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A Venturas Storm

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H EREIN ELRIC GAMEMASTERS will find invaluable tools to make their job easier. Whether you are a new player of the Elric role-playing game, or an experienced gamemaster, the play-aids in this kit will help you run your adventures . An assemblage of key charts and much useful information is now in an easily referenced form . No more fumbling through the book to find important rules. New types of character sheets are provided to assist in record keeping, and an entry level scenario is also included to get you started right away. " The CAMEMASTER'S SCREEN is a large 8 .5" x 38" quick reference source containing several of the most commonly needed charts and rules. This infor- mation is now available at a glance. A mood setting design graces the front of the screen while providing privacy for your adventure notes and maps. The long, low design blocks the players view but will not limit your line of sight . Unlike the taller screens available for most role-playing games this screen will not make you feel boxed in. " Four sturdy 8.5"xll" RULES REFERENCE CARDS are included with Spot Rules and listings needed by game- masters and players alike . Now you can keep your own rules- book handy and pass around these play-aids instead. ELRIC GAMEMASTER'S KIT is published by Chaosium Inc. ELRIC GAMEMASTER'S KIT is copyright ©1994 by Chaosium Inc.; all rights reserved . ELRIC trademark applied for by Chaosium Inc . ELRIC GAMEMASTER'S KIT is a supplement intended for the Eldc game . Similarities between characters in the ELRIC GAMEMASTER'S KIT and persons living or dead are strictly coincidental . Except in this publication and related advertising, or unless otherwise agreed to, artworkoriginal to the ELRIC GAMEMASTER'S KIT remains the property of the artists, and is copyright by them under their separate copyrights. The reproduction of material from within this book for the purposes of personal or corporate profit, by photographic, electronic, or other methods of storage and retrieval, is prohibited . Please mail questions and comments concerning this book, as well as requests for free notices of Chaosium publications, to Chaosium Inc ., 950-A 56th Street, Oakland CA 94608-3129, U.S .A Please do not phone in game questions; the quickest answer is often not the best answer. ISBN 1-56882-011-9 . Chaosium Publication 2902 . Published in January, 1994 . For ages 14 and up . Printed in the United States of America " A CAMEMASTER'S BOOKMARK, complete with an evocative depiction of Stormbringer, is also in- cluded . It presents a short, concise index of the most com- monly accessed sections of the rulesbook. This bookmark will not only hold your place, it will help you find particu lar sections when you need them. " New CHARACTER RE- CORD SHEETS are in- cluded to make your NPC record-keeping easier . A Bound Demons & Elemen- tals Sheet, a Rogues Gallery Sheet, a Leaders & Followers Sheet, a Squad Sheet, and a Large Squad or Rabble Sheet can be found herein. Reprinted here, two per page for easier photocopying, are the half-page Demon Sheets and the NPC Character Sheets. With these play-aids you can now keep all of your PC and NPC information on fewer pages and in a more convenient format . " Rounding out this Kit is a complete, ready-to-play sce- nario ;" TH E CURSE O F CHARDROS .' Intended for beginning characters, this scenario is perfect for an inexperienced gamemaster, or for starting out a new group of adventurers . It has enough horror and intrigue to fill a couple intense sessions of roleplaying . The Curse of Chardros will whet your appetite for more dark fantasy roleplaying . Happy adventuring-and good luck, your players will need it! - Les Brooks
Transcript
Page 1: A Venturas Storm

H EREIN ELRIC GAMEMASTERS willfind invaluable tools to make theirjob easier.Whether you are a new player of the Elricrole-playing game, or an experienced

gamemaster, the play-aids in this kit will help you run youradventures . An assemblageof key charts and muchuseful information is now inan easily referenced form .No more fumbling throughthe book to find importantrules. New types ofcharactersheets are provided to assistin record keeping, and anentry level scenario is alsoincluded to get you startedright away.

" The CAMEMASTER'SSCREEN is a large 8.5" x38" quick reference sourcecontaining several of themost commonly neededcharts and rules. This infor-mation is now available at aglance.A mood setting design

graces the front of the screenwhile providing privacy foryour adventure notes andmaps. The long, low designblocks the players view butwill not limit your line ofsight . Unlike the tallerscreens available for mostrole-playing games thisscreen will not make you feel boxed in.

" Four sturdy 8.5"xll" RULES REFERENCE CARDSare included with Spot Rules and listings needed by game-masters andplayers alike . Now you can keep yourown rules-book handy and pass around these play-aids instead.

ELRIC GAMEMASTER'S KIT is published by Chaosium Inc.ELRIC GAMEMASTER'S KIT is copyright ©1994 by Chaosium Inc. ; all rights reserved .

ELRIC trademark applied for by Chaosium Inc . ELRIC GAMEMASTER'S KIT is a supplement intended for the Eldcgame .Similarities between characters in the ELRIC GAMEMASTER'S KIT and persons living or dead are strictly coincidental .

Except in this publication and related advertising, or unless otherwise agreed to, artworkoriginal to the ELRIC GAMEMASTER'S KITremains the property of the artists, and is copyright by them under their separate copyrights.The reproduction of material from within this book for the purposes of personal or corporate profit,

by photographic, electronic, or other methods of storage and retrieval, is prohibited .Please mail questions and comments concerning this book, as well as requests for free notices of Chaosium publications, to

Chaosium Inc ., 950-A 56th Street, Oakland CA 94608-3129, U.S.APlease do not phone in game questions; the quickest answer is often not the best answer.

ISBN 1-56882-011-9 .Chaosium Publication 2902 . Published in January, 1994 . For ages 14 and up .

Printed in the United States of America

" A CAMEMASTER'S BOOKMARK, completewith an evocative depiction of Stormbringer, is also in-cluded . It presents a short, concise index ofthe most com-monly accessed sections of the rulesbook. This bookmarkwill not only hold your place, it will help you find particu

lar sections when you needthem.

" New CHARACTER RE-CORD SHEETS are in-cluded to make your NPCrecord-keeping easier. ABound Demons & Elemen-tals Sheet, a Rogues GallerySheet, a Leaders & FollowersSheet, a Squad Sheet, and aLarge Squad or RabbleSheet can be found herein.

Reprinted here, two per pagefor easier photocopying, arethe half-page Demon Sheetsand the NPC CharacterSheets. With these play-aidsyou can now keep all of yourPC and NPC information onfewer pages and in a moreconvenient format .

" Rounding out this Kit is acomplete, ready-to-play sce-nario ;"TH E CURSE O FCHARDROS.'Intended for beginning

characters, this scenario isperfect for an inexperiencedgamemaster, or for startingout a new group of

adventurers . It has enough horror and intrigue to fill acouple intense sessions of roleplaying .The Curse of Chardros will whet your appetite for more

dark fantasy roleplaying . Happy adventuring-and goodluck, your players will need it!

-Les Brooks

Page 2: A Venturas Storm

OTHE CU

HARDR05WHEREIN THE INVESTIGATORS BENEFIT FROM NOBLEHOSPITALITY, AND BESTOW SOME KINDNESS OF THEIR

OWN IN RETURN .

T HIS SCENARIO IS intended for adventurers ofminimal experience, who have just set out into theworld . Although situated in an isolated corner of theIsle of the Purple Towns, a gamemaster can easily

transplant it elsewhere in the Young Kingdoms, Shazar,Ilmiora, and Pikarayd in particular. The adventurers areintroduced to the action while traveling overland .

SVMMARYTWO HUNDRED YEARS ago Lady AglaranaSternbrow, Champion of Law and a noble of the Isle ofthe Purple Towns, won a tremendous battle against the

forces of Chaos. Her foe, the Pan Tangian Tzimik Marghul, ademented and murderous priest of Chardros who hadinfiltrated the Isle, was slain . It was believed his evil died withhim . With his dying breath, however, Marghul cursedSternbrow and her descendants, calling upon Chardros ofChaos to afflict the Sternbrow line with a living death . Sincethen, Aglarana Sternbrow's descendants have been subjectedto the curse of the Reaper every twenty years, on theanniversary of Tzimik Marghul's death .While traveling through bleak Belrain County, on the Isle of

the Purple Towns, perhaps after completing `The Weight ofDoom' and `The ThoughtThat Counts' in the Elric rulesbook,the adventurers are beset by a storm. They shelter in a nearbycastle . Here dwell Lord Gomrick Sternbrow and his youngwife Listoria . As fate would have it, the adventurers arrive onthe anniversary ofAglarana's battle, and are invited to share inthe celebration . During this even the adventurers may noticethe tensions underlying this outwardly joyful affair.After the feast, Gomrick and Listoria retire to their

chambers, from which shortly, and briefly, issue LadySternbrow's terrified screams . She is shortly foundunconscious, and Lord Gomrick missing . Clues foundpreviously, or evidence at this scene point the adventurers to anearby ruin, Tzimik Marghul's tower.Exploring the ancient structure, the adventurers discover

Gomrick Sternbrow and previous victims of the curse ofChardros, now hideous tomb-things animated by the powersof Chaos . These walking corpses haunt the ruin, guarding theReaper's shrine, the source of the unwholesome energy that

SE

infuses them . Destroying the shrine banishes the curse, as wellas laying to rest the revenants and freeing Lord Gomrick.

BEGINNING THE ADVENTUREThe adventurers are riding across the green valleys and barehills of Belrain County, not far from Utkel and the sea . Perhapsthey travel from one city to another, or are engaged in secretlycollecting rare mosses for a sorcerer, or perhaps they seekadventure for its own sake.As they ride, a rampart of black clouds marches toward

them from the south, and soon looms oppressively overhead .Except for scraggly, isolated, useless trees, not a hint of sheltercan be seen . Successful Listen rolls pick up faint grumbles ofthunder carried on the now-chill wind. A successful Searchroll notices a small castle far to the west, and beyond it a darkline that seems to be more vigorous trees . Requesting shelterfrom the castle's owner should occur to everyone.

CASTLE STERNBROWT H E STORM I S NEARLY upon them . Thosesucceeding with Ride rolls will make it to the open gateofthe stout wall that defends the keep ; they shelter just

beyond, protected from the wind and rain lashing at the graystone battlements . Those with failed rolls fell behind theirfriends and are soaked to the bone . Adventurers who ride backto urge on their friends are equally soaked, the weather lackingall respect both for noble spirits and for good horsemanship .The castle is little more than a central keep, a surrounding

wall, and red-tiled outbuildings arranged along the inside ofthe wall . It stands fearlessly atop a granite tor, jutting up froma green sea of grasses and bracken . Two miles further west, asizable forest begins . The keep is small and square, two storieshigh, with turrets at each corner that rise another story each .When the adventurers arrive, flags and banners flutter

everywhere . The wind whips some freeand carries them away,while the rain soddens everything .

Four guards huddle out of the rain beneath the gate house,bearing garlands on the tips of their spears . Despite the suddenstorm, they are cheery and beaming, courtesy of a small cask ofbrandy which Lord Sternbrow has thoughtfully granted them .

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Page 4: A Venturas Storm

"Welcome!" they cry upon spotting the strangers,"Welcome! Out Lord this night celebrates the glorious deedsof his ancestors, and will look kindly upon guests!"Provided the adventurers are not manifestly servants of

Chaos or ruffians, a guard escorts them forthwith into thekeep, their mounts entrusted to a scowling stable boy. Nobrandy for him : only a piece of sackcloth protects him fromthe icy rain .

LORD AND LADY STERNBROWThe somewhat intoxicated guard leads the adventurers into thegreat hall, which occupies most of the keep's first floor. Thewind howls outside, setting the torches aflicker and rattling thetranslucenthorn that covers the narrow windows. But the greathall is warm, smoky, and slightly stuffy. Hounds tussle overbones beside the fire . In one corner a handful of travelingmusicians alternate sprightly reels with lusty shanties . LordStembrow's chamberlain, Ulsk Valgart, a short man who is asbroad as he is tall, announces the adventurers to theassemblage in an accent so thick that it is almost unintelligibleto those not of the Purple Towns . Lord Gomrick rises, cup inhand, and welcomes the adventurers with a drunken bellow .

LORD 60MRICK STERNBROWThis unimportant nobleman is tall and broad-shouldered, ofmiddle age, and hearty. His black hair is streaked with gray,and is pulled back in a tarred plait . His weathered face is pale,but flushed with drink. His eyebrows are bushy and immense,and so is his beard . Lord Gomrick wears a loose-sleeved linenshirt, a finely-embroidered vest in subdued hues, and leathertrousers, all in shades of blue and purple .Although of little status among the nobility, Gomrick is

justifiably proud of his lineage. He pays homage to LordDonblas the Defender, as befits a noble of the Purple Towns,and his roots are firmly embedded in a once-piratical, nownoble past. In temperament he is somewhat condescendingand prone to rashness . His marriage allied him with a risingfamily of merchants, through whom he hopes to gain moreinfluence and power on the Isle .Quiet desperation underlies Gomrick's forced gaiety, as an

Insight roll suggests after a few minutes of conversation withhim . Lord Gomrick believes in the Sternbrow curse, and canrecount all of his forebears who fell before it, but honorforbids him to speak of his fears .

LADY LISTORIA STERNBROWHis wife, whom Gomrick introduces as the Lady Listoria, is24, half his age. Listoria's raven-black hair falls to her waistinintricate braids. She is pale and fine of dress in dark blue-dyedlinen, its hem intricately embroidered with aquatic motifs,over which she drapes a light blue woolen mantle . She is theonly child of a clan of wealthy Utkel merchants : when herailing father dies, she will inherit the wool cartel he now owns .

Listoria is a great believer in tradition, and her marriage intothe Sternbrow line brings much honor. Although her husbandis only a marquise, he is still a Peer of the Isle. Listoria enjoysher new prestige, though she will enjoy it more in Utkel, whenboth title and money will open every door to her.Having closely studied her husband's lineage, she is aware

of the family curse, and frightened by it . Listoria is a devoutworshiper ofLassa, and a firm believer inportents, omens, andcurses. The storm is a warning to her, and adventurers with

6AMEMA5TER5 KIT

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successful Insight rolls notice that she regards them withsuspicion . A critical result reveals that her glance is tingedwith fear : she suspects that they may be the means throughwhich the curse will manifest itself.

THE PAINTINGBehind the high table, above the fireplace, hangs anage-darkened portrait of a woman bearing some resemblanceto Lord Gomrick, especially about the eyes. She also wieldsthe sword the Gomrick wears, though in the picture it isunsheathed and dripping with blood . Resplendent in sealeather armor and steel skullcap, she grimly surveys the hall,holding in her other hand a swarthy, bearded, and severed headby its hair. (A successful Young Kingdoms roll suggests thatthe dead man could have been Pan Tangian .)The Arrow of Law is clearly emblazoned on the warrior's

leather breastplate. Behind her, a tower blazes . The paintingportrays Lady Aglarana Sternbrow, Gomrick's famedancestor ; see the sub-section `Conversations' if theadventurers seek to discuss the painting with anyone .

THE FEASTLord Gomrick does not wait to hear the adventurers' story. Heimmediately calls for the steward to serve them mulled wine,requesting that the adventurers honor his house with theircompany. As the adventurers warm themselves by the fire,servants lug extra trestles to the tables . If any of theadventurers are obviously of noble birth, Lord Gomrick willbid them sit by him at the high table . Lesser adventurers takelesser places, as befit their stations . With the over-carefulconcentration of the drunk, Gomrick explains that the feast isto honor his ancestor, Aglarana Sternbrow, and bowsrespectfully to the portrait behind him .The steward and his slaves pour an unending stream of

excellent wines from Karisan County, in the Isle's north, aswell as ale. A thick and steaming fish soup soon appears,followed shortly by a subtlety, a concoction of rice andblueberries molded in the shape of Sternbrow Castle . Thencome baked fish, thick haunches of venison, and roasted fowl .Platters of vegetables, tubers, beans and lentils, and broccoliare offered. Bread and cheese come to cleanse the palate. Asknives and bread slash and dip into the bounty, thetroubadours continue to play, to much banging of mugs andknife hilts on tables during the more catchy shanties . Thesongs all are of sailors and the sea, of shipwrecks andtreasures, and of brave nobles who died well .

GUESTSAs well as the Lord and Lady, and Gomrick's invalid sisterMagda Whitehands (who coughs throughout the meal andretires early to her chamber), nearly all of the castle is presentat the feast.The Guards Captain, Trent Kelgar, a square-jawed and

ignoble man, sits with his Lord at the high table, as does Bruitthe Venerable, Gomrick's advisor and a priest of Donblas .More recently, Bruit has begun to question the relevance ofthegods in mortal lives .While Bruit speaks of philosophy and religion, Trent boasts

of his prowess at arms and in bed ; once drunk, Trent beginspawing single women of lesser status who have the misfortuneto be present, unless a target can icily stare him down byovercoming his Pow 13 with her own on the Resistance Table .

Page 5: A Venturas Storm

THE CURSE OF CHARDROSTrent probably ends the night unconscious and snoring underthe table, as will a good many others of the castle . Othernotables of the castle, their wives, and Lady Listoria'sladies-in-waiting round out the high table .Hovering near Gormick all night is his chamberlain, Ulsk

Valgart.At the lower tables sit guards, overseers, factors, important

serfs from the surrounding farms, and representatives from thecoastal fishing villages which are part of Gomrick's domain,as well as their spouses and better-behaved offspring . Slavesand Gomrick's steward, Elgar Dowsett, bustle about the hallthroughout the banquet, as the attendees gorge themselves andbecome progressively merrier.

CONVERSATIONS

H ERE ARE SUMMARIZED some of the topicswhich might arise during the evening . Of everyonepresent, only Lady Listoria is incommunicative .

THE FEAST: it is in honor ofLord Gomrick's great ancestor,Aglarana Sternbrow, who two hundred years ago on this veryday fought a fearsome battle against Chaos and triumphedthrough skill of arms . An agent of Pan Tang, the Demon Isle,had made his laid nearby, but the valiant Aglarana slew himafter he began to pillage the area .LORD COMRICK: he is a wise man, and a generous one,although stern when roused. Has he not gifted all his vassalswith wine, or a new cloak, or honored them with this finebanquet, in celebration of his ancestor's deeds? He has beenmarried to his Lady for six years now, although as yet neitherLady Lassa nor Salik the Potent, Lord of Law, have not seen fitto send them a child .LORD COMRICK'S SWORD: it is a treasured familyheirloom, one carried by every ruler of Castle Sternbrow foreight generations. It is the same sword wielded by AglaranaStembrow when she slew the Chaos sorcererTzimik Marghul,as shown in yonder painting, and it bears the blessings of theWhite Lords themselves. Its edge never dulls and its bladenever corrodes, and in devout and Law-abiding hands it nevermisses, or so say the old tales.THE PAINTING : the portrait was commissioned afterLady'Aglarana slew Tzimik Marghul, a Pan Tangian sorcererand Chaos priest . She holds Tzimik's head to demonstrate hertriumph. Lady Aglarana was a Champion of Law, faithful toDonblas. Gormick wears that very sword upon great occasions.TZIMIKMARCHUL, THE BURNING TOWER: thetower burning in the painting depicts Tzimik's stronghold afterLady Aglarana put it to the torch . Its shunned ruins are deep inthe forest that grows to the west of Castle Stembrow . The PanTangian was a necromancer who robbed graves and commit-ted obscene rituals to honor his necrotic god . (No one willmention Chardros by name, and indeed fall silent if the subjectis broached.)THE CURSE OF THE STERNBROWS: Lord Gormickhas forbidden that the curse be spoken of within the keep, forthe topic upsets the Lady Listoria . None present will mentionit until Lord Gomrick himself brings it up. Insight rolls madeduring conversations about Lady Aglarana or Tzimik Marghulshow that the speaker holds back something, but nothing morecan be learned.

5

Once Gormick speaks of it, many tongues wag, althoughthey do so softly, and with discretion . Tzimik Marghulcondemned Aglarana's descendants to life-in-death . The cursestrikes every twenty years, as Tzimik or some dread forcereturns from the grave to haunt the heir. All of those gatheredtonight fear for Lord Gomrick's safety, but allow that nothingcan change the rulings of Fate, that even gods must obey.At least one old-timer confirms that when he was a lad one

Stembrow simply vanished . This last will not be spoken of atthe high table.

LADY LISTORIA UPSETAS TH E EVENING PASSES, Listoria remains politebut detached from the merriment . A successful Insightroll establishes that she is anxious and somewhat

fearful, a successful Physik notes paleness and inattention, andan Idea roll sees that she has no appetite . Questioned directly,she replies that "I celebrate the deeds of the great Aglarana,and the consequences ofthose deeds, in my own fashion. NowI beg you sir (or madam) to speak of more pleasant things ."Pressed by an adventurer to speak ofthe topics which upset

her, she bursts into tears and flees the hall . Behind her therevelry dies like a match.In the aftermath, Lord Gomrick smiles drunkenly, and begs

the assembly pay no mind to his wife . "She dwells overmuchupon the past," he explains to any high-ranking adventurer. i tis said that as he died, Marghul cursed my ancestor and herline for all time . My wife fears that tonight, being theanniversary of Aglarana's victory and being devisable bytwenty, as my wise Bruit knows, that tonightthe curse may fallupon me . I have told her that she has naught to fear, but nowords yet have swayed her in this . Let not a wifely fear troubleyou. Feast and make merry ; I shall comfort her as I may.Musicians, make you your song now, loud and lusty!" Sosaying, Gomrick leaves the hall, accompanied by a pair ofalert and muscular guards.

If the adventurers wish to accompany him, most mustreceive successful Oratory rolls to impress upon Gomricktheir earnestness.He goes directly to his bedchamber, and there bids all good

night . The guards remain outside, and will not look kindlyupon eavesdroppers . If the adventurers manage to stay for awhile, successful Listen rolls detect low murmurs and, after atime, the creak of a bed. Silence falls.In the hall, the feast winds down gradually, and many

revelers sleep on the floor, warmed by the fire and the dogs.Guards Captain Kelgar's snores are the loudest . Occasionallysomeone reels out to urinate, then back again to sleep . Theadventurers may sleep where they will, though Elgar thesteward makes sure that any high-ranking adventurers eachhave a pallet and a fur robe for the night. As the fire gutters anddies, darkness falls everywhere in Castle Stembrow.

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GAMEMASTERS

AROUND MIDNIGHT, long after everyoneis sleeping, successful Listen rolls allow theadventurers to wake to the screams of a woman.Her desperate and terrified shrieks originate

from Gomrick's bedchamber. The screams soon stop, but ifnone of the adventurers waken, a trumpet alarm soonshakes them awake, whereupon anxious servants tell themfrightful news .

If the adventurers remained near the bedchamber afterGomrick retired, they may assist the guards in breaking downthe door, which has been bolted from within. The screamscontinue until the door is breached.Of stout oak, the bolted door is sTR 35, which must be

overcome on the Resistance Table before it opens. Each guardhas sTR 16 . Up to three people may attempt to force the door atone time . It takes the adventurers at least one combat roundtoget to it .

If the door opens within the first three rounds, theadventurers see Lord Gomrick in his nightshirt, being draggedout the window by a horde of withered, skeletal things .Another lies severed on the floor, cut down by Gomrick'ssword . The Lady Listoria swoons once the door has beenforced ; adventurers with successful Dexterity rolls can catchher before the hits the floor.The things abducting Lord Gomrick are already outside the

window. Not even the nimblest of adventurers is able to stopthem before they have scrabbled like insects down the outsideof the keep and the curtain wall, which touches this side of thekeep. They vanish into the night .Adventurers who were wakened by servants arrive to find

the Lady Listoria unconscious, and the two guards explainingto chamberlain Valgart that they arrived in time to see LordGomrick carried out the window by shambling, emaciatedthings, one of which lays dead on the floor.In the hall itself, while armed men run in seemingly every

direction, Guards Captain Kelgar, drunken he may be,organizes a surprisingly efficient pursuit. A few men are setchecking the castle's insides, and a half-dozen more circuit thecastle looking for signs of the abductors . Most wait for thehorses to be saddled, to begin pursuit in earnest.

THE CADAVEROne ofthe creatures which abducted Lord Gomrick is dead onthe chamber floor, struck down by Gomrick before he wasovercome. The thing's naked body is humanoid, but dry andbloodless, like a husk. Its skin is brown and as wrinkled as oldleaves. Its leathery hide clings to the bones beneath, while itslong-nailed hands and feet resemble claws . Its teeth areprominent, as are its eyebrows. Its long gray hair is matted andfilthy.A successful Idea roll suggests a terrible facial resemblance

between it and the missing Lord Gomrick, particularly theeyebrows . Seeing this, several mutter afresh about theStembrow curse, and whispers of Chaos-sorcery quicklyspread about the castle .

6

KIT

THE SWORD OF A&LARANABeside the severed creature is the broadsword that did thedamage, its golden hilt gleaming in the torch light . No nickor spot disfigures the blade, though it is centuries old andhas been swung against many a foe . If the adventurersexamine it, they see that the blade is engraved with theArrow of Law upon one side, and the words Donblas guidemy wielder's hand upon the reverse.The blade is endowed with a Lawful enchantment, as

Witch Sight confirms, though that spell does not alwaysdetect enchantments . In the hands of a person of at leasttwenty points greater Law than Balance and Chaos, thewielder of this weapon's chance to hit is 50% higher thanhis or skill would indicate . Additionally, the blade does1D8+1+3D3 damage (plus the wielder's damage bonus),for a minimum of 5 points of damage every swing, and amaximum of 18 .

ALEVOLENT GAMEMASTERS might decidethat the cadaver, being undead, has not truly been

slain by the sword, but is merely wounded, and will knititself together in time . Unless the adventurers order thebody burnt (none present otherwise have the wit torequest it), the horror bides its time and, when theadventurers have left the castle, it reanimates and stalksthe drafty halls with ghastly intent.Upon their successful return, if the adventurers destroy

the statue of Chardros they find in the tower's ruins, thecadaver will have disintegrated into dust, although not soits many victims . The Lady Listoria is found holed up insome small cupboard, delirious with terror. If theadventurers have not shattered the Chaos carving, thenthe lich will still prowl the keep upon their return . Perhapsthey arrive just in time to save someone trapped by it, orperhaps not .

If any among the investigators have allegiance with Law,that one may pick up the sword and be confirmed by thechamberlain for using it in Gomrick's cause . If more than oneadventurer would have the sword, then he or she who hasthe highest broadsword skill takes it .

LADY LISTORIA'S TALEA successful Physik roll wakens the distraughtnoblewoman . She awoke, she says, at a scratching at theshuttered window . Even as she shook her husband'sshoulder, what seemed a tide of them crept into the room .Gomrick woke to her screams, and with an oath boundedfrom bed swinging the naked blade which he had held insleep to reassure her. One fell before him, but five moreseized and subdued him, and he was carried from her in aninstant, protesting vainly.

The Lady Listoria begins to cry again, and beseeches Lassa,Donblas, and the adventurers to save her husband. Bruit theVenerable arrives with a calming potion . She drinks it, andsoon sleeps .

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THE CURSE OF CHARDROS

F THE ADVENTU RE Rs saw Lord Gomrick carriedoff, they have probably raced after his abductors . If so,they see the creatures descend the outer wall of thecastle and head west across the moor land, toward the

forest . At least one creatures glares back from atop the outerwall before clambering down and away, its hideous brownface and flaming eyes clearly visible to any pursuers .Adventurers who woke later, or who stayed to learn the

Lady Listoria's condition, will need successful Track rollsbeyond the wall to discover the direction of the creatures.There are six distinct tracks, two of them weighed downheavily ; they lead toward the forest to the west .In either case the storm has broken, and the moon

occasionally appears to cast a pale light everywhere .(Back at the castle, the guards organize a mounted pursuit .

Trent Kelgar proves too drunk to stay on his horse, and ishereafter known as 'Mud-Face' behind his back . This mountedforce of 15-20 fighters can catch up with the adventurers whenand if the gamemaster wants them to .)Two eager guards volunteer to help the adventurers, and will

run with them on foot in pursuit. Both have torches, as well asflint, tender, and steel.

THE FORESTReaching the trees, the horses must be left behind . It is verydark, so that the woods are a maze of tree trunks, brambles,rocks, ravines, and shadows . Pine trees are everywhere,interspersed with oaks and chestnuts. Nonetheless, the tracksare fresh and distinct . As they go forward, both guards swearand make the sign of the Arrow. They are headed straight forthe ruined tower of Tzimik Marghul.After an hour, they reach the edge of a broad

clearing . Here the trees are skeletal, though elsewherethe leaves and needles are thick upon branch andbough . Unpleasant pale, pulpy fungus clings to thegnarled trunks .At the center of the clear stands a broken tower,

overgrown with vines and creepers . Moonlight shinesthrough the ragged walls and the roof is long sincerotted away, leaving rotten rafters like bare bones . Tothe far side of the tower a handful of irregulargravestones protrude from the earth like broken teeth .A successful Search roll notices occasional

movement near the stones . A successful Listen rolldetects tittering laughter coming from within theruins .

ATTACK FROM BELOWClose up, the graveyard shows only weeds, hemlock,and deadly nightshade slowly stirring in the chillbreeze . But anyone who stays in the graveyard formore than a combat round risks alerting the fourcreature-things that dwell beneath the soil : call for aLuck roll each round.

If disturbed, their skeletal arms thrust up fromwithin the earth; each arm has a 50% chance to graban intruder. Although a creature cannot hurt anyoneby holding him or her, once it has someone, it

TN

clambers out of the earth and attacks, eyes ablaze with evil .See the statistics at the end of this scenario.

THE TOWERWithin the tower, Lord Gomrick Sternbrow crouches amongstthe beetle cases, owl packets, and mouse droppings, andlaughs to himself, having been driven mad . Once aware oftheadventurers, he fixes them with his cracked gaze and says,"What, do you seek to take me from my family? This is myhome . Here I belong." He hurls himself at the adventurers .Lord Gomrick does no damage in his attacks, but conflict

within the tower alerts its undead guardians . While theadventurers try to restrain him, only a successful Listen roll athalf chance lets them hear the liches approach .The cadavers raise the trap door opening up from the cellar

and clamber stiffly out, lurching forward to attack. If theadventurers do not hear them, they cannot parry their fastattacks .In total, ten undead Sternbrows exist at the tower, six in the

tower and four more in the graveyard. They retain a semblanceof cunning ; if the fight goes badly, they retreat to the cellar, tohold off the adventurers, for the cellar stairs are narrowenough that only one adventurer at a time can descend, whilefour liches can attack . Adventurers canjump from the stairs tothe cellar floor, but if the Jump roll fails, they are unable toattack or to parry during the next round .

THE SHRINE OF THE REAPERIn the cellar, a terrible idol dominates one corner. It is five feettall, mounted on a low pedestal . It depicts Chardros theReaper, a skeletal monstrosity bearing a scythe, and adornedwith carvings of the flayed skins of countless victims. Thestatue is the source of the power animating the undead; itradiates strongly ifviewed with Witch Sight. (The gamemasterchooses whether or not these liches can be seen with WitchSight .)

FOREST

r

-To StERn1 ROWKEEP

Page 8: A Venturas Storm

C F_LL_~\Q

FEET to

Attacking the statue means that all the surviving undeadconcentrate their attacks upon the attacking player. The statuehas 25 hit points . Upon the 25th being destroyed by any sort ofattack, the statue splits in two, and the skeletal guardianscollapse instantly into piles ofdust and bones, all with gratefulsighs .

To be properly destroyed, the statue should be smashed todust by clubs and hammers . While it can be hacked ateffectively by swords, they cannot pulverize the statue, whichconceivably could reactivate in some later time.

AFTERMATHW E P R E S UM E T H E statue destroyed, TzimikMarghul's curse of Chardros is lifted, and all theundead Stembrows are laid to rest . Lord Gomrick

recovers from his madness, although it takes two weeks beforehe is strong enough to thank them properly. In the meantimethe adventurers are feted and adulated at every turn .

On the day that he has returned to himself, he thanks thempublicly with 500 bronzes each, a paltry sum he says, but allhis coffers can afford.

If an adventurer wielded Aglarana's sword and wounded orkilled a chaos-creature with it, Gomrick gives the weapon tohim or her, declaring that Aglarana's sword will do more forLaw in those hands than in resting in his once-more peacefulcountry seat.As he is a noble of the Purple Towns, Lord Gomrick will

circulate the adventurers' deeds among his peers and amongthe priests of Law, which may be to their benefit in later times .

The Lady Listoria grants each adventurer a token and a letterof introduction to her father, Rampkin of Utkel, the famouswoolstapler, whose doors will not be closed to them thereafter.

Finally, each adventurer gains a Law check, good for 1136points if the allegiance roll succeeds.

6AMEMA5TER5 KIT

STATISTICSLORD COMRICK STERNBROW, AGE 51STR 14

CON 15

SIZ 12

INT 10

POW 13DEX 8

APP 10

HP 14Damage Bonus : +1 D4Weapons : Enchanted Broadsword (42+21-)63%,1138+1+1134+3133Sea Axe 50%, damage 2136+2+1 D4Brawl 65%, damage 1 D3+1 D4Armor : 1 D6 (helm on), Sea Leather, but he is not wearing thiswhen attacked and kidnaped .Skills : Art (Declaim Poetry) 15%, Bluster 65%, Common Tongue55%, Evaluate 56%, Family History 83%, Insight 70%, Listen40%, Own Language (Temeric) 70%, Ride 55%, Sailing 71 %,Young Kingdoms 38% .

TWO RESOLUTE GUARDS

BIFF, Age 22 .STR 15

CON 15

SIZ 13

INT 11

POW 10DEX 8

APP 10

HP 14Damage Bonus: +1 D4 .Weapons: Long Spear 40%, damage 1 D10-1+1 D4Broadsword 55%, damage 1 D8+1+1 D4Full Shield 45%, damage kb+1 D4+1 D4Armor : 1 D8-1 (helm on), Half Plate .Skills : Dodge 35%, Insight 35%, Listen 35%, Move Quietly 35%,Ride 40%, Search 40% .

BOFF, Age 221/2 .STR 15

CON 15

SIZ 13

INT 10

POW 11DEX 11

APP 11

HP 14Damage Bonus: +1 D4 .Weapons : Long Spear 45%, damage 1 D10-1+1 D4Broadsword 45%, damage 1 D8+1 +1 D4Full Shield 40%, damage kb+1 D4+1 D4Armor : 1 D8-1 (helm on), Half Plate .Skills: Dodge 40%, Insight 45%, Listen 40%, Move Quietly 40%,Ride 45%, Search 40% .

TEN UNDEAD HORRORS OF CHARD ROS

These wrinkled and emaciated cadavers are animated by thepower of Chaos . Creatures of Chardros the Reaper, they wereonce members of the Sternbrow clan in different generations .Each was carried off and initiated into this unnaturally extendedfamily. All have prominent eyebrows, as well as claws, skeletalfeatures, and burning eyes.All have INTs and POWs of 1 each. Each DEX is 12 .# STR CON SIZ HP DB1

14

17

13

15

+1D42

14

13

16

15

+1D43

14

20

12

16

+1D44 14 14 9 12 +05

17

8

10

14

+1D46 13 15 11 10 +07 10 11 14 13 +08 8 15 13 14 +09 12 12 10 14 +010

14

16

12

14

+1D4MOV 7-lurchWeapons : Bite 35%, damage 1 D8Wrestle 25%, damage specialArmor: 1 pt leathery skinSkills : Protect Statue 65%, Search 40%, Stalk 70% .

Page 9: A Venturas Storm

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ELRIC!CHARACTERISTICS

SIZINT xS. Idea %POW xs= Luck %DEX XS. Dexterity %APP Armor

STIR

DAMAGE BONUSCON

SKILLS

Dodge. . . . . . . . . . . . . . . . . . - 0Hide . . . . . . . . . . . . . . . . . . . . . - OInsight . . . . . . . . . . . . . . . . . . _

O Listen . . . . . . . . . . . . . . . . . . .

-0Move Quietly . . . . . . .

- O0 Search . . . . . . . . . . . . . . . . .

Track . . . . . . . . . . . . . . . . . . . . -

Name BreedSTR- CON-SIZ- INT-NeedAbilities / Skills

FollowerBirthplace

Skills & Spells

LEADER & FOLLOWERSNameBirthplace-Looks, Attitude

/ TypePOW-MP to summon

Sex

STRCONSIZINT xs .POW xs=DEX xs=MOV Armor

DAMAGE BONUS

Idea %Luck %

Dexterity %

HIT POINTS

MAGIC POINTS

-2 "1 0 1 3 45 6 7 8 9 1011 12 13 14 15 1617 18 19 20 21 222324 25 26 27 282930 31 32 33 34

0 1 2 3 4 56 7 8 9 10 1112 13 14 15 16 1516 17 18 19 20 2134 35 36 37 38 394041 42 43 44 45

SPELLS

BOUND DEMONS & ELEMENTAL$

Follower

Sex-Birthplace,

Skills & Spells

Sex Age

Weapon

Unconscious 0 15 6 7 8 913 14 15 16 1721 22 23 24 2529 30 31 32 3337 38 39 40 4145 46 47 48 4953 54 55 56 5761 62 63 64 65

NeedAbilities / Skills

STRCONSIZINT xS- Idea %POW as. Luck %DEX --Xs. Dexterity %MOV Armor

DAMAGE BONUS

HIT POINTS.2 " 1 0 1 3 45 6 7 8 9 1011 12 13 14 15 1617 18 19 20 21 222324 25 26 27 282930 31 32 33 34

MAGIC POINTS0 1 2 3 4 56 7 8 9 10 1112 13 14 15 16 1516 17 18 19 20 213435 36 37 38 394041 42 43 44 45J

UNCONSCIOUS2

3

4

Dead -2

-1

0

+1

+2

3

410 11 12 5 6 7 8 9 10 11 1218 19 20

13 14 15 16 17 18 19 2026 -27 28

21 22 23 24 25 25 27 2B

34 35 36

29 30 31 32 33 34 35 3642 43 44

37 38 39 40 41 42 43 4450 51 52

45 46 47 48 49 50 51 5258 59 60

53 54 55 56 57 58 59 6066 67 68

61 62 63 64 65 66 67 68

HAND-TO-HAND WEAPONSWeapon

Skill %

Name

Breed/ TypeSTR-CON- SIZ- INT- POW- DEX-MOV

MP to summon

Birthplace

STRCONSIZINT as.POW x3 .

DEX xs. Dexterity %MOV Armor

DAMAGE BONUS

HIT POINTS.2 " 1 O 1 3 45 6 7 8 9 1011 12 13 14 15 1617 18 19 20 21 222324 25 26 27 282930 31 32 33 34

MAGIC POINTS0 1 2 3 4 56 7 8 9 10 111213 14 15 16 1516 17 18 19 20 213435 36 37 38 394041 42 43 44 45J

Skills & spells

HP

to Weapon

Dam.

0 Weapon

Dam.--

-

Atk.

Imp.- Cr1 .

Fum.

MP

Atk.

Imp. - Crt.- Fum . - MP-

_

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Copyright 0 1993 Chaosium Inc., permission granted to copy forpersonal use

Page 10: A Venturas Storm

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Name

Sex-

Name

Sex-

Name

Sex-

Birthplace

' Birthplace

' Birthplace

STR

DAMAGE BONUSCON

SIZINT x5= Idea %

I POW

x5=

Luck

' DEX xs= Dexterity

MOV Armor

HIT POINTS

MAGIC POINTS

STR

CONSIZINT xs= Idea %

POW x5= Luck %

DEX x5= Dexterity

MOV Armor

HIT POINTS

I MAGIC POINTS

DAMAGE BONUS

.2.1 0 1 3 4

0 1 2 3 4 5

.2 .1 0 1 3 4

0 1 2 3 4 5

-2-1 0 1 3 4

0 1 2 3 4 55 6 7 8 9 10

6 7 8 9 1011

5 6 7 8 9 10

6 7 8 9 1011

5 6 7 8 9 10

6 7 8 9 101111 12 73 14 15 16

12 13 14 15 16 15

11 12 13 14 15 16

12 13 14 15 16 15

11 1213 14 15 16

12 13 14 15 16 1517 18 19 20 21 22

16 17 18 19 20 21

17 18 19 20 21 22

16 17 18 19 20 21

17 18 19 20 21 22

16 17 18 19 20 2123 24 25 26 27 28

34 35 36 37 38 39

23 24 25 26 27 28

34 35 36 37 38 39

23 24 25 26 27 28

34 35 36 37 38 3929 30 31 32 33 34

4041 42 43 44 45

29 30 31 32 33 34

4041 42 43 44 45

2930 31 32 33 34

40 41 42 43 44 45

Skills

Skills

Skills

'~ Spells

Spells

Spells

"Weapon

Dam.

Atk.-Imp.-Crt.-Fum.-HP-

" Weapon

Dam.

Atk. -Imp.-Crt.-Fum. -HP-

Name

Birthplace

DAMAGE BONUS

INT XS= Idea %

POW x5= Luck %

DEX x5= Dexterity %

MOV Armor

HIT POINTS

I MAGIC POINTS

.2-1 0 1 3 4

0 1 2 3 4 55 6 7 8 9 10

6 7 8 9 101111 12 13 14 15 16

12 13 14 15 16 1517 18 19 20 21 22

16 17 18 19 20 212324 25 26 27 28

3435 36 37 38 3929 30 31 32 33 34

4041 42 43 4445

Skills

Spells

Sex

"Weapon

Dam.

Atk. -Imp.-Crt.-Fum.-HP-

"Weapon

Dam.

Atk. -Imp. -Crt. -Fum.-HP -

Name

Birthplace

Skills

Spells

ROGUES GALLERY

Sex

DAMAGEBONUS

INT x5= Idea %

POW x5= Luck %

DEX XS= Dexterity %

MOV Armor

HIT POINTS

I MAGIC POINTS

.2-1 0 1 3 4

0 1 2 3 4 55 6 7 8 9 10

6 7 8 9 10 1111 12 13 14 15 16

12 13 14 15 16 1517 18 19 20 21 22

16 17 18 19 20 212324 25 26 27 28

34 35 36 37 38 3929 30 31 32 33 34

4041 42 43 44 45

DAMAGE BONUS

INT xs= Idea %

POW xs= Luck

DEX XS= Dexterity

MOV Armor

HIT POINTS

I MAGIC POINTS

Weapon

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Name

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ST~RCON

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HIT POINTS

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-2 .1 0 1 3 4

0 1 2 3 4 55 6 7 8 9 10

6 7 8 9 101111 12 13 14 15 16

1213 14 15 16 151718 19 20 21 22

1617 18 19 20 2123 24 25 26 27 28

34 35 36 37 38 3929 30 31 32 33 34

4041 42 434445

Skills

Spells

Sex

"Weapon

Dam.

0Weapon

Dam.

9Weapon

Dam.

Atk. -Imp. -Crt. -Fum._HP-

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Atk. -Imp.-Crt.-Fum.-HP- ~. Atk.-Imp.-Crt. -Fum.-HP-

Atk.-Imp.-Crt. -Fum.-HP -_

Copyright 01993 Chaosium Inc., permission granted to copy for personal use

Page 11: A Venturas Storm

L7

u

u

u

L7

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L5

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SQUAD SHEET 1411iiiiiiiiiiiiiiiiiiiiiiiiiiiii LEADER

a,ziefCHARACTERISTICS

STR

CON

SIZINT x5.

POW x5.

DEX x5.

APP Armor

CHARACTERISTICSSTR

CON

SIZINT xs.

POW x5.

DEX x5.

UNCONSCIOUS-1 0 +1 +27 8 9 1015 16 17 1823 24 25 2631 32 33 3439 40 41 42

DAMAGE BONUS

Idea %

Luck ek

Dexterity %

DAMAGE BONUS

~--- ATTACKS & WEAPONSWeapon

Skill %

Damage

31119273543

41220283644

Unconscious 0 1

2 3 45 6 7 8 9 10 11 1213 14 15 16 17 18 19 2021 22 23 24 25 26 27 2829 30 31 32 33 34 35 3637 38 39 40 41 42 43 44

Ills

Spells

NOTES

UNCONSCIOUSDead-2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

Range

31119273543

41220283644

MAGIC POINTS mmpiiiiiiiiin HIT POINTS mwe

Unconscious 0 15 6 7 8 913 14 15 16 1721 22 23 24 2529 30 31 32 3337 38 39 40 41

Weapon

UNCONSCIOUS-1 0 +1 +27 8 9 1015 16 17 1823 24 25 2631 32 33 3439 40 41 42

Unconscious 0 1

2 35 6 7 8 9 10 1113 14 15 16 17 18 1921 22 23 24 25 26 2729 30 31 32 33 34 3537 38 39 40 41 42 43

UNCONSCIOUSDead-2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

ATTACKS & WEAPONS-~Skill %

Damage

Range

HP

31119273.543

31119273543

21018263442

41220283644

41220283644

41220283644

31119273543

4 Dead-212 5 620 13 1428 21 2236 29 3044 37 38

UNCONSCIOUS-1 0 +1 +2

7 8 9 1015 16 17 1823 24 25 2631 32 33 3439 40 41 42

UNCONSCIOUSDead-2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

Unconscious 0 1

2 3 45 6 7 8 9 10 11 1213 14 15 16 17 18 19 2021 22 23 24 25 26 27 2829 30 31 32 33 34 35 3637 38 39 40 41 42 43 44

UNCONSCIOUSDead-2 -1 0 +1 +2

5 6 7 8 9 1013 14 15 16 1721 22 23 24 2529 30 31 32 3337 38 39 40 41

Unconscious 0 1

25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

31119273543

311

18 1926 2734 3542 43

31119273543

41220283644

41220283644

3 411 1219 2027 2835 3643 44

41220283644

Copyright 0 1993 Chaosium Inc., permission granted to copy forpersonaluse

Page 12: A Venturas Storm

0- LARD EName, TitleAttitude, Looks

i

J

ul

i

L5

u

u

L5

Unconscious 0 1

2 3 4

Unconscious 0 1

2 3 4

Unconscious 0 1

2 3 4

Unconscious 0 1

2 3 45 6 7 8 9 10 11 12

5 6 7 8 9 10 11 12

5 6 7 8 9 10 11 12

5 6 7 8 9 10 11 1213 14 15 16 17 18 19 20

13 14 15 16 17 18 19 20

13 14 15 16 17 18 19 20

13 14 15 16 17 18 19 2021 22 23 24 25 26 27 28

21 22 23 24 25 26 27 28

21 22 23 24 25 26 27 28

21 22 23 24 25 26 27 2829 30 31 32 33 34 35 36

29 30 31 32 33 34 35 36

29 30 31 32 33 34 35 36

29 30 31 32 33 34 35 3637 38 39 40 41 42 43 44 46 37 38 39 40 41 42 43 44 16 37 38 39 40 41 42 43 44

16 37 38 39 40 41 42 43 44

STRCONsizINT x5.

POW x5.

DEX x5.

MOV Armor

~-ATTACKS & WEAPONSWeapon

Skill %

Damage

Dead -25 613 1421 2229 3037 38

UNCONSCIOUS-1 0 +1 +27 8 9 1015 16 17 1823 24 25 2631 32 33 3439 40 41 42

DAMAGE BONUS

Idea %Luck %

Dexterity %

3 411 1219 2027 2835 3643 44

Unconscious 0 1 2 3 45 6 7 8 9 10 11 1213 14 15 16 17 18 19 2021 22 23 24 25 26 27 2829 30 31 32 33 34 35 3637 38 39 40 41 42 43 44

UNCONSCIOUSDead _2

-1

0

+1

+25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

31119273543

41220283644

UNCONSCIOUSDead-2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

Range

31119273543

Unconscious 0 1

2 3 45 6 7 8 9 10 11 1213 14 15 16 17 18 19 2021 22 23 24 25 26 27 2829 30 31 32 33 34 35 3637 38 39 40 41 42 43 44

UNCONSCIOUSDead-2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

31119273543

41220283644

4122021,3644

HP

UNCONSCIOUSDead -2

-1

0

+1

+25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

Unconscious 0 15 6 7 8 913 14 15 16 1721 22 23 24 2529 30 31 32 3337 38 39 40 41

UNCONSCIOUSDead-2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

31119273543

41220283644

2 3 410 11 1218 19 2026 27 2834 35 3642 43 44

31119273543

41220283644

Notes

UNCONSCIOUSDead-2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

Unconscious 0 1

2 35 6 7 8 9 10 1113 14 15 16 17 18 1921 22 23 24 25 26 2729 30 31 32 33 34 3537 38 39 40 41 42 43

Notes

UNCONSCIOUSDead -2 -1 0 +1 +25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

Unconscious 0 1

2 3 45 6 7 8 9 10 11 1213 14 15 16 17 18 19 2021 22 23 24 25 26 27 2829 30 31 32 33 34 35 3637 38 39 40 41 42 43 44

Notes

UNCONSCIOUSDead -2

-1

0

+1

+25 6 7 8 9 1013 14 15 16 17 1821 22 23 24 25 2629 30 31 32 33 3437 38 39 40 41 42

3 411 1219 2027 2835 3643 44

41220283644

3 411 1219 2027 2835 3643 44

3 411 1219 2027 2835 3643 44

Copyright 01993 Chaosium Inc., permission granted to copy for personal use

Page 13: A Venturas Storm

L511555

555

5555

555

Name

Breed / Type

DAMAGE BONUS

SIZINT xs . Idea %POW xs. Luck %DEX xs . Dexterity %MOV Armor

NeedAbilities

Skills / Weapons

Name

Breed / Type

STR DAMAGEBONUSCONSIZINT xs . Idea %

POW xs. Luck %DEX xs. Dexterity %

MOV Armor

NeedAbilities

Skills / Weapons

NameBreed / Type

POW xs.DEX xs .MOV Armor

NeedAbilities

Skills /Weapons

Idea %Luck %

Dexterity %

BOUND DEMONS & ELEMENTAL$

NameBreed / Type

STRCON

Idea %POW-x5 .

Luck

%DEX xs. Dexterity %MOV Armor

NeedAbilities

Skills / Weapons

Name

Breed / Type

STRCONSIZINT xs .POW xs .DEX xs .

MOV Armor

Need

Abilities

Skills / Weapons

NameBreed / Type

INT x5 .

POW xs .DEX xs .MOV Armor

NeedAbilities

Skills / Weapons

DAMAGEBONUS

DAMAGE BONUS

Idea %Luck

Dexterity

IdeaLuck %

Dexterity %

NameBreed / Type

STR

CON

POW xs.DEX xs .MOV Armor

NeedAbilities

Skills / Weapons

NameBreed / Type

ST~CONSIZINT xs .POW xs .DEX xs.MOV Armor

NeedAbilities

Skills / Weapons

Name

Breed / Type

INT xs .POW xs .DEX xs.MOV Armor

NeedAbilities

Skills / Weapons

DAMAGE BONUS

Idea %Luck %

Dexterity %

DAMAGE BONUS

Idea %Luck %

Dexterity

Idea %Luck %

Dexterity %

STR

DAMAGE BONUS

STR

DAMAGE BONUS

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DAMAGE BONUSCON

CON~ I

CON

SIZ

SIZu

u

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Copyright © 1993 Chaosium Inc., permission granted to copy for personal use

Page 14: A Venturas Storm

DEMON/ ELEMENTAL SHEET

SYMBOL/PORTRAIT

Alias

True NameELRIC!'" Breed

Description

' '

Need

Attitude

Magic Points to Summon

_

- CHARACTERISTICS

SKILLS -I- MACIC POINTS -r- HIT POINTS ---0

0

00

STR

DAMAGE BONUSCON

SIZINT x5- Idea

POW x5 . Luck

DEX x5. Dexterity %

MOV Armor

ABILITIES

UNCONSCIOUSUnconscious

0 1

2

3

4

Dead-2

-1

0

+1

+2

3

45 6 7 8 9 10 11 12 5 6 7 8 9 10 11 1213 14 15 16 17 18 19 20

13 14 15 16 17 18 19 2021 22 23 24 25 26 27 28

21 22 23 24 25 26 27 2829 30 31 32 33 34 35 36

29 30 31 32 33 34 35 3637 38 39 40 41 42 43 44

37 38 39 40 41 42 43 4445 46 47 48 49 50 51 52

45 46 47 48 49 50 51 5253 54 55 56 57 58 59 60

53 54 55 56 57 58 59 6061 62 63 64 65 66 67 68

61 62 63 64 65 66 67 68

HAND-TO-HAND WEAPONSAttackor Current Attack HitWeapon

Skill %

Damage

Points

Length

Handed

MISSILE WEAPONSCurrent

Attack

Base Attacks/ HitWeapon

Skill %

Damage

Range

Round

Points

v

L5

ffl

Copyright ® 1993 Chaosium Inc., permission granted to copy for personal use

DEMON /ELEMENTAL SHEET

SYMBOL /PORTRAIT

~ ELRV!L

CHARACTERISTICS

STR

DAMAGE BONUSCON

SIZINT x5. Idea %

POW x5. Luck %

DEX x5. Dexterity

MOV Armor

Alias

True Name

Breed--

Description

Need

Attitude

Magic Points to Summon

_

a

SKILLS

MACIC POINTS -r- HIT POINTS-"UNCONSCIOUS

ABILITIES

HAND-TO-HAND WEAPONS

D

Unconscious 0 1

2 3 4

Dead-2 -1 0 +1 +2 3 45 6 7 8 9 10 11 12 5 6 7 8 9 10 11 1213 14 15 16 17 18 19 20

13 14 15 16 17 18 19 2021 22 23 24 25 26 27 28

21 22 23 24 25 26 27 2829 30 31 32 33 34 35 36

29 30 31 32 33 34 35 3637 38 39 40 41 42 43 44

37 38 39 40 41 42 43 4445 46 47 48 49 50 51 52

45 46 47 48 49 50 51 5253 54 55 56 57 58 59 60

53 54 55 56 57 58 59 6061 62 63 64 65 66 67 68

61 62 63 64 65 66 67 68

MISSILE WEAPONS

Attack or

Current

Attack

HitWeapon

Skill %

Damage

Points

Length

Handed

Current

Attack

Base Attacks/ Hit

17

Weapon

Skill %

Damage

Range

Round

Points

Copyright 0 1993 Chaosium Inc., permission granted to copy forpersonal use

Page 15: A Venturas Storm

NPt ADVENTURER SHEET

~-- Al LEG1ANtF -..~

Fn JELRIC71 Name

" Birthplace

Sex Age

oos,ueCHAOS BALANCE LAW

- CHARACTERISTICS

SPELLS -----T- MAGIC POINTS T- HIT POINTS -"UNCONSCIOUS

STR

DAMAGE BONUS

Unconscious

0 1

2

3

4

Dead_2

.1

0

+1

+2

3

4

CON

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Page 16: A Venturas Storm

This package contains play aids, referencecards, forms, a map and a new scenario foruse with the ELRIC! roleplaying game .ELRIC! gamemasters and players will findtools inside which will make their gamesession play more quickly and easily, with nomore fumbling through the book to findneeded rules . The various pieces includedhere are described below:

The GAMEMASTER'S SCREEN is a large8.5x38" quick reference source containing the mostcommonly needed charts and rules.

FOUR STURDY ='RULES REFERENCECARDS, measuring 8.5x11" summarize Spot Rulesand listings needed by players and gamemasteralike .

9y~y,~

6yu8yuAya iiiiiiniii

ISBN 1-56882-011-9

(;AHEtq) ;CIiZEEN* A GAMEMASTER BOOKMARK presents aconcise index of the most commonly accessed sec-tions of the rulesbook .

* NEW CHARACTER RECORD SHEETS helpmake your non-player character record-keeping eas-ier. The sheets included are titled : Bound Demons &Elementals, Rogues -Gallery, Leaders & Followers,Squad, and Large Squad or Rabble .

* MAP OF THE WORLD consists of an evocativedouble-sized 11x17" rendering of the world drawn bythe Uhaio Cartographers Guild.

* THE CURSE OF CHARDROS is a completescenario that rounds out this kit, filled with enoughhorror and intrigue for an intense roleplaying sessionor two. It is perfect for starting out a new group of ad-venturers .

Page 17: A Venturas Storm

THE SANDS OF TIME ©2003

By Michael Baumann and Matthew HartleyFor Stormbringer 5th Edition.

LEGAL INFORMATION

This adventure is copyright 2003 by Michael Baumann and Matthew Hartley. It may be freelydistributed for personal use provided that it is not modified and no fee above the normal cost ofdistribution is charged for it.

Stormbringer is a registered trademark of Michael Moorcock.

The Stormbringer 5th edition role playing game is published by Chaosium Inc. For more informationabout Stormbringer 5th edition or Chaosium Inc. visit their web site at http://www.chaosium.com

ACKNOWLEDGEMENTS

Dedication: Matthew would like to dedicate this to his wife, Carol for her support. Michaeldedicates this to the memory of his Mother.

Play-testers: Andrew Gilbertson, Michael Mc Coy and Barry Tebon.

The adventure was inspired by a scenario run by Mike's good friend, John Eiler.

INTRODUCTION

The following adventure is for four to six beginning to moderately experienced Stormbringercharacters, but adjusting the skill level and/or number of NPC opponents easily increases thedifficulty. If the party is extremely skilled, or has several bound demons the Game Master may haveto radically redesign the opposition to offer them a challenge. Information to be read to the players isalways in Italics while Game Master information is in plain type.

The Sands of Time is designed to be the first part of a mini-campaign; the second part is theadventure Shadows of the Past. Alternate beginnings and endings are provided for Game Masterswho do not choose to run the adventures back-to-back.

GAME MASTER'S SYNOPSIS

The adventure may begin any place the Game Master desires. A ragged-looking girl in her earlyteens presents the characters with an ancient map to a forgotten Quarzhasaati city. The map promisestreasure, magical items and knowledge to lure them into the Sighing Desert. Once the party hasdetermined to undertake the quest to the lost city of Bahlahim they will have to make their way tothe city of Savona, in Ilmiora, and hire guides for their journey into the desert. Unbeknownst to theparty, while the girl's map is real it is nearly a hundred years old. Watering stops have long sincedried up making the journey from Savona to Bahlahim nearly impossible. The party will become lostin the Sighing Desert, be attacked by monsters, endure a sandstorm, and finally be deserted by theirnomad guides. As they stumble about slowly dying of thirst, they will discover their goal: a twothousand year-old palace untouched by the ravages of time.

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The palace stands amidst the ruins of the ancient Quarzhasaati city of Bahlahim. The players will nodoubt be surprised to find it inhabited by a court of decadent nobles and their servants. The palace isactually a powerful illusion maintained by the demon N'urlgaash. This demon, who was summonedto this plane by the sorcerer Qaleb, is now in an unenviable situation: Bound to an immortal masterwho has lost his will as well as his mind, N'urlgaash pursues his need to cause fear as best he can. Amaster of illusion, the demon has been able to lure caravans and nomads to the palace where they areliterally frightened out of their minds; quickly assuming the roles of the ancient Quarzhasaati wholived here centuries ago. The players must unravel the mystery of the Palace and confront thedemon, or be condemned to suffer the fate of the other inhabitants. The destruction of the demonwill open a rift in the plane of the Young Kingdoms, and catapult the party to the Shadow Planewhere they will begin their next adventure: Shadows of the Past.

A GIRL WITH A MAP

The adventure can begin in any city in the Young Kingdoms; perhaps the characters are taking theirease in a tavern after their last adventure. A raggedly dressed girl in her early teens (The Mute Piper)approaches a member of the party. While it should appear random, the Game Master should choosethe character with the highest Law Allegiance (or lowest Chaos if no one stands out) and read thefollowing to him:

You step into the bustling afternoon street with no goal in mind other than to find a more agreeabletavern; a mean-eyed bartender, who served sour ale at an exorbitant price, ran the place you justexited. As you stride down the dusty avenue, you spy a ragged girl approaching you. She appears tobe on the edge of her teen years. Her lank, brown hair hangs limply across her dirty face. Her gray,homespun dress is tattered and stained. Most remarkably you notice her eyes are two differentcolors: one subdued hazel and the other piecing jade She clutches a cheap-looking musical pipe inher left hand and a leather pouch in her right. The girl thrusts the pouch into your hands, gives ashort nod and then runs off. You soon lose sight of her in the crowd.

Opening the pouch, the character will discover a book wrapped in oilskin. It is the Logbook ofVarlim Sarraber (see below). If the party is in need of money, the pouch also contains enough cointo allow them to travel to Savona and outfit a caravan into the Sighing Desert.

The Mute Piper: In actuality, the girl is no common street-waif, but rather a manifestation of apowerful champion of Law: Anastasia the Hammer of Mirath. Anastasia is currently trapped on aplane near to that of the Young Kingdoms. The coming conjunction of the Million Spheres hasallowed her to create the form of The Mute Piper in order to look for help in freeing herself. She haschosen the player characters as agents likely to succeed in this quest and so contrives to see thembanished to the Shadow Plane to offer her aid. If the characters don't take action to follow the map,the Mute Piper will appear to them several times a day, looking increasingly forlorn and distraught.The full story of Anastasia is recounted in the adventure Shadows of the Past.

AT THE REQUEST OF A COUNTESS

An Alternate Beginning

Game Masters who do not wish to run this adventure with Shadows of the Past may use this alternatebeginning:

Countess Lamina Gomp, is a collector of antiquities. Her treasures of by-gone eras are amongst thefinest in the Young Kingdoms. The pride and joy of her collection has always been the rare pieces of

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the Quarzhasaati civilization. She is known to have gone to extreme lengths to acquire artifacts ofthis ancient culture; rumors of blackmail and black magic are sometimes mentioned in context withher name. Originally hailing from Filkhar, the Countess is a self-proclaimed "citizen of the world"and may be found residing anywhere that is convenient for the Game Master.

You are taking your ease at a local alehouse, when a lackey in a most peculiar livery disconsolatelyapproaches your table. After a stiff, formal bow he clears his throat and says, "The Countess Gompwould have the pleasure of your company to discuss a possible business arrangement. Please attendupon her within the hour." After another bow, the servant turns awkwardly and exits the tavern.

A few questions will reveal the location of the Countess' "townhouse", a sprawling mansion in themost upscale portion of the city. If the party attempts to divine any information about the Countessherself allow them Idea rolls to gather information. The Game Master is free to reveal anything hechooses about the Countess to the characters.

You arrive at the Countess' enormous estate and are shown into a sumptuously appointed hall.Minutes later the Lady herself sweeps into the room and bids you "be seated" on an over-stuffedottoman or settee. The Countess is a handsome woman. Time has lined her patrician face andstreaked her raven hair with gray. She is dressed in a gown that would do no shame to a queen andher hair is so elaborately piled and coifed that she looks as if she is ready to attend upon theEmperor of Melinboné himself, rather than bargain with a band of adventurers. She begins pacingthe hall as she talks, occasionally punctuating a sentence by slapping a small book her gloved hand.

"Gentlemen, it is so good of you to come. I have been following your careers most carefully, and youseem to me to be the perfect candidates for the adventure I propose.

"I hold in my hand one of the logbooks of Varlim Sarraber. This Sarraber was an explorer, famousin his own time, who traveled the Young Kingdoms nearly a century ago. The book in my possessionis undoubtedly authentic, and I believe it to be the only copy in existence. It contains a tale of hissojourn in the Sighing Desert whilst looking for a lost Quarzhasaati city. The book ends with theadventurer finally discovering this lost metropolis. I have seen fit to make a copy for your perusal ifyou accept my proposal.

"As you may well know, I am a renowned collector of antiquities, and those of the Quarzhasaati arethe ones that I hold most dear. I should like you men to act as my agents in tracing Sarraber's routeto this lost city and bringing back the choicest artifacts for myself. I will undertake to providesufficient funds to allow you to travel to Ilmiora and outfit a caravan for the Sighing Desert. Uponyour return I will, of course, be the sole proprietor of the artifacts and will pay you their due worthas determined by an independent party of our mutual choosing. This adventure is sure to completemy collection and make you wealthy men. Do I have your interest?"

The Game Master can be as detailed as he wishes to be with the monetary aspects of passage toIlmiora and the outfitting of a caravan, or he can simply skip to the adventure and assure the playersthat they have just enough money to cover their expenses.

THE LOGBOOK OF VARLIM SARRABER

The book is a small, leather-bound volume of the type that might be used to keep a journal or diary.It appears to be ancient; an Evaluate roll estimates it at one hundred years old. The book is written,in a clear hand, in an archaic version of the Common tongue (-10% to Read). Readers will discoverthat it is one of the Logbooks of Varlim Sarraber.

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Any player who makes a Young Kingdoms roll will know that Varlim Sarraber was a Lormyrianadventurer who lived nearly one hundred years ago. A famous explorer, he is said to have visitedevery continent in the Young Kingdoms, penetrated the mysterious Forest of Troos and evenjourneyed into the Unknown East. He meticulously documented all of his journeys in a series oflogbooks, the originals of which are found in the Royal Library at Iosaz. A critical success willreveal that although Sarraber often embellished his tales his information and maps were alwaysreliable. It is said he disappeared on his last expedition.

The narrative begins in Bakshaan with Sarraber's retelling of a nomad legend: "The Haunted City inthe Sands". It is clear that he believes this city to be lost Quarzhasaat a city supposedly drowned insand after defying the Melnibonéan Empire. The Lormyrian lost no time in traveling to Savona tooutfit an expedition to "The Haunted City". His reasons are made quite clear in the followingpassage:

'Fair Quarzhasaat with her alabaster towers and golden palaces was now my destination. I burn tosee the remains of the city where the meanest peasant ate from silver plate and jewels were socommon that they were given to children as toys; the city that was inundated with sand for hereffrontery in opposing the might of Melniboné; the city that was destroyed by the Demon Isle, butnever looted by her troops.'

The entries continue as Sarraber describes his sojourn in the Sighing Desert. Apparently desert lifedid not agree with the Lormyrian and many of his pages are devoted to cursing the blazing sun, theomnipresent gnats, the ungainly camels and the odious guides. Apart from his trials, the exploreralso carefully documents his progress through the shifting sands, noting oasis and providing adetailed map sketched in the leaves of his log. When he reaches his destination he writes:

'I looked down on the ruins spread below me with mixed feelings of dismay and elation: Dismay, forsurely the pitiful wreckage that lay before me could not be bejeweled Quarzhasaat, and elation atthe fact that the palace of this far-flung enclave of the Quarzhasaati was as pristine as the day it wasbuilt. Surely some powerful magic had preserved this place in all it magnificence. Surely thetreasures inside would more than repay me for the hardships of the desert.'

Here the narrative ends. It appears that the tale is to be continued in Sarraber's next journal, butsadly that tome is not in your possession.

Game Master's Note: It is assumed that the logbook promises sufficient adventure and reward tomotivate the characters to outfit an expedition to the lost city. The Game Master may wish to play upSarraber's description of the palace's exterior - its golden dome or gem-encrusted doors for example.The lure of knowledge or sorcery can also be dangled before the party, after all if a magician canpreserve such a palace against the ravages of time, imagine what other secrets his Grimoire maycontain. If the party is still reluctant to get started he may introduce a patron (see Countess Gomp,above) who agrees to outfit the group for a share in the profits gained from the expedition.

AMONGST THE BEDU

Sarraber's began his trek to Bahlahim in Savona, so getting the party to this city is the Game Master'sfirst goal. He may improvise the trip, or simply state that the characters arrive in the Ilmioran citysafely. Once they have arrived, he should encourage the party to find guides and trade for camelsbefore continuing into the desert. Any player that succeeds in a Natural World skill check willrealize it is folly to travel in the Sighing Desert without native assistance.

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While seeking camels in Savona, the characters will discover that the only camel breeders in thetown produce very expensive racing animals. Pack camels and riding beasts are obtained frombartering with the desert tribes who bring in their surplus stock to trade for foodstuffs, cloth andmetal goods. Such a tribe is in town at the moment. They are known as the Bedu.

The adventurers will quickly learn that bartering with the Bedu is a difficult procedure. They are aproud people and trade must be conducted according to their customs and traditions, or not at all.Characters can find out the correct trading procedures by paying for the information from localmerchants (reliable but expensive) or talking in the inns (cheaper but error-prone). Game Masters areencouraged to role-play the dissemination of this information otherwise a successful Charisma orFast Talk roll will reveal one item of information in the lists below:

Trading:

Traders should approach the Bedu camp in daylight only. No women may accompany thetrading group.

Eat the salt and bread presented to you on arrival. It is a sign of peace and hospitality. If a fullmeal is offered to you it is a sign that the Bedu are in a generous mood.

Ask to speak to the tribe's chief or Sheik. Give him an expensive but practical gift (a jeweleddagger, for example), and exchange pleasantries for an hour or more, before discussingbusiness.

Do not attempt to haggle with the Sheik. It is a great offense to try.

The Sheik is interested in obtaining foodstuffs (mint tea, goat meat, flour, salt, dates andfigs), bronze cooking items, metal arrow tips, medicinal herbs, and gold coins. He is not at allinterested in oxen, horses or other livestock, no matter how good.

Information on the Bedu themselves:

Bedu women dress "modestly" in long robes that hide their figure and headscarves that maybe drawn over the face when talking to strangers.

Bedu men are very protective of their wives and daughters "honor".

Never physically attack a Bedu. To attack one is to attack the whole tribe.

The Bedu won't fight to the death, but if they escape, you'll never sleep safely again.

The Bedu always take revenge.

The items wanted by the Sheik are discussed above. The party will need to convert their livestock,gear or coins into goods that the Bedu want by trading with city merchants. Depending on thecharacters Bargaining skills, they will only receive between 30 and 80% of the nominal value fromthe merchants. The value of the goods demanded by the Sheik will depend entirely on how well theadventurers follow the Bedu trading customs. The Sheik is no fool and cannot be easily tricked bypeople attempting to pass off shoddy or fake goods (or cash) on him. If the characters really foul upthe negotiations they can hire the services of a city merchant to approach the Bedu on their behalf.

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Needless to say, they will get a very poor bargain. If the players ask, the Sheik will provide somedesert guides, led by a man named Yassuf. As payment for guiding (in advance) the party mustprovide each guide with some jeweled item of modest value and the Sheik with a jeweled item ofgreater value. These Bedu won't guide for figs. Assuming that the characters have not offended theirhosts, once the trading for camels and guides is completed successfully they will be invited to stayovernight in the Bedu camp.

The Bedu camp is a noisy but joyful place. The tribes-people appear relaxed around each other. Thecharacters will be invited to stay around the fire of the bachelors. Any Female characters couldrejoin the party at this point, if appropriately dressed. The Bedu are great storytellers and tales willbe told late into the night, accompanied by fermented camels milk (which actually tastes better thanit sounds). Young unmarried women are permitted to join the bachelors' fire group, so long as theyhave stories to tell or songs to sing. This is the only opportunity young people have for flirting inBedu culture, so it is a popular evening pastime. The songs and the stories are mostly religiouslythemed parables, but by listening attentively, observing closely and asking a few questions theplayers can learn many useful facts about desert survival. An Idea roll can be made for each piece ofinformation.

Bedu Survival Tips:

You need to drink a gallon of water a day in the desert (a goatskin full).

You should wear loose robes but make sure all of your skin is covered from the sun.

Mix grease and soot together and smear this under your eyes - this prevents sun blindness

Never wear metal armor unless you are about to attack.

Cover all shiny objects in rags- the glint of metal can be seen from miles away

Only travel at night if you are low on water.

If you are lost in the desert bury yourself in sand during the day. The lower layers of sand arecooler.

If you stop at night, always light a fire. The night is as cold as the day is hot.

If you stop, always hobble your camels.

If you are lost and come upon a trail, always follow it. Trails that survive in the desertinvariably lead to waterholes or oasis.

When attacking an enemy, always move through his hobbled camels to attack the camp.Camels always make lots of noise and thus won't alert the guards.

If a nomad helps you always reward him. If he refuses the reward for himself, always insiston giving it to him anyway "for his relatives".

Never trust a talking animal, it is likely a demon in disguise.

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Camel Riding: For entertainment value alone the Bedu will be happy to teach anyone the basics ofcamel riding. Characters may initially use one half of their Ride skill when mounted on a camel.This will improve by 5% per day, up to the Character's normal Ride skill, until they have becomeused to the motions of the beasts.

Additional Supplies: Before the characters journey into the desert, the Game Master should allowthem to purchase any additional supplies they might require in Savona, or from amongst the Bedu.Characters who purchase nomad garb will fare much better in the Sighing Desert, allow them Idearolls to realize this fact.

BEDU WISDOM AND JUSTICE - A MURDEROUS INTERLUDE

Game Master's Note: This mini-scenario has nothing to do with the main plot, but is an interestinginsight for the players into Bedu culture. It can also be used as a stand-alone scenario at a later dateif the Game Master wants to get on with the main storyline.

Storytelling

You are sitting round the bachelors' campfire enjoying the evening storytelling, when a youngwoman, modestly dressed in Bedu robes, joins the group. Catching sight of her face you she is agreat beauty. You quickly learn that the woman is named Hannah and that she is the daughter of theSheik's brother Yacob. Hannah is a skilled storyteller and entertains the group with a number ofheroic tales of Wahieb and his loyal camel Yasser.

Hannah seems very much at ease in the group and will only cover her face with her scarf if thestrangers (i.e., the characters) show her immodest attention.

Hannah is obviously a great favorite around the bachelor's fire, and it is clear that a number of theyoung men are smitten with her. One in particular, Bin Ali, can't keep his eyes off her.

Players who make Insight rolls will also see that the Sheik's son, Abdul Bin Saleh, gives a black lookto anyone who pays Hannah too much attention. Bin Ali is obviously ignoring Abdul Bin Saleh 'sdispleasure.

As Hannah is finishing a particularly humorous story, an old woman appears by the fireside. She isobviously enraged, and starts berating Hannah, in the tribal tongue, then pushing and shoving herabout. Hannah fiercely defends herself, hurling abuse back at the crone, whose name is Sanaa. Themen round the fire are taken back by the commotion, but Bin Ali jumps to his feet and pushes Sanaaaway. Abdul Bin Saleh rises, shouting something incoherent, and appears ready to attack Bin Ali,but Yassuf the guide quickly springs between the combatants and says in a voice so edged with steelit threatens to cut the very night air, "Enough! You disgrace yourselves and the tribe before theseoutlanders."

The four participants freeze at the sound of Yassuf's voice and glance sheepishly in your direction.Bin Ali looks as if he is about to speak, but is silenced by an icy stare from Yassuf. By now the campis aroused and the married men have come to see what is going on. Yacob, Hannah's father, takesthe shaken girl back to the family tent.

The exchange between Hannah and Sanaa took place in the Bedu tribal tongue, so the characters willhave no idea what was said. If they ask a tribesman what is happening have them make Fast Talk orCharisma rolls. Success garners an explanation from the wily tracker Frashid.

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"As is the custom of the Bedu, Hannah was betrothed to her first cousin, Abdul Bin Saleh, at birth."He begins." It is well known that she has no love for our Sheik's son.

"The wind tells us that her heart belongs to the fiery, young Bin Ali; although she will happily flirtwith the other bachelors around the campfire." He says wistfully. "According to our traditions, BinAli may only marry Hannah if Abdul Bin Saleh agrees to give up his claim on her and it is clear hehas no intention of doing so.

"Sanaa, a foolish and bitter old woman, has accused Hannah of the great crime of adultery withAmjad, her elderly husband. The spirits have touched Amjad's mind, in his old age, so the accusationis laughable. My feelings are that Sanaa, a great beauty when young, has never quite reconciledherself to old age. Seeing Hannah must be like sand under her tunic.

"These accusations are like the last heated stone that brings a simmering cooking pot to a boil. TheSheik's son has now accused Hannah of adultery with 'everyone' and threatened to kill her. IfHannah is an adulteress, she can indeed be put to death under Bedu law."

After some time, the camp settles down for the night. The characters are welcome to sleep aroundthe bachelors' campfire.

The Body in the Sands

Before dawn a random character will feel the "call of nature" and will leave camp to slip behind asand dune.

Rounding the edge of the dune you spy a Bedu woman lying face down in the sand. No tribeswomanwould sleep out under the stars, and the fact that she hasn't stirred since you came around the dunewarns you that something is amiss. Approaching with caution, you squat down and roll over thebody. It is Hannah. A single knife wound mars her olive throat. Clearly, she has been dead for somehours.

A Search or Tracking roll reveals that there are no sign of a blood trail or any indication that thebody has been moved. There are occasional tracks of sandaled human feet in the sand which leadback to the camp, however it is quite impossible to identify the killer from the tracks.

The best course of action would be for the character to go straight to the Sheik and inform him of theslaying. Failing that he should at least raise the alarm in the camp. If the character does nothing, thebody will be found again within half an hour. Someone in camp will have seen the character goingbehind the dune earlier and he will have some explaining to do (see below). If the adventurers decideto leave the camp secretly the Bedu will assume they are guilty and will pursue them. They will notgive up until all the party members are dead.

The discovery of the body causes uproar in the camp. The whole tribe crowds around the corpse.Hannah's mother and aunts are hysterical with grief. Their mournful shrieks are carried on thedesert wind throughout the camp. Her father stands in shock. Many young men, including theobviously distraught Bin Ali, swear bloody and horrible revenge on the murderer. Abdul Bin Salehlooks on darkly before retreating to his tent. The Sheik calms the crowd and orders everyone back tocamp. He instructs that Hannah's body should be wrapped in a burial shroud and that a graveshould be dug. He then returns to his tent.

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The Interviews

As the camp prepares breakfast, the characters are summoned, one by one, before the Sheik. Each ofthem will undergo a similar interview. The Game Master is encouraged to conduct these sessionsindividually to heighten the tension. The adventurer that discovered Hanna's body is interviewedlast.

The Sheik appears calm and composed. He gestures for you to take a seat amongst his pillows andcushions. "You will take tea?" he begins, signaling a serving girl who brings you a scalding cupregardless of whether or not you said yes. " We of the Bedu are a strong and noble people who donot fear death, but the events of last night are most troubling. Murder such as this is unheard ofamongst my tribe. The wind brings me tales that [insert the name of the character who found Hanna'sbody] was looking on my niece with immodest interest." His voice trails off in a whisper.

"I am a man of honor and I have never broken the laws of hospitality. It pains me to ask this of aguest, but what were your movements last night?"

The best thing the characters can do is to be entirely truthful. The Sheik can and will crosschecktheir stories. He will tell the characters nothing and will not engage in speculation about eithermotive or murderer. An Insight roll will reveal that finding the murderer is his utmost concern andhe doesn't feel that discussing the issue with outsiders will help matters. A critical success revealsthat the Sheik does not consider them suspects. When the adventurer has answered the Sheik he willnod and say,

"Very good. Please wait outside my tent. I will have need of you later."

When all the characters have been interviewed individually, they are invited to return to the Sheik'stent. If they told the truth in the interview (or at least didn't entangle themselves in too big of a lie)he invites them to stay during the remaining interviews of Sanaa, Bin Ali, and Abdul Bin Saleh. Ifthey stay, they will witness the following interviews. The Sheik will not however prevent them fromwandering about if they wish. He will however ask them not to leave the camp.

Sanaa: The first suspect brought before the Sheik. She looks as though she has aged 20 years sincethis morning and you can see the lines of tears in her lined face. She is clearly terrified and hertestimony is punctuated by sobs and moans.

"Sanaa, wife of Amjad." The Sheik begins, "Last night you were heard to accuse Hannah of adulterywith your husband. Today my niece lies dead. What can you tell me of this?"

"Oh my Sheik!" She wails dropping to her knees. "I did not kill the little flower… I am an old andbitter woman… A demon took my tongue last night and made me speak those horrid things… Pleasemy Sheik, you must believe me." She collapses on the floor and begins sobbing again.

Any player who makes a Search roll will notice that Sanaa seems to be hiding her left hand in herrobe. If asked to see her hand, she will reluctantly show the bandaged member. A Physik roll tellsthe player the wound is recent. If asked about this she mumbles,

"While I was preparing breakfast… the spirits took control of my husband again. He struck me…while I was cutting up dates… I cut my own hand with the knife."

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Bin Ali: The second suspect is clearly still distressed. He approaches the Sheik with his head heldhigh and a look of fire in his eyes. A successful Insight roll will show the he is seething with anger,but has no outlet for it.

"Bin Ali." The Sheik says, fixing his cool gaze on the warrior. "This morning Hannah was founddead in the sands. What do you know of this?"

"Nothing my Sheik." The young man growls.

"Bin Ali. It is well known that you desired this woman. It is also well known that you could neverhave her. Your fiery temper was demonstrated again last night when you struck Sanaa at thebachelors' fire. Perhaps you killed the girl to prevent Abdul Bin Saleh from having her?"

Bin Ali's face contorts with rage. "You are mad if you think such a thing of me." He says. "I lovedHannah with all my heart and I would never harm her in any way. I swear by all the gods that I willhunt her murderers to the ends or the earth." At this point he turns and storms out of the tent.

Abdul Bin Saleh: The final suspect brought for questioning is the Sheik's own son. Insight rolls willshow that the man is in a black mood and resents being called before the Sheik on this matter. Healso appears remarkably self-composed for a man who just lost his fiancé. Any action or interruptionby the characters will cause him to storm out, saying: "It is not the place of outlanders to questionthe son of the Sheik!"

"Abdul Bin Saleh." The Sheik says fixing his son with a hard stare. "Last night you were heard toaccuse your betrothed of adultery and threatened to slay her with your own hands. This morning herbody was found cooling in the sands. What can you say of this?"

The young man casts an angry look in your direction and then says. "I do not deny my actions lastnight. Hannah's licentious behavior caused my blood to boil and I spoke with haste. I know nothingof her murder."

If the characters think to ask any of the suspects their whereabouts last night, all three will say thatthey went to bed following the argument last night. With the exception of Sanaa (whose husband isnot reliable) none have any witnesses to corroborate their story.

When the last interview has concluded, the Sheik says. "I will meditate upon these things. You arewelcome to remain or go into the camp. Please do not leave, I wish for you to be here when thismatter is resolved."

The Sheik stays in his tent meditating for most of the day. If the players attempt their own murderinvestigation they will find out little, although they have great opportunities to offend people. TheBedu will be reluctant to talk to them and will see their interfering as an insult to the Sheik. Anyattempt to use magic would make the Bedu very angry and the Sheik will have to intervene to stopthe magician from being attacked. Like the party, most of the tribe just went to bed after theargument and knows nothing. Anyone will be able to confirm what Frashid said about Hannah, BinAli, Abdul Bin Saleh, and Sanaa.

The Riding Dead - Bedu Wisdom

Late in the afternoon the Sheik emerges from his tent. He walks over to Hannah's body, lyingwrapped by the graveside and motions for one of the Bedu to bring along a camel. When the camel

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arrives, he forces it to kneel and turns to you saying, "Help me tie the body of Hannah to the back ofthis beast."

Together you (or Frashid if the characters refuse) tie Hannah's body upright on the camels back. TheBedu are astonished at this and a crowd quickly forms. The Sheik makes the camel stand and leads ifoff round the camp. Seeing the body on the camel causes pandemonium in the camp. Everyonewatches aghast. Many angry words are directed at the Sheik. It is clear that only his position ofauthority stops him from being lynched on the spot. It takes the Sheik about half an hour to lead thecamel around the camp before returning to the graveside. The Sheik then sets out around the campagain. He repeats this journey a total of 6 times. With each passing of the camel, the crowd thins.Disgusted or just confused, individuals return to their tasks. On the final circuit of the camp only onewatcher remains: Hannah's father, the Sheik's brother, Yacob. The Sheik stops the camel by thegrave and removes Hannah's body from the camel. The Sheik goes over to his brother, places hishand on the man's shoulder, and speaks quietly to him in the Bedu tongue. Yacob says a few words,nods and goes to his tent.

The Sheik now signals you to come over and begins, "I knew by the way she was murdered thatHannah could have only been slain by another Bedu. I also knew that only the murderer would feelso guilty at what he had done that he would watch as I paraded the body of his victim around thecamp six times. The murderer was Hannah's father, Yacob."

If the characters ask why, he will continue,

"Hannah's behavior was reprehensible. Her continual liaisons with Bin Ali and contempt for my sonbrought dishonor on her family and lowered her bride price.

"I have passed my judgment on Yacob and the sentence will be carried out at sunrise tomorrow."

My Brother's Keeper - Bedu Justice

As dawn breaks Yacob appears in front on the Sheik's tent. He is dressed in a robe on the brightestwhite. He looks somber but resigned. The Bedu gather round him in a circle, though none standcloser than ten yards to the condemned man.

The Sheik emerges from his tent, armed with a long straight-edged sword. As he approaches, Yacobfalls to his knees. He holds his head proud and erect, facing the dawning sun. Silence pervades, eventhe insects and camels know that this is a moment of utmost solemnity.

The Sheik strikes a single blow. His brother's head lies in the sand.

INTO THE SANDS

You guide your ungainly beasts along a road that runs through the rich wheat fields of Ilmioria.Little, besides the gnats, disturbs your traveling. During the next few days, the fields of grain giveway to fields of bunch grasses. Occasionally you spy the ruins of a farmstead in the distance. As thegrasses begin to give way to sand, Yassuf declares you are on the border of Ilmioria. That night youcamp in the ruins of an ancient farmhouse. It takes some work to fill your skins with the brackishwater from its disused well.

The Water Problem: Up to this point water has been relatively plentiful. As the characters ventureinto the desert this will not be the case. Find out how they are dressed. Uncovered metal armor will

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be almost unbearable in the desert, but even leathers will be quite hot. The caravan carries 60man/days of water. The Game Master should begin to calculate the party's expenditure of waterduring their sojourn in the desert. When the water begins to run out, the characters will begin tosuffer the effects of dehydration:

Double water rations +2 STR/DayNormal water rations -0 STR/DayHalf water-rations: -2 STR/DayWithout water -6 STR/DayWearing nomad garb +1 STR/DayWearing barbarian armor -1 STR/DayWearing leather armor -2 STR/DayWearing metal armor -4 STR/DayTraveling in the day -2 STR/DayTraveling at night -0 STR/DayNo Traveling +1 STR/Day

STR can never be raised above the original score of the character. When STR is reduced to _ normal,reduce the character's DEX by 5, and MOV by 1. When STR is reduced to 0 will he will die of thirst.

SAND STORM

Days 1 to 3: The next few days drag on beneath a blistering desert sun. By the third day, the roadhas become little more than a swale in the sand, and at times it is difficult to even make out thatmuch. Your nomad guides are proving invaluable in the situation and seem to have an uncannyability to relocate the ancient track. In the evening you camp in the shelter of a dune and listen to thenomads chat in their musical tongue.

Day 4: The following day your progress is much slower. The road has become nearlyindistinguishable from the surrounding desert and it takes time to follow the right course.

Near noon have all the characters make Search rolls. Those that succeed can see a dark smudge onthe horizon. A successful Natural World roll determines that it is a storm of some kind.

Yassuf and his men stop in a low area between two dunes, force their camels to lie down, and beginto unbundled tarpaulins.

If the players inquire as to what they are doing Yassuf simply points towards the horizon and says,"Sandstorm. Continue and, you will die."

The nomads quickly build themselves shelters and take cover, leaving the rest of the party to fend forthemselves. If the characters attempt to copy the nomad shelters they may attempt a Repair/Deviseroll in order to construct an adequate shelter before the storm hits. Sheltered adventurers will take nodamage during the storm. Those caught unprepared must make a CONx5 roll: success indicates 1D4damage; failure results in 2D4 damage inflicted over the course of the sandstorm (Armor will notprotect against this damage).

The storm rages for the rest of the day and all through the night. You can do little but huddlebeneath your tarpaulin and pray that Lassa's sons will soon cease their play. When you finallyawaken, it is to a clear sky. The nomads are already awake and have begun to pack up the camels.They look little worse the wear for their experience in the storm.

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A SURPRISE FROM BELOW

Day 5: By mid morning you have dug your way out of the drifted sand and are again traveling. Youare making little progress, and any sign of the ancient road has been obliterated by the storm. Bynoon Yassuf suggests halting the caravan to send out scouts to look for the road.

The pack beasts are left with some of the party to allow the scouts to travel lightly. Several of thenomads and any characters that volunteer may scout for signs of the trail. The remainder will waitbehind with the caravan. Have the scouts make Track rolls and pretend to note the results. No sign ofthe trail can be found at this point and the scouts will not be able to participate in the followingencounter.

Sand Dragon: Unbeknownst to the characters, they have been scented by a hungry Sand Dragon.When the characters with the pack beasts have waited for about an hour, call for Listen rolls. Thosewho succeed will be able to react the first round that the Sand Dragon attacks. The creature willburst from the sand and attempt to drag one of their pack-camels back down with it. Even if theadventurers manage to kill the beast, it should smash open some of the water barrels in its initialattack.

Again, the purpose of the encounter is not to kill the party, but to further inconvenience them bystripping them of badly needed water. The aftermath of the fight will show that the characters havelost about 5 man/days of water. Depending upon how much they have rationed prior to this pointthey may have less than a day's water left to them.

BETRAYAL

The nomads (and any characters) return to report no sign of the road can be made out. When Yassufis told of the Sand Dragon attack and the loss of water he will say, "We are dead men."

That night the nomads begin to make camp as always. Have all the characters make Idea rolls. Thosethat succeed will notice the guides leap onto the back of their camels and head off into the desertwith most of the other beasts in tow. They have most of the remaining water with them! Those whomade their Idea rolls will be able to react before the nomads have galloped off. If the whole partyfails, they will have to attempt to catch the nomads on camelback. Either way, Yassuf and his menwill not give up without a fight.

WANDERING

Day 6 to Day?: By this time the party has become fairly well lost in the Sighing Desert. The GameMaster can call for the occasional Navigate roll, but by and large this portion of the scenario isdesigned to cause the party to use up their remaining water. The players may come up with cleverrationing schemes in order to stay alive. The Game Master can reward this ingenuity by throwinganother sandstorm at them to retard their progress. The point is not to have the party die of thirst, butto weaken them for future encounters. The characters should be desperate by the time you run thenext encounter, or they may not act upon it.

MIRAGE

It should be dark when you run this encounter. Have a character collapse from exhaustion ifnecessary. When the party has been resting for some time call for Listen rolls:

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As you lay resting in the ruined tower, the wind carries a high-pitched, reedy sound to your ears. Ittakes a moment for your dulled senses to realize that it is actually the sound of a flute or pipe.

Undoubtedly the party will cast about for the source of the music. Have them make Search or Idearolls. Any who succeed will see a line of camels, silhouetted against the dunes, some miles away. Itappears to be a caravan of some type, but the characters do not seem able to attract its attention. Thecaravan is heading east, away from their current position. The only alternative seems to be followingit.

The party will follow the caravan through the rest of the night. They always seem to be gettingcloser, but can never quite catch it. If any character attempts a Track roll, they will discover no traceof the caravan's passing. Have all the characters make CONx5 rolls to continue to push themselvesthrough the night. Those that fail will begin to fall behind in pursuit of the caravan. If any characterfalls out to help other members of the caravan out award them a Balance point. Needless to say, theparty will not loose the caravan even of all fail their CON rolls.

The gray light of predawn is upon you. Over the next rise is the caravan you have been chasingthrough the night. You can hear the braying of camels and the clank of harness; you must be closenow. As you crest the rise the morning sun begins its ascent. Your attention is immediately drawn toa building in the valley below. It appears to be a sprawling, summer palace made out of a brilliant,white limestone. Golden domes cap its slender towers. The ruins of a fair sized city surround thisgleaming structure. It can only be Bahlahim.

Have the characters make Search rolls. Those that make a critical success will see the caravan theyhave been following through the night vanish as it approaches the gate of the city. Those that fail ormake an ordinary success will assume the caravan has gone into the city gates, although no trace ofit can be seen beyond.

THE RUINS OF THE BAHLAHIM

The former Quarzhasaatim city is split into two parts: The palace and the city proper. The city isalmost entirely submerged in sand. The adventurers can see a few buildings, in poor shape, and lotsof odd lumps in the ground, but their attention is always drawn and held by the palace, whichappears to be in pristine condition. Both palace and city are discussed in more detail below.

Background: Over two thousand years ago Bahlahim was a small thriving city of the QuarzhasaatiEmpire. The lords of the city aped their former Melinbonéan masters in their worship of Chaos andtheir casual cruelty.

The chief sorcerer of the city was a dark and handsome man known as Qaleb. When he enteredservice with the lords of Bahlahim his powers had already grown to undreamt of heights. He couldcommand the Elementals with ease and he had mastered incantations to keep himself safe from allforms of assassination. A score of demons were at his beck and call, his favorite being the protectorof the court, N'urlgaash. As time passed, Qaleb came to realize that while there was no stopping hisaccumulation of magical power, eventually his mortal body would betray him. A confirmedhedonist, he did not relish the thought of transforming himself into a Liche or Mummy andcontinuing to practice his dark arts from beyond the grave as many of his brethren had.

He then hit upon an ingenious idea: He petitioned the god Slortar for everlasting life. The ancientgod was pleased by this mortal's audacity and granted his request. His price: the souls of every man,

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woman and child living in Bahlahim. 'After all,' the god had said, 'if you demand ten thousandlifetimes it is only fair that I have ten thousand lives in return.' The sorcerer quickly agreed, but hedidn't reckon with the deviousness of Slortar. When the appointed night came to conclude their pact,Slortar slaughtered the entire population of Bahlahim. No one was spared, least of all Qaleb. Thegod visited each death upon the wizard as if they were his own. Seemingly murdered thousands oftimes over in thousands of different ways, Qaleb quickly lost his mind. He did not, however, lose hislife. The shattered sorcerer wandered through the former palace, protected from death by age, thirstor starvation, no longer having the volition to do anything else.

And so things may have stood until Bahlahim was buried beneath the shifting sands of the SighingDesert but for one thing: N'urlgaash. Forced to defend the court of the city by terms of his binding,Slortar condemned the demon to continue to serve Qaleb even though the sorcerer no longer had anywill or desire left in him. This infuriated the creature. His one desire was to cause fear, and thatdesire could no longer be pursued in a city devoid of life. N'urlgaash began to use his powers ofillusion to lure passersby into the abandoned city and keep them there. At first this tactic was verysuccessful, but soon the Quarzhasaati learned to avoid the "haunted city". Later still, when theEmpire was inundated with sand, the influx of victims slowed to a trickle. Still the demonperseveres. The few lost and desperate souls that he manages to attract to the palace are tormentedeach night with a recreation of Slortar's night of terror.

Running this encounter: This encounter takes a free-form approach. Much of what happens willdepend upon the players and their interactions with the non-player characters in the palace and city.If the characters begin to explore the palace and city they may find N'urlgaash quite quickly. If theyare content to lounge around the palace and partake of its delights, the Dweller in Darkness willcome upon them in the night visiting upon them the most horrific visions. In either case, the GameMaster is advised to have the party encounter Qaleb and see the Crystal Heart before the showdownwith the demon. It would also be wise to become familiar with the non-player characters of thepalace and the city.

The Terror at Night: The palace and city described below are as they appear during the daytime. Atnight, N'urlgaash begins to play. The whole palace undergoes a transformation into a chamber ofhorrors. The Dweller in Darkness re-enacts the night that Slortar came to wreak havoc on Bahlahim.The characters are quickly caught up in these horrifying events, and take the roles of the poorunfortunates whom the Chaos Lord took in payment for Qaleb's gift of immortality. Those whosucceed in a POW x5 roll will be able to brave the terror. Those who fail the roll will flee mindlesslyabout the place, shrieking in fear.

The effects of the illusions are insidious. Once a character has succumbed to the initial onslaught, thedemon will have gained an insight into his deepest fears. Draw on past experiences, failures andenemies to frighten him. His friends and lovers will begin to appear as victims in the parade ofterrors. Drop the POW multiplier by 1 per night he misses the roll. When it reaches 0 the characterwill have lost touch with reality, assuming the role of a servant or minor functionary of the palace.Those in the city will fair somewhat better than those in the palace. N'urlgaash's powers are not asstrong outside the palace. If the party is in the city at night, they still must make a POW x5 roll tosuppress their fears, but this multiplier will only drop if they fumble this roll.

THE CITY IN THE SANDS

Before Qaleb's activities, Bahlahim was a thriving settlement of some ten thousand people. The citywas built on a grid plan with four broad, palm-lined avenues leading from the palace to the low citywalls. Beyond the walls, natural springs fed wide, shallow reservoirs. Through an elegant system of

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locks, the reservoir water was channeled through the city by a series of canals and cisterns. With theexception of the palace and several of the temples, buildings in the city were all one story high, withan open flat roof accessible by external staircases from enclosed shaded courtyards. Buildings aremade of sun-dried mud brick on a sandstone block base. The size of individual dwelling varied withthe wealth of the occupants and their professions. Most family life was conducted on the roofs, withthe rooms in the building below being used for storage and business.

Slortar's orgy of destruction devastated much of the city of Bahlahim and the ravages of time did therest. The city now is little more than ruins that are periodically buried and then uncovered by theshifting sands. During the massacre of Slortar, the soul of every inhabitant was sundered from itsmortal shell to feed the insatiable god. When it was over, no creature was left alive in the ruinsexcept for Qaleb. Over the years, a few wanderers have settled in the ruins. These are the rareindividuals who have managed to escape the palace grounds.

Encounters in the City

The Game Master should encourage the players to search the city of Bahlahim. Emphasize thedesolation represented by the ever-present bodies, crumbling structures and the opportunities forloot. The encounters can be introduced at the Game Master's discretion when the players appearbored or frustrated with their search.

D8 Encounter 1 Bodies2 Wealth3 Slortar's Temple4 A Boy and his Lamps5 The Demon Loom6 Legion of the Dead7 The Mute Piper8 The Watcher

Bodies: Any investigation of the city will turn up bodies, lots of bodies. The corpses of the formerinhabitants of the city have been desiccated and preserved by the desert winds. Each building andeach street with reveal a montage of daily life frozen dry in death. The corpses will be found in thepositions in which they died. The scenes the characters discover can be banal (a baker by his ovens,or a shopkeeper amongst his wares), darkly humorous (a corpse on the toilet, or a pair copulating), ortragic (a mother with baby in a crib).

Wealth: Metal items, jewelry and occasionally fine ceramics can be found in the ruins, but Evaluaterolls should be made to separate the antiques from the trash. The amount of loot that the characterstake out of the ruins is up to the Game Master. Encourage the players to load up on priceless itemsonly to have them discard them in the desert as they attempt to trek back to civilization.

Slortar's Temple: A dark and imposing building, clad in sandstone with beautiful carved limestonefriezes around the doorway and on the internal walls. The friezes depict numerous scenes of wantonhedonism, wild orgies and excess. A successful Idea roll by a player will reveal this to be the templeof Slortar. The temple lies just to the side of one of the main avenues, close to the Palace. Uniquely,not a grain of sand has penetrated this building. Investigations will reveal the desiccated corpses ofthe priests and few followers who unsuccessfully sought sanctuary from their god in his sanctum.The Priests are horribly disfigured, as befits their calling and the whims of their god.

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A Boy and his Lamps: The characters will encounter a wild-eyed urchin boy scrabbling through thedirt. If questioned, the boy will be guarded with his response. Only a Fast Talk or Oratory roll willget him to reveal that he is searching for brass lamps. If asked why, he will look tearfully at theadventurers and explain that he once found a magic lamp and the demon in it brought him to thisplace. He wants to go home (his place of origin is left to the Game Master and could provide thestart of a new adventure). If the characters follow the boy, he will lead then to a ruined housecrammed full of spotless brass lamps. The boy is indeed the victim of a cruel demon. There are nodemon lamps in the city and the boy's search for one has nearly driven him mad.

The Demon Loom: In one of the more intact buildings a man sits at a loom weaving. The fiber forthe loom is provided from the heads of his wife and three children, who sit chained to benches by theloom. If questioned, the weaver will say the loom is magical and the carpet that he is making willtake him and his family to safety. No, he is not making a flying carpet. The loom is indeed magicaland is producing a map of the desert from the hair of the family. The loom will produce a map,centered on the current location of the loom, from human hair (which must still attached to livinghuman heads) that is woven on it. To get a useful map will take many years of hair growth duringwhich time the hair providers cannot detach themselves from the loom. If they do so, the map willstop and the process must start again. The current carpet-map should be sufficient to get thecharacters out of the desert (just).

Legion of the Dead: Not all of the inhabitants Bahlahim went to their deaths without a fight. Thecrack guards of the ancient city turned out against the chaos lord, even though they knew the contesthad already been decided. Amused by the Legion's attempt to engage him in combat, Slortar causedseveral of their number to continue to serve their city after their deaths. The characters encounter2d6 of these skeletal guards. The undead will attack only if the party attacks them first, or if theyappear to they appear to be looting the city. Otherwise the leader of the patrol will motion for themto move along.

The Mute Piper: The adventurers hear the mournful notes of a pipe coming from amidst the ruinsof a building. If they investigate, they will find a young girl, in a dusty homespun dress, playing apipe. It is the same young lass who delivered the logbook into their hands so many weeks ago. Shestops playing as the characters approach and with a short nod begins to jog off through the ruins. Ifthe party follows her she will lead them to the palace and go inside. They will be unable to find anytrace of her within the walls of the palace.

The Watcher: Standing in the center square of the city is a twelve-foot bronze statue of a powerful,armed warrior. If the party has been to the palace and met the court, the will recognize the featuresof the Caliph Osimund awkwardly imposed upon this athletic body. The statue appears to havesuffered little for the ravages of time even it's alabaster eyes are intact and seem to watch the partyintently. As they leave the square have the players make Idea rolls. Success indicates that a characterlooks back as he leaves only to see that the statue has turned to watch them go. The statue will nevermove while the party is watching, and appears to have no mechanism for turning or otherwiseshifting its position. The truth is that it is an enchanted device of Qaleb the magician. Somewhere inthe Caliph's Suite, in the palace, stands a mirror that reflects anything the statue sees.

THE PALACE IN THE RUINS

On arrival at the Palace, the Vizier will meet the characters. The laws of hospitality demand that,having turned up as strangers, they are housed and fed at the Caliph's expense. If they can convincehim they are people of importance (Fast Talk, Oratory or Charisma roll), they will be shown to theGuest Suite, otherwise they'll be invited to stay in the Servants Hall.

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The palace has a powerful glamour cast over it to make it appear untouched by the ravages of time.N'urlgaash has cast this illusion over nearly everything in the palace: The inhabitants appear to wearthe finest clothing; the furniture and appointments are of the most exquisite taste. The palace itselfappears to be strong and whole, its walls covered in frescos of the most intricate and lurid detail.When the players look out of a window in the Palace, or out from the terrace, they will see the cityof Bahlahim as it was two thousand years ago: bustling, splendid, and vast. This is another effect ofthe glamour. When they are outside the palace, the illusion will vanish, replaced by the time wornruins of the city. This should cause the players a modicum of confusion. Characters who cast theWitch Sight spell will see through the illusion to the ruin that lies beneath. The reality is that theinhabitants are wasted wretches dressed in rags and the palace is little more than an eroded shellswept by the desert sands. There are three things in the palace that are not affected by N'urlgaash'sillusions: The Crystal Heart, the altar, and Qaleb.

The Palace is quite vast and N'urlgassh can only maintain the illusion of grandeur, not the fabric ofthe building that has thoroughly decayed. In order to prevent accidents, the demon has arranged hisglamour so that people moving from one room can only go to other safe rooms. The Demonimmediately constructs an illusionary passage avoiding any obstacles for any persons who leave aroom. Illusionary walls block real doors or passages to unsafe rooms. Each passageway created bythe demon only leads to one other safe room. Being a demon from another plane, N'urlgaash isinconsistent about where a passage will lead. For example, a person can leave The Kitchen by thelarge doors near the oven once and end up at the Tower, but the next time they leave the kitchen bythat route they'll end up at the Guest Suite. This trickery has not helped the sanity of any unfortunatevisitors. Whenever the Party leaves a room, roll 1D10:

D10 Room 1 Altar Room2 Audience Chamber3 Courtyard4 Caliph's Suite5 Guard Tower6 Guest Suite7 Kitchen8 Servants Hall9 Terrace10 Watch Tower

If the die roll indicates the room that the party just came from the Game Master can do one of twothings: Have the characters emerge outside in the ruins of Bahlahim, or roll again for another room.If N'urlgaash is actively watching the characters, he can guide them to any room he pleases. For themost part, the servants and members of the court can move freely to their destinations. During theNights of Terror, no one may escape the palace.

Altar Room: In the center of this large, square room stands a black, onyx altar. The craftsmanship issimilar to the fountain in the courtyard, and it is covered with the same intricate geometric patterns.Any character who makes a Search or Tracking roll in this room will notice that the floor near thealtar appears scuffed, as if the heavy altar can be shifted. It requires a STR -vs.- 60 resistance roll tomove the altar, but up to 4 characters can participate. Once the altar is moved the party will find apassage leading into the basement of the palace (see The Dweller in Darkness, below). N'urlgaashwill notice his lair has been uncovered, if the Altar is moved, and will summon 2D6 of the "servants"to attack the characters.

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Audience Chamber: This is a long rectangular room, with a magnificent throne on a dais at oneend. On either side of the dais lie ornate tables, one with a long bench for scribes to sit and the otherladen with refreshments. Along one wall a dozen high-backed chairs are arranged in a row. Thewalls appear covered in sumptuous tapestries, celebrating the (dubious) achievements of the Caliphand his ancestors. A pair of grand doors stands opposite the dais, and a smaller door immediatelybehind it.

Whilst the Caliph holds court, or during evening entertainment, four guards will stand around thedais and another two will be positioned by the double doors. Half a dozen Servants will be on handat all times. The Caliph and the court are most often found in this room conducting the business ofstate. During an audience, or entertainment, chairs will be provided, if the guests are of sufficientimportance, otherwise they'll be expected to stand.

Courtyard: A fountain, gurgling water, lies in the center of the courtyard. It is carved from a singlepiece of black onyx and covered in an intricate geometric pattern. The workmanship is exquisite. Ifsuffering from the effects of thirst, the characters require a POWx2 roll to avoid rushing immediatelyup to it for a drink. The water of the fountain has healing properties and when a character hasquenched his thirst he will regain 1D6 STR and 1D4 Hit Points. The Game Master should decidehow much of this water he will let the party carry away, and if it retains its properties outside thefountain.

Caliph's Suite: Extensive and apparently fabulously appointed series of rooms including the Caliphand his wife's bedrooms, bedrooms for the royal children, the Vizier's room, dressing rooms andseparate bathing rooms for all, and a grand morning room. The suite also includes the Caliph'slibrary (sadly none of the texts now survive) and a study. The suite may be entered and existed onlythrough the morning room. N'urlgaash maintains the illusions in all the rooms of the suite. Movingbetween different rooms in the suite does not cause the players to reappear elsewhere in the palace.

Guard Tower: A lone man stands guard in this tower. His lacquered, scale armor and polished brasshelm indicate he is a Quarzhasaati officer. A bow is clutched firmly in his left hand. He does notacknowledge the characters if they hail him. If anyone climbs into the tower they will notice that theman is completely blind.

Guest Suite: Large and apparently luxuriously appointed series of rooms including bedrooms,dressing rooms and separate bathing rooms and an impressive morning room. The suite may beentered and existed only through the morning room. N'urlgaash maintains the illusions in all therooms of the suite. Moving between different rooms in the suite does not cause the players toreappear elsewhere in the palace.

Kitchen: The Kitchen is a huge room (apparently) deep in the bowls of the Palace with numerouspantries and storerooms leading off from the main area. Immense tables line the walls, a vast ovenstands at one end and a series of roasting splits and cauldron fill the middle area. A splendid array ofpots, pans and kitchen utensils hang from the walls. Large double doors stand near the oven(nominally to the audience chamber), plus doors that in the past led to the servants' quarters, theCaliph's Suite, the Guest Suite and the Terrace.

Servants Hall: Another large room, containing rows of beds each with a locker at the foot. Somebeds have been curtained off for married servants. There are a few tables with ongoing games ofcards or dice. The furniture appears functional rather than comfortable.

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Terrace: Each terrace contains 1D6+6 revelers. They recline on cloth-of-gold divans, smoking frommagnificent, enameled hookahs. The western terrace is arranged around a delicate, marble basinfilled with quicksilver (mercury). Floating in the middle of this basin is the Crystal Heart ofN'urlgaash. A Ward protects the basin, so Qaleb will be informed and thus appear a few minutesafter the characters cross the barrier.

The Crystal Heart is a multifaceted sphere is nearly one foot (30 cm) in diameter. Most of the time itcan be found floating in a pool of mercury on the terrace of the palace. Any player who makes anEvaluate roll will determine it to be worth several thousand bronze pieces. The Crystal Heart isactually the binding object for the demon N'urlgaash. If a character examines the crystal andsucceeds in a Search roll he will notice the flicker of a dark shape within the facets. The Rune ofDeath's Embrace (see new magic in Appendix 2) protects the Crystal Heart. The crystal is hard, butalso quite brittle. It will shatter if cast to the ground forcibly or under a single blow that causes morethan 5 points of damage.

Watch Tower: The tower stands over 50 feet in height. A rickety, wooden staircase winds up theinside wall. When the characters enter have them each make the higher of a Search, or Idea roll.Success reveals a man hanging from the rafters high above. Of course he will also become visible ifthey climb the stairs. If any of the nomad guides escaped the characters it should be one of themhanging here (preferably Yassuf).

The preceding rooms are the only ones safe for the characters to enter. The others rooms are rubblestrewn, with holes in the floors and walls, although still glamoured to look splendid. If a charactermanages to enter one of these rooms he must make a Dexterity roll each turn to avoid falling. Thelength of the fall is up to the Game Master to determine.

Denizens of the Palace

The Caliph and Court: Some of the populace (all the nobles of the court and the Vizier) hadalready pledged their souls to other dark gods. Their souls remain as ghosts on the plane of theYoung Kingdoms while the Lords of the Higher Worlds decide who rightfully owns them. Theghosts possess the bodies of travelers when their old ones have worn out. Their choices are notparticularly appropriate - most of the women currently inhabit the bodies of stray (male) desertnomads. Fortunately N''urlgassh maintains the illusion of their former appearances, however acharacter with Witch Sight or one who gets too close to the flirtatious Aunt could be in for a shock.Of the original court the following survive:

Caliph Osimund: appears as a short, excessively fat man. A life of debauchery is written in thefeatures of his pudgy face. Callous, and totally self-absorbed he will not talk directly to thecharacters but will whine incessantly to the Vizier.

Princess Angela: The wife of Osimund appears as fading harem beauty, all too aware that herattractions are dimming. She is sour, spiteful and rude if spoken to.

Prince Osman: is a handsome youth - clearly inheriting his charms from his mother. His eyeshowever reveal the latent cruelty and wantonness of his father. He will be eternally whispering ofplots against his uncle (whom he despises) and the Vizier (whom he fears) to the courtiers andcharacters.

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Prince Tyfik: An even viler version of his brother, the Caliph. Free of the (limited) responsibilitiesof Court, Tyfik gave over his entire existence to self-gratifying excess. He will attempt to cajole thecharacters into joining him in an orgy.

Princess Serria: Wife of Tyfik, she debased herself long ago in pursuit of the pleasures of herhusband. Serria is grossly obese, self-obsessed and stupid.

Princess Casiopha: is another product of the harem. Her looks have faded, but less than that of theCaliph's wife. Gossipy (about fashions and court romance) and flirtatious she will quickly attachherself to the male character with the highest Appearance.

The Vizier: A tall, lean hollow cheeked man. Prior to the calamity, he was truly the power behindthe throne. He will question the characters obsessively about political happenings outside the city;oblivious to the decline of the Empire he so faithfully served. He is utterly mad and believes thatonly by sticking to the routines of Court will the Empire survive. He may mutter about Qalebbringing disaster on the city, but won't go into details (such as who Qaleb is, though he may be ableto recall who the sorcerer is if pressed).

Functionaries of the Court: The dozen fops and hangers-on are an ill-assorted and unimpressivebunch of toadies. They are as worthless now as they were in life. Dressed outrageously, they willagree sycophantically with everything said by their betters, whilst gossiping cruelly and inanelyamongst themselves.

The Caliph and his court are obliged by protocol (which they follow precisely, under the everywatchful eye of the Vizier) to follow a rigid routine of activities throughout each and every day.Nothing interrupts this routine. It is exactly the same every day:

Wake at dawnBatheBreakfastHold Court (but nobody ever comes) until noonBatheLunchRecline on the Terrace until duskBatheDinnerEntertainment in the Audience chamber (but the entertainers never appear)Evening on the TerraceBed

The Caliph and Court are pretty insensible and distracted most of the time. Unlike the servants, all ofthe Court actually experienced the destruction of the city. Particularly careful questioning willeventually reveal the basics of the plot: Slortar, at the behest of Qaleb the sorcerer, destroyed thecity.

Qaleb: The Quarzhasaati sorcerer is responsible for the destruction of Bahlahim. What will setQaleb apart from the other inhabitants are the state of his clothing and appearance. Qaleb isunaffected by the demon's illusion and thus appears in tattered rags with wild, unkempt hair. He isnow only loosely in touch with reality. While he can see and interact with the characters, he isusually so detached that he appears mindless. The only time he shows any signs of lucidity are wheneither he or the Crystal Heart is threatened.

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The Staff: There are some thirty staff members: visitors, who have been absorbed into thehousehold. These are divided amongst ten guards (who generally stay where they are, except for theoccasional visit to the Servants quarters) and twenty menials who shuffle around on errands for thecourt.

The guards and servants are not possessed by spirits, but rather have gone out of their minds withfear. Each night N'urlgaash replays the night of fear when Slortar took the city. People who havebeen lured to the palace receive a chosen role in this horror from the demon. As their sanity slipsaway they gradually assume this role during their waking hours. For the most part, the inhabitants ofthe palace will completely ignore the adventurers because they are not part of the demon's illusion.Callously slaughtering the inhabitants should earn the characters plenty of Chaos points, andpossibly wake N'urlgaash early.

Some of the staff may be lucid enough to actually get a bit of information out of, most will thinkthemselves Quarzhasaati servants, a couple might think the characters are monsters and attack. If theplayers question a member of staff, roll a D10 on the table below to determine the staff member'sreaction:

D10 Result 1 Attacks characters.2 Rolls on the floor screaming about "the demons".3-6 Ignores characters.7-8 Attempts to be helpful by giving (useless) directions to a room or exit.9 Mumbles about "not being from here" or how he "wants to go home".10 Looks at the characters in terror and screams, "Run now, whilst you still can!"

THE DWELLER IN DARKNESS

The climax of the adventure is to encounter and defeat N'urlgaash. The Dweller in Darkness spendsthe day in the basement of the palace, which can only be reached from below the Altar Room.

What N'urlgaash Wants: N'urlgaash doesn't particularly want to stay in the current plane bound toan insensible master. Equally he has no desire to die. Ideally, from the demon's point of view, theadventurers will smash the Crystal Heart, thereby freeing The Dweller in Darkness to kidnap Qalebback to his own plane for an eternity of horrible torture. If the characters kill Qaleb, then at leastN'urlgaash gets to go home. However the theft of the Crystal Heart by the party would be a disasteras he would still be bound and less able to escape. N'urlgaash will use his abilities towards scaringthe characters in the hope they will see either the Crystal Heart or Qaleb as the source of the problemand destroy one or the other of them. N'urlgaash is however bound by the terms of his originalsummoning to defend the Caliph and Court. If the characters attempt any physical or magical harmto any of them, N'urlgaash must manifest himself and attempt to kill the party.

Defeating N'urlgaash: The Dweller in Darkness is a nasty demon and the adventurers will have tobe lucky, tough or crafty to beat him. There are basically three ways of killing the demon:

1. Best him in combat: Only a powerful or lucky party will be able to accomplish this. Charactersarmed with demon weapons will surely be able to destroy N'urlgaash in a fight.

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2. Kill Qaleb: Slaying the summoner of the demon will break the binding and allow N'urlgaash toreturn to his plane. This may be troublesome for characters without magical weapons due to thesorcerer's defenses.

3. Destroy the Crystal Heart: By destroying the binding object of the demon the characters can againbanish N'urlgaash back to his own plane. With any luck the players will be able to divine that thecrystal is what the demon is bound to and be able to destroy it.

The fight with N'urlgaash should be memorable for the characters. The demon is more interested infrightening them than in actually harming any of them. For the initial portion of the fight, N'urlgaashwill fight only haphazardly. Use half his skill and do not add his damage bonus to attacks. Afterseveral rounds of swatting the characters around (the Game Master should judge when his playersare getting frustrated), Qaleb will appear holding the Crystal Heart in his hands. N'urlgaash willdraw back and snarl:

"Hah, here comes the old fool! Now, shatter that crystal and set me free!"

Oblivious, Qaleb continues towards the combatants. If the characters do not attack the sorcerer,N'urlgaash will stop toying with them and begin to fight at full strength. If the players are smart, theywill use the opportunity to slay the sorcerer or destroy the crystal while they have the chance.

If Qaleb is slain, the crystal will slip from his nerveless fingers and shatter against the stone floor.The destruction of the binding object releases an explosion of dark energy powerful enough to knockthe entire party unconscious.

BANISHED TO THE SHADOWS

Slortar is a petty god. He has always enjoyed the particular doom he laid upon Qaleb and will bequite upset with those responsible for releasing his soul "early". When the Crystal Heart is shattered,the oldest god will channel the life force of N'urlgaash into creating a temporary rift in theMultiverse. He will cast the interloping adventurers through this rift, stranding them on the ShadowPlane. The adventure Shadows of the Past details the party's exploits in their attempt to return home.

THE JOURNEY HOME?

An Alternate Ending

If the Game Master does not wish to use this adventure as a springboard to Shadows of the Past thisalternate ending can be used:

Consciousness returns with the realization that every muscle in your body seems to be strained. Withan effort, you force your battered body to rise and survey your surroundings. The other members ofyour party are stirring nearby, and soon you are all on your feet.

The body of the sorcerer lies where he fell. His body, face and hands are blackened as if he hadsuffered a severe frostbite. The expression on his face is one of pure terror.

Rising amongst the ruins of the palace you notice its walls are broken and pitted. The relief's andfrescoes eroded away. The explosion of the crystal could not have caused this devastation. Thisplace appears to have been abandoned centuries ago. You watch as the wind forms rivulets of sand

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in the ancient courtyard. The desert is re-burying this place. With luck it will never see the surfaceagain.

The Game Master should decide how many of the non-player characters survived the destruction ofthe crystal. Once the players have taken stock of the situation they will undoubtedly want to moveaway from the palace. He can be as cruel as he desires to the characters, perhaps having themwander about the desert for days and suffer the effects of dehydration again. Eventually the partywill happen upon a caravan or a band of nomads. They will take the adventurers to an oasis orencampment where they can re-equip themselves and begin the journey back to Ilmiora.

APPENDIX 1: THE NON-PLAYER CHARACTERS

YASSUF, age 39, Leader of the Guides

Yassuf is the leader of a small band of nomad guides hired to take the party into the desert. He is talland thin with an olive-colored complexion. His face is pitted and scarred from years in the desert. Heseldom speaks, and when he does it is always in short, clipped sentences. He is loyal to his men anddoes not care to see them die for the adventurers' misguided purposes. When things start to look bad,he will betray the party making off with as much water as possible.

Chaos 17, Balance 06, Law 12STR 14 CON 17 SIZ 14 INT 13 POW 14DEX 15 APP 09 HP 16Damage Bonus: +1D4Weapons: Scimitar 104%, damage 1D8+1Small Shield 98%, hit points: 20Desert Bow 105%, damage 1D8+1D2+2Armor: Barbarian Armor (1D8-1)Spells: NoneSkills: Bargain 78%, Craft: Bowyer/Fletcher 35%, Dodge 76%, Evaluate 52%, Hide 67%,Listen 89%, Move Quietly 72%, Natural World 98%, Navigate 86%, Oratory 62%, Physick50%, Ride 116%, Search 54%, Track 92%, Trap 43%

DESERT GUIDES

Yassuf's men are members of the Bedu tribe. They tend to remain by themselves and are want toshun any friendly approaches by the characters. They are quite loyal to their leader.

#1 #2 #3 #4 #5STR 12 16 16 09 16CON 12 10 13 17 13SIZ 08 09 13 13 13INT 14 10 14 10 14POW 04 10 10 13 10DEX 17 16 13 13 13HP 10 10 13 15 13DB - +1D4 +1D4 - +1D4Weapons: Scimitar 53%, damage 1D8+1Desert Bow 64%, damage 1D8+2Armor: Roll 1D6. 1-2: Barbarian, 3-4: Leather, 5-6: NoneSpells: None

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Skills: Jump 50%, Listen 35%, Natural World 25%, Navigate 25%, Ride 70%, Track 35%

THE SAND DRAGON

See page 17 in The Unknown East supplement.

STR 24 CON 17 SIZ 22 INT 3 POW 14DEX 20 MOV 10 HP 20Damage Bonus: +2D6Weapons: Sand Explosion*-- SpecialBite 65/35% 1D10+4Armor: 6 pt skinSkills: Dodge 15%, Scent/Taste 85%, Sense Vibration 105%

THE LEGION OF THE DEAD

The brave Legion of Bahlahim has been cursed to continue to serve their city after their deaths.These skeletal warriors now wander the streets of their ruined city keeping a peace that is rarelydisturbed. See page 222 in Stormbringer for notes about Skeletons. Reuse these statistics asnecessary.

#1 #2 #3 #4 #5 #6 #7STR 10 12 10 12 11 12 11SIZ 12 15 09 10 10 11 09POW 01 01 01 01 01 01 01DEX 14 14 12 11 11 10 09HP 06 08 05 05 05 06 05DB - +1D4 - - - - -Weapons: Short Spear DEX x3%, damage 1D6+1Shortsword DEX x3%, damage 1D6+1Small Shield DEX x3%, Hit Points: 12

Armor: Corroding Bronze Scale Mail (1D6-2)Spells: NoneSkills: Notice Looter 60%

QALEB, age unknown, Mad Sorcerer

Qaleb is skeletally thin. He is dressed in what once must have been ornate ceremonial robes, but arenow mere tatters. His black hair and beard are unkempt and matted with sand. His eyes are apiercing blue color, yet they never seem to focus on anything properly. It is as if he is lookingbeyond this world and into the next.

Chaos 36, Balance 10, Law 19STR 07 CON 09 SIZ 13 INT 18 POW 24DEX 14 APP 08 HP 11Damage Bonus: NoneWeapons: NoneArmor: Demon Armor (3D10)Spells: None (Qaleb will no longer cast spells)Skills: Detached Demeanor 98%

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QALEB'S LESSER DEMON ARMOR: A black, onyx brooch inscribed with the sign ofChaos. When Qaleb is attacked, the brooch engulfs him in a startling electrical discharge.

INT 8 POW 15Abilities: Demon Armor, adds 3D10.Need: to be polished or rubbed for an hour each day.

CAPTIVE SERVANTS OR GUARDS

These wretches have wandered into the palace throughout the years and are kept captive andtormented by the Dweller in Darkness. Driven mad by the illusions of the demon, during the daythey enact the roles of servants from a bygone age. At night they are subjected to the terrors of thedemon. If any of the Nomad Guides survived the Betrayal encounter the Game Master should havethe characters find them amongst the captives. Reuse these statistics as needed.

#1 #2 #3 #4 #5 #6STR 08 11 08 11 10 10CON 12 15 10 06 08 11SIZ 12 07 10 11 11 11INT 11 14 14 09 11 14POW 15 11 10 13 08 10DEX 15 14 13 13 11 10HP 12 11 10 09 10 11DB - - - - - -Weapons: Roll 1D6.1-2: Scimitar 25%, damage 1D8+13-4:Cudgel 30%, damage 1D65-6: Brawling 35%, damage 1D3Armor: NoneSpells: NoneSkills: Stare Listlessly 90%

N'URLGAASH, The Dweller in Darkness, greater demon, breed unknown

N'urlgaash is cloaked in a sphere of darkness from which an occasional tentacle snakes out to makean attack. If the characters manage to slay him they will discover that his true form is little more thanan intertwined mass of ropey coils.

STR 27 CON 34 SIZ 30 INT 18 POW 24DEX 18 MOV 10 HP 32Damage Bonus: +3D6.Abilities: Darkness, treat as total darkness in 3-yard diameter.Demon Armor, tough, rubbery hide, 5D10.Fear, as Terror spell, 5-yard diameter.Glamour, create illusions (see New Demon Abilities).Scent Emotion, detect emotions at 20-yard range.See Sound, see in darkness by echolocation, 100-yard range.Tentacle x4, 1D8.Skills: Common Tongue 36%, Own Plane 25%Need: To cause fear and panic.

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APPENDIX 2: NEW MAGIC

New Spells and Runes:

RUNE OF DEATH'S EMBRACE (3) -- Range is touch. Chaotic. This spell is the Runic version ofDeath's Embrace. See The Bronze Grimoire, p. 21.

New Demon Abilities:

FEAR (varies) -- The demon projects an aura of fear so intense that even the stoutest heart mayquail. It affects an area equal to the magic points invested in the ability, yards in diameter. Thisability is treated as the spell of Terror. See The Bronze Grimoire, p. 37, but it does not cost thedemon Magic Points to use it.

GLAMOUR (10) -- The demon is able to create complex illusions. The demon can project anillusion covering an area equal to its POW yards in diameter and lasting its POW in minutes. Theseillusions are real enough to fool most observers, but have no actual substance. Sorcerers who castWitch Sight or succeed in an INTx1 roll will be able to perceive the truth. The illusion cannot dodirect harm to any being, but can be used for purposes such as disguising a pit. The Game Master isthe final arbitrator on what the ability can be used for.

Game Master's Note: N'urlgaash has a much more potent version of this ability.


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