third of the way in when a family holiday pulled him away from ice-bound horror to sea and sunshine. I was busy on other projects, but I agreed to step in and write the finale -- just forty sections, starting from the point where you meet Karunaz and Zaraqeb. I'd already tied up the storylines I was interested in, so it was just the showdown with the Magi. Oliver enlisted Jamie Thomson to pitch in with a hundred sections or so in the middle. I have no idea what shape the manuscript was in when it went to the publisher, but they clearly didn't have time to fix it, or even to proofread it. You cannot, in fact, get through to the end of that original edition without cheating.


The title is an obvious homage to "In the Walls of Eryx" and the story should echo At the Mountains of Madness, but instead of a Lovecraft homage the book came out as really more of a Ross Rocklynne concept rewritten by Robert Lynn Asprin. (You see, I just can't help griping. But, after all, Taika Waititi had a smash hit by turning the end of the world into a silly comedy, so maybe I'd better just go with the flow here.)

I'd always had this idea of astral forces gathering above an Arctic wasteland, and a few years later I got to do it my way in Heart of Ice -- also destroying the universe at the end, you'll note. The idea of the Five having engineered the Blasting in order to Phoenix themselves up to a level of power where they could challenge God -- that bit will have been me. At the time I was probably thinking more of Odin on the tree than self-reincarnating Marvel characters, but that's a detail.

Talking of the Five Magi, W B Yeats's poem seems like it must be the inspiration for them, but in fact I only came across it years later, when I was writing The Chronicles of the Magi. The real seed for the Magi came from a campaign that Oliver ran at Oxford back in the early '80s after we'd all been enthusing about Riddley Walker and Mad Max 2. (Oh yes, about that...) In the campaign we were all feral mid-teen scavengers of a post-apocalyptic tribe, wandering across a landscape of bomb-wrecked highways and nature blighted with chemical weapons. In the sky at night we saw fleeting coloured satellites for which we all felt a degree of "fix". We didn't know what fix was, but any change in fix (as in, "gain +2 Fix with Plague Star") was to be dreaded. I remember an encounter with a local bogeyman we called Smiler, whose face was eaten away in a ghastly rictus and who dwelt in an old bomb shelter permanently shrouded in toxic gas. Oh, if only more of that grim tone had found its way into The Walls of Spyte.

I'm frequently asked about the connection between Dragon Warriors and Blood Sword. They share the same setting, certainly, but I'm not sure I'd class most of Blood Sword as "canonical" Legend. If DW is Robin of Sherwood, which is a pretty apposite comparison, then Blood Sword is the BBC's 2006 show Robin Hood. Or if DW is The Shield, maybe Blood Sword is The Rockford Files . (Both shows I like, incidentally.) On that axis, The Walls of Spyte was Police Squad! -- sorry, there I go again. Anyway, the new edition of the book dispenses with the more knockabout comedy elements (what we used to call "silly dungeon" tone) so maybe it's time to let that go.

What else? Unlike the other Blood Sword redux posts (which incidentally are reprinted at the back of the new edition of The Walls of Spyte) I don't have a lot to say about the writing because most of it wasn't me. Karunaz and Zaraqeb, mentioned above, were characters in my Tekumel campaign, played by Paul Mason and Gail Baker respectively. Gail had recently dumped Paul rather brutally, so I probably let his character behead hers as a salve for a wounded heart.

Oliver must have got the idea for the giant red bat that bedevils you at the start from the Crimson Bat in RuneQuest. I'm just grateful he forgot about the ducks. I also remember Jamie telling me how he was working the word "aoristic", which I think he'd picked up from Greek grammar at school, into one of the riddles. I'm still not quite sure what it actually means, so if anyone can drop a sentence illustrating the aoristic tense into the comments, please do.

I'm disappointed I never got the Blood Sword characters to Ellesland. Or Ferromaine, come to that. There's no sign of Cynewulf, Montombre, Jewelspider Wood, or those other staples of most Dragon Warriors campaigns. On the plus side, I did get to explore the Ta'ashim lands and faith in these books, and that part of Blood Sword -- that is, everything that happens in the muck and mire of the cities of Outremer and the Middle East -- is definitely canonical Legend.

Oh, about that... "Why do the characters refer to their world as Middle Earth?" I'm sometimes asked. "Why not Legend?" Well, Legend of course is a non-diegetic name for the setting, something I'm guilty of with Fabled Lands too. To most DW characters, their world is "the middle earth", ie between heaven and hell. I knew that Tolkien used it for his world, of course, but I also thought everyone knew that he just got it from Middle English literature. Nowadays people think it's his proprietary brand, so where possible I've switched it in this book to other terms like "the mortal world".

Overall, if I'd known the Blood Sword books would still be read today by thirty- and forty-somethings, I’d have been bolder about dispensing with the orcs, goblins and dungeon trappings and made it more like "real" Legend. Especially for the Judgement Day finale, which was much better served in my opinion by Tim Harford's Redemption campaign, of which I've offered snippets here from time to time.

That said, Oliver and Jamie delivered a top-class instance of a dungeon adventure in this book. If I'd played in a D&D game half that good back in the mid-'70s, I might never have spurned it for Tekumel and Traveller. And in the new edition, the more obtrusive Pythonesque bits are gone, Russ Nicholson's marvellous illustrations are reproduced via crisp high-quality scans, and as a bonus you actually can get all the way through to the end. It's still Doomsday, but at least you won't miss it.

Friday, 4 January 2019

Beginner's luck

What was your first ever roleplaying experience? Mine was Empire of the Petal Throne in 1976. There were a bunch of us who clubbed together to buy the rules, but we had no idea that you were meant to play as a party. Instead one guy was umpire and the rest of us took turns, each getting half an hour's gaming before it was the next person's turn.

After a while a couple of the players realized they'd get more playing time if they teamed up. They announced their intention to row a boat (the very boat every player starts EPT with) to the ruined temple that they'd spotted on the world map. The umpire warned them: "You're first level. You're not Conan, you're the mouldering bones that Conan treads on as he climbs the temple steps." Undeterred, they pressed on and were soon killed in the swamps.

Eventually we all got together and played as a group -- at least for the main Saturday sessions, although there was still a lot of one-on-one gaming during the week. The lesson of those two early deaths meant that nobody had much inclination to explore underworlds, which in any case were only ever a small part of the whole EPT experience.And by the way, in spite of the picture, we tended not to use figurines even back then.

However, much to my horror, the NPC who hired me when my character was 1st level sent me on a mission to the underworld. We were still playing solo then so I was the only player-character: a sorcerer with 1 hit point. (Technically under the rules that meant I counted as subdued without even having to take an injury.) Barely into the underworld, we were attacked by Hlüss and the party was wiped out. When the dust settled there was just me and a high-level Hlüss lord. I used my one and only spell, Illusion, and by luck killed it -- and then I turned tail and ran for the exit. When my employer recovered the bodies he told me I could have one of the gems recovered from the Hlüss-lord's carapace. We rolled and that gem was worth 12,000 Kaitars. A fortune! But I'd earned it.

Friday, 15 June 2018

"The Lone and Level Sands" (scenario)

Here’s a multi-system scenario for AD&D, Dragon Warriors and RuneQuest (for Questworld) by Oliver Johnson. It originally appeared in White Dwarf #48 (December 1983). I’ll save my comments till the end.
The scenario is for a party with (RQ) skills in the 40-50% region or (AD&D) 4th-5th level. It is based on the “Dealing With Demons” article. AD&D players should ideally also have White Dwarf 47, for the demonist character class.

Overview
The action begins in Tamary, a teeming depot town in the buffer zone between the stagnating, once-mighty Ancient Empire and the lands of the Invader Race from Glorantha. Players can start as either Invaders or Ancients. For AD&D ignore SIZ and substitute Wisdom for POW.
The two races deal with one another at a -3 CHA penalty. Optionally, the referee may allow non-human player characters; RQ – ogres, elves, dwarves and dragonewts are all possible, AD&D – any character race.

Note: All money in this scenario is given in RQ Lunars (eg 5L). AD&D players should treat Lunars as silver pieces. Dragon Warriors players should treat Lunars as florins. DW and AD&D players are advised to hire a sage for this adventure with History knowledge; RQ players should use the previous experience rules [Runequest Appendix H).

Players’ introduction
‘Be it known to you that in the earliest days the great families of the Ancient Race lived as nomad tribes in the desert lands west of where now stands the city of Sardonyx. The gods were high above them then, not yet ready to raise the Ancients to the heights of their power, and each tribe carried with it its totem spirit, guardian deities who intermediated between the tribes and the celestial powers which guided their lives. In later years, as the tribes unified into the Ancient Empire, built their mighty civilization and finally began the slow fall into the decadence they know today, these totem spirits became degraded into mere demons. Akresh, Tsienra, Eldyr and the others—now they seal bargains of eldritch power with those mighty enough to summon them, but once they were deities themselves and the greatest among them remember those days with anguish and rage at the infidelity of the Ancient Race.’
This scroll fragment from the Lankhor Mhy temple in Deliverance is shown to you by Astragard, a wandering sorcerer you met three days ago in the Lying Monkey bar in Tamary. He explains his plan: to travel south and enter the tomb of an Ancient noble called Utheron of the House of Raun. Utheron was a pure-blood descendant of the tribe that worshipped Akresh in prehistoric times, and Astragard hopes to loot his tomb of many treasures relating to Akresh’s powers.

You ask about your share? Astragard laughs and claps a meaty hand down on the table—‘All the gold you can carry! There is vast treasure for the taking, and in a few months we will all return to Tamary town wealthy men!’

You have a few days to buy whatever standard items you need at Astragard’s expense. One lunchtime you are joined by one of the wizened old men who seem ubiquitous in Tamary. ‘If you are the ones employed by Astragard,’ he says through toothless gums, ‘I have a parchment you may want. Only give me a few coins for it so I can buy some food for my old belly.’ After haggling he lets you have it for thirty Lunars and wanders off into the pressing crowd in search of wine and opiates.

The parchment is very, very old, written in Karangka, the language of the Ancient Race. You get it translated at a stall in the bazaar for six Lunars:
‘As I die, I leave a testament of my faithlessness. We built our master’s resting place in the desert west of the great city, I and the venerated Koram, chief architect of Lord Utheron of the House of Raum. Above it we set a likeness of She in the Sky, so that She might look down into the place’s depths. In the final chamber we put reverently the living statue of Thunder-in-the-Mountain—let not Lord Eldyr’s son find it! Koram and I it was who saw to it that our fellow builders slept the righteous sleep next to our lord. After Nepthe’s phial, Koram slit their throats—but none feigned, all were in the Pleasant Garden already. Climbing then to the top of the place we blocked forever the ascending way so none will ever disturb our master’s repose. We returned through the dreadful place of sacrificed bones, protected by our lord’s gift, the sign of Man, through the place of mirrors where the shadows yet kept at bay, held by the Lady’s light that we then shut out forever. With our sleeping friends we stood at last, our hearts beating fast as we thought on the journey to come, the phials in our trembling hands. “Drink now,” Koram said, “and let us lie forever over the gateway of death, my comrade”, and so saying drank his draught to the dregs. But a fatal stay fell on my hands and the phial fell from them as my dying friend watched me betray my lord’s faith. At last Koram slept in the Garden with our lord, but life in me still burned. I took a torch, my writing scrolls, and left that place. Yet by the demon whose eye I passed through I lost my way in the desert, parched by the Lady’s now-merciless eye. Pity my bones, dear friend, and bury them under the drifting sands...’
The translator will, for a further 4L, explain that the script is written in a style typical of about 1000 to 1500 years ago, and will suggest that the ‘great city’ is probably Sardonyx, capital of the Ancients, and the allusions to ‘Thunder-in-the- Mountain’ and ‘Lady in the Sky’ refer respectively to the demon lord Akresh and the Ancient goddess Cotalqueh.

Referee’s material
Utheron died 1200 years ago. He used his sorcerous and demonological powers to devise bindings to place on Akresh. He planned to use a holy relic of his ancestors to channel his powers against the demon lord and make himself invincible and immortal, but the relic was in the possession of Lord Eldyr’s half-human son (the man who now calls himself Astragard, widely known as the Black Serpent then), and Utheron’s agents recovered it too late.

Utheron died, then, and was buried. Astragard intended to loot the relic from the tomb at once, but then decided to leave it safely where it was while he searched the length and breadth of the land for the spells which would enable him to activate the relic’s power. At last, after twelve centuries of study and preparation for this moment, he believes himself ready. If he is correct, he has only to reach the holy relic, recite the arcane formulae, and the unimaginable powers of a demon lord will be his to command.

ASTRAGARD

Spells: Protection 4, Demoralize, Detect Magic, Mobility, Spirit Binding, Speedart, Darkwall, Extinguish, Repair, Bladesharp 2;
Spells known by Keesha: Healing 4, Xenohealing 3, Dispel Magic 3, Invisibility, Mindspeech, Spirit Shield 2
Skills: Demonology 85%, Ritual of Summoning 95%, Ritual of Binding 95%, Cast Possession 85%, Draw Pentacle 95%, Climbing 75%, Hide Item 80%, Jumping 85%, Trap Set/Disarm 80%, Listen 80%, Spot Hidden 80%, Spot Trap 60%, Hide in Cover 70%, Move Quietly 70%, Oratory 80%, Evaluate Treasure 85%, Map Making 90%, numerous languages at 85%+, General Knowledge 85%
Items: Three doses of potency 10 blade venom; storage crystal POW 12; spell-resisting crystal POW 2; level 8 scorpion venom antidote; level 8 poison gas antidote; eucalyptus oil; acid potency 20 (for bargaining with sraim); miscellaneous components for summoning (three sets); talismans of possession for Engala and Tsienra; bastard sword of bluish metal with two uses of Teleportation each week; diadem with one use of Shield 2.
Bastard sword: (1d10 +1 +1d4) SR4, 75%, Parry 70%, points 30 (as hard as iron)
Small shield: Parry 75%, points 8/attack
Shortsword: (1d6 +1 +1d4) SR5, 75%, Parry 70%, points 20
Thrown dagger: (1d4 +1d2) SR1, 80%
Composite bow: (1d8 +1) SR1, 75%

Treasure: +1 padded armour; The Ring of Negation; eucalyptus oil; 2 doses of strong poison (for bargaining with sraim); miscellaneous components for summoning demons; possession talismans for Engala and Tsienra; +1 two-handed sword with a gem in the hilt that allows the wielder to Teleport (as the Mystic spell) once per day; The Key of the Dark Labyrinth; Crystal of Sraim Summoning (one use; automatically summons a sraim when shattered, with no need to match magical attack against its magical defence to summon it).
Notes: Astragard has special knowledge of history, language, theology, and myth. Given a few minutes to converse with someone, he can attempt to Enslave them at no Magic Point cost.

AD&D: 13th level Demonist
St 15; Int 17; Wis 18; Dex 16; Con 16; Ch 18
53 hit points; AC7
Spells: 1st: all; 2nd: Ward Element, Plane Source, Petition, Identify, Dust Warriors, Divination; 3rd: all; 4th: Cacodemon, Call Imps, Contact Other Plane, Spiritwrack; 5th: Charm Spirit (x2), Entrapping Pentagram; 6th: Contract, Great Summoning; 7th: Dismissal
Notes: Astragard has special knowledge of history, language and theology/ myth. Given a few minutes to converse with someone he can attempt to charm them (save at +3). His familiar, Keesha, is a demon cat about the size of a lynx. Keesha serves Astragard by virtue of the latter's demonic parentage, since normal demonists do not have familiars. Keesha has 10 HP (these do not add to his master's HP) and AC7; attacks 1-2/1-2/1-3, saves as a two dice monster, moves at 12". His focus is a +2 scimitar with the power to cast teleport twice a week. Astragard's diadem enables him to cast shield once a day. He has a one-use only Crystal of Sraim Summoning; when shattered a sraim is summoned. He also has a Potion of Healing with which to pay the sraim.

KEESHA (cat familiar)


Keesha is a demon cat about the size of a lynx. He serves Astragard by virtue of the latter’s demonic parentage; he is both larger and more powerful than the typical demonic familiar. He grants Astragard the same benefits as any other demonologist familiar. If he bites a victim and inflicts any damage, he can match his MAGICAL ATTACK against their MAGICAL DEFENCE. If successful, he drains 1d6 Intelligence from them; this recovers at the rate of 1 point per hour, but if the victim is reduced to 0 Intelligence he becomes unconscious.

AD&D: a demon cat about the size of a lynx

* * *

Astragard, the half-human son of the demonic Lord Eldyr and a mortal woman, is a tall young man of almost androgynous beauty, but can appear in a number of illusory guises, usually as a hearty, middle-aged sorcerer with a huge red beard. He has demonic good luck, making him immune to harm from gremlins and allowing him to re-roll one dice roll per day (though he must accept the result of the re-roll). He will not voluntarily handle silver (although it does not harm him); his true form is reflected in any silver mirror. He can see in the dark (DW: darksight). Lord Eldyr would react favourably to him if summoned but Astragard swore to his mother that he will never do this. Astragard is several thousand years old, and may be naturally immortal, in that he will not die of old age.

Astragard plans to go to Utheron’s tomb and there summon a sraim (see stats document) to locate the relic he seeks. Astute player-characters may realise from this that Astragard must once have owned the relic himself. He believes he can use the relic to bind Akresh.

RQ: he will use as little POW as possible during the adventure as he needs to keep at least 25 points to bind Akresh. This is because the relic, properly used, should multiply by 4 the effective value of POW channelled through it and negate Akresh’s resistance to binding. Astragard, sadly for himself, has miscalculated the magic formulae involved—the relic will only multiply his POW by 2, nowhere near enough to control Akresh. (DW and AD&D: it will not allow him to control Akresh.)

Creature stats
For the demons in this scenario, download the stat lists here. This document includes stats for Runequest, Dragon Warriors and AD&D.

The journey to the tomb
A week-long journey through a great flood plain leads to a 15m bluff with a narrow wadi snaking its way up to a plateau. An encounter should be rolled for now and once more before the adventurers reach the tomb complex
The plateau is the Wastes of Gizen with enormous sand dunes, some as much as 20-30m high. No tracks are visible; the sun beats down remorselessly. From now on the party will consume water rations at four times the normal rate—around two water-skins per person per day.

Note the party’s water supplies and if the water supply runs out, subtract the following per character per day for days without water:
DW: -2 Strength; –2d4 Health Points; –2 Intelligence A character reduced to 0 Strength or Intelligence by this will become unconscious. A character reduced to negative Strength or Intelligence will die.

The tomb complex
Two days’ journey into the wastes the characters come upon a broad pavement constructed of jagged stones. [Two days seems pretty quick to me. I expect Oliver was thinking of how far the tomb builders would realistically have gone into the desert, but it's not very dramatic, especially in light of the emphasis on carrying enough water. You decide. - DM] A few miles further on it disappears into the side of an enormous dune, with a gigantic head 15m up its side. To the right of the pavement lies a low ruined building surrounded by a ruined colonnade, disappearing into the dune.
A larger version of the tomb map can be downloaded here.

1. The oasis
To the left of the pavement is a shallow puddle of stagnant water surrounded by stunted palm trees. No recent footprints can be seen.

Encounters (only if water is taken from the oasis). Daytime: 25% Amorph (reroll every 15 minutes of game time). Night-time: 100% Amorph. For the amorph, see the stats document.

In the sludge underneath the water lie numerous human and animal bones. A thirty-minute search may uncover a silver sceptre worth 155L with curious arcane inlays that increase its antique value to about 500L. Because of the rotting corpses, treat the water as a Level 3 poison (DW: medium-strength poison). Anyone who drinks has a 10% chance of catching Wasting Fever (AD&D: typhoid).

2. The colossal head
The head is the tip of a 15m statue of the Goddess Cotalqueh. Only characters with General Knowledge at 40%+ will recognize her. (DW: characters with a scholarly background. AD&D: Sage, Ancient History.)

The climb up to the head because of the shifting sand is quite hazardous (RQ: -30% to Climbing ability; DW: Difficulty Factor 15; AD&D: non-thieves save vs Dex at -3). However, because of the cushioning effect of the sand, subtract 6 from falling damage.

The eyes (a type of sapphire, about 500L) of the statue glitter in the sunlight and can be prised out after about two hours’ labour. However, any weapon (unless magical) used to extract the eyes will be blunted (RQ: effect like a Dullblade spell; DW: -1 to Damage and Armour Bypass Roll; AD&D: -1 hit and damage). No light will reach room 14 if the eyes are removed, as they focus the sunlight.

3. The mortuary temple
The single entrance in the east wall leads to a vestibule, the floor of which is covered with drifts of sand and the imprints of many feet, some human and some of an odd cloven shape.

Encounters: 100% chance of a pazazu (see stats). It appears as an old hermit. Its orders when bound were: “Misdirect strangers and allow none to pass through the bronze double doors.” It may ask characters to bring it a drink from the oasis, and if they succeed it will be better disposed towards them—though it must follow its orders to the letter. If Astragard suspects it is a demon (give the PCs a chance to spot this first) he will try to banish it (AD&D: cast Dismissal). The pazuzu always keeps in the shadows, as its own shadow would reveal its true shape.

4. The open courtyard
The two double doors in the west wall are solid bronze. The northern door is embossed with a swirling pattern decorated with battling demonic bodies. The southerly one is embossed with a Death rune (DW and AD&D: a skull) and the sigil of the Ancient god Nebr (RQ: a Void rune – see below). Astragard will recognise these symbols. The doors are unlocked.

Behind the middle of the three wooden doors on the east wall lie two desiccated corpses in a state of perfect preservation, in leather armour, seemingly cut by a sword in several places (actually the pazuzu’s sword). They have swords, javelins, shields and about 20F scattered about. The pazuzu will try at all costs to stop the adventurers from entering this room, although it will let them in the other two (empty). Knowing that if the player-characters discover the corpses he is likely to be slain and his servitude finished, he has clawed a riddle in the Ancient tongue on the courtyard wall: ‘To find that which you desire seek out misfortune.’ It refers to the gremlin statue in 6, which the adventurers must pass to reach the tomb complex proper. The pool here is now dry.

5. Shrine to Nebr
Set into the south side is a 1.5m-high altar. In front of it is a large pewter plate with an offering of extremely desiccated meat. A thin layer of dust covers everything. There is script in an Ancient language etched into the plinth of the altar. “Lay yourself, o man, as a sacrifice on Nebr’s altar.”

The wall behind the altar is hollow (8) and is a cavity filled with a hermetically sealed gas cloud (RQ: potency 12; DW: strong poison; AD&D: -2 on saving throws). The cloud is quite viscous, and will only affect player-characters actually on the altar. Others will have time to move away. Survivors can move through 8.

6. The demon passage
Long and unlit. Five slits just wide enough for a large human to wriggle through stand about 2.5m up on the south wall. Behind each slit stands a statue of a demon associated with the tomb complex. They are the b’krath, the rult, the stalker, the gremlin, and Akresh himself. Behind the statues (other than the gremlin) a narrow passage leads to a tiny offering room in which gifts appropriate to each demon have been placed. There is no offering behind the gremlin’s statue; in fact, a corridor leads off to 7. None of these gifts are necessary for the binding of the demon; they are of merely ceremonial significance.

Statue gifts:
The b’krath: a gold-covered wooden figurine of a panther.
The rult: a skull made of mosaic tiles.
The stalker: a flute made from a human thigh-bone.
Akresh: plates of precious metals, worth 850L.

A large statue (3m high) stands at the end of the demon passageway of a warrior in ancient armour wielding a battle hammer over the body of a fallen foe. An inscription at its base (in Ancient Karangka) reads: The Lord Utheron of the House of Raum.

As the player-characters pass the gremlin statue a real gremlin (see stats document) will slip out of a concealed cubby hole at the back and follow them doggedly through the complex, keeping as well concealed as possible. Originally there were two gremlins, but one of them followed the hapless architect (whose death note the adventurers may possess,) and caused him to lose his way in the desert.

DW: The gremlin’s talisman allows the wearer to cast a Benight spell once per day with a magical attack of 13.

7. Corridor of the sleeping ones
Unlit with plain granite walls. The eight granite sarcophagi are open, with 3-4 desiccated corpses piled one upon another in each. Empty phials are littered around each sarcophagus, and each of the corpses’ throats has been cut. These are the builders’ graves mentioned in the players’ Karangka script.

A Spot Hidden at +25% (DW: character with the highest PERCEPTION score; AD&D: search for secret doors) will discover the hinged granite slab that leads to 9.

8. Hollow wall
Gas-filled cavity. See area 5 for effect.

9. Koram’s wraith
Here is a basalt sarcophagus with a phial of amber-coloured poison (RQ: potency 20; DW: strong; AD&D: -8 on saving throw). Inside is a corpse in magisterial robes, an empty phial in one hand, and an ornately covered dagger blackened with what appears to be dried blood in the other. Its throat has not been cut, and a horrible rictus grin is frozen on its desiccated face. Encounters: Koram’s wraith.

KORAM’S WRAITH
 AD&D: use standard wraith stats


Spot Hidden: The bottom of the sarcophagus is a granite slab that can be prised up to reveal a shaft leading 7m downwards into the darkness with room for only one average-sized humanoid at a time. A mouldered bit of rope hangs from a metal stanchion and disappears down to 10. If the old rope is used for the descent it will normally hold an unencumbered character of average size without breaking, but has a 5% chance of breaking for each SIZ or ENC point above 12. (DW: 15% chance for Armour Factor 4+; AD&D: 15% if AC6 or less.) Remember that the gremlin will alter the chance of falling if present.

10. Funeral corridor
The light of torches or lanterns will reveal bas-reliefs etched on the walls—a large funeral procession making its way towards a vast, truncated pyramid across a desert. Some mourners wear cloaks made of birds feathers, others masks that resemble the faces of desert creatures such as jackals and hyenas. Bas-reliefs further down the corridor depict various ceremonies being performed on a corpse by purple-robed figures. Over the corpse as if hovering in mid-air is depicted a squatting, rotund figure, its head surrounded by black clouds and thunderbolts; in each hand he holds the top of a mountain.

Characters with General Knowledge of at least 20% (DW: scholarly profession; AD&D: sage), or any Ancient Race character, will recognise the pyramid structure as a typical Ancient noble tomb and the purple-robed priests as priests of Nebr, the Ancient Race god of death. Characters with demonology skills 20%+ (DW: demonologists; AD&D: demonists) will recognise the mountain-shaking demon as Akresh.

Traps: a hidden Warding 2 spell (DW: Shadowbolt; AD&D: Glyph of Warding 1d10 damage) covers the width of the corridor near the Akresh relief.

11. The gallery of offerings
The arches off the central corridor lead to rough-hewn chambers where gems and precious metals glint in the torchlight. If any of the side chambers are entered, as the first character steps through an arch, translucent grey hands thrust down, out of the stone ceiling and into his skull. At the same moment, a terrible shriek will be heard which demoralizes everyone in hearing like a ghoul’s howl (DW: Weaken spell with MAG ATT 18; AD&D: save vs spells or be affected as per MU Fear spell).

The character attacked suffers the effect of a Sever Spirit attack (DW: a strength 8 Fright Attack; AD&D: save vs Death magic or die) after which the ghostly hands dissolve into thick acrid smoke. If still alive, the character must make a luck roll (DW: weak poison; AD&D: save vs paralysation) or be blinded by the fumes for 1d10 hours. Each treasure niche will have this effect only once, and a Dispel Magic 8 (DW or AD&D: Dispel Magic) will suppress the defence for two minutes. The side chamber contents are:

a. A mahogany figurine of Utheron on horseback, armed for war. Artistic merit but no intrinsic value.

b. A jewelled fan worth 200L. Anyone fanning themselves for more than one minute will enter a trance-like state for an hour. This trance is intended as a psychedelic diversion, typical of Ancient Race amusements, but is also quite refreshing and enables the character to regain POW at twice the normal rate (DW: recover 2d4 Magic Points; AD&D: recall spells in half the time).

c. A gold statue of Utheron hunting, worth 2000 Lunars.

d. An alabaster sceptre. Anyone holding this can cast Protection up to 4 points at half normal cost (AD&D: cast Minor Globe of Invulnerability once a day).

e. A bust of Utheron’s wife, Yashara, in blue marble streaked with white.

f. A bronze coffer with gold and gems worth 8000L.

g. A gold pectoral (worth 2500L) with a POW 8 storage crystal (DW: Ankh of Osiris; AD&D: Ring of Spell Storing) set into it.

h. A massive rosewood throne set with gems and silver inlays, total value of 12000L.

i. Fourteen grey candles set in a vortex pattern. When lit these summon one of Utheron’s ancestors back from the vortex of Nebr. Use the Daka Fal Summon Ancestor table. Ancestors friendly to Utheron will attack the party; others depart. (DW and AD&D: 40% chance of a hostile wight.) The candles lose this power if moved out of the pattern.

j. Utheron’s favourite bow, and a quiver with ten arrows. The bow is a Multimissile 3 matrix (DW: the arrows are all +2; AD&D: the bow is a +2 longbow).

k. A number of staves of office, apparently all solid gold but in fact merely wood covered in gold leaf.

l. A large shield with the Void Rune (Nebr’s symbol) inscribed on it. This gives the user a +5% Parry bonus (DW: +1 DEFENCE; AD&D: +1 shield).

m. A silver mask inlaid with sapphires and jet, worth 3500L

n. A large obsidian statue of Akresh, represented as a muscular and heavily armoured warrior.

o. A silver truncated pyramid about two feet high. This is hollow and when opened will be found to contain gold and gems worth 12000L.

p. An 3m tall statue of a bulbous, roughly humanoid warrior with spiked clubs in place of hands. There is no Sever Spirit/Fright Attack/death spell effect in this chamber, but the moment anyone enters the statue animates.

ANIMATED STATUE


AD&D: treat as a caryatid column.

When there are no living creatures in the pit of the night demons (16), the statue will de-animate.

Exits: Through 12. If a Spot Hidden roll is made (AD&D: successful secret door search) at the east end of the gallery the character will notice that one of the granite blocks of the walls is slightly protuberant compared to the rest of the wall. If this is prised away, a low passageway can be seen leading to 14. There is also be a faint glimmer of light.

12. The false door
Like the other alcoves in 10, a Sever Spirit/Fright Attack/death spell will be made on anyone attempting to pass under the archway of this niche.

The characters see a small snake slither away through a crack in the far wall. This wall is of thin plaster, and if broken down leads to a 10m-long passageway. At the end is an ornate wooden portal with skull bas-reliefs carved into it. It surrounds double doors with life-size statuettes of strange cult priests protruding from them. They open inwards.

Spot Trap at -10% (AD&D: Find/Remove Traps at -10; non-thieves save vs Int at -4). Remember adjustments for the gremlin. When the first door is opened a complex pulley system within the first statue is activated, a slab of stone will drop down a slot behind the party in the north wall, and a cascade of loose pebbles will fall from an overhead shaft onto anyone in front of the double doors.

RQ: Anyone struck by the pebbles will take 1d8+2 damage. Also match the force of the cascade (STR 13) against the characters’ STR, and if that is failed the character has been swept down a steep passageway behind the doors to 13.

DW: The cascade sweeps down with Speed 12. Anyone struck by the pebbles takes 1d6+3 damage and must roll Strength or less on 3d6. If this roll is failed the character has been swept down a steep passageway behind the doors to 13. Two more rolls (this time rolling Strength or less on 4d6, or 5d6 for the last one) are allowed before the character is swept into a pit full of quicksand (13).

AD&D: Save vs paralysation with any Strength bonus as a plus. Two more rolls at -2 and -4 are allowed to avoid being swept into the quicksand at 13.

13. Quicksand pit
There is about 3m between the quicksand and the lip of the pit. A stalker hides here. It will not come forth until the party reach 21. The pit is about 10m across; on the other side of it an ascending passageway disappears into the darkness (see 21 and 22).

14. Summoning room
A glimmer of reddish light comes from an opening 7m up the north wall which is a shaft about 30cm square leading to the eye gems of the statue at 2. If these have been removed the light will be very dim. A thin layer of dust covers a chalked pentangle that encloses the marble plinth in here. On it is a brass hand-bell with sun symbols on it. It has no clapper inside it. Instead a precious gem lies underneath (1500L). If the eyes of the statue at 2 are still in place then the gem, if left on the plinth, will focus light down gallery 15, illuminating its entire length so it can be seen. A few specks of what appears to be gold dust may be seen to sparkle in the sunlight or from the light of torches.

This room was used to summon the b’krath that stalks 15. The summoner, however, nervous of failure, arranged some protection for himself through his light-focusing mechanism. The gold-dust on the floor is the remains of a supply the summoner had ready in case he had to strike a bargain.

15. The corridor of mirrors
The entire length is covered by wall-mirrors. Characters looking at their images will find them diminishing into infinite regress. It is frequently difficult to recognise oneself in the images; it is as if they were being subtly distorted. There is a slight downward gradient.

The door to 17 is made of wood and engraved with serpentine forms, some of them patterned as if in an ornate script. A mirror (2m × 2m) hangs over the door lintel reflecting the whole length of the corridor. It is made of enchanted silver (value 3000L) and will reflect Astragard’s true form – that is, if the other players notice in the confusion of the b’krath attack. It will also reveal such things as stolen items concealed on characters, any disguises they may have assumed, invisibility spells, etc. It is allied to the Truth Rune, which in Ancient myth is linked with the sky goddess Cotalqueh; this symbol is engraved on its back. The mirror will continue to reveal hidden secrets even if removed from its present location. The script on the door is in Karangka and reads: “The last resting place of Utheron and the Thunder in the Mountains. Beware lest men of deceit accompany you.”

Encounter: The b’krath (see stats document) at all times, but it will attack with less efficiency if corridor is lit by the prism in room 14.

Hidden Spots: One of the mirrors towards the end of the corridor swings in to reveal room 16.

16. Pit of the night demons
Just past the entrance is a 3m-wide marble platform. The rest of the room is a 4m-deep pit full of swirling mist, so that no pike, spear etc., can touch the bottom from the platform. The mists muffle the sound of anything thrown into them. Within the mists dwell minor spirits. Anyone immersed more than a foot into the mist will be subject to a 3d6 POW attack (DW: MAG ATT 17; AD&D: save v spells). If effective this causes 1-3 1d4 wounds (DW: 2d6; A&D: 1d12 damage) which appear as livid bruising under the character’s armour. The attacks will continue each round until the character leaves the mist.

Treasure: in a niche on the other side of the pit is some jewelled armour. It is black with a cobalt blue decoration and a three-pointed star symbol in sapphires on the chest. The helmet is missing. The armour fits a character of SIZ 12, provides 7-point protection to each location, and is only ENC 4. The largest sapphire set into the breast plate is a POW-resisting crystal (POW1). (DW: +2 plate armour, with the sapphire working as an Amulet of Sovereignty over Violence; AD&D: +2 armour, with the sapphire working as a 50% effective Ring of Spell Turning.)

This was Utheron’s famed Harmonic Armour. It is enchanted so that it follows the actions of whoever wears the matching helmet. Normally this meant that Utheron would wear the helmet and armour together, thus effectively augmenting his strength in combat because the armour follows the helmet-wearer’s actions with its own strength of 30 (DW: Strength 19, +2 to Armour Bypass Rolls and damage; AD&D: Str as storm giant). The helmet is on Utheron’s mummified body (room 23).

Jumping: because there is very little landing space at the other side of the pit, leaping across it is tricky. Make Jumping rolls to get across at -30% (remember the gremlin could increase this handicap even further). DW: roll under Reflexes on 2d10. AD&D: save vs Dex to get across, with extra -2 penalty for plate armour.

17. Room of the cobras
If the player-characters stop to listen, they will hear a pronounced hissing noise coming from this room before they enter it.

The steep flight of steps leads down into the low, false burial chamber intended to fool plunderers. A large unopened granite sarcophagus stands at the foot of the steps. Other steps lead upwards on the other side of the room to a wall painting.

The high ceiling is loosely raftered with cedarwood, and large areas of disturbed rafters are visible. The roof is supported by cedarwood pillars. Thousands of hissing snakes cover the floor, stairways, pillars and rafters.

The wall painting shows Utheron with his back to the chamber actually holding the sun in his right hand. A tracery of fire stretches over his head to his other hand. The sun in his right hand may possibly indicate the only other exit to the room, a movable granite block 6m up in the western wall. A heap of splintered wood lies in one corner of the room; this used to be the ladder to this door, but was smashed practically beyond recognition by Koram and his accomplice.

Encounters: small snakes with potency 1 venom. AD&D: save vs poison at +2.
Giant snakes hidden in the rafters will drop on anyone inspecting the sarcophagus. These have venom potency 4 (DW: strong poison; AD&D: save vs poison).

The sarcophagus holds the desiccated corpse of a man dressed in antique robes. He holds an idol in one hand. It is made of wood and depicts a squatting, malevolent-looking god or demon.

Naturally it will not deceive Astragard, who knows just what he is looking for. The idol will detect as strongly magical but is in fact useless.

18. The judgement room
The room is carpeted with human bones and skulls, in most places to a depth of nearly a metre. A throne stands in the middle of the west wall on the dais. Large bas-reliefs, apparently of Ancient gods, cover the walls on either side.

Encounter: A rult (see stats document) will manifest itself through the bones along with four skeletons with shortswords.

The rult’s orders were: “Kill any who enter this chamber after the tomb is sealed.” Whenever the rult teleports it appears to dissolve into a grey fog and merge with the body it is teleporting through.

The throne bears an inscription in Karangka script: “Let no one sit here but Utheron, who judges the people; death will come to the usurper.”

Spot Trap (AD&D: Find/Remove trap, thief only) reveals that the whole throne is in fact a trap. Anyone sitting on it will activate a catch which will swing it around activating a flight of javelins concealed at 19. There are six of these, each of which will strike a randomly determined party member in the line of flight with an attack of 50% on SR2 (DW: Speed 18; AD&D: attack as 6th level fighters). The mechanism operates silently and a replica throne with an identical inscription will appear in its place on the far wall. Springing the trap is the only way the player-characters can reach 19 from here.

19. Alcove
Small alcove with six empty (or full if the PCs approach from 13) arbalests on a frame. A cord attached to the throne runs back down the corridor.

20. Ceiling entrance
Concealed in the ceiling of this long corridor is the way up. It is a large granite slab, 5m above the floor, almost identical to the others that line the ceiling. (RQ: Spot Hidden at -25%; DW: the character with the highest PERCEPTION score will spot it; AD&D: secret doors at +1.)

21. Portcullis
This will be dropped by the gremlin at this point, trapping any PCs descending the corridor. He will also cast his Extinguish spell (DW: Benight; AD&D: Darkness talisman) to put out the party’s torches and lanterns. The portcullis itself is made out of incredibly hard stone and will require one man-week of chipping to break through. The stone to either side of it is softer and could be removed in 2-3 days.

Encounters: At some stage the stalker (see stats document) will rise out of the pit (13), though it will conceal itself from the party at first. The stalker’s orders were “Pursue any who loot the tomb and slay them individually, then return.” So it will attack survivors of the party after they have returned to Tamary and (they think) safety.

22. Ascending corridor
Bas-reliefs on the walls of this gallery depict a number of creatures—in progression; jaguars, snakes, spiders, eagles and scorpions. An enchantment causes anyone walking along the gallery to lose one point from, in turn, STR, CON, INT, POW and DEX (DW: Strength, Looks, Intelligence, Psychic Talent, and Reflexes; AD&D: substitute Wisdom for POW) as they pass each of the five creatures depicted. If the character walks up and down the gallery he/she will lose points each time. Depleted characteristics later recover at the rate of one point per hour. A Dispel Magic (RQ: 2 points) will suppress the gallery’s enchantment for two minutes, making it safe to traverse.

The passageway is blocked by a plaster wall. If this is pierced a large granite block will begin sliding down the corridor. Match its STR of 50 against the party’s STR. In DW, total the party’s Strength and they must roll under this on 12d6 to stop the block. In AD&D total the party’s Str and they must roll this as a percentage. If there are three failures by the party, the block is now moving so swiftly that it cannot be stopped. Do not forget to deduct further Strength if the party are forced back past the jaguar glyphs. The block will push any characters through 20. Anyone surviving the fall of 6m may be crushed (and instantly killed) by the block when it falls unless they evade it - RQ: luck roll; DW: Speed of 12; AD&D: save vs spells.

23. The burial chamber
A sarcophagus rests in the exact centre of the room. Ramps 4m across disappear into the darkness at the four cardinal points. They slope steeply upwards and have large round blocks lying at their ends. The sarcophagus lies open. In it lies a human skeleton with a jade sceptre in its right hand and wearing a helmet of black metal, like 17. A squat rock idol of a monstrous god/demon stands at the head of the sarcophagus. A Karangka inscription is etched into the side of the sarcophagus: “Stand firm even in the grip of death, O servitor of Akresh.” Anyone lifting the idol will cause the following to happen:

a. There will be a roar as if of distant thunder drawing swiftly near.

b. The blocks plugging the ramps will give way at exactly the same time and come hurtling down the ramps. Characters can attempt to evade them (RQ: Jumping roll required; DW: Speed 10; AD&D: save vs Dex) or else be crushed. Characters who remain firm will find themselves merely enclosed in a neat frame as the round blocks meet with a crash and come to rest in a cloud of dust. The blocks are about four feet high and can be vaulted easily. Sand will begin coursing down the ramps, and as soon as the sand clears from the top of the pyramid, sunlight (or starlight) will be shining into the tomb chamber through the holes left by the blocks in the outer casing.

c. Utheron’s skeleton will rise up as a mummy and attack with a horrible cry of rage.

UTHERON’S CORPSE

AD&D: treat as a mummy.

Although retaining his former intelligence, Utheron does not retain full awareness of his condition. He will fight single-mindedly to destroy those who invade his tomb, and his primary aim will be to protect the sacred relic. He recognises Astragard (whom he knows as the Black Serpent) in any guise, and will treat him as the principal foe. (RQ: Utheron cannot regenerate POW and will not use battle magic.)

If Utheron is wearing the helmet for his harmonic armour (and he will be, unless the characters have removed it), then the character wearing the armour will immediately find the armour duplicating Utheron’s own movements with an effective STR of 30 (DW: Strength of 19; AD&D: as storm giant). The link between helmet and armour can be broken for two minutes with Dispel Magic 4 (DW and AD&D: Dispel Magic).

Treasure: an idol for summoning Akresh. This relic doubles a character’s chance of Summoning Akresh and, if properly used, negates the demon’s Resistance to Binding and multiplies by 4 any POW used in the binding. (DW: negates Akresh’s magical defence bonuses against summoning and binding, and reduces Akresh’s magical defence against the wielder by -2; AD&D: allows Akresh to be called by the demonist spell Great Summoning, negates his magic resistance and allows the user to command him.) Astragard has made some fatal miscalculations, though, in believing that the relic would enable him to easily bind the demon prince. It would in fact take centuries to master the formulae needed to operate the relic.

Exits: Four ramps give onto the dune covering the top of the pyramid.

* * *

Dungeon crawling is not what springs to mind when I think of Oliver’s games. They’re filled with vivid and varied scenes – a vampire caught in a thorn bush, survivors of a five-hundred-foot wave picking their way through a city smashed into the tidal flats, a coffin with eerily silent pallbearers being piped aboard the night train to Edinburgh.

The hallmark of his scenarios is a richly imagined world where the players have freedom to explore, resulting in an adventure that feels like a great movie or novel. You can never say that about a dungeon, which is one of the reasons I find them restrictive and boring. But back in the day we had to churn these things out for White Dwarf. The reason may have been the drive to sell metal miniatures. Yet TSR’s published scenarios back in the ‘80s were mostly dungeon-centred too. I guess most of the players had never had the opportunity to discover how a fully realized world (like Tekumel, say) allows for dimensions of play that make dungeons feel like a Hanna-Barbera cartoon.

Some other thoughts about this one… It was credited to both of us, but I did little more than add the creature stats. Oh, and it must have been me who suggested the name Gutheron of Org in homage to Michael Moorcock. That seems far too cheeky now, as well as being an act of literary vandalism if you haven’t already read “Kings in Darkness”, so I’ve changed it to Utheron in this version. Oliver’s interest in Egyptology shines through, but the bit I like best are the instructions given to each demon. Given that they will follow those to the letter you can have some fun there.

Anyway, this is the last of those old White Dwarf scenarios. No more are left to republish, but don’t despair – it just means that any scenarios you see on this blog from now on are going to be all-new material.

Friday, 16 June 2017

"Sweet is Revenge" (a Questworld scenario)

A real OSR type scenario this time. This was one of the adventures that Oliver Johnson and I wrote for Game Workshop's Questworld pack in the early '80s. The idea was for a non-Gloranthan world for RuneQuest that would be parcelled out among various publishers, each getting their own continent to play with. Oliver and I were given a detailed map that came with some fragmentary history already in place, which we quickly wrangled into a form that suited us better. I remember being nonplussed as to why all the traditional RQ gods were transplanted to Questworld. What's the point of a new setting if it has much the same flavour as the old? Still, it was a job. (Well, in principle it was - we were never actually paid.)


The British Questworld pack never happened because Chaosium, who owned the RQ licence, decided not to renew their UK distribution deal with Games Workshop. Eventually Oliver and I found out, but only when we delivered the finished Questworld books to GW. Oops, as they no doubt said. Our own comment on the matter is less printable.

So there we were with a complete world sourcebook, referee's book, creatures book, and a starter campaign comprising seven scenarios. Later, while working on Dragon Warriors, we took another look at our Questworld book, chucked out the RQ gods - and, of course, the damned ducks - and started to repurpose it as Invaders & Ancients. The scenarios for that would have been less dungeony, seeing as we were in the driving seat now, but sadly that never came to pass. You can get a taste of it from the scenario "More Precious Than Gold", though, as well as our unfinished novel The Land Below The Sunset.

Some quick trivia: Oliver and I were in a hurry to get the scenario ready for playtesting one evening, and whatever circuit in our brains came up with fantasy names had burned out. Needing instant inspiration, Oliver seized the carton of orange juice on the table and declared this to be a story of the Fujusei clan. Fruit juice, you see. We had probably been to a Kurosawa season at the Electric, because Fujusei's rival became Lord Genmoro. We wouldn't have kept those names in the Invaders & Ancients book - well, hopefully not - so I've altered them in this version.

The scenario was originally called "A Tale of Treachery" but in the circumstances I couldn't resist the Byron quotation. Lord Calomel learns the truth of that one in quite a grisly manner.




Quick overview:
For one reason or another the characters find themselves in Lamentation, on the fringe of the great Miasmos swamp, with time on their hands. Rumours around town suggest there could be some action in Cinderbrake village, some fifteen miles to the north.

The village has troubles, all right. The wife of the late Baron Missal, rightful lord of Cinderbrake, has returned to wreak terrible revenge on those responsible for her husband’s murder fully thirty years past. The village headman quakes in his boots, for he it was who betrayed Lord Missal to his enemies. He presents himself to the characters as a good man, concerned for his village now that a mad woman has come to threaten it, and tries to convince them to help him. He intends to do away with them once they’ve rid him of mad Lady Missal.

This adventure gives the characters their first real confrontation with the terrifying powers of Chaos. They have the chance to develop several useful skills and to try their hands at simple strategy (in the form of a “commando” raid on the castle).

INTRODUCTION

This adventure requires the characters to visit the town of Lamentation, which is about five hundred miles upriver from Deliverance. There are a number of ways you can arrange this. The most obvious is to have the characters hired by a merchant to guard the wares he is carrying. This is a common source of income for hired swords around Deliverance. If you want to provide some continuity within your campaign, you could have the characters looked up by Guilder Connla from Brimstone, who has made the perilous journey down the coast in person in order to consolidate some business interests along the Issaries River. (This would only be reasonable, of course, if the characters were on good terms with Connla when they left Brimstone.)

The merchant, whether Connla or not, will offer the characters 200L each for the entire expedition, which should cover about six weeks. The total journey to and from Lamentation will take a month, and the merchant will spend a fortnight in the town making various deals and arranging to have his boat refitted for the return voyage. During this fortnight, the characters’ time is their own; this is when the adventure will take place.

Lamentation is a drab, drear place – a frontier town with a resident population of about 3000, bordering on the great swamp Miasmos. The streets are ankle-deep in mud for the most part, so there are extensive boardwalks for getting around the town. The atmosphere is sleepy, and will soon have seasoned adventurers chafing impatiently. The bleak vista of Miasmos to the east, and the humidity which makes any exertion sweatily unpleasant, seem to drain the townsfolk of life. By night one must sleep under nets because of the swarms of plague-bearing kissgiss  insects and the vipers which sometimes crawl from the fens. Lamentation’s importance is as a staging point—the last port of call for merchants beginning the great river trek eastwards and a haunt of adventurers organizing expeditions into the heart of the swampland.

The town has a number of inns and taverns of varying quality. Since the characters have little to do other than sitting around in bars or putting in some worship at the Lightbringers Temple, there is ample opportunity for them to hear some intriguing rumours. Some of these, such as the tales concerning the Forest of the Serug, may pique their curiosity and provide a springboard for adventures later in the campaign. But remember that the main priority is to get the characters to Cinderbrake, so  make it clear when the rumours about Cinderbrake come up that these are currently the source of greatest interest in Lamentation.

RUMOURS AND EVENTS IN LAMENTATION

The chance of encountering a rumour or random event is 20% each hour in a tavern, 10% elsewhere. For the first rumour/events, roll using d6, then all subsequent rolls on d20. (This is to ensure the players get to hear the Cinderbrake rumour early on.)

Events marked ● are to be used only once; if they turn up a second time, ignore them and reroll. 


* This may crop up more than once, but unlike most rumours it will always be told by the same person. This drunk has a grudge against Ancients.

BACKSTORY

At the western edge of the swamp called Miasmos, fifteen miles north of the town of Lamentation on the Issaries river, stands the baronial demesne of Missal. The area has been fraught with civil war since its first settlement by Invaders four hundred years ago. The Ancients, however, had never established themselves here – and with good reason, considering the inhospitable  marshlands to the east.

Two hundred years ago, the twelfth Baron Missal, fretting at the increasingly bureaucratic rule in Deliverance, established Cinderbrake castle right on the edge of the swamps as an outpost against the evil to the east. Despite incursions of Chaos from Miasmos and internecine strife between the Missal clan and their frontier rivals, the castle stood intact until thirty years ago when it was surprised and partially razed by the Calomel clan.

During the savage fighting in the castle after its defences had been mysteriously breached, the eighteenth Lord Missal and his two sons were killed along with the great majority of their retainers. The mortal remains of the defunct Missal clan lie buried at various points around the castle. The lady Amarna, wife of the last Lord of Missal, escaped into the swamps sometime during that terrible night. Thirty years later, and now an old woman, she has returned to the ruined fortress.. She believes that the village headman, Loku, and others of her serfs were responsible for the betrayal of the weaknesses of the castle to the Calomel clan.

Lord Calomel himself, after living in prosperity off the taxes exacted from the merchants passing through the region on the way to the territories of the Ancient Race, disappeared some months ago. His body, in a dismembered state, is to be found in the dungeon area of Cinderbrake castle.

It is now the turn of the perfidious villagers to have vengeance meted out on them by Amarna, whose Rune powers have been increased during her sojourn in Miasmos. Peasants have disappeared from the area to the north of the village with increasing regularity, and the woods around Cinderbrake castle are now considered too dangerous to be entered. The village lunatic, Knorr, claims to have seen strange lights in the woods and around the castle (see NPCs).

Loku is anxious to deal with Amarna with minimum risk to himself, to which end he will offer employment to any adventurers passing through. At the moment he has two bodyguards, Aitch and Bato, as well as the support of the young shaman Holmek, and is as yet unwilling to move away from the village, knowing that the income he now enjoys from the tithes of the former Missal estates cannot be replaced. If anything, he sees Lord Calomel’s murder as an opportunity. Betrayal is in Loku’s nature, and if the characters survive their encounter with Amana he will turn on them the moment he knows the task has been accomplished.

If the characters investigate the village, they will find it a humble collection of ramshackle cottages surrounded by a rough wooden palisade. Some of the cottages have been gutted by fire. Only Loku’s house is made of stone. The villagers will mostly appear cowed and uncommunicative (apart from the lunatic). Loku, however, will appear only too obliging, and will ingratiate himself with the characters in order to gain their co-operation.

ARRIVING AT CINDERBRAKE VILLAGE

The characters enter the village from the south. Assuming they arrive during the day, they will see about twenty peasants working in the fields to the south of the village. On closer inspection, several peasants can be seen to have cudgels in their belts. One of the peasants runs to a stone building in the village as he sees the characters approaching. Loku appears shortly and greets the characters with great courtesy.

By night, armed peasants man the palisade around the village. They are equipped with cudgels and short bows. If there is any disturbance, one of them will alert Loku. As long as the characters approach peaceably, however, they will be admitted
and Loku summoned.

After providing the party with food and drink at his own house, Loku leans forward and speaks in a voice choked with emotion:

“I must apologise for the poor fare which is all this village can offer. We are humble people whose livelihoods have lately been put at risk by an incursion of Chaos from out of the east. Since the baron was slain in an attack on his castle thirty years ago, we have clung to the peripheries of this swamp, eking out a miserable living and deprived of the protection of a liege-lord. Wretched as that existence was, lately our position has become intolerable. A mad woman supplied by some Chaotic source has come out of the east to plague our existence. By night and day villagers have been spirited away, and a foul beast prowls the forest. Iniquitously, this woman has chosen to occupy the ruined castle where our noble lord ruled formerly. Only rid our village of the witch and all our remaining wealth is yours... Aitch, fetch the chest.”

Aitch fetches a battered wooden chest from the next room and gives it to Loku, who unlocks it and opens it ostentatiously. Within are some twenty-five silver coins.

“My friends, this is all we can offer. Slay the evil woman and our treasure and our gratitude our yours.”

If the characters demand the money immediately. Loku will not immediately refuse, but merely point out that should they fail in their intent, the money will be lost to the village and therefore preclude the possibility of hiring other aid.

THE VILLAGE LUNATIC
Usually to be found hanging around the outskirts of the village or surreptitiously following strangers from behind the cottages. He will introduce himself variously as Ogo the carver, Withak the innkeeper or Lord Missal. His real name is Knorr, and he was one of the best of Missal’s men. Knorr was absent from the castle at time of the attack. When he returned he was seized by the Calomel warriors and tortured until mind and body alike were broken. Normally he is docile and cringing, but if any character should try to rough him up he may react with some of his former spirit.

THE WOODS
Cinderbrake castle is two miles north of the village. The path is muddy and somewhat overgrown. Every half-hour there is a 35% chance of encountering the bearwalker. Several hundred yards short of the lake, a barely discernible track branches from the main path (Spot Hidden to notice this). This leads to the ancient shrine.





The bearwalker moved into this area some months before Amarna returned to Cinderbrake Castle. He knows nothing about her.

When he first meets the party it will be in his human form: a robust middle-aged man with a large beard, clad in fur robes and carrying a crude spear. He will greet them cheerfully, then suddenly hurl his speedarted spear at the nearest character as he transforms into bear form. Characters on horseback will need to make Riding rolls to stop their mounts from bolting.

If the encounter takes place at night or on an overcast day he can move freely. Otherwise he must keep to the ample shadows of the wood once transformed, as sunlight would return him to human form. If characters realise this and find an open glade, he will not be able to close with them to attack.

THE ANCIENT SHRINE
The characters find a large, rounded slab of rock in a dark grove. There is a depression in the middle of the slab, with writing scratched into the stone around it. The depression contains damp, matted straw, fragments of a large egg, and a snake’s sloughed-off skin.

This was where Amana hatched her basilisk. The inscription is in Earthtongue and reads:

“In the venom in the stone there is safety from death by stone.”

This refers to the venom of the adders which nest under the slab. Anyone bitten becomes 95% resistant to the basilisk’s gaze. The adders’ poison is Potency 2 blade venom. Every minute spent in the clearing gives each character a 10% chance of being bitten by an adder.

While the characters are examining the shrine, a skeleton in rough robes steps from among the trees. It speaks in a hollow voice, threatening them with dire curses if they do not leave. It carries a staff, but is not powerful and will only fight if attacked. 



A character who makes a Spot Hidden roll while in the clearing will notice a staff in the undergrowth beyond the shrine. The bones of a severed human hand lie by this. The staff is of varnished mahogany with a lumpish, twisted, vaguely organic form. Anyone who touches it will be unable to let go and acquires a Chaotic feature – select randomly from the Chaotic or Reverse Chaos features table. The only way to rid oneself of the staff (and accompanying Chaos affliction) is to use Dispel Magic 8 or to sever the hand holding it.

THE BEARWALKER’S LAIR
The characters will probably not find this unless they have good Tracking skills. The lair is just a hollow in a bank, twined with the roots of trees. It contains a number of skulls and decomposing heads – the bearwalker’s kill trophies – and some treasure wrapped in sacking. This latter comprises 38C, 59L, 2W and a jewel (just trade junk, worth maybe 5L).

THE APPROACH TO CINDERBRAKE CASTLE       
    
From the point where the track emerges from the woods, it is a distance of twenty metres across the moat to the far bank. The moat was once spanned by a bridge, but it has been partly demolished and its remaining sections (see map) are separated by distances of about three metres.

To the right, a boat can be seen moored among the reeds on the far bank. To the left, a small island with three poplars in a line.


Amana’s henchman Gorstang spends most of the day in the gate‑house. If he spots the characters crossing the moat (which he will do unless they make an effort at stealth) he will lower the portcullis and then go up to the battlements to snipe at them with his crossbow.

Amarna herself is usually in the tower. For six to eight hours each night, Gorstang goes there himself to sleep; at these times he leaves the portcullis down.

THE COURTYARD
Characters entering the courtyard will see that the walls of the castle are ruined and breached in many places to the north. In front of a shattered tower in this wall there is a tree which has grown unmistakably in the form of the Truth Rune (Y). Under its boughs are a score of simple graves – shallow mounds with rusted weapons lain upon them. The wind in the leaves creates a disquieting sound, as of a multitude muttering at a distance.


These are the graves of Missal’s slaughtered men-at-arms, given only a cursory burial by the treacherous Lord Calomel. Anyone moving close enough to the tree to reach the graves is subject to a POW attack of 14; if overcome, the character falls into a deep sleep in which he will experience the Dream of the Betrayal (see below). After two minutes (twelve rounds) he can be shaken awake. Otherwise he will waken naturally in 2-12 minutes. Any character who tries to damage the tree itself receives a POW attack of 14. which will inflict him with the effect of a Yelmalio geas.



On a Spot Hidden roll, characters will observe a narrow recess in the castle wall to the west (at the point marked S on the map). The roll is at -20% if the character is merely passing through the courtyard without pausing to look around. Close examination of this recess will reveal a small red gem set into the wall at about eye level. If broken out of the wall, the gem is worth 35 L.



THE TOWER

Broken double doors stand ajar at the entrance to the main tower. In front of these, facing the towards entrance, stand two disfigured statues of warriors in lifelike combat pose. Any character who doesn’t charge straight in will hear a shifting of chains from the darkness beyond the doorway.
 
 



THE TOWER - ENTRANCE LEVEL

FIRST GLANCE: A basilisk. It may be the last thing the character sees.

CLOSER LOOKS: The wall has a number of armorial blocks and, to the east, a bas-relief Sun symbol with a yellow gem in the eye at its centre.


In the centre of the chamber, steps lead down into an unlit passage. To the right of the doorway, a spiral stair­case leads to the floor above.

DENIZENS: Amarna’s basilisk is chained to the wall opposite the doors. The chain is long enough for it to reach any point in this chamber.


COMMENTS: The basilisk could not be hatched within the castle walls, where the power of Law is still strong, so Amarna hatched it at the ancient chaos shrine in the woods. Anyone who was bitten by an adder there will be resistant to the stare of this basilisk.

The Sun symbol provides the key to the location of Missal’s treasure. The rays of the dawn will pass through the gem in the symbol’s eye, focusing through the tower entrance on the recessed gem in the wall. The light beam is diffracted south slightly by this second gem and falls directly on the small island to the west of the castle. Anyone looking from the castle at dawn will clearly see a suffusion of blood-red light from the island, lasting for about twenty seconds.


THE DUNGEONS AND CRYPT BELOW THE TOWER

The steps go down about eight metres. The walls are of granite blocks. At the end is a heavy oak door (not locked).

1. ARMOURY
OVERVIEW: The room is 5 metres square. There are brackets for torches on either side. There are three chests against the wall. The door to the east is closed. Weapons hang on the walls.

CLOSER LOOKS: The chests contain arms and armour. The door to the east is sturdily locked.

TREASURE: The first chest contains a light scale hauberk (SIZ 8), plate greaves and vambraces, and a closed helm. This armour is embossed with red lacquer with a continuous design in black  based on the form of the Truth rune. There is also a broadsword. The second chest contains an iron full helm with a demonic black visage, and an iron battle axe. The last chest contains a plate cuirass(SIZ 12) and three broadswords. The other weapons are: four long spears, three pikes, four bastard swords, two light crossbows (both in bad repair), and a shortsword.

COMMENTS: There are two keys to the east door. One is on Amarna’s person, the other is in her room in the tower above. The armour in the first chest was made for Missal’s young son. It was never used.

2. PASSAGEWAY
OVERVIEW: The passage runs down another two metres or so along its length. Spots of pallid mould clump the walls. The air here seems unhealthily damp.

CLOSER LOOKS: The passage terminates in a heavy portal of black wood. This bears a lead knocker in the form of the Chaos rune. The door will not open.

COMMENT: Amarna set the knocker on this door. The moment it is rapped the door will open easily.

3. DOMED CHAMBER
OVERVIEW: A hemispherical chamber of 5 metre radius. The characters emerge onto a landing raised 3 metres above the floor. Steps lead down to the floor from either end of the landing. There is a stench of putrefaction.

CLOSER LOOKS: A macabre and horrible sight – around the wall are chained skeletons and half-rotted corpses, the victims of Amarna’s revenge. There are fifteen bodies in all. One (clamped in a chair at the point marked G) has pride of place; it has no head.

There is a narrow passageway off the landing, leading south. Lichen stains the wall to a height of nearly 3 metres.

SPOT HIDDEN: There is a small inlet at the point marked H on the map. A character of SIZ 13 or less could squeeze through and crawl along to the swampy fringes of the lake.

TRAPS: If the character who touched the knocker was not associated with Chaos, or if the door was broken open, Amarna’s trap is activated. After three rounds a block slides up in the far wall and water begins to flow into the chamber. From the same opening lumbers a marsh-dwelling Chaos creature which Amarna has partially brought under her control. The water will continue to rise until it reaches a level of 27 metres, which takes five minutes; it then drains rapidly away. The trap requires sorcery and must be renewed by Amarna before it will work again.

DENIZEN:


This muddy brown creature, roughly humanoid but with overlarge arms and a small head, is covered with writhing, stunted tentacles which distribute mud and slime over its body. It identifies Amarna by the Mastery rune belt buckle she wears. It will attack anyone without this distinguishing symbol. It will not carry a fight beyond this chamber because it fears getting cut off from the marsh, and it retreats when the water level starts to fall.

COMMENTS: The corpse in the chair is all that is left of Lord Calomel – with the exception of the fragment in the Missal crypt (5, below).

4. BED OF COALS
OVERVIEW: At the head of the stairs the way is interrupted by a bed of flickering coals.

CLOSER LOOKS: The air above the coals is smoky and shimmers with heat, but some details can be made out of the crypt beyond.

TRAPS: A member of the Missal family or one of their loyal retainers, can cross the coals without harm. Anyone else will be attacked by a medium salamander (fire elemental). The coals could be jumped, of course, in which case the salamander will not emerge. The bed of coals is 3½ metres across, and since it is at the top of a flight of steps any jump must be a standing one (giving -15% from Jumping skill).

DENIZEN:


5. LORD MISSAL’S CRYPT
OVERVIEW: Three stone sarcophagi under a vaulted roof, each bearing the Missal crest (four swords in the form of the Mastery Rune). The middle sarcophagus is open. A severed head in an iron helmet rests on a wooden trestle at the foot of the open sarcophagus.

CLOSER LOOKS: The skeleton in the open sarcophagus has its skull pillowed by a gilded scroll-case. The other sarcophagi are smaller than the central one, and if opened will be found to contain the remains of two children. The adult skeleton wears cloth-of-gold robes and clasps an iron greatsword to its chest. Its legs have been hacked off at the knees.

Anyone who had the Dream of Betrayal will recognize Lord Calomel’s head from the wisps of red beard still clinging to it. His helmet has a silver trefoil crest.

DENIZENS: Missal’s ghost has INT 11 and POW 15. It floats forward as though out of a mist – a gaunt, spectral figure of tormented aspect whose legs end at the knee. The ghost appears only if anyone tries to loot the tomb, and attacks only if they continue looting after it has warned them off. It will speak (in Sovereign), first to threaten any who would plunder the tomb, and then to relate the tale of Missal’s death. The ghost’s version of the tale runs contrary to the events shown in the Dream of the Betrayal; it claims that Missal was drugged by Loku and later awoke to find Lord Calomel’s men had taken over the castle. Calomel then tortured him, hacked off his legs, and finally put him to death.

TREASURE: Missal’s sword has a POW storage crystal (POW 8) set into the hilt. The gilded scroll-case under the skull contains a parchment with the words Loyalty beyond the grave in gold leaf upon it. The value of this is 85 L.

Calomel’s helmet (an iron open helm) is perhaps the greatest treasure here. A character putting it on will know that he has automatically attuned it. This counts
as the one attuned crystal a character can have, so if he already had a crystal it is now unattuned. The major power of the helmet is to warn its wearer of the presence of undead. This warning takes the form of a dull “heartbeat” when undead are within 80 metres, growing increasingly louder as the undead approach with an abrupt silence moments before they arrive. The minor power of the helmet is that it functions as a turn undead  matrix; the wearer must permanently relinquish
a POW point for each use of this spell. Those powers must be discovered by trial and error or else by analyze magic as they are not immediately obvious to the wearer.

If any of the treasure is taken, or if Missal’s remains are disturbed after his ghost issues its warning, thirteen of his warriors will rise from their graves in the courtyard (see NPCs).

COMMENTS: The smaller bodies are those of Missal’s sons. Amarna left Calomel’s head here so that her husband might relish in death the final destruction of his hated foe. It was Calomel who chopped off Missal’s legs and then, a few months later, killed him. Calomel saw this as an apt cruelty, for Missal was a renowned runner and athlete.

THE UPPER LEVELS OF THE TOWER


FIRST FLOOR:

6. LANDING
Beyond the heavy oak door to the south a short flight of steps leads down to the battlements along the castle wall. The door can be barred from inside. A passage leads north from the landing.

7. MAIN HALL
OVERVIEW: A large fireplace in the vast wall has several shields hung over it. There are two bay windows. One of the two dining tables is on its side, broken, as though some incredible force had hurled it against the wall.

CLOSER LOOKS: One of the lead candlesticks on the floor has been completely flattened. The fireplace contains the burnt remains of several wooden shields. The design can still be made out on one or two of these: a silver trefoil on a grey field. In the grate there is a silver horn worked with feral, unhuman faces.

SPOT HIDDEN: A trapdoor in the floor by the west wall overlooks the dungeon stairway in the entrance chamber below.

TREASURE: The horn was one of the magical artefacts Amarna used up in retaking the castle. Its energies are now completely expended, but it still has its intrinsic value of about 400 L.

8. MAIN BEDCHAMBER (locked; Amarna has the key)
OVERVIEW: There are dust and cobwebs everywhere. Dominating the room is a four-poster bed with velvet covers. The bay window in the west wall looks out over the courtyard. There is a desk in the north-west corner and an armour-rack (empty) against the east wall. Another door leads north.

CLOSER LOOKS: The door in the north wall is locked. (The same key is needed to open it.) A thorough search of the desk (i.e., if it is taken apart) will unearth a vellum letter pasted above a drawer inside it. This has a wax seal with the Missal crest (three upright swords over one horizontal) and the heading, “To my sons”. The letter reads:

For certain treasures of our family you must wait to greet the Lord as He rises and meets the eye with His gaze. Follow as He guides you through the door and the blood-red eye, and where the drop of His blood falls, there delve until you have found.

Under the bed there is a small coffer containing 120L and 20 W.

COMMENTS: Amarna removed all trace of Calomel’s occupancy from this room and since then has kept it locked. The letter was written years ago by Lord Missal. It refers to the treasure buried on the small island across the lake to the west (see
later). The letter has remained hidden in the desk for thirty years.

9. SECOND BEDCHAMBER
OVERVIEW: This room contains a black-draped four-poster and a desk against the opposite wall. There is a battered wooden chest on the floor in one corner. The bay window gives a view of the woods to the north. A door connects with 8.

CLOSER LOOKS: The connecting door is locked. Several sheets of paper on the desk describe the location of a Chaos citadel two hundred miles to the north-east, in the hills beyond Miasmos, which was one of the places Amarna learned her mystic arts.

The chest contains some jewellery, four sealed flasks, and pages of notes – Amarna’s and Gorstang’s battle plans for retaking the castle and their intended attack on the village.

DENIZENS: Amarna herself will be here if not forewarned of intruders by Gorstang.

TREASURE: The jewellery comprises a robe clasp (red gem in a gold setting, worth 3000 L ), a necklace with several stones missing (worth 300 L) and a ring (white gold with small black gemstone, worth 650 L).

The potions are a pale yellow liquid with a bosky smell (herbal systemic poison, potency 9), a dark green liquid (spider venom systemic, potency 7), an acrid, viscous amber fluid (blade venom, potency 11) and a pale yellow liquid without odour (a spoiled magical potion: drinker gains random Chaotic feature for fifteen minutes and attacks others indiscriminately and Fanatically for this time, then loses 1D4 POW and 1D3 DEX permanently; the Chaotic feature is 20% likely to recur each time the drinker uses any other magical potion).

The notes on the desk would be useful to crusading Lawful types. They could pay up to 8000 L (if the characters think of selling the information) but may turn nasty if they suspect they’re being duped or taken advantage of.

10. STAIRS
A narrow stairway leads up to the next floor.

11. LANDING
To the north, steps lead through an archway and, beyond that, a balcony with steps down to the wall. An iron grille can be lowered to block the archway. There is a corridor to the south.

12. GUARDROOM
OVERVIEW: A plain, almost empty chamber with a single pallet and travelling kit over by the west wall.

CLOSER LOOKS: A shortsword and three throwing daggers are tucked under the pallet.

DENIZENS: Gorstang spends six hours a night sleeping here; he will awaken as soon as the door is opened. At other times he is usually on watch in the gatehouse or patrolling the walls.

13. SMALL BEDROOM

14. GUEST BEDROOM

15. STOREROOM
OVERVIEW: Racks along the west wall contain bedding, various utensils, five composite bows with full quivers, and three hand axes.

16. CHAPEL
OVERVIEW: An unadorned chamber. The large bay window to the east has latticed panes of yellow and red glass forming a vertical line of Truth Runes. A white cloth with a black Death Rune drapes the altar in front of this window.

CLOSER LOOKS: The altar originally had panels which have been removed.

COMMENTS: Originally a chapel to Yelmalio. The Calomel clan turned it into a chapel to Humakt, their own favoured deity. The altar panels depicted Yelmalio and had to be taken out.

17. PRIEST’S ROOM
OVERVIEW: A small bed with a rough blanket. There is a desk in front of the window.

CLOSER LOOKS: The desk contains sheet music for the flute. There is also a manuscript copy of a composition by the Master Barak Verdayn. A flute is among the priest’s personal effects in a satchel under his bed.

TREASURE: In the right circles the manuscript could fetch 400 L

18. STAIRS TO THE TOWER BATTLEMENTS

LORD MISSAL’S TREASURE
This is buried at the foot of the middle poplar on the small island west of Cinderbrake Castle. An bronze-clasped chest inlaid with ivory contains a book, a silver statuette, a gold drinking cup, and a ruby ring.

The Book of the Fleet-Footed is the fruit of Missal’s last years. He was a renowned athlete of his day, winning the plaudits and envy of his peers at countless competitions. The book instructs in how to improve DEX by 1 point and Jumping, Climbing and Swimming scores by 10%. The normal training time is still required, and the reader cannot of course take his DEX over species maximum.

The silver statuette is worth 950 L intrinsically, and up to 2000 L as a work of art. The gold drinking cup is worth 1800 L. The ring is worth 5000 L as a piece of jewellery and is also a matrix for the Yelmalio cult spell lantern 4.

NON-PLAYER CHARACTERS




Amarna was thirty when the Calomel clan attacked Cinderbrake castle and ruthlessly slew its inhabitants. Amarna escaped with the young warrior Gorstang whom Lord Missal charged with her protection. Amarna has devoted half her life to gleaning magical secrets from hermits in the swamps of Miasmos, even pledging herself to the powers of Death and Chaos in her all-consuming desire for revenge. A good deal of her magic was used up in annihilating Lord Calomel and his retainers. Now she is trying to build up POW for more Rune magic so that she can complete her revenge by destroying Loku and the villagers.

Amarna always carries a key-ring with the keys to the dungeon and to Missal’s room. Her belt-buckle has a gold Mastery Rune.

 

Gorstang was a young warrior in Lord Missal’s service. When Missal realized that his hated foes were sacking the castle he sent Amarna away with Gorstang. Gorstang might have preferred to stay and die with his lord, but his loyalty is absolute and he has guarded Amarna these past thirty years. Like most of the Missal clan, Gorstang worshipped Yelmalio. Religion is unimportant to him now, however - his only god is his duty to Missal. Not so long ago he contracted swamp fever and was gravely ill for months; his health is slowly recovering, but even in his present weakened state he is a formidable opponent. Note that he has an iron helm.

Loku is in his early fifties, a man of vigour and decisive action. Although by nature a bullying and deceitful sort, Loku will portray himself to newcomers as the honestly worried leader of the village. He will try to send adventurers against Amarna and then have Holmek poison any survivors.

Loku began his rise to power in the village thirty years ago, when he was instrumental in betraying the castle to Lord Calomel, a rival baron envious of Missal’s power and prestige. Loku was steward at the castle then; he drugged the guards and then signalled to the Uenmoro warriors waiting in the darkness of the forest. After a wholesale slaughter Calomel rewarded Loku with a stipend. Loku added further to his wealth by murdering occasional travellers and stealing their possessions.

When Amarna returned and wrought her revenge on the Calomel clan, Loku’s first instinct was to cut and run. But Holmek the shaman suggested that Amarna’s powers would be depleted after the excesses of her vengeance, that she would realize Loku was now forewarned and so was likely to gather more magical power before moving against him. Loku was convinced that Amarna could be defeated, and now seeks to weaken her further before making his own pre-emptive strike.


Holmek is a young man who has come under Loku’s influence. He is quite honourable according to his own lights, but has only heard Loku’s account of that night thirty years ago and believes that Missal was a tyrant whom Loku was forced to betray in the end. Holmek never liked the usurper Calomel, and could not understand Loku’s close association with him.

He doesn’t like the idea of poisoning travellers, but is completely in thrall to Loku and does as he is told while finding ways to justify it to himself. A few months ago Holmek tried to bargain with a spirit for control, but he couldn’t spare the POW and this has further undermined his feeble confidence and driven him to completely relinquish any sense of self-responsibility through obedience to Loku.




Aitch and Bato are a couple of ruffians who had to leave Deliverance in a hurry after their employer was brutally murdered. They arrived in Loku’s village thinking that he was just an old rustic they could push around, but soon learned better. Their grudging respect for Loku turned to admiration when he poisoned the king’s officer who had tracked them from Deliverance. Now they are as loyal to Loku as men of their unsavoury character can be.

There is bantering antagonism between the two of them. Bato has beaten Aitch in several drunken brawls and Aitch now thinks his friend is a much better fighter than he is. He has a tendency to toady to Bato, who often takes the lead and will put Aitch down in front of others, but the bottom line is that the two are inseparable chums and will trust their lives to one another.



Thirteen of the warriors buried under the tree in the courtyard of Cinderbrake castle will rise as zombies if Missal’s remains are disturbed. They will then make their way to the crypt, attacking anyone who gets in their way except for Amarna, whom they instinctively recognize. After slaying those in the crypt and setting their lord’s body and effects back in his sarcophagus they will return to their graves.

These zombies are badly rotted, and their arms and armour are corroded, hence the irregular stats.

* * *

A few people have asked if it would be okay to share PDFs or Word versions of this scenario. Sure, be my guest. I only ask that you attribute it to Dave Morris and Oliver Johnson, and if you include a link back here to the FL blog that would be ever so nice.