tag:blogger.com,1999:blog-39650320030435567482024-03-14T02:08:51.998-07:00The Forbidden Mazes of the JennerakUnknownnoreply@blogger.comBlogger160125tag:blogger.com,1999:blog-3965032003043556748.post-41502191119016515402024-01-07T12:59:00.000-08:002024-01-07T12:59:28.120-08:00Two Ahoģgya (Or are there six?)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifE1mmjzVhWzNiEZDBWPXNXYZt4bFgRBDKKmDCQO7sSp7vmyIpZbQzZZx6Byx5al-1RrcbADn-94mWNwnIFhgQNCt12vcp47ko0s0hSZBMacCX3_KWb8oshMl1Lmf5jCXg0xFQGNkO8jWpicL_K1PPA999Z-4uPKlWnDzjEsmPl2Nn8aJLWdxtyiSDEpd2/s2929/20240107_123815~2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2913" data-original-width="2929" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifE1mmjzVhWzNiEZDBWPXNXYZt4bFgRBDKKmDCQO7sSp7vmyIpZbQzZZx6Byx5al-1RrcbADn-94mWNwnIFhgQNCt12vcp47ko0s0hSZBMacCX3_KWb8oshMl1Lmf5jCXg0xFQGNkO8jWpicL_K1PPA999Z-4uPKlWnDzjEsmPl2Nn8aJLWdxtyiSDEpd2/s320/20240107_123815~2.jpg" width="320" /></a></div><br /> These creatures are of four armed, four legged and three faced swamp dwelling warrior race living on Tekùmel.<p></p><p>They are anatomically incorrect but I gave it my best shot. The hand on the sword pommel is wrong for sure!</p><p>Went for a cartoon look because they are sort of comic relief at times owing to their bizarre biology and their rather crude, vulgar and inscrutable customs.</p><p>Also a cartoon because I can't draw realistically af all but to try and draw an Ahoģgya at all is a special problem in and of itself in my </p><p>That said, the Tekumel source book has some interesting insights into these strange folk</p><p>They cannot use sorcery but are fierce in battle because they can wield weapons in all four hands, see in three directions at once, and are naturally armored.</p><p>They are the creation of Professor M.A.R. Barker and one of my favorites from Tekùmel.</p><p><br /></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-20296843685932353522023-12-19T11:01:00.000-08:002023-12-19T11:33:40.797-08:00A Joyful Sitting Among Friends<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh69Augv3zf9zv-iMJ8e780W43yf1PrCplTkyWpyVSg7AHu6f3HRVyp-9qmuSZyZr3EbWSS3fMNu0LjHv6PjpgB-iV4UNT2m0wakKUA4nq06lprOCg4vCQMJ6DHbjmWEzpf3IFEwR1bQIaU-O5-jne9WZsjgJylO1paoUDoEUq3vrR9d47Y0XponAgtGL0C/s2816/20231219_102046~2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1394" data-original-width="2816" height="99" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh69Augv3zf9zv-iMJ8e780W43yf1PrCplTkyWpyVSg7AHu6f3HRVyp-9qmuSZyZr3EbWSS3fMNu0LjHv6PjpgB-iV4UNT2m0wakKUA4nq06lprOCg4vCQMJ6DHbjmWEzpf3IFEwR1bQIaU-O5-jne9WZsjgJylO1paoUDoEUq3vrR9d47Y0XponAgtGL0C/w200-h99/20231219_102046~2.jpg" width="200" /></a></div><br /><p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-1391976860385439972023-10-30T20:53:00.000-07:002023-10-30T20:53:01.833-07:00KING'S BOUNTY Fantasy Boardgame<p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/ZdXsMhI25XY" width="320" youtube-src-id="ZdXsMhI25XY"></iframe></div><br /> <p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-9756310054164597382023-10-09T13:49:00.003-07:002023-10-09T13:49:51.419-07:00The Woodland Queen<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLf5A67mnQvwDkjhS3CAio8XRwmgXQv-z4PbimlZzMK0wsYbo-khhUn-nbaR2f86tnetqXbt25c2YR046n6jbpssKDRoirttAqEMbtR2MdFF6lmya3-dZJhXgq3CbLl5eIPusTv1NKl6d5FyFokmmjODMQh3SQfs9TJSmB2WLdQ4qmF8_HbXTkN5T7tbDE/s3589/IMG_20231009_131312~2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3589" data-original-width="2467" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLf5A67mnQvwDkjhS3CAio8XRwmgXQv-z4PbimlZzMK0wsYbo-khhUn-nbaR2f86tnetqXbt25c2YR046n6jbpssKDRoirttAqEMbtR2MdFF6lmya3-dZJhXgq3CbLl5eIPusTv1NKl6d5FyFokmmjODMQh3SQfs9TJSmB2WLdQ4qmF8_HbXTkN5T7tbDE/w440-h640/IMG_20231009_131312~2.jpg" width="440" /></a></div><br /> <p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-1402032502535609582023-09-28T11:15:00.002-07:002023-09-28T11:15:31.169-07:00<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0chSuo9EbSw0b7nzHpSYvUceN93dTzTGE5ahrvtdVNjxy-M7DQVOUPL4rJYqqaqMapnKqF2DWKui4jNSFdASskvVHldCH7ExAibJkHD1k6b3gQ-1OyZjuMJSKSd_C2K_5gk7L2qj7SIDwGL-acqnVtBUNdyRj4asiUZ1D8jUeUwMn5B3jAIFLmE8dqWRP/s252/ker.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="252" data-original-width="200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0chSuo9EbSw0b7nzHpSYvUceN93dTzTGE5ahrvtdVNjxy-M7DQVOUPL4rJYqqaqMapnKqF2DWKui4jNSFdASskvVHldCH7ExAibJkHD1k6b3gQ-1OyZjuMJSKSd_C2K_5gk7L2qj7SIDwGL-acqnVtBUNdyRj4asiUZ1D8jUeUwMn5B3jAIFLmE8dqWRP/w254-h320/ker.jpg" width="254" /></a></div><br /> <p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-6687223937344855882023-09-26T20:57:00.007-07:002023-09-27T11:47:58.883-07:00One Page Combat System for Duels Upon Barsoom<p> </p><p> </p><p> Hello. </p><p>Today as a small diversion from the slings and arrows of outrageous fortune I have cobbled together a simple minimalist combat system for running Barsoomian adventures.</p><p>I think it's pretty straightforward and while fairly random I imagine a GM could figure out a way to run some adventures on Barsoom with just this mechanic alone.</p><p>Obviously it doesn't deal with monsters, mass battles, air fights or other resolution mechanics but it could easily be tweaked to do just that and I may add some pages for these contingencies.</p><p>I'll probably do a prettier one at some point.</p><p>There is a surrender or flee outcome in withdrawing from a combat which will have to be adjudicated by the GM.</p><p>Tharks vs Man probably needs it's own page!</p><p>Hopefully someone can run a fun minimalist game with little prep! </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzdsEl6cWhEBf3y6iwl2VNNH2EM5nboHciQrN0yEKkINae2Ugi-AmF45rOhw_R2qObl2iF1z61bjq4bn0K6waUqEt5253X11SKyUtahpkPnmkzmsew3mNxJhIfHSXsp2d1iAmm3ib2gvDzKouXiXYQVMgTH-1cO8Xao0cJ6IzOGgI4axT2UWWDB5kBVsdt/s3461/Dueling%20Rules.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3461" data-original-width="2798" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzdsEl6cWhEBf3y6iwl2VNNH2EM5nboHciQrN0yEKkINae2Ugi-AmF45rOhw_R2qObl2iF1z61bjq4bn0K6waUqEt5253X11SKyUtahpkPnmkzmsew3mNxJhIfHSXsp2d1iAmm3ib2gvDzKouXiXYQVMgTH-1cO8Xao0cJ6IzOGgI4axT2UWWDB5kBVsdt/w518-h640/Dueling%20Rules.jpg" width="518" /></a></div><br /><p><br /></p><p> </p><p> Essentially, it works like this:<br /><br />When a player is fighting a duel, it goes by Turns and all attacks are considered simultaneous-<br /><br /><br /><b>The Turn</b>-<br /><br />The combatants (either player vs player or player vs NPC) each roll a d8.<br /><br />Each number (except 8) generates a random attack or defense, as illustrated.<br /><br />A
combatant's resulting attack/defense mode interacts with that of his
opponent in various ways-- either dealing damage or in some way
mitigating damage or, alternatively, resulting in no blows landed.<br /><br />The results are applied and the next turn begins.<br /><br />The descriptions of the 7 modes of defense and attack tells the combat result.<br /><br /><br /><br /><b>1.</b> <b>PARRY</b> If your character gets this result, it will negate a THRUST or SLASH result by the opponent, and no blows are landed.<br /><br />PARRY has no effect against a FLURRY and you will take d6 Damage. <br /><br />PARRY
has no effect against a FEINT and in fact opens you to be unbalanced by
that move losing next Turn, leaving you open to ANY damaging attack in
that Turn.<br /><br />PARRY has no effect against WITHDRAW or DEFEND (No blows landed).<br /><br /><br /><b>2. WITHDRAW</b>
This result is optional at a combatant's discretion; they can ignore it
to stay in a fight though they will then be subject to full damage if
an opponent lands a blow.<br /><br />A WITHDRAW move is not affected by the following moves at all: PARRY, FEINT, DEFEND or a foe also taking a WITHDRAW move.<br /><br />In
using the WITHDRAW move, the retreating character is subject to any
damage by a blow landed from the foe but it will be 1/2 damage.<br /><br />A
THRUST or FLURRY attack move will do a d6 of Damage to a WITHDRAWING
character but it is halved. A SLASH will do d3 Damage but halved.<br /><br />WITHDRAW
is considered either Flight or Surrender to be adjudicated by the GM as
best fits the narrative. In general, setting and the books would
influence the GM's adjudication. Surrender would ideally be accepted,
and depending on the circumstances of the fight, the loser might have to
depart chastened, be taken prisoner for a prisoner exchange, or held
for ransom or negotiation.<br /><br />WITHDRAW would be used only if the
combatant wished to preserve life; whether fleeing or surrendering, it
results in loss of Morale (see below).<br /><br /><br /><b>3. FLURRY</b> A
FLURRY move will cause d6 damage to a foe irrespective of the other
combatant's move EXCEPT for a successful DEFEND Move on their part (See
DEFEND) or Halved Damage in the case of WITHDRAW.<br /><br /> FLURRY will
not block damage from other 'landed blow" moves from a foe--if you get
FLURRY and a foe gets THRUST, for example, you will also be open to d6
damage and a SLASH will subject you to d3 damage.<br /><br /><b>4. FEINT</b>
A FEINT is obviously not a landed blow and will not block damage from
any landed blow. It's only actual effect works against a foe who has
rolled either DEFEND or PARRY- in such a case, it Unbalances that
opponent and they lose their next roll in the subsequent Turn.<br /><br /><b>5. THRUST</b>
A THRUST will do d6 Damage to a foe with the following exceptions:
PARRY knocks it aside, a WITHDRAW move halves any damage, and a
successful DEFEND move will deflect the blow completely.<br /><br /><b>6. SLASH</b> A SLASH move works like THRUST except is does only d3 Damage.<br /><br /><b>7. DEFEND</b>
A DEFEND result allows the character an opportunity of a die roll to
deflect any potentially damaging blow. If your foe has rolled THRUST,
FLURRY or SLASH, you will then both roll a d6. If your opponent rolls
higher, you have failed to DEFEND and will take full damage. If you roll
higher as the Defender, you take no damage and they did not land the
blow.<br /><br /><b>RULE OF 8</b> To roll an 8 on your Turn allows the
character to wait and see what the opponent rolls and then choose your
attack or defense mode as you will instead of random determination.<br /><br /><br /><b>HIT POINTS</b>
The only mechanical step in character creation! In rolling up
characters (I think using more than one, perhaps up to three is a good
idea and easy enough) a player (or GM in the case of NPCs) rolls a d6.
The resulting number is the number of d6 that will be rolled for Hit
Points. The player also gets to keep the original roll to add to their
Hit Points roll (this was not noted in the graphic).<br /><br />Hit Point
totals stay current during an adventure, for simplicity they begin
afresh at a new session of play no matter where the group left off.<br /><br /><b>MORALE DICE</b>
During the course of an adventure each player can roll up to (but never
exceeding) FOUR Morale Dice. They choose when to use these rolls, and
in fact they can save points generated by such a roll and use Morale
Points as desired. They can roll all four at once, three, a pair or
simply one; no restrictions. Morale points can be used to reduce any
damage from an attack or other adventuring mishap (trap, fall, etc).
Morale Points could also optionally be used for an added resolution
mechanic where a GM sets an odds factor to an attempted (non combat)
action, giving anywhere from a 1-5 in 6 chance of success (1 being
toughest odds) and the player could apply them to reduce their die roll
to facilitate a better chance on their roll or even automatic success.<br /><br />A
Surrender or Flight from a Duel will cost an entire Morale Die! If this
happens to a player once, they will have only 3 Morale Dice to roll. If
they have already used all Morale Points they are in trouble because in
subsequent fights they will suffer an extra dice of damage due to being
demoralized.<br /><br />Morale Points are obviously abstract and do not
actually increase Hit points but reduce damage due to inspired fighting.
They are restored at each session of play no matter where the game left
off.<br /><br />Special NPC's (bosses) would also have Morale Dice.<br /><br /><br /><br />So,
that's kind of it! I am working on a Man vs. Thark page which will
incorporate the outline of a Thark, whom, it turns out, can be divided
into 8 sections for combat rolling purposes- four arms, two legs, middle
section and head.<br /><br />A page for fighting other monsters on Barsoom
might also be underway, simply for the sheer fun of it. I'm also
thinking of a Mass Combat page for larger battles. But really, this
little table could actually be used for monsters and Tharks too. <br /><br />My
thoughts on such a proposed dueling system (and I had some feedback
from others): Yes, it is random. Some people have expressed they don't
like that. It <i>could </i>be customized to allow more choice but I did
want it to be on the level of a boardgame or wargame complexity for
quick resolve, and I also reasoned that it's based on dueling.<br /><br />A
duel is based on skill but I think there is also that random element to
it, surprises, mishaps, etc and I feel that the random roll simulates
the action of a duel and builds in some fate and chance. A player does
have some more choice using the Rule of Eight and also deciding whether
or not to withdraw.<br /><br />It's not a tactical system, more suited to
more narrative games. A GM and players would dictate how it would be
used--for example, if in a skirmish or ambush rather than a duel, it's
not highly suited to realism but it could be effectively used if a need
for realism is sacrificed for speed of play and story's sake. The GM
could simply run single duels between players and attackers as a Man to
man type situation and use narrative to resolve the rest.<br /><br />Or,
alternatively, a "duel" could involve a player and two NPC's, with the
player simply engaging both of them using the same d8 Move system but
doubly.<br /><br /><br /><br /><br /><br /></p><p></p><br /> <p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-62644931584681935412022-07-27T19:58:00.004-07:002022-07-27T19:58:55.448-07:00Wargaming Chits<p> Greetings, Maze Dwellers! long time no see.</p><p>I thought I would share some images of my paper wargaming pieces I constructed today using the Internet, Word, glue, soda carton cardboard, and index cards.</p><p>I have recently taken an interest in historical battles and rulesets and I am preparing a wargame involving some Irish and Viking forces somewhere in Ireland in the 9th century!</p><p>I finished my warriors in about four hours and my next project will be a terrain map to serve as the locale of their hour of destiny.</p><p>I will update you on this project in ongoing posts. <br /></p><p>I have some painted minis I plan on using as character pieces for leaders and shamans, etc, but for now, here are my flat token forces:</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBNG-S-o6PRjhXQWpWvIpm5kvU-gs2rLqHtY-uCzoIxBAoNli-bpKYOfwi99f2LCYkJDm7zQUn-15enbOXj9jhCmgZRoGBx9GJYboWSZgpSWV-17xrb5nqEsbAZid9613g64avPNnoUHjWVqPFKakph44q170xOX5Oxs8j0yL-yZiDAmFQA5XZmHkvtw/s2048/295067960_6162686363748299_721278792288502891_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBNG-S-o6PRjhXQWpWvIpm5kvU-gs2rLqHtY-uCzoIxBAoNli-bpKYOfwi99f2LCYkJDm7zQUn-15enbOXj9jhCmgZRoGBx9GJYboWSZgpSWV-17xrb5nqEsbAZid9613g64avPNnoUHjWVqPFKakph44q170xOX5Oxs8j0yL-yZiDAmFQA5XZmHkvtw/w640-h480/295067960_6162686363748299_721278792288502891_n.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">36 Viking Warriors<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXHy76yR2KZJrBVl2D4YKZVQQKwMcNjfUTpvuHTym00qc_MaQcBiBm_pZBElqLlmkSyYnv0GYM9fKcDqVIXZukx09XLF95fYNDms6qysIy3pBPCvXJdIAKnMqyPTytRxaOv7pIzP8cEyGS-WwElOtnvo8dLqn_CqaGYxzezmA38N1SUDlpxO-NjB-6uA/s2048/295034340_6162686477081621_3810600624576143969_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXHy76yR2KZJrBVl2D4YKZVQQKwMcNjfUTpvuHTym00qc_MaQcBiBm_pZBElqLlmkSyYnv0GYM9fKcDqVIXZukx09XLF95fYNDms6qysIy3pBPCvXJdIAKnMqyPTytRxaOv7pIzP8cEyGS-WwElOtnvo8dLqn_CqaGYxzezmA38N1SUDlpxO-NjB-6uA/w640-h480/295034340_6162686477081621_3810600624576143969_n.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">30 Irish Warriors<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwn1lkqrdocs3eOGUXlg5wT0UQ69S3kyjytdcEm2SAT49AHNdfzfeRbTWwEyq8r5k7dtSFzFjQLPOmPgemkSDXDMrmisXzMdj2L5CaCWNkcOLdikyrV5og3p0eWlAqdo4MerhxmyQRsfZcUnDzuuxqnYvGzJAhGcC_FzavODnHeQ2uBhVxeRgBopcN7A/s2048/295094079_6162686633748272_8407581288209821387_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwn1lkqrdocs3eOGUXlg5wT0UQ69S3kyjytdcEm2SAT49AHNdfzfeRbTWwEyq8r5k7dtSFzFjQLPOmPgemkSDXDMrmisXzMdj2L5CaCWNkcOLdikyrV5og3p0eWlAqdo4MerhxmyQRsfZcUnDzuuxqnYvGzJAhGcC_FzavODnHeQ2uBhVxeRgBopcN7A/w640-h480/295094079_6162686633748272_8407581288209821387_n.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">6 Irish Charioteers for Javelins<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJWGOaYwWdh3f2XvUfPqRCTsTJzPn7X9aH2MDrtAP5zQCRJ_7Ctl-ckIUP_gpoCqlh7IE1JXDAWLlE3xt65yZVj7MEol4P9Ckyl-PQBepf30q81MgWXgfG9qnLNuNHkdI0CMIxnDemrDVfOB1l-iWkr-1WvHsfso9TW7uDDaah8Lr0UwkRzPxIuLEY_Q/s2048/295180932_6162686360414966_5262799682155270518_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJWGOaYwWdh3f2XvUfPqRCTsTJzPn7X9aH2MDrtAP5zQCRJ_7Ctl-ckIUP_gpoCqlh7IE1JXDAWLlE3xt65yZVj7MEol4P9Ckyl-PQBepf30q81MgWXgfG9qnLNuNHkdI0CMIxnDemrDVfOB1l-iWkr-1WvHsfso9TW7uDDaah8Lr0UwkRzPxIuLEY_Q/w640-h480/295180932_6162686360414966_5262799682155270518_n.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">6 Irish Skirmishers<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg44Trm69J-30E4PaG1hJT6Aiwsjle9Tb3aLFtalZ8Ar-lk2QOOF6BZTHHYVvwOmxhR0OgdDLn9LOFnxgJkVMbCU57SiLAO4ts9-boRKKAFaI9wkKVr14k50-AlCI2Ul9PjeXN4KQxNjrJPzD-r-YOoix6WV6yp0gdXSOk49PXTu7kOPfcB_10yUKEJGw/s2048/292262743_6162686613748274_2120941265785004993_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg44Trm69J-30E4PaG1hJT6Aiwsjle9Tb3aLFtalZ8Ar-lk2QOOF6BZTHHYVvwOmxhR0OgdDLn9LOFnxgJkVMbCU57SiLAO4ts9-boRKKAFaI9wkKVr14k50-AlCI2Ul9PjeXN4KQxNjrJPzD-r-YOoix6WV6yp0gdXSOk49PXTu7kOPfcB_10yUKEJGw/w640-h480/292262743_6162686613748274_2120941265785004993_n.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">6 Irish Slingers<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf5TFn934z3PfW-rKv2M6XWNXi8vXLGwItlODL3jYg0CjCJ1aJGzarTGBoSoLQkVxL2vGfbZ9pvlNDTBGoOkqcBY8-55ch_5V2WuzC6facDmZyWXI9F5xNWl8VQVzvGjhTYbB1sInYmljQCZphnBey_G_lEMxcAUvCulVX5cVFT9Pkmv25hTYGNN7P-Q/s2048/294979326_6162686457081623_1475795245836978275_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf5TFn934z3PfW-rKv2M6XWNXi8vXLGwItlODL3jYg0CjCJ1aJGzarTGBoSoLQkVxL2vGfbZ9pvlNDTBGoOkqcBY8-55ch_5V2WuzC6facDmZyWXI9F5xNWl8VQVzvGjhTYbB1sInYmljQCZphnBey_G_lEMxcAUvCulVX5cVFT9Pkmv25hTYGNN7P-Q/w640-h480/294979326_6162686457081623_1475795245836978275_n.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">18 viking Archers<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTXnXkAhXYruFOOCDS0vdDYFdnjVDes0Z4X8jIVO2V_PMtNKcXrYrkpkufJASawY-twk4r9SuQOItDM0IpiPn5ZoL41TNifChWc8D7N7T96F3crMKnoOfUYGv82BFDRyOGhAeVlaoIOPoB3sE1q6ILrbbQZuH_KlbZ4JxUO2ZsZwDd1A2ajC2ndD3Eug/s2048/295093361_6162686853748250_6277614427058404631_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTXnXkAhXYruFOOCDS0vdDYFdnjVDes0Z4X8jIVO2V_PMtNKcXrYrkpkufJASawY-twk4r9SuQOItDM0IpiPn5ZoL41TNifChWc8D7N7T96F3crMKnoOfUYGv82BFDRyOGhAeVlaoIOPoB3sE1q6ILrbbQZuH_KlbZ4JxUO2ZsZwDd1A2ajC2ndD3Eug/w640-h480/295093361_6162686853748250_6277614427058404631_n.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">5 Viking Berserkers</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><br /><p><br /></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-61249967198727807542022-04-20T19:20:00.000-07:002022-04-20T19:20:01.238-07:00Whose Woods Are These<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihFQN3Xdlgd1La3CEyLFYL_Z6zqysIQ2tCQnQpbG1CePzPBtxlR1vSkIL3V7xaTy1Z1cSqyYZ62R_G3F23FCMk3wBAGJVl21lufi9yDyVqmJmMtClN01FnAIrYbW6_4beiTNJv8SA3msIZkJdNJCGSAbxHcNe2fh0zG1efr48B-wdmL-0NUExtNF09lw/s2048/FullSizeR(9).jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1006" data-original-width="2048" height="314" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihFQN3Xdlgd1La3CEyLFYL_Z6zqysIQ2tCQnQpbG1CePzPBtxlR1vSkIL3V7xaTy1Z1cSqyYZ62R_G3F23FCMk3wBAGJVl21lufi9yDyVqmJmMtClN01FnAIrYbW6_4beiTNJv8SA3msIZkJdNJCGSAbxHcNe2fh0zG1efr48B-wdmL-0NUExtNF09lw/w640-h314/FullSizeR(9).jpg" width="640" /></a></div><br /> <p></p>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-3965032003043556748.post-57390134058744905432021-11-29T19:59:00.000-08:002021-11-29T19:59:02.679-08:00Chamber of the Potentate (Dungeon Room Idea #1)<p> Perhaps you need a challenging room to drop into a dungeon which it suits.</p><p>The Chamber of the Potentate is sure to test the party's mettle!</p><p>An illustration and diagram of the Chamber may be uploaded at some point; for now, a simple description will equip the Dungeon Master in placing this encounter in his dungeon map.</p><p>There is seemingly but one entrance/exit to the Chamber, which is shaped rather like the Omega symbol of the Greek Alphabet, except that set in either side of the arms of the Omega shape are two alcoves that are semi circle shaped and have a floor space of around ten feet each.<br /></p><p>If viewed as a room diagram, the bottom of the Omega symbol is a wall set with a double door (connected to a hall or room in your dungeon) which opens of it's own accord if the someone in the party uses the brazen knocker that adorns the door in it's center. The doors open inward to reveal the curved room and it's alcoves.</p><p>30' from the door, set in the center of the curved back wall are two stylized towers about 5' in height. They are 10' apart from each other and jut out in 2-D relief, being, in fact, unlit braziers, though this will not be immediately apparent at a glance. </p><p>Betwixt the towers hang, each on twin brass hooks, two long swords of equal length, one having a white hilt set with three small diamonds, the other a black hilt set with three onyx stones.</p><p>Above the swords, situated in the center of the wall as if presiding over the two towers, is a great iron visage of a king's face, crowned and hooded with beard and flowing mustache. In each tine of his crown are set four stones, two onyx and two diamonds, the onyx stones being over the black sword, the diamonds over the white one.</p><p>In the alcoves are two thaumaturgical pentagons filled with lines and incomprehensible symbols, directly opposite one another.</p><p>In the center of the chamber is a roughly hewn great stone, some four feet in height, set with a bronze tablet which inclines towards the door.</p><p>There are unlit torches on the wall which can illuminate the room brightly if kindled.</p><p>The bronze plaque reads as follows in Common:</p><p style="margin-left: 40px; text-align: center;"> <br /></p><p style="text-align: center;"><span style="font-size: large;"><b>By Fire and Sword</b></span></p><p style="text-align: center;"><span style="font-size: large;"><b>Shall the Way be</b></span></p><p style="text-align: center;"><span style="font-size: large;"><b>Opened</b></span></p><p style="text-align: center;"><span style="font-size: large;"><b>And the Voice Be Known.</b></span></p><p style="text-align: center;"><span style="font-size: large;"><b>Choose Thy Blade.</b></span></p><p style="text-align: left;"><span style="font-size: large;"><b> </b></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">The two swords are magical, and of opposing alignments. The black sword represents Chaos, the white one Law. Their properties and magical bonuses should be decided by the DM in accord with the level of the party and the creatures chosen by the DM that appear in a pentagon if a sword is taken.</span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">Both swords have the power to Change Alignment, which happens instantaneously to anyone who lifts a blade from it's hooks. If someone of the same alignment as the sword draws it no change of alignment occurs, though the summoning of guardians takes place.<br /></span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">If the black sword is chosen by any character able to use it, at that instant inside the right alcove will materialize a Lawful Good monster of the DM's choice which will immediately attack the black sword wielder in a fight to the death.</span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">If the white sword is chosen, a chaotic evil creature will appear in the left alcove and immediately beset the white sword wielder in the same fashion. If two characters each take a sword, it will play out the same way.</span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">The monsters will attack only the sword holder and ignore any attacks from others; if they are killed, they do not die but vanish. They can kill the characters, though.<br /></span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">The party should not be told of the alignment change, or the "why"- though the DM can let affected players know later in private so they can begin playing their new alignment.</span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">Examination of the towers reveal their turrets to be inlaid metal channels with old scorch marks. Lighting fires in them will unlock a magical effect ONLY AFTER the guardian or guardians have been defeated.</span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;">Once the battle has ended, the face of iron's mouth will animate and say in a metallic, echoing voice: </span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"> </span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><b>One Question of Each</b></span></span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><b>Will I Answer</b></span></span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><b>In Truth</b></span></span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><b>And the Way Then Reveal,</b></span></span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><b>Forsooth.</b></span></span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><b> </b></span></span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><span style="font-size: small;">At this point, characters may ask the visage of the Potentate a question, about anything, really, and receive an answer. They can ask about identifying magical items (including the magic swords), campaign related inquiries, the sky is the limit.</span></span></span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><span style="font-size: small;">This will only happen if the braziers have been lit.</span></span></span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><span style="font-size: small;">After all inquiries are done, a peal of mirthful laughter will echo through the chamber and the center wall between the two towers will pivot 180 degrees, revealing a landing at the top of a flight of steps leading to a lower level of the dungeon. The magic swords will now be in possession of the party and may be used for the rest of the adventure, though the DM should follow the rules of Ego creation for the blades.</span></span></span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"><span style="font-size: large;"><span style="font-size: small;">This concludes Dungeon Room Idea #1. Stay tuned for further ideas! </span></span> <br /></span></span></span></p><p style="text-align: left;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"> </span></span></span></p><p style="text-align: center;"><span style="font-size: large;"><span style="font-size: small;"><span style="font-family: inherit;"> </span></span></span><br /></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-39928918935525882162021-09-12T09:41:00.004-07:002021-09-12T09:41:52.084-07:00Strange Being<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-X0f6z5Kr7xY/YT4sYgbx0RI/AAAAAAAACNw/WD1ZpT8LjLIACUr_SIVl_PnwGx6Cq0CyACLcBGAsYHQ/s960/levitatio.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="960" data-original-width="542" height="640" src="https://1.bp.blogspot.com/-X0f6z5Kr7xY/YT4sYgbx0RI/AAAAAAAACNw/WD1ZpT8LjLIACUr_SIVl_PnwGx6Cq0CyACLcBGAsYHQ/w362-h640/levitatio.jpg" width="362" /></a></div><br /> A wizard creature levitates while reading a spell book. This monster (?) has arms which originate well below human shoulders...not having shoulders as as such, it's arms are almost insect like, except that it only has two arms, like a human, and legs, and a long tail like a rattle snake. This creature is one of a race that divides it's people into Wizards, warriors, and Workers, ruled by a Priest Class. I'm thinking they are called the Zreen. God help the party that ever runs into a Zreen Sorcerer.<br /><p></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-74745521550661743472021-09-03T19:49:00.008-07:002021-09-03T20:05:28.431-07:00Intro For Our Upcoming Game Using Metamorphosis Alpha Rules On Earth<p> </p><p> </p><p> </p><p>You are members of a tribe of people who dwell in a sequestered valley amid well forested mountains.</p><p>The winters are harsh in your land, but your fur-skin clothing and fur draped dwellings protect you from the bitter winds and snows, and the other seasons being rich and pleasant, your people, on the whole, rejoice in their home and celebrate it in festivals and hymns to Holl, the one god of your tribe.</p><p>Your people know some farming, and in lowlands of the valley a few hardy crops of squash, beans and corn are grown, but you mainly live by hunting and trapping game and by harvesting nuts and berries and the like, as well as fishing the streams and rivers and a few lakes in the region.</p><p>The rigorous life and hardy diet of your mountain fastness bear a proud and strong people, the Children of Holl.<br /></p><p>Many many moons ago, more than can be now be counted by your crude time keeping, your ancestors were led here from the Burning Lands to escape the judgment of Holl upon the world. Their guide was a fanatical priest figure named named Arn. Arn was Hol's prophet, and the god told him of the mountain valley, as well as providing him with the charisma and wisdom to lead, guide and govern a new tribe whose origins, it is said, came from Holl making One of Many. </p><p>Arn died in course of time, but long after establishing the Children of Holl in their new home and raising up an order or priests, as well as beginning the building of an elaborate stone Temple to Holl in the cliffs of a distant mountain.</p><p>It is said to have taken three generations to see the completion of the temple of Holl. and much labor. Holl's priests were learned in secret studies that ensured a truly wondrous edifice to their god. For many moons, the priests governed the Children of Holl and a thriving and largely peaceful society flourished.</p><p>In course of time, others came to the mountains. New tribes of humans, but also strange beings who were like men but not men, some small, some great. There were early conflicts and struggles with the desperate people, people who knew not Holl. But the most significant incursions were by the Wolfen, a strange and terrifying race hitherto unknown to the children of Holl-- the Wolfen walked upright and were in bodily shape as a man, but covered with coarse fur, long brushy tails, and having wolve's heads.</p><p>They were abominations to your people, though some could speak the tongue of Holl's Children to the astonishment of your people.</p><p>There were many battles with the aggressive and warlike Wolfen, with great losses on both sides.</p><p>The Wolfen had all the forest senses and skills of a real wolf, but also cunning and iron smith skills like those of your people. They bore not only fang and claw but sword, knife and spear. And there were priests among them as well, ministers of a strange religion who, it is said, wielded Ancient Magic from before the Great Burning.</p><p>The greatest victory of the Wolfen, however, was the isolation of the
Temple of Holl from your tribe and the slaughter of the priests and
priestesses therein.They devoured everyone in the Temple and defiled and cast down its sanctums. With the near decimation of the Order of Holl, the knowledge of the priests and priestess was lessened when it died with it's greatest teachers, who, it is said, preserved nothing save through spoken learning. This knowledge included astronomical and numerical arts.<br /></p><p>Yet Holl was with your tribe. </p><p>After a decade of intense warfare with ruthlessness on both sides, the Wolfen were brought to yield to demands of an end to the battles.</p><p>Your people were blessed by Holl with a secret weapon that led to this truce-- the Lost Wolfen.</p><p>It is the custom of the Wolfen to subject their cubs to an ordeal in very early childhood of a lone quest in the wilderness for a period of days during which the weaned cubs are commanded to survive by their own cunning, strength and devices before being returning to their home and being fully accepted into a Pack.</p><p>Many do not survive the ordeal--known among the Wolfen as the Quickening. These usually perish to wild animals, poison, the elements, or human hunters. The Wolfen do not mourn such unfortunates as they believe this affair is the means by which their goddess, the Moon, purges the weak and unfit from their ranks.</p><p>Early in the Wolfen/Man wars, questing Wolfen cubs were discovered by people of your tribe, lost and weakened in the mountain forests.</p><p>The more bloodthirsty of your people demanded the execution, and even the torture, of such Lost Wolfen. But the priests of Holl sternly forbade this, issuing prophetic words of Holl; these pitiful ones would become the salvation of your tribe.</p><p> They were to be rescued, raised and nurtured among humans. </p><p>In this way, Lost Wolfen became one with your tribe. </p><p>These Lost Wolfen became indomitable scouts and warriors. Although it was impossible to eradicate in them their native reverence for the Moon Goddess, they also became Children of Holl, and in course of time, some even became priests and priestesses to the god.<br /></p><p>Confronted by the tenacity of your tribe combined with the Lost Wolfen advantage, the Wolfen were forced, after serious defeats, to agree to a peace. </p><p>Now comes the tale of your life time.</p><p>The lands of the Wolfen lie between your tribe and the ruins of the Temple of Holl. </p><p>The Children of Holl are not permitted to send re-builders or new acolytes to restore and populate the Temple, but small groups of pilgrims, including clerics, are allowed to pass through the Wolf Lands to the Temple and to return without violence, albeit being followed and watched by Wolfen scouts.</p><p>Lost Wolfen are hated by the Packs, but their tribal affiliation with the humans is honored in so far as pilgrimage is concerned.</p><p>Over time, the Temple has become a testing ground for certain brave Children of Holl.</p><p>Many perils are are said to lie within Holl's Temple, as well as treasures and artifacts. <br /></p><p> To go and return grants one both wisdom and status, as ones having known the secrets of the Temple, though to speak of what lies within it's gates is forbidden, save among those who have made the pilgrimage and returned. Many who go never return...some return insane.</p><p>Now, you are of age to decide whether or no you will journey to the Temple of Holl and seek the secrets of the god and of the lost past of the Old Tribes, who were destroyed in the Great Burning.</p><p>What say you, Child of Holl? </p><p>Will you go? And with whom?<br /></p><p><br /></p><p> </p><p><br /></p><p><br /></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-36882593204450378432021-04-26T11:23:00.002-07:002021-04-26T11:23:34.160-07:00In Sands of Time<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-dAlrWzvMF70/YIcFDCOIBiI/AAAAAAAACI4/t5hH9yXroB0UwNm-js3AZdik2cbPmr6KwCLcBGAsYHQ/s2048/hecate.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-dAlrWzvMF70/YIcFDCOIBiI/AAAAAAAACI4/t5hH9yXroB0UwNm-js3AZdik2cbPmr6KwCLcBGAsYHQ/w640-h480/hecate.jpg" width="640" /></a></div><br /><p></p>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-3965032003043556748.post-42534335826164016562020-11-27T20:05:00.005-08:002020-11-27T20:20:07.984-08:00Pre-80's Wargamer Goodness: Ian Heath's "Armies of the Dark Ages 600-1066" Old School Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-YxqL_b0yP18/X8G6wZu3B-I/AAAAAAAACDI/0CEBUpyJyZgaFCmAFBhEqnCp1RxPVSDhgCLcBGAsYHQ/s2048/FullSizeR%2B%25281%2529.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1594" height="640" src="https://1.bp.blogspot.com/-YxqL_b0yP18/X8G6wZu3B-I/AAAAAAAACDI/0CEBUpyJyZgaFCmAFBhEqnCp1RxPVSDhgCLcBGAsYHQ/w498-h640/FullSizeR%2B%25281%2529.jpg" width="498" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>Greetings Delvers and Mappers of the Mazes.</b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>This was mail-call for me when I arrive home from work today, a piece of goodness from 1976 which was authored by Ian Heath to furnish historical wargames.</b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>I found this at Noble Knight Games and got it for a little under thirty US Dollars, and I'm very happy that I got it, even though I am not (at present) a historical wargamer.</b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>This book is 132 page treatise on Armies of the Dark Ages published by REG Games Ltd.(Sussex) and Heritage Models, Inc.</b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>What is it? A very simple run down of armies from round the globe, from 600 AD to 1066 AD, furnishing the arms and armors of each, their tactics and typical formations, command structures, and their mounts and standards.</b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>I say simple, but this is a misleading word, for although it is made simple for you and I by Mr. Heath, it is apparent a great deal of research was involved and fused with the author's love of wargaming. </b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>The book contains 137 illustrations, all of which are neither elaborate nor ornate but are amply instructive to give any wargames enthusiast (or roleplaying game referee or even author of stories) plenty of visual reference, painstakingly researched, for the periods included herein.</b></span></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-vY964Br8yMY/X8G64Osq2vI/AAAAAAAACDM/QSFlOrDpucUsm4FmP6TbpSTgA3qmVXxIQCLcBGAsYHQ/s2048/IMG_0710.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-vY964Br8yMY/X8G64Osq2vI/AAAAAAAACDM/QSFlOrDpucUsm4FmP6TbpSTgA3qmVXxIQCLcBGAsYHQ/w640-h480/IMG_0710.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Front Page<br /></td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-j1FKumzdbLo/X8G67W2a-LI/AAAAAAAACDQ/jV4X-BD3bkcRbDjjIZbg0vffivESaUPLgCLcBGAsYHQ/s2048/IMG_0711.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-j1FKumzdbLo/X8G67W2a-LI/AAAAAAAACDQ/jV4X-BD3bkcRbDjjIZbg0vffivESaUPLgCLcBGAsYHQ/w640-h480/IMG_0711.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">IntroAdd <br /></td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ZL3vLaltXFs/X8G9r-8RQQI/AAAAAAAACEk/40X-MV1DNLccuvrEditWf3dVHk027stxgCLcBGAsYHQ/s1024/b75a7ccdb6c168bc63c9071ea6704d6a.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="768" height="640" src="https://1.bp.blogspot.com/-ZL3vLaltXFs/X8G9r-8RQQI/AAAAAAAACEk/40X-MV1DNLccuvrEditWf3dVHk027stxgCLcBGAsYHQ/w480-h640/b75a7ccdb6c168bc63c9071ea6704d6a.jpg" width="480" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>The book we are speaking of now, though, by Mr. Ian Heath, is a very impressive volume. As we have said, it is an army and soldier description, and it covers a great many cultures and centuries which can be used not only for wargaming, but to add realism and depth to fantasy role playing games with fantasy cultures based on these real world examples, and also to inform writing of stories or novels which seek a historical flavor.</b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>The cultures and armies covered are:</b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b><i>Byzantine, Sub-Roman, Pictish, Irish, Visgothic, Lombard, Merovingian, Carolingian, Ottonian, Viking, Russian, Slavic, Avar, Khazar, Magyar, Bulgar, Pecheng, Ghuzz, Alan, Armenian, Sassanid, Arab, Moorish, Near eastern, Saxon, Norman, Italian and Spanish Armies.</i></b></span></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: courier; font-size: large;"><b>The first part of the book contains militaristic information about fighting styles, strengths and weaknesses, and general information, while the second focuses on uniforms, arms, armor, standards and mounts. Below are some images to give you an idea of the book's format and flavor.</b></span></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-EZIUnFC9XHs/X8G7EGuDIsI/AAAAAAAACDY/9XjULZGYntA8huS45N7j2ST0OWqHAFw9wCLcBGAsYHQ/s2048/IMG_0712%2B%25281%2529.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-EZIUnFC9XHs/X8G7EGuDIsI/AAAAAAAACDY/9XjULZGYntA8huS45N7j2ST0OWqHAFw9wCLcBGAsYHQ/w640-h480/IMG_0712%2B%25281%2529.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A Short Bibliography in the Intro</td></tr></tbody></table><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-Q089eYpO4lg/X8G7GAbh-lI/AAAAAAAACDc/U0hWAY2iDXMkQ4EJpYokx-hI7q_FMcVrgCLcBGAsYHQ/s2048/IMG_0713.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-Q089eYpO4lg/X8G7GAbh-lI/AAAAAAAACDc/U0hWAY2iDXMkQ4EJpYokx-hI7q_FMcVrgCLcBGAsYHQ/w640-h480/IMG_0713.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Territorial Maps by Period</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div><br /></div><div><br /></div><br /><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-1ZASfmlk4PA/X8G7PYADkzI/AAAAAAAACDk/Ux7OqnPqdSUQ1EIp9Yx3lE0bS0fbCPdQwCLcBGAsYHQ/s2048/IMG_0714.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-1ZASfmlk4PA/X8G7PYADkzI/AAAAAAAACDk/Ux7OqnPqdSUQ1EIp9Yx3lE0bS0fbCPdQwCLcBGAsYHQ/w640-h480/IMG_0714.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-5-tPGuGnHAY/X8G7chew14I/AAAAAAAACD0/0yUP2erDmrQKzaeqLh560cAXz_YfVoavACLcBGAsYHQ/s2048/IMG_0716.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-5-tPGuGnHAY/X8G7chew14I/AAAAAAAACD0/0yUP2erDmrQKzaeqLh560cAXz_YfVoavACLcBGAsYHQ/w640-h480/IMG_0716.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Irish Warriors at top and Visigoth Infantry at bottom<br /></td></tr></tbody></table><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-5bcuIHUc8l0/X8G8XaeQQUI/AAAAAAAACEM/8e26qYKzk9swTULOhyGn6yWdfKrTyrU-wCLcBGAsYHQ/s2048/IMG_0719.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1535" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-5bcuIHUc8l0/X8G8XaeQQUI/AAAAAAAACEM/8e26qYKzk9swTULOhyGn6yWdfKrTyrU-wCLcBGAsYHQ/w640-h480/IMG_0719.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Harness and fittings of 9th and 10th Century Carolingian mounts.<br /></td></tr></tbody></table><div><br /></div><div><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-c3jAaz_Qr-Y/X8G8aQwSNrI/AAAAAAAACEQ/uhhxuz4HIdQTW3ch-nG2m5x187FfvZmXwCLcBGAsYHQ/s2048/IMG_0720.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-c3jAaz_Qr-Y/X8G8aQwSNrI/AAAAAAAACEQ/uhhxuz4HIdQTW3ch-nG2m5x187FfvZmXwCLcBGAsYHQ/w640-h480/IMG_0720.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Norman Warriors and their Banners<br /></td></tr></tbody></table><div><br /></div><div><br /></div><div><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-iMVy-aYrrAA/X8G8hvNPQ6I/AAAAAAAACEU/y6lUfBY0oE8vnGA5744rmVmThV5ZaCSdgCLcBGAsYHQ/s2048/IMG_0721.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://1.bp.blogspot.com/-iMVy-aYrrAA/X8G8hvNPQ6I/AAAAAAAACEU/y6lUfBY0oE8vnGA5744rmVmThV5ZaCSdgCLcBGAsYHQ/w640-h480/IMG_0721.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Viking Warriors, including wolf-skinned Berserks, and various Raven standards.<br /></td></tr></tbody></table><br /><div><br /></div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-ee7tQjX3zHg/X8G9lqZ072I/AAAAAAAACEg/kV8yxXfKFnQwFoH5JPk_inJ_Dlu8BR3ywCLcBGAsYHQ/s2048/IMG_0718.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1361" data-original-width="2048" height="426" src="https://1.bp.blogspot.com/-ee7tQjX3zHg/X8G9lqZ072I/AAAAAAAACEg/kV8yxXfKFnQwFoH5JPk_inJ_Dlu8BR3ywCLcBGAsYHQ/w640-h426/IMG_0718.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Back in the Day!</td></tr></tbody></table><div><b style="font-family: courier; font-size: x-large;"> </b></div><div><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div><span style="font-family: courier; font-size: large;"><b>Its uses for wargaming seem obvious (though I am not a wargamer) but it will certainly serve me well in fleshing out some of the fantasy cultures and nations which I have based upon real world history.It might aid you in a similar way.</b></span></div><div><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div><span style="font-family: courier; font-size: large;"><b>I love the detail given to the appearance of the warriors described herein- it would certainly aid a GM in selecting miniatures to represent the cultures explored or their fantasy counterparts in an invented setting.</b></span></div><div><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div><span style="font-family: courier; font-size: large;"><b>The book itself is "Perfect Bound" and if you get an older book don't try to spread the pages wide open or you will get cracking and leaf-loosing, as I did on a few pages my first perusal. </b></span></div><div><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div><span style="font-family: courier; font-size: large;"><b>My final thought is a simple "Wow" when I think of the passion and love of hobby that went into wargaming and roleplaying books of this period. These authors were certainly scholars in their own right and we who enjoy this hobby owe a debt to them. </b></span></div><div><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div><span style="font-family: courier; font-size: large;"><b>Since you bothered to read this far, you deserve a cat pic. </b></span></div><div><br /></div><div><span style="font-family: courier; font-size: large;"><b><br /></b></span></div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-sAWrntFePfs/X8G915qLEPI/AAAAAAAACEs/x1BcuRHuQfIwVhcll4BHiUdXLlY37VsXACLcBGAsYHQ/s1600/IMG_0709.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://1.bp.blogspot.com/-sAWrntFePfs/X8G915qLEPI/AAAAAAAACEs/x1BcuRHuQfIwVhcll4BHiUdXLlY37VsXACLcBGAsYHQ/w640-h480/IMG_0709.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Evil Evie, the Huntress, permits me to give her a small serving of milk. Nothing says wargaming like a cat sipping milk. <br /></td></tr></tbody></table><br /><div><br /></div>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-3965032003043556748.post-91623001020458759312020-11-13T17:04:00.001-08:002020-11-13T17:04:05.252-08:00The Three Companions<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-G80cMdoIg9c/X68s2UmT9gI/AAAAAAAACCg/_Y6aQkuWM3szjXe-3nUsenz49cqgs8SowCLcBGAsYHQ/s2048/sam.girl.apocalypse.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1324" data-original-width="2048" height="414" src="https://1.bp.blogspot.com/-G80cMdoIg9c/X68s2UmT9gI/AAAAAAAACCg/_Y6aQkuWM3szjXe-3nUsenz49cqgs8SowCLcBGAsYHQ/w640-h414/sam.girl.apocalypse.jpg" width="640" /></a></div><br /> <p></p>Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-3965032003043556748.post-50288308663698217052020-10-29T22:25:00.016-07:002020-11-02T19:56:57.361-08:00THE RESTLESS TOMB- A TE'KUMEL ADVENTURE FOR CHARACTERS LEVEL 5-7 by Xerxez<p> </p><p> </p><p> </p><p>Greetings Maze Dwellers! Long time no see. I have been somewhat beaten up by this year called 2020 (as have we all in one way or another) BUT there has been some gaming in spite of it all and, just in time for Halloween, a little one level adventure created for use in the setting of the wondrous world of Te'kumel and using the Empire of the Petal Throne Rules.</p><p>Really, it can be adapted, reworked, torn apart and completely rebuilt to fit any setting or rules set you wish to use, but I hope it will be used in someone's Te'kumel games. </p><p>It is submitted for you to for free, non-commercial use, as the rights to Te'kumel's intellectual legacy belong to the Te'kumel Foundation and M.A.R. Barker's family. <br /></p><p>I do not claim to be a scholar of the setting, so it is offered with the caveat that it may not perfectly reflect the way an underworld would have worked in the Professor's games.<br /></p><p>Doubtless, there will be discrepancies and error. The layout and secrets of a Tomb for Gru'ganu worshipers might be different upon "real" Te'kumel- this is only how I imagined them. Also, there are references to records of Iron Clan Helm shortly before the 2nd Imperium; upon reflection, I am not certain the Iron Helm Clan even existed then. <br /></p><p>I am open to any suggestions for revision and editing of this adventure which might serve to make it more accurate. <br /></p><p>It has not been play-tested, though I am planning to use it in the near future. The DM should read carefully through it and make any changes if he or she sees problem areas I have missed. <br /></p><p>One major goof is after writing it I realized the level of characters should probably be at least 7th level, not 5th or 6th, as it is quite deadly and there are many ways to perish quickly here. </p><p>This can be amended, however, by making sure that if it is run with 5th or 6th level characters, the DM makes sure they have a reasonable means of magical healing and some good protective magical items against evil beings, as well as magical weapons, before they assay into the Restless Tomb. <br /></p><p>Also, when I originally made this post, I realized that in writing the adventure I used AD&D H.D. (d8) to calculate enemy hit points, when in fact EPT uses 6 sided dice- I have amended this. <br /></p><p>I do plan to print up my pages of this adventure and scan them all so that it can be printed up easily for a better physical copy, and when I do I hope to add more art, but for now, you have it in the form of a blog post to make of what you will. You may of course print it up by copy and paste into Word and printing up the images to assemble your own booklet.<br /></p><p>I hope you guys enjoy it! <br /></p><p> </p><p> </p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-UICbCdGmdLw/X5uc3YrOafI/AAAAAAAACBk/eFUwViH5Y4QRapqPlMfN-NUetrSP3UncQCLcBGAsYHQ/s2048/The%2BRestless%2BTomb.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1489" height="640" src="https://1.bp.blogspot.com/-UICbCdGmdLw/X5uc3YrOafI/AAAAAAAACBk/eFUwViH5Y4QRapqPlMfN-NUetrSP3UncQCLcBGAsYHQ/w466-h640/The%2BRestless%2BTomb.png" width="466" /></a></div><br /><p></p><p> </p><p><!--[if !mso]>
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<![endif]--></p><p class="MsoTitle" style="margin-left: 40px; text-align: center;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-VNgEylwraM0/X5udDguT7lI/AAAAAAAACBo/mtqdPvQiPEIILAH2M_rB-0EpZWf3AXDSQCLcBGAsYHQ/s875/RestlessTombMap.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="711" data-original-width="875" height="520" src="https://1.bp.blogspot.com/-VNgEylwraM0/X5udDguT7lI/AAAAAAAACBo/mtqdPvQiPEIILAH2M_rB-0EpZWf3AXDSQCLcBGAsYHQ/w640-h520/RestlessTombMap.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Map: Squares are roughly 5'x5'<br /></td></tr></tbody></table> <p></p><p class="MsoTitle" style="margin-left: 40px; text-align: center;">INTRODUCTION</p><p class="MsoTitle" style="margin-left: 40px; text-align: center;"> <span style="font-size: 12pt; line-height: 107%;"> <br /></span></p><p align="left" class="MsoTitle" style="text-align: left;"><span style="font-size: 12pt; line-height: 107%;">The Restless Tomb is an ancestral burial vault of
several noble lineages of the Iron Helm Clan.</span></p>
<p class="MsoNormal"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p align="left" class="MsoTitle" style="text-align: left;"><span style="font-size: 12pt; line-height: 107%;">The DM may place it nearly anywhere in his campaign,
including the City of the Dead in Jakalla.<span style="mso-spacerun: yes;"> </span></span></p>
<p align="left" class="MsoTitle" style="text-align: left;"><span style="font-size: 12pt; line-height: 107%;"><span style="mso-spacerun: yes;">
</span><span style="mso-spacerun: yes;"> </span></span></p>
<p align="left" class="MsoTitle" style="text-align: left;"><span style="font-size: 12pt; line-height: 107%;">The Tomb is the resting place of many devoted
followers of Gru’ganu, and also hides an active shrine dedicated to this Cohort
of K’sarul, the Ancient Lord of Secrets.</span></p>
<p class="MsoNormal"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText"><span style="font-size: 12pt; line-height: 107%;">The DM may
have any premise for the party knowing about and assaying against the Restless
Tomb, such as their having found a map to this Underworld in a previous
adventure, or their being sent upon a quest.<br /></span></p>
<p class="MsoBodyText"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText"><span style="font-size: 12pt; line-height: 107%;">Because
Gru’ganu is the Knower of Secrets, one interesting hook could be that a Clan or
Faction has learned that a person buried there was interred with a book of
secrets about several notable Clans or Figures…it wouldn’t do to leave such a
record lying there to be dug up at any time and spread shame. Far better to
find and destroy it!</span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;">This is but one suggested
plot hook to entice players to explore the Restless Tomb. A clever DM can
invent any number of plausible reasons for the party to trespass in this
forbidden place.</span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;">Those portions of text
rendered in italics are sections to be read aloud to players as they enter the various
vaults and passages of the Underworld. It will help the DM to read them while looking at a copy of the map to help visualize the dungeon and thus help run and describe it during the game. Many aspects of each room are not given narrative descriptions, so the DM should have a grasp of the dungeon as a whole before attempting to present it to players.<br /></span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;">The DM is also at leisure
to change the Clan and Deity of the Restless Tomb to fir his or her campaign or
party composition. Suggestions for such a switch would be placing the tomb in a
non-Tsolyani nation and making it an older or unknown deity who would likely be
an earlier aspect of Gru’ganu.</span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoNormal" style="tab-stops: 46.5pt;"><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoNormal" style="text-align: center;"><span style="font-size: 12pt; line-height: 107%;"> </span><span style="font-family: "Times New Roman",serif; font-size: 12pt; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;"></span><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; line-height: 107%;">Entry- Outer Door</span>
</p><p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“You
have gathered at the entrance of the sealed Tomb of the Iron Helm Clan. In this
20’ x 20’ vestibule with a 30’ ceiling, a heavy double door fitted with bronze
plates and an intricate heavy rope knot worked in gold and silver fittings
gleams in your torchlight. Engraved in the bronze plates is flowing Tsolyani
script and, very prominently, an etched outstretched hand, symbol of Gru’ganu,
the Knower of Secrets, Cohort of the God Ksarul. There are also engraved here
the names of several lineages of the Iron Helm Clan. The knot, woven between
two great brass rings affixed to either door, seems to serve as the only
apparent lock upon the double door. Lying in the vestibule are several
skeletons…perhaps the remains of tomb thieves, still garbed in Chlen-hide armor
where they fell before this door for whatever reason. The floor is engraved
with strange magical glyphs. It does not appear that this tomb door has been
opened in recent history.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This entrance is a trap of a magical nature, and a Detect
Magic spell will indicate a strong presence of magic. This is not the entrance
used by those who minister in the secret shrine, and no one has passed through
here for many, many years. If the Skeletons are closely examined parts of their
bones will </span><span style="font-size: 12pt; line-height: 107%;">reveal</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> bite marks as by
closely set fangs. A priest or sorcerer of Change alignment can make an
Intelligence check to gain the following knowledge which the DM can relate to
them.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">‘The
glyphs are some sort of a magical ward and appear distinctly evil in
nature-they are likely charged with power of the Tlokiriq’aluyal, the Gods of
Change. As for the Script, it is a dark blessing of Gru’ganu upon the occupants
of this tomb, and a curse upon trespassers which promises they shall meet their
death at the power of a terrible guardian.”</span></b><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If any person either handles the knot, strikes it, or
otherwise disturbs it, or should anyone think to cast a Dispel Magic spell on
the door or the knot, its true nature will be made manifest as it suddenly
transforms into a brightly feathered </span><span style="font-size: 12pt; line-height: 107%;">Vrin’galu,</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;">“The
Flying Snake”</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">, and attacks. This magic effect is demonic in nature and was placed
here by the Demon Guardian of this tomb to punish grave despoilers and trespassers.
It has never suffered defeat and heals, over time, from any damage when it
returns to its rope-form. If killed the spell is destroyed.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Vrin’galu<span style="mso-spacerun: yes;"> </span>HD: 4 +
1<span style="mso-spacerun: yes;"> </span>HP: 22<span style="mso-spacerun: yes;">
</span>AC: 5 <span style="mso-spacerun: yes;"> </span>Move: 6”/24”</span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes:
Poison teeth. Use Remove Curse or apply T’sural buds within 3 Turns or die if
bitten. Wings worth 100 K’aitars each to a leather tanner. </span></i></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">There is no treasure to be found in the vestibule or upon
the skeletons. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;">Outer Vault</span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“As
the double doors to the tomb swing inward with a groan upon ancient hinges,
your fire pierces the cold darkness and lights up a 30’x25’ square chamber. You
immediately note two great pillars, 20’ in height, supporting a vaulted
ceiling, and two ornate doors spaced about 10’ apart set in the north wall. A
dark passage can be seen leading off to the west through a square doorway of
tightly fit stones, while another door is directly across from it in the east
wall. The room is filled with haunting, lavish frescoes of dark robed figures
amid strange and lurid scenes, and the pillars, made of black stone, are inlaid
with golden filled spidery script, but before you can make anything at all of
the paintings or the writing, you are horrified to discern a towering, blubbery
shape emerge from the shadows against the North Wall. A creature standing some
9’ in height clutches a wicked looking halberd of immense size- it is covered
in doughy, draping folds that fit it like a robe made of gray, knotty
skin.<span style="mso-spacerun: yes;"> </span>Two pale disc like eyes glowing
with a burning inner light regard you, squinting briefly as a croaking voice
speaks through a beak like mouth: “K’ayyal! K’ayyal! K’ayyal!” This is the
Tsolyani word for “eyes”, and it is spoken with a hunger and lust that leave
you in no doubt of what it desires of you. Bloody giant spoons, sharpened and
stained red with blood, jingle upon the creature’s belt, which supports a
strange leather baldric. From somewhere beyond this chamber, you hear a low,
murmuring terrible music of drums and occasional chanting voices which was not
audible in the vestibule.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">DM: Check for surprise.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The creature is a </span><span style="font-size: 12pt; line-height: 107%;">Thunru’u, “The Eater of Eyes”.</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> It is stationed here most nights
that rituals are ongoing in the Secret Shrine, even though no one has passed
through the entry chamber in many years. The keepers of the Secret Shrine are
very careful to set guards at the two means of egress into the Shrine. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The </span><span style="font-size: 12pt; line-height: 107%;">Thunru’u</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> is under the
control of the Priestess of Gruganu in the Secret Shrine. It is commanded to
attack anyone who might intrude.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>Allow players an
Intelligence check at a penalty of +25 to possibly recognize the creature and
know that it is driven away by T’sarul buds. Any characters who have already
encountered this monster before may use their previous experience, of course.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">Thunru’u<span style="mso-spacerun: yes;"> </span>HD: 5<span style="mso-spacerun: yes;">
</span>H.P. 20<span style="mso-spacerun: yes;"> </span>AC: 4 Move: 12”</span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes:
Carries no treasure, though it does have a pouch filled with a great collection
of rotting eyes. It can be repelled by T’sarul buds- this will drive the
creature to flee either into the door of the passage leading to Hall of Violet
Robes, or through the passage to the Buried Chamber (50% chance of either). It
avoids the Hall of dreaming repose due to the Shed’ra there. It will still
fight if attacked when thus cornered. If it is pursued in the Hall of Violet
Robes it will attempt to flee to the Outer Passage of the Shrine.<br /></span></i></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the party examines the painted walls, they reveal black
and purple robed devotees of Gru’ganu worshiping his image and carrying out
unspeakable rites. They also show a Demon painted on the north wall, staring at
onlookers with malevolent burning eyes. It is depicted as black shape of
immense size.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The flowing script on the pillars is from the 1<sup>st</sup>
Imperium, as any priest or sorcerer or other language specialist will know. It
is remarkably well preserved.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">These lines are mostly recitations of lineage names of the
interred dead, prayers and invocations to Gru’ganu for enlightenment, and wards
of vengeance against any who would rob the tomb of any secrets, treasures or
remains. However, there is a strange inscription set alone and of note. It
reads, roughly, as follows:</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Beyond Violet Door, Three Wedded Nobles Sleep, lo!<span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>The
Key is Red, the Song is Brief, a song well pleasing to Black Sword of Doom,
this key and this song for the visitant who in Gru'ganu comes seeking Secrets. Let
Holy Seekers come, death to all others, Hi’guri will wake to sunder thief or
heretic from soul. Beware.”</span></b></p><p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;">This inscription is a clue to the means of accessing the Crypt of the Noble Dead elsewhere in the Tomb.</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The carven door in the west passage is opened relatively
easily- it has been used with some frequency.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The two doors in the north wall are identical, carven with
reliefs of frightening scenes of demons feasting upon human victims with
Gru’ganu seated at the right of a depiction of K’sarul.</span>
</p><p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The carven door in the east wall also opens without
difficulty.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><b><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;">S1: Statue of Gru’ganu</span></b></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“You
see here a statue, set in a carved alcove, and slightly larger than human size…it
is of a robed humanoid with the head of a snake. It is carved from black
obsidian and leers with a gaze you would swear truly sees you. One hand
clutches a stone book to the creature’s bosom, the other raised in seemingly arcane
gesture.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The statue is a depiction of an aspect of K’sarul’s Cohort.
Give a priest or sorcerer an Intelligence check to determine if they discern
this. The statue is blocking the secret door which leads to the Antechamber and
Crypt of the Noble Dead. It cannot be moved except by means of the secret
mechanism hidden in Sarcophagus 2 inside the Crypt of Seven Brothers. If that
mechanism is activated then the statue will sink into the ground as the secret
door behind it simultaneously grinds open.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><b><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;">Crypt of Seven Brothers</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Another carved wooden door, locked and shut up fast, blocks
the entrance to this crypt. Unless the party acquires a key from the Priestess
in the Shrine, it must be forced open. If players open it, read the following:</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Your torches
reveal an elongated chamber, some 15’x 30’ in size. Set in the walls, at
intervals, are alcoves dug through the rock, each large enough to house a stone
sarcophagus painted in faded violet and black. There are seven such alcoves,
three in the west wall, one in the north, one in the south, and two in the
east. There is a painted scene of what appears to be a battle, seven
prominently painted figures rendered gloriously in the fray, and an engraved
inscription filled with fading paint in Tsolyani.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">DM: Have each player make an Intelligence Check at a penalty
of +20. If anyone succeeds, or, if a player mentions they are carefully
inspecting the features of the crypt, read them the following.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Most
of the chamber appears untrodden for many years, but you note that the door
appears to have to have been in use and that a more worn path, free of dust,
leads from the door to the alcove directly across from it.”</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The inscription will reveal that this is the resting place
of seven brothers of the lineage hiDurinomen. The brothers are Z’gal, V’rumi,
D’lash, Hikeltal, Dra’sim, Nekt’uru, and H’ret. All were distinguished warriors
or officers and died to a man in a battle against N’luss forces shortly before
the 2<sup>nd</sup> Imperium . The great tragedy of such noble brothers all
being taken at once is recounted poetically- it relates that their spouses and
lovers, of those who were married, were subsequently buried with their spouses,
and there are dates given. The name of each brother and their spouse/spouses/lovers
is inscribed above each alcove. If anyone searches the coffins (1-7) they will
discover the following contents and features:</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 1</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: </span><b><span style="font-size: 12pt; line-height: 107%;">Z’gal and Chuma</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. 2 skeletons in decayed finery. A sword, shield and helm
are buried with him, they are of iron. The man and woman (distinguishable by
their garments) wear jewelry, head and arm circlets , eight items, in all worth
500 Kaitars. The helm is magical and adds +1 to A.C. </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 2</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: </span><b><span style="font-size: 12pt; line-height: 107%;">V’rumi, H’lana and B’rit.</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> Three lovers, two males with a female
between them, all clad in rotted splendor. V’rumi is buried with a rusted iron
long sword and his Chlen hide helm. All are adorned in Jewelry, twelve pieces
in all worth 600 Kaitars. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">There is a hidden compartment at their feet (Intelligence
Check to find). If opened there is revealed a circular stone implement inserted
in a deeply set groove. It is set right. If it is pulled left by two or more
strong characters, a mechanism is activated and the party will hear it underground,
a sound of chains, scraping stone, whirs and clicks. They will then hear in the
passage outside the crypt a stone grating noise and if they check it out, they
will note that the statue of Gru’ganu (S1) is sinking downwards as a door opens
behind it, revealing the stair to the antechamber. Restoring the lever will
close the secret door in similar fashion- the device which effects this was
actually engineered by an android and is far beyond the ken of the party.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> <b>3</b>: </span><b><span style="font-size: 12pt; line-height: 107%;">D’lash</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. Buried in a suit of Chainmail and Helm. There is a
Ren’yu skeleton buried with him, his faithful and loyal companion Quick Fang,
who was put to sleep with pleasant intoxicants and laid to rest with D’lash
after it could not be consoled after his master died. There is an engraved
stone tablet at Quick Fang’s feet which relate this sad account. There is also
an Amulet of Mastery Over Renyu at D’lash’s neck with 6 Uses.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 4</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: </span><b><span style="font-size: 12pt; line-height: 107%;">Hikeltal and Vremissa</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. He is buried in his Chlen hide armor, she in once
splendid grave clothes which lie now in tatters. Vremissa wears an abundance of
golden ornaments and precious stones, six in all, worth 400 Kaitars.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 5</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: </span><b><span style="font-size: 12pt; line-height: 107%;">Drasim, K’muri and J’lan.</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> A male and two females, his wives. Drasim
is buried in once fine robes, his helm at his feet and a +1 iron sword beside
him. They are all decked in jewels and gold, seven items in all, worth 400
Kaitars.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 6</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: </span><b><span style="font-size: 12pt; line-height: 107%;">Nek’turu and Hassalum</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. Two male skeletons buried together, both warriors in
Chlen hide armor and wearing their helms, their great swords at rest upon their
bodies. Austere and given to no considerations of anything beyond martial duty,
they wished no treasures buried with them but their weapons. Hassalum died with
Nek’turu at the battle-field.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 7</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: </span><b><span style="font-size: 12pt; line-height: 107%;">H’ret and Z’muna</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. Opening this coffin, the party is shocked to see a Chlen
armored skeleton lying with his weapon, a great sword, and beside him, a young
woman who is apparently alive and sleeping. She is beautiful with paper-white
skin and gleaming ebon hair. An engraved stone lies at their feet. If read, it
is an account which reads as follows:</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">“</span><b><span style="font-size: 12pt; line-height: 107%;">H’ret
hi’Durinomen, exalted warrior of Iron Helm, servant of the </span></b><b><span style="font-size: 12pt; line-height: 107%;"><span class="d2edcug0 hpfvmrgz qv66sw1b c1et5uql rrkovp55 a8c37x1j keod5gw0 nxhoafnm aigsh9s9 d3f4x2em fe6kdd0r mau55g9w c8b282yb iv3no6db jq4qci2q a3bd9o3v knj5qynh oo9gr5id hzawbc8m" dir="auto">Tirikélu</span>, sleeps in
Gru’ganu’s Knowing with his lover whom he found on his adventures in the
Forbidden City. Ageless Z’muna! She went veiled at his side all the days of
their bliss, twenty-two years, serving him joyously, and by her wish and his
she is laid to rest with him, let none disturb them.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Z’muna is an automaton of the ancients, an android
discovered by H’ret in his early years when he went abroad on quests of exploration.
He and his companions encountered several of her kind, known as </span><span style="font-size: 12pt; line-height: 107%;">Yeleth</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> – a few of their men died fighting
the perilous machine-women. But some glitch, perhaps due to past physical
damage, existed in Z’muna’s programming which falsely identified H’ret to her
as her programmer and master (the Gods alone know why) and not only did she not
kill him but gave herself willingly to him as his servant. H’ret kept her as a
lover (unable to marry her because of Clan pressures) and hid her mysterious
nature from his family and friends, a great source of mystery to them all.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Within moments of the coffin being opened, Z’muna will
spring into action, attempting to hypnotize and kill as many of the trespassers
as possible.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Within the coffin is a scroll, remarkably well preserved and
in Ll’yani script, which relates the nature of the </span><span style="font-size: 12pt; line-height: 107%;">Yeleth</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> , their origin as automatons of the
ancients, and offers instructions which grant some chance of controlling one
(25%) if used by a person of high Intelligence. It of course is of no use in
the current situation. There is also a scroll in Tsolyani which relates H’ret’s
adventures in the Forbidden City, his “acquisition” of Z’muna, and a map of a
buried Temple to unknown gods in that dreadful place, to be used by the DM for
a future adventure.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">Yeleth:
HD: 3 HP: 14 Move: 9” AC 6</span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes:
Z’muna attacks with a dagger buried with her. She has a power of hypnotism,
which lies in her mesmerizing eyes, as do all Yeleth; but because she has
little time to use it she can only affect 1-3 Party members, who all get a
savings throw. She will command any hypnotized party member to join her assault
(50% chance) or else paralyze them. Upon her destruction she will collapse and
begin to shake and smoke, with portions of her synthetic skin burning away to
revel wires and circuits.</span></i></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><b><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; line-height: 107%;">Buried
Chamber</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The door to this chamber is of carven wood like the others.
It must be forced open. Once it is, read players the following:</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“As
the door gives way, you shine your lights into a small circular chamber some
15’ in circumference. It might have once served as an entrance to some passage
or room eastward, but long ago a cave in left that direction buried in a heap
of rubble and timbers. The ceiling to this room collapsed, leaving the raw
earth overhead exposed. It does appear that some kind of burial chamber was
here and a sarcophagus lies clothed in rubble and debris.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">There is great danger here. Any action undertaken in the
room, such as to perhaps dig out the coffin, results in a 45% chance of further
collapse resulting in falling stones doing d6 damage to everyone in the
room.<span style="mso-spacerun: yes;"> </span>This will happen for as long as players
stay active in the chamber, and it will prove impossible to clear any rubble.
If they spend more than a turn in here, there is a 70% chance the entire
chamber will be buried and anyone failing a savings throw against their
Dexterity will be buried alive.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;">Antechamber</span></p><p class="MsoBodyText2" style="text-align: left;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;"> <span style="font-family: times;"><span style="font-size: small;">This section should only be read if the secret door behind Statue S1 has been activated from the Crypt of Seven Brothers.</span><br /></span></span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Behind
the sunken statue that once concealed this secret door, you see in your fire
lights an ancient stone stair winding down into darkness. Following the stair
downwards, you travel about 20’ down and discover a strange chamber shaped like
an arched door, with the curved portion at the chamber’s south end. The north
wall is flat, with a great door of gleaming painted stone, colored in a deep
purple hue. At the curved end of the room is a dais with another terrible
looking statue upon it, perhaps 10’ tall. It is similar in aspect to the
dog-headed statue you saw outside but it holds a great and terrifying looking
sword pointed towards the north. Below the dais there is an ancient, blood
stained altar and around the room are heaped skulls as evidence of past
victims. The altar is dedicated to Change and Gru’ganu. In the floor near the
altar, opposite of the evil statue, is a strange carved symbol, some sort of
giant glyph in which any officiant at the altar would stand while ministering.
Around the walls are six large braziers, filled with tinder and coals, which,
if lit, would provide enough illumination to fill the entire room brilliantly.
The place has a pungent, disturbing aroma of death and blood.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This antechamber is a ritual chamber to appease the Demon
Guardian of the Restless Tomb so that sacred persons may safely enter the Crypt
of the Noble Dead and examine the contents and rituals of the Violet Book
therein. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">A clue to its use was given in the Outer Vault inscriptions </span><span style="font-size: 12pt; line-height: 107%;">(See Outer Vault description.)</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Violet Door is magical in nature. It cannot be opened by
any normal physical means but must be moved by Hi’guri, an invisible Demon who
will open the door from within IF the proper ritual is performed, unless the
party possesses spells or magical items which can breach it.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Only the blood of a sentient creature can activate the Door
Spell.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Upon inspection it will be seen that blood from the altar,
which has left trails upon the engraved floor, has been applied upon the door
countless times. Some is relatively fresh, perhaps only weeks old. This should
clue players in as to the intent in the altar’s design.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The players have choices here, which will depend upon both their
general alignment (Stability vs. Change) and their own deduction. There are five
ways the Violet Door can be breached and entry gained into the Crypt of the
Noble Dead: </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">METHOD ONE:</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> If the party are Change worshippers and
are so inclined, if they have a slave or other prisoner handy, they can
sacrifice the person and apply their blood to the door. </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">METHOD TWO</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: <span style="mso-spacerun: yes;"> </span>Characters
may lightly wound themselves for d4 damage and apply their own blood to the
door. It will take at least four people to produce enough blood to activate the
Door Spell.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">METHOD THREE:</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> An implausible outcome of the encounter in
the Shrine is that the Priestess can be subdued and brought here alive; she is
able, by means of her amulet, to command the Demon to open the Violet Door and
to stand down from attack. </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">METHOD FOUR</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: <span style="mso-spacerun: yes;"> </span>If
the players can gain the Amulet of Hi-guri after defeating or killing the
Priestess, and have means to discern its nature (magic spells or Intelligence
Checks for spell casters), they can use it command the Demon to open the door,
but they must then roll a d20; a roll of less than 18 means the Demon opens the
door but attacks. A successful roll (18-20) will result in the Demon opening
the door and not attacking the party.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">METHOD FIVE:</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> a spell of Transmutation will affect the
door. It can be thus transformed to water or mud but this will incur the
immediate wrath of the Demon and result in Melee.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">There is no treasure in the Antechamber. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the players manage to get the Violet Door to open, read
them the description of the Crypt of the Noble Dead. The statistics of Hi’guri
are noted therein.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;">Crypt of the Noble Dead</span><span style="font-size: 20pt; font-style: normal; line-height: 107%;"></span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Beyond
the Violet Stone Door, you behold a passage way carved through stone, some 5’
wide and ten feet in height. As you pass down its shadowy length, you come to a
square portal, and as your torches light its confines, you are amazed to see a
great circular crypt filled with precious goods and three raised stone
sarcophagi, one at the north end of the chamber, one at the west, and one at
the east. Two great pillars stand towards the north, supporting the domed
ceiling. Gold, jewels and tall urns, as well as lavishly lacquered and painted
furniture and other crafted items are piled about the walls.<span style="mso-spacerun: yes;"> </span>There is a small black wooden table in the
center of the room and upon it is a great bound book, its cover of Violet hue.
Flowing Tsolyani script is painted on the walls, black script against purple
background.”</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;"> </span></b></p><p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;"></span></b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://1.bp.blogspot.com/-DVGMTw_ORbo/X5uedF4OYnI/AAAAAAAACB8/1uFwdg-M3bQqANAptMOJWhTrRtn61w7kgCLcBGAsYHQ/s1715/Crypt%2Bof%2Bthe%2BNoble%2BDead.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1424" data-original-width="1715" height="532" src="https://1.bp.blogspot.com/-DVGMTw_ORbo/X5uedF4OYnI/AAAAAAAACB8/1uFwdg-M3bQqANAptMOJWhTrRtn61w7kgCLcBGAsYHQ/w640-h532/Crypt%2Bof%2Bthe%2BNoble%2BDead.png" width="640" /></a></b></div><b><br /> </b><p></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;"> </span></b></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;"> </span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%; mso-bidi-font-style: italic; mso-no-proof: yes;">
</span><b><span style="font-size: 12pt; line-height: 107%;"></span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the party gained access by using a spell of Transmutation
or by failing to properly use the Shrine Priestess’s Amulet to open the portal
(See Shrine Description), then at this point Hi’guri will attack.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the party entered through the application of blood, the Demon
will only attack if any grave goods or the coffins are molested. He will also
attack if summoned to do so later in the Shrine.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Violet Book is an ancient artifact which contains spells
and rituals of Gru’ganu. If it is touched or read at all by any Stability
priest or magic- user they will suffer 2d6 damage and must save vs. spells or
change from Stability to Change and become devoted to Gru’ganu and K’sarul! Whether
or not they save, they will still receive the Book’s special power (The Knowing
of Secrets, see below). Any warrior or other non-priest or wizard who touches
it will likewise suffer 2d6 damage but not change ethos. If perused by a priest
or wizard who worship a Change god, it will automatically increase one level of
experience, once in a life time. Furthermore, it will grant the following power
to such a reader, The Knowing of Secrets. <span style="mso-spacerun: yes;"> </span>They will be able to know, with certainty, 1d6
+2 secrets about anyone or anything. The character will instantly become aware
of this power, and the number of secrets/uses they have received. Thenceforth,
the player has only to inform the DM when they wish to use it. It does not
confer secrets of the Gods, only secrets of human souls such as hidden deeds or
aspirations, the whereabouts of places or things, secret doors, lost ruins, or,
Gods forbid, the secrets of their own heart! It can be used to figure out
technology of the Ancients, but only in specific uses and instances, not as
permanent knowledge of technology in general. For example, it may grant
knowledge of how to activate and use a Tube Car once but it will not give a
player permanent knowledge of the entirety of Tube Car technology. It is up to
the player whose character receives this gift to decide where and when to use
it, and the DM to interpret how to apply it, but it will reveal the unknown. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Book will do this only once for a person. If taken from
the Tomb complex it will crumble to dust within minutes.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The three coffins in this room contain the remains of a
nobleman and his two wives. He was Heshru, a High Priest of Gru’ganu and the
designer of this tomb complex. It was also he who summoned and bound the Demon
to this tomb. The Script upon the walls are the initial of each occupant .The coffins are depicted by A, B and C on the map and contents
are as follows:</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">A</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: </span><span style="font-size: 12pt; line-height: 107%;">S’ramis</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">, wife of Heshru.
Her skeletal remains lie in state and although her finery is crumbling, she
still wears exquisite jewelry, six items worth 300 Kaitars. She also has an
Excellent Traveling Volume with her, a magic tome which will allow any reader
to transport his or her self and companions to any location upon Tekumel, one
time.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">B</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. </span><span style="font-size: 12pt; line-height: 107%;">Heshru</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. Buried in fine
robes of his priesthood, Heshru is seen by his skeleton to have been a tall and
imposing man. He wears a fine necklace of gold set with purple stones worth 400
Kaitar and a ring worth 200 Kaitars. He is also buried with a +2 Mace.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">C</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. </span><span style="font-size: 12pt; line-height: 107%;">M’rine</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">, wife of Heshru.
Finely garbed and wearing ornaments of gold and jewels, six in all, worth 400
Kaitars. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Grave Goods: There are numerous vessels, crafted items, and
pots of coins. In all, the deposit of buried wealth here is worth 1,300
Kaitars.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Demon Hi’guri, Guardian of the Crypyt</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Hi’guri is a minor Demon of K’sarul and Gru’ganu who was
summoned by the Noble Priest Heshru and commanded and bound to guard the Crypt
of the Noble Dead and the Violet Book. He has spent centuries in this tomb,
absorbing its evil and the black power of the rites that take place here. He is
mostly bound to this chamber and is the Opener of the Violet Door. However, he
is at the summons of every High Priest or Priestess who oversees the Shrine of
this Tomb by means of an Amulet passed to each new officiant over the years. The
secrets of his invocation and summoning are part and parcel of the training of
all such officiants.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Hi’guri is able to become Invisible, as per the spell. He
will also become visible after attacking and when he does, he appears as a big
black shape with eyes of fire. </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Hi’guri<span style="mso-spacerun: yes;"> </span>HD 8 HP 40AC
3 Move 12”</span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes:
Hi’guri is often invisible, and when he is, he has +3 to Savings Throws and it
adds +2 to the number needed to hit him. Ch’len hide weapons do not harm him. He
will manifest physically as a big black shape with eyes of fire and in this
form he can terrify an opponent- they must save vs. spells or suffer a -2 to
all attacks due to shaken morale. Once per Turn, Hi’guri can send forth a shock
wave that will shake the tomb and everyone within range (30’)- <span style="mso-spacerun: yes;"> </span>when he does all must Save against Dexterity
or fall down, requiring one round to regain footing as the player’s only action.
Hi’guri will fight until dead, though when he is killed he is not truly dead
but banished to an outer dimension.</span></i></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-size: large;"><b><span style="font-family: "Matura MT Script Capitals";">Hall of Dreaming Repose</span></b><span style="font-family: "Matura MT Script Capitals"; font-style: normal;"></span></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This hall is the resting place of a number of Iron Helm Clan
members of the hiHi’mikul lineage, and this is noted in engraved inscriptions
upon the south wall.<span style="mso-spacerun: yes;"> </span>The doors into this
chamber are locked and of carved wood, as related in the description of the Outer
Vault. </span><b><span style="font-size: 12pt; line-height: 107%;">Note that the
right door opens onto a small passage which is trapped. The first character to
enter and walk upon the floor stones in the center of the passage will cause a
heavy stone to be released from a snare holding it up, doing d6 damage unless a
Dexterity Saving Throw is successfully made.</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Once the party has entered the crypt, no matter from which
end, read the following:</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Your
lights reveal a long hall, some 55’ in length and 20’ wide. The ceiling is some
13’ in height. Your nostrils are immediately assaulted by a stench of old blood
and urine and excrement. Upon the south wall are two entry passages and between
these openings there are inscriptions upon the wall. Above these inscriptions
is an engraved relief in large, flowing Tsolyani script, which proclaims this
place to be ‘The Hall of Dreaming Repose’. The north wall is identical in
appearance to the south wall, except for the inscriptions, with two entry
passages. Along the east and west walls there are set, in the fitted stone
walls, ten alcoves, each large enough to house a large stone coffin. Torch
sconces are set upon the walls between alcoves. There is evidence of violent
struggle on the floor, here and there patches and streaks of dried blood of
varied ages, and strange trails of excretion all over the tomb, including the
walls and ceiling.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This crypt is the lair of three Sh’edra. They are confined
here as a tomb guardians by many spells of the Priests of Gru’ganu, under
authority of K’sarul. They are fed drugged and weakened victims from the temple
rites on a continual basis and kept at bay by protections of magic utilized by
the Shrine attendants. They will not attack immediately but wait for
opportunity, and they hide behind the coffins in Alcoves 5, 6 and 8. As soon as
anyone disturbs any of these alcoves, they will spring forth. If no one
disturbs a coffin the Sh’edra will attack as the party is about to leave.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">Sh’edra
“Eater of the Dead”<span style="mso-spacerun: yes;"> </span>HD 2 HP 10 each Move
9” AC 6</span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes: Anyone slain by a Sh’edra will become one themselves
in two rounds, attacking their former companions. Only a Remove Curse spell can
halt this effect- if a person becomes a Sh’edra, nothing less than either a
Wish spell or Divine Intervention will reverse this effect. S</span></i></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The coffins here contain occupants and treasures that may be
time consuming to deal with individually, only three coffins are worthy of
specific note. Thus the DM should roll percentile dice and multiply the result
by 10 to generate an amount of treasure value in Kaitars, mostly jewelry,
armlets, necklaces and head circlets and rings. Some of the coffins contain
couples buried together, some single occupants, others may hold up to three.
This is left to the DM to describe.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">As to the three coffins which hold special contents they are
as follows:</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 3: </span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This<b> </b>coffin contains a husband and
wife. He is dressed in rotting finery of a court official and she wears robes
of a Priestess of Dla’melish. Each wears d4 pieces of jewelry worth up to d100X3
in total. The dead woman also wears an Amulet set with a great emerald and
inscribed at the top with the symbol of the Green Goddess.<span style="mso-spacerun: yes;"> </span>The first is that the wearer always has a+25
reaction bonus when dealing with anyone who prefers the wearer’s sex. It also
has three uses which grant +25 to a character seeking Divine Intervention from
Dla’melish. Alternatively, it may be smashed once (and thus its magic
destroyed) for a guaranteed audience with the Mistress of Demons one time. The
powers of the Amulet are inscribed in fine engravings on the outer rim and back
of the Amulet, instructing the owner.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 8: </span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This coffin holds a Pe Choi skeleton who
was accepted into the Iron Helm Clan. He wears garments of a priest. His name,
engraved upon a stone at his feet, was Krrihiri’ksst. Buried with him is a map and
directions relating to a hidden Shrine to the Black Mother in the Pan Chakas,
as well as four scrolls, magically preserved and written in Tsolyani. They are spells:
</span><span style="font-size: 12pt; line-height: 107%;">Remove Curse, Creatures,
Extra Vision, and The Silver Halo of Soul Stealing. </span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">(Refer to Empire of
the Petal Throne rules for complete spell descriptions, or substitute spells
from whatever rules you are using.) He also wears jewels and gold worth d100X3
Kaitars. </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 9: </span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Within this coffin lies a lone skeleton
wearing moldering robes that identify him, most likely, as a bureaucrat. He
wears jewelry worth d100 X 2 Kaitars. Hidden upon his person is an Eye of All
Seeing Wonder which reveals all illusions, hidden physical features, and
invisible things or creatures, with 4 uses.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-style: normal;">Hall of the
Violet Robes</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">There are two “read aloud” descriptions here, depending on
from which end of the hall the party enters since it is possible, they may
arrive here by different routes. Both entries can be read aloud when they enter
the appropriate area.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Southern Door (Square Chamber).<span style="mso-spacerun: yes;"> </span></span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Thrusting
your torches forward, you find revealed a square chamber roughly 15’ wide and
20’ in length. The roof is 13’ high. The chamber is part of a long, 10’ wide hall
which appears to be a catacomb of burial alcoves set in the walls, running both
north and south. In each alcove rests a great stone coffin. The square chamber
is painted with murals. <span style="mso-spacerun: yes;"> </span>Its most
prominent feature is a great stylized Silver Hand with fingers open, large,
worked in silver upon the West Wall. On either side of this symbol, in each
corner, are painted, to life-like scale, two human figures adorned in violet
robes, each with one hand outstretched and clutching a dagger, depicted as
standing directly upon the spot where the wall meets the floor. On each side of
each dagger are jewels cleverly worked to resemble Chri flies, two flies on the
left side of each knife and seven on the other. Across from these figures, on
the west wall, are painted their exact likenesses with the same features, on
either side of the entrance, so there are four identical painted figures. Above
the Silver Hand is an engraving in Tsolyani which reads ‘Hall of the Violet
Robes’ In the center of the chamber floor is a square, decorated with black and
purple , in which is painted, in Tsolyani numerals, a double number, 27.” <span style="mso-spacerun: yes;"> </span></span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The North Door (Circular Chamber, The Purple Room).</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Herein
lies a circular chamber with a 15’ radius, its domed ceiling 13’ high. To the
south stretches a hall of catacombs, with alcoves set in the east and west
walls at 5’ intervals, each housing a stone coffin sunk in shadows. The
circular chamber is painted very bright purple, which under the glare of your
torches creates a surreal atmosphere. In its center is a stone table upon which
is constructed a wooden framework housing a silver bell. Upon the table lies a
metal rod for sounding the bell. Engraven upon the table are lines of Tsolyani
Script and underneath them a double number, 27.”</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Hall of Violet Robes is a resting place of Iron Helm
priests and priestesses of Gru’ganu, and it is also a special ritual chamber
visited often by adepts of Gru’ganu.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Purple Room specifically is a place of Divination, but
its secrets are only revealed through the proper ritual, which is discerned only
by deducing a mathematical puzzle presented in the Square Chamber of this Hall.
The secret is known to initiated officiants of the Shrine but it is a test to
acolytes who come here.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The inscription upon the stone table in the Purple Room
reads as follows: “</span><b><span style="font-size: 12pt; line-height: 107%;">The
Four as One Possess the Keys to Gru’ganu’s Bell, That What is Hidden May be
Seen.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The riddle will be unraveled only if players discern the
puzzle in the Square Chamber of the Hall of Violet Robes. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Chri flies divided by the knives of the painted figures,
denote the number 27. In the Temple of Gruganu it is believed the Cohort has 27
different aspects. The depiction of the number 27 being divided by the four
daggers references the fact that this number has four divisors: 1, 3, 9, and 27.
The sum of these factors is 40 (ie. The “Four As One”, meaning the sum of the
four divisors). This sum is the number of times the bell must be rung, and not a
single time more, to activate the Divination Spell in the Purple Room. Hopefully
a player will deduce this, but at the DM’s option, he or she may provide
further clues by granting Intelligence checks for characters, giving clues as
needed until the matter is solved. Conversely, the DM may simply leave it a
mystery unsolved if no one deduces the puzzle. The DM should show the players the
visual provided below- it is a stylized depiction of the paintings and
engravings the Square Chamber holds. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-1nsqBHbxiIw/X5ueT-kpPhI/AAAAAAAACB4/MBAqpBSZhEsg3_Zs-uB3SmH63Us86jwSgCLcBGAsYHQ/s2048/tomb%2Bpuzzle.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1358" height="640" src="https://1.bp.blogspot.com/-1nsqBHbxiIw/X5ueT-kpPhI/AAAAAAAACB4/MBAqpBSZhEsg3_Zs-uB3SmH63Us86jwSgCLcBGAsYHQ/w424-h640/tomb%2Bpuzzle.png" width="424" /></a></div><br /><p></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-size: 12pt; font-style: normal; line-height: 107%; mso-bidi-font-style: italic; mso-no-proof: yes;">
</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the Bell in the purple room is properly rung, the walls
of the Purple Room will begin to move and shadows emerge which will become an
animated sequence dancing before the eyes of the party. Each player will be
mesmerized by the events unfolding and by means of the animations will be able
to divine personal insights into the future.</span>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>Roll a D4 for each
character present and note the effect of receiving this vision, using it during
this game or in a future adventure, as applicable.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">1:</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;">Receive
an automatic favorable reaction upon the next available NPC reaction check; because
having glimpsed an interaction before it happens, the character will have the
right words.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">2:</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;">Glimpse
the next future combat before it happens and gain a free natural 20, as they
will know what moves the opponent will make. <span style="mso-spacerun: yes;"> </span>Their hit in the actual combat will do double
damage and if followed by a roll of 19 or 20 grant an instant kill or subdual,
player’s choice.</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"></span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">3:</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;">See
the contents and occupants of a dungeon room in advance, as though by means of
a Clairvoyance spell. This may be used at the player’s option.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">4:</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span><span style="font-size: 12pt; line-height: 107%;">Automatically
win the next Dexterity savings throw required of the character</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Hall of Violet Robes contains 12 coffins; to save time,
if players inspect them all, the DM should roll a d100X12 + 300 to yield total
treasures found in Kaitars value. This will be mostly jewelry and small chests
of treasure laid in the coffin with the dead. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">All coffins contain skeletons of dead priests and
priestesses laid in state in decaying purple robes.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">In addition, four coffins are special and are noted as
follows:</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> <b>2</b>: Here lies a dead priestess who clutches a
scroll of the spell </span><span style="font-size: 12pt; line-height: 107%;">Revivify</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;">. </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> <b>5</b>: Herein is a withered, skeletal figure of a
priest buried with a book, written in classic Tsolyani…</span><span style="font-size: 12pt; line-height: 107%;">Chnesaq KhyChneshayalu,</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> “The Mystery of
Mysteries”. It adds +5 to appeals for Divine Intervention.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 8</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: This coffin contains the remains of a priest in
rotted apparel who holds a book which appears remarkably preserved beyond its
years. </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Coffin 12</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">: Herein lie the remains of a priestess.
She wears a necklace which is in fact an Eye of Being An Unimpeachable Shield,
which grants immunity, for two turns, to blunt and edged weapons to d4 beings
(the user being one). It has three uses.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><b><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; line-height: 107%;">Outer
Passage of the Hall of Gru’ganu</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This Hall is accessed by leaving either the Hall of Dreaming
Repose or the Purple Room in the Hall of Violet Robes. If the former, read Description
One. If the latter, read Description Two.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">Description
One: “Your firelight reveals a long passage running east and west, about six
feet wide and with a ceiling of 10’ At the East end, you can vaguely make out a
looming, humanoid shaped figure cloaked in shadow. Towards the west, you can
see the passage turn towards the south. Just before this turn, however, in the
north wall of the passage, you can make out the vague outline of a recessed
archway, probably a door, flanked on either side by what appear to be carved
statues of warriors set in niches. The sound of the strange drums is very loud
hear and you can hear voices raised in chanting and moaning, filling the
passage with a song that is terrifying.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Note: The looming figure is statue S2 and the DM should read
the S2 Description to the players when they examine the statue.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">Description
Two: “Your torches reveal a long passage, some 6’ wide and 10’ high, running
towards the east. To your immediate right you see, in the north side of the passage
wall, a stone archway set with a bronze door, flanked on either side by what
appear to be two stone statues, set in niches, of grotesque, skull faced
warriors, clutching ancient iron swords. To the west, the passage disappears into
darkness. The sound of the strange drums is very loud hear and you can hear voices
raised in chanting and moaning, filling the passage with a song that is
terrifying.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Note: When the players examine the east end of the passage, read
them the S2 Description.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The two skeletal warriors are in fact M’rur, <span style="mso-spacerun: yes;"> </span>undead creations of the Priests of K’sarul, resting
in these niches for time immemorial and so covered by the dust of ages and
cobwebs that they appear to be part of the wall. However, they will awaken and attack
instantly any intruders, their eyes opening to glow with the blue fire of K’sarul.<span style="mso-spacerun: yes;"> </span>The DM should check for surprise unless a Psychic
Ability check is successfully made by each player, due to the horrifying
spectacle of the animation of the M’rur. They will fight until killed and must
be burned after death to completely destroy them, or they will re-animate in 1
Turn.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">M’rur <span style="mso-spacerun: yes;"> </span>HD: 1+3 HP: 8
each AC: 6 Movement: 6”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The bronze door is not locked, as the Shrine devotees have
never yet suffered intrusion and the passageway beyond it is also trapped (See
the Shrine of Gru’ganu description).</span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><b><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; line-height: 107%;">Statue
of Gru’ganu Aspect </span></b><b><span style="font-size: 20pt; font-style: normal; line-height: 107%;">(S2)</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This statue stands at the eastern end of the Outer Passage
of the Shrine of Gru’ganu. When it is examined the DM should read the following
description aloud:</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Before
your torches, set in a hewn alcove and mounted upon a round pedestal, stands a grotesque
statue, 7’ in height and 2’ in width. Carved from a roughly hewn cylinder of stone
is a crude figure with a humanoid body and a vulture like head. Its arms are crossed
with a hooked staff held at an angle. Under its bird feet, upon the round pedestal,
are carven a series of stylized eyes and ears. The eyes of this statue are set
with two giant red rubies, worth many Kaitars.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The statue is a carved representation of an aspect of Gru’ganu,
and blocks the secret door to the Secret Cave. If the secret lever is activated
in the secret escape passage of the Shrine, the statue will pivot in place and
characters may squeeze around it to enter the cave. The ruby eyes, if pried
loose, are worth 200 Kaitars each. The secret door cannot be opened by any
other means than turning the lever in the hidden passage of the Shrine.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><b><span style="font-family: "Matura MT Script Capitals"; font-size: 26pt; line-height: 107%;">The
Shrine of Gru’ganu</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The entry to this shrine is the bronze door of the outer passage
way. An “X” denotes the trap behind the bronze door, a falling stone which is
triggered by walking through the middle of the passage (Shrine devotes pass by
hugging the walls of either side of the passage and thereby avoiding the
trap.). Give a warrior, or any Pe Choi or Pygmy Folk character an Intelligence
Check to possibly discern the trap. <span style="mso-spacerun: yes;"> </span><b>The
falling stone will do d6 damage to the first character who treads the centern
of the passage (Dexterity Save is applicable).</b></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the stone trap beyond the Bronze door is triggered, it
will alert the Shrine occupants immediately and negate any surprise the party
might gain. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Once any characters enter the Shrine, read them the
following description.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“You
have entered a large, torch lit pillared hall, 50’ in length, east to west, and
25’ in width. The ceiling is almost 20’ high, and the large carven round pillars
run along the north and south walls, six in all. Directly to your left, against
the west wall, stands a 15’ statue of an ugly, Serpentine headed humanoid
holding a staff in its left hand and a long key in it’s right; the key is pointed
inward at a slight angle, towards the statues feet. At the eastern end of the
Hall a dais rises some eight feet above the hall floor, atop which is a stone
altar ascended by a broad light of ancient steps. Beside these steps on either
side sit two naked drummers, old men, beating out the tattoo you have heard since
entering the Shrine. They looked drugged. Atop the dais is a square altar, upon
which writhes a young nude woman, bound hand and foot. At the left side of the
altar, flanked by burning braziers, stands a black and purple robed priestess
with a huge, black feathered headdress. The hall is filled with celebrants of
some dark ritual about to take place, some robed in purple, others in garb of
war. To your horror, you realize that all are not truly alive.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If, by some chance, the party has avoided the stone trap,
they will have the element of surprise.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Shrine is filled by a number of acolytes being initiated
into the rites of Gru’ganu, the Priestess, two Q’ol (Serpent Folk) and three M’rur.
The party will have to fight the all for as soon as they notice the interlopers,
the Shrine attendees will attack. The DM should place the figures of these
celebrants roughly evenly throughout the hall. The drummers will not attack,
being under the influence of narcotics, but will play their drums endlessly as
the characters battle the Shrine keepers.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Acolytes HD: 1 HP: 1 Each AC: 9 Movement: 12” </span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes: The Acolytes are naked beneath their robes and bear
only daggers with which to fight- they have minimal fighting skills and each
will be slain by a single hit. They can only inflict a single point of damage
if they successfully hit, unless they roll a 20, in which case they do two
points.</span></i></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">M’rur HD: 1+3 HP: 7 Each AC: 6 Movement: 6’’</span></b></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Q’ol HD: 1+1 H.P.: 7 Each AC: 2 Movement: 9”</span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes: The Q’ol will only fight as long as the party is
outnumbered. As soon as this is not the case, they will attempt to flee the
Shrine and hide within the tomb complex. They attack twice per round, once with
a poisoned weapon and once with a bite. If either of these hit, a savings throw
vs. poison must be made or death occurs in 1-4 rounds.</span></i></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">S’sunu hiHalal’lesh ,Priestess of Gru’ganu HD: 7 HP: 20 AC:
6 Movement: 12”</span></b></p>
<p class="MsoBodyText2"><i><span style="font-size: 12pt; line-height: 107%;">Notes: The Priestess is 7<sup>th</sup> level. S’sunu can fight
with a dagger as a last resort. She wears an Amulet of Hi-Guri, the Tomb Demon,
and bears and Eye of Contolling Thunru’u. (3 uses). She will try to cast spells
from the dais as long as the players are engaged with the Shrine celebrants,
but if this fails and she is attacked, she will try to escape the Shrine via
the secret passage in the South East Wall, but only after summoning Hi-Guri with
the Amulet. If she does summon Hi-Guri, the Demom will come forth from the
Crypt of the Noble Dead and within 1 Turn arrive in the Shrine to attack the
party. If S’sunu can get away she will flee through the secret door and
activate the lever to move the statue of Gruganu (S2) in east end of the Outter
Passage of the Shrine. There is a trap in this passage identical to that in the
passageway beyond the bronze door of Shrine. She will try to escape to the secret
cave and the ladder therein which leads top-side. </span></i></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">In running a battle with the Priestess involved, the DM
should use her spells as advantageously as he or she would if in her shoes. Her
spells are as follows:</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Priestly Skills 1-7 Know 2 modern languages (Tsolyani native
language + Salarv’yani & Liv’yani) , know 2 ancient languages( Li’yani
& N’lyssa), <span style="mso-spacerun: yes;"> </span>Produce Light, Detect Evil/Good,
Cure Light Wounds, ESP, telepathy)</span></b></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Spells: Curse</span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> (</span><span style="font-size: 12pt; line-height: 107%;">Lowers Attack Hit Dice of enemies for 1 Turn, -1),</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> <b>Dispel Good</b>
(</span><span style="font-size: 12pt; line-height: 107%;">negates any spell cast
by a Stability follower within 20’ for 3 Turns),</span><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> <b>Shadows</b> </span><span style="font-size: 12pt; line-height: 107%;">(send flickering shadows at a combatant
which lasts 3 Turns and can only be dispelled by a Light spell. Each party
member must save vs. spells or be blinded for 3 Turns, range 30’) </span><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Hands of Kra the
Mighty </span></b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">(</span><span style="font-size: 12pt; line-height: 107%;">Magic hands
grapple and squeeze victim-savings throw permitted, range 12”, damage: roll d6:
the result if the number of 6 sided dice thrown for damage.) </span><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Invsibility (</span></b><span style="font-size: 12pt; line-height: 107%;">renders her invisible for 3 Turns, +3
to savings throws, -2 to enemy attacks.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If S’sunu is able to flee (invisibly or otherwise), the
party will see her flee through the secret door. If captured, she will spew
forth venomous curses upon them and promises of retribution from the temples of
K’sarul and Gru-ganu, as well as from the gods themselves for desecrating the
Shrine. If killed, she will utter these curses with her dying breath. If taken to
the Antechamber of the Crypt of the Noble Dead, she can be forced to open the
door upon threat of death, which will cause her to use the Amulet.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">There is no treasure to be found in the Shrine proper. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The nude victim on the altar is a clanless slave girl, quite
attractive, brought here for sacrifice. If rescued she will gladly become the servant
of any rescuer who claims her. Her name is T’rismu. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The great statue at the west end of the Shrine stands upon a
square pedestal. The crooked staff points inward between the statues feet and there
in the 3’ pedestal is a secret door which may be found by the usual means. It
appears as a square stone like any other in the pedestal but if pulled out, it
reveals a crawl space into the Shrine’s Treasure Room.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; line-height: 107%;">Treasure
Room</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Crawling
through the narrow space under the great idol, you hold forth your torch and
behold beyond it a square chamber, 15’ wide and 20’ long, with a ceiling only 6’
in height. In your torch light you see piles of golden Kaitars , glittering
gems, <span style="mso-spacerun: yes;"> </span>and silver and golden figurines…a magnificent
treasure fit for a king. Upon the walls are painted squat, ugly demons and
classical Tsolyani script. The painted demons, veiled in a pale yellow glow,
seem to stand guard over the hidden treasure, their painted yellow eyes still
luminous after passing centuries.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The treasure in this chamber is worth 3,000 Kaitars. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">There is, however, a light yellow mold dusting the walls and
chamber contents, indiscernible as such until anything is disturbed, in which
case a cloud rises which requires each player in the chamber to make a savings
throw vs. poison or suffer a wasting sickness which immediately saps 1-2 points
of Strength and will remove a point of strength everyday thereafter until a Cure
Disease is cast.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;">The Secret Cave</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Once the party finds the secret passage behind S2, the
Statue at the end of the Outter Passage of the Shrine, read them following. </span><span style="font-size: 12pt; line-height: 107%;">(Note: The DM may have to alter the
description based on the actions of the Priestess, as to whether she is alive
and free and fleeing into the Cave. If the party has slain or captured her
before they enter the cave, this will not be necessary.If alive, she will attempt to scale the ladder which gives exit from the Cave.<br /></span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“The
great statue at the eastern end of the outer passage of the Shrine has turned
backwards on it’s pedestal- beyond it, the alcove has opened as a secret door,
and a chill wind comes from the dark doorway, as does the sound of dripping
water. Squeezing yourselves around the idol and entering the door, your torch
lights illumine a large, natural cavern, the height of which extends some 35’.
It is roughly circular, how big you can’t tell from here, but at the edge of
your light, further back into the expanse, your fire light flickers and plays
upon a great pool of water which can only be dimly made out from the doorway. A
small flight of steps leads down to the sandy floor of the cave. The whole
place is dank, cold and smells of old wet stone. From some hole in the roof,
water trickles down and plops into the pool in a slow but steady drip that
echoes throughout the cavern.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the players explore the whole cavern, they will find it
to be roughly 45’ in circumference, with the great pool being about 20’ x 20’. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Into the west wall of the cave are set iron rungs which lead
30’ up to a trap door- this is the intended escape route of the Priestess, and
depending on where in his or her campaign the DM has placed this Tomb, it will
lead to either a wilderness location or a city surface. Wise players will not
go this way but exit the way they came or via the pool…</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The Pool is a semi- circle- the edge nearest the cave’s
entrance is linear and does not appear wholly natural but bears evidence of
being ancient stonework, now long calcified and covered with layers of mineral
deposits. This feature seems to have a semblance of a small quay- the water is
cold and dark and about 10’ deep. If anyone dives into the pool and searches its
depths, in its center, on the bottom, will be felt a circular convex metal steel
plate some 12’ in diameter. Also, there will be found a circular iron valve set
in the side of the pool with the ancient stonework, about 6’ down from the
center of the ledge. </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If the valve is turned it will release the iron plate’s
mechanisms which will cause the plate to drop, draining the pool. At this point
the party will hear deeply set machines clicking and grinding, as well as
sounds of whirring as the plate continues to drop away. It will drop down a 15’
circular shaft until it locks into a floor 35’ below the Secret Cave. An iron
ladder is in place from the edge of the hole in the pool’s bottom to the
chamber below where the iron plate has ended.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">If players descend the ladder, the DM should read them the
following. This feature is not pictured on the map.</span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;">“Having
descended the iron ladder nearly 40’, in and of itself remarkable as to its
gleaming workmanship, you step down upon a strange floor in a circular, domed chamber
like nothing you’ve ever seen. The steel plate that dropped down into the floor
of this chamber lies in it’s center- around that plate lies a floor set with a
concentric pattern of 5’ squares. As you step down upon the square below the
ladder, it lights up with a pale green glow beneath your feet! Stepping from
square to square, you find that each square, which appear to made of some
translucent crystalline material, illuminates in this fashion and then goes out
when no one is standing on it. By these squares sufficient light is given with
each step, to reveal the spherical chamber- it’s walls seem all of gleaming
iron, with strange tubes and boxes adorning it here, there, and everywhere. In
the west wall of the chamber is an archway which leads to a narrow passageway.
Following this route, you travel some 20’ until you come out into another
spherical chamber of equal dimensions and similar features as the first, but in
this one the only exit, beside the way you just came, is a 15’ circular pit in
the floor which drops away into a seemingly bottomless shaft! To your utter
amazement, floating above the shaft at a height of some 6’ is a great, shiny
metal sphere only slightly smaller in circumference than the shaft it hovers
above, as if held in place by invisible strings of the gods! At the edge of the
pit, nearest the passageway you have just come through stands a strange cubical
protrusion with a sloped top. You see a strange pulsating green light upon the
pedestal’s top. The air around you seems to carry a slight humming noise,
almost just below the edge of hearing, but notable.”</span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">This is a tube car station, and the floating sphere is a
tube car of the Ancients. If anyone approaches the pedestal and touches the
green light, they will hear a sudden hiss as a round door in the tube car’s
side opens and from its mouth a telescoping gangplank of metal will extend from
the tube to the pedestal, allowing boarding. If anyone enters, they find a
comfortable spherical space with consoles, seats and viewscreens. There seems
to be a main console with a slot and some controls, and slumped over this console
is a withered husk of a corpse, clutching in its hand a golden disc. <span style="mso-spacerun: yes;"> </span>The corpse is dressed in strange, rotting,
silvery garments and wears a strange round helm with a front visor.</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">The fact is that if any character inserts the golden disc
into the slot, it will activate the Tube car! The gangway will retract, the
door close, and the occupants will find themselves dropping away into the Tube Car
Shaft, bound for…where!!?</span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">And from here, we end the adventure of the Restless Tomb and
leave it to the DM to decide what further adventures the hapless players have
unlocked upon the exciting world of Te’kumel!</span></p><p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;">Note: If the party are not sufficiently beaten down already and can stand it, the DM may wish to insert a water-creature encounter in the pool. <br /></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;">AFTERMATH: Whatever happens after their foray into the Restless
Tomb, the party will face repercussions if their identity is uncovered by the priests of <span style="mso-spacerun: yes;"> </span>K’sarul and Gru’ganu ; perhaps their impudence may even warrant even a visit
from the Knower of Secrets Himself….</span></b></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p align="center" class="MsoBodyText2" style="text-align: center;"><span style="font-family: "Matura MT Script Capitals"; font-size: 20pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2" style="text-align: center;"><span style="font-size: 12pt; line-height: 107%;"><span style="font-family: georgia;"><span style="font-size: x-large;"><i><b> THE END</b></i></span></span><br /></span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></b></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;"> </span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;"> </span></b></p>
<p class="MsoBodyText2"><b><span style="font-size: 12pt; line-height: 107%;"> </span></b></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; font-style: normal; line-height: 107%;"> </span></p>
<p class="MsoBodyText2"><span style="font-size: 12pt; line-height: 107%;"> </span></p>
<p> </p>Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-3965032003043556748.post-10476718234278821562020-10-04T23:20:00.002-07:002020-10-04T23:20:27.515-07:00Coming Soon!<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-FYVDlgewlpc/X3q7BtF4h3I/AAAAAAAACAg/mxBlDTFZ9dUX9PYqbqIbTBvcz1MYcNvrQCLcBGAsYHQ/s2048/The%2BRestless%2BTomb.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1489" height="640" src="https://1.bp.blogspot.com/-FYVDlgewlpc/X3q7BtF4h3I/AAAAAAAACAg/mxBlDTFZ9dUX9PYqbqIbTBvcz1MYcNvrQCLcBGAsYHQ/w465-h640/The%2BRestless%2BTomb.png" width="465" /></a></div><br /><p></p>Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-3965032003043556748.post-19784077393518511812020-08-11T19:53:00.003-07:002020-08-11T19:53:57.891-07:00A Small Dispute<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-AswIE-wxP1w/XzNZm_-Jk9I/AAAAAAAAB9I/9YzcL-1GD8IcP3AyucFhPUkrahlkmHZuACLcBGAsYHQ/s1600/IMG_3760.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1364" data-original-width="1600" height="854" src="https://1.bp.blogspot.com/-AswIE-wxP1w/XzNZm_-Jk9I/AAAAAAAAB9I/9YzcL-1GD8IcP3AyucFhPUkrahlkmHZuACLcBGAsYHQ/w1000-h854/IMG_3760.jpg" width="1000" /></a></div> <p></p>Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-3965032003043556748.post-23567809730355021052020-05-17T18:37:00.002-07:002020-05-17T18:47:46.804-07:00"NEVERWHERE" Richard Corben's Den of Earth Setting As OD&D<br />
<br />
<br />
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<br />
Hello.<br />
<br />
I have been thinking of running an online game over at
Unseen Servant set in Neverwhere, from Richard Corben's Den of Earth
series.<br />
<br />
You may recall the Den segment in the 1981 Heavy Metal film, with Den being voiced by the awesome and missed John Candy.<br />
<br />
So I was looking at systems and OD&D appears to be the best one for such a venture.<br />
<br />
(Metamorphosis Alpha might also work with some alterations).<br />
<br />
I have been mulling over how such a game might be run and I am sharing my thoughts and hoping for feedback. Here goes!<br />
<br />
This
writer’s only knowledge of this setting is from the Den of earth
segment of the 1981 animated feature film Heavy Metal, and his few
issues of Heavy Metal magazine which contain chapters of the Den serial.
<br />
<br />
Neverwhere appears to be another planet or dimension far from
Earth where people from our world (and perhaps others) find themselves
stranded after the fashion of John Carter’s transference to Mars in the
ERB stories. As with John Carter, these travelers, once in Neverwhere,
discover themselves in possession of fantastic physical prowess and
capabilities in a body unlike the one they had on earth, although their
mental capabilities appear unchanged.<br />
<br />
Player characters in
Neverwhere are of two kinds, human or mutants. There are no other races.
Pure humans are not from Neverwhere, as we have said, but other worlds.<br />
<br />
<br />
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<br />
<br />
Mutants have no common appearance- they are humanoid in form but
the larger part bear little resemblance to humans. There appears to be
some wildly fluctuating DNA defect that causes a diversity of freakish
appearances in them that seems to regard lineage (as to appearance) not
at all for more than a generation or two. Very few have similar
characteristics, although there appear to be general subsets of physical
features.<br />
<br />
Hence, there are blue furred, simian like specimens of
herculean physique, short and stunted porcine faced figures with fangs
and curled tusks, and even a few reptilian looking specimens.<br />
<br />
Some mutants appear close to human appearance but with eyes or mouths suggestive of fish.<br />
<br />
There
is a minority of mutants which appear human in every respect. These are
Avatars. They are not human but are mutants born with rare mental
powers and self- regenerative abilities, and are regarded as Divine by
other mutants. When a mutant female gives birth to an Avatar, the child
is taken by a special order dedicated to the preservation and protection
of these rare beings.<br />
<br />
Although an Avatar looks human, the
distinction between them and pure humans in Neverwhere is that Avatars
are born with incredible mental powers which are regarded by the mutants
as magical. These Avatars, if they survive, can develop these powers,
as well as a unique regenerative ability, to levels of what seem near
omnipotence.<br />
<br />
Humans transported to Neverwhere by various cosmic
means (such as magical meteorites) can never use magic and have no
regenerative powers—they are purely mortal. But they possess strength,
speed, reflexes and agility that far surpasses most of Neverwhere’s
mutant population.<br />
<br />
Neverwhere seems to be a world out of space
and time. It is mostly low or no technology, with a culture and
landscape like ancient Mesopotamia (or even perhaps Mars), but which
divided by power struggles between Avatars and their mutant followers.
Their cities are scattered and few, but some are quite majestic, and
seem the product of the cultivated and powerful minds of the Avatars who
guide their development. Vast areas of wildernesses filled with weird
flora and fauna separate these cities, and everywhere are scattered
mutant villages and settlements which would evoke to Earth visitors the
ancient east.<br />
<br />
In Neverwhere, there are many fantastic beasts,
true monsters, some that hearken unto Earth’s own dinosaur age. There
are great flying insects which are used as sky mounts by mutant
warriors, and reptilian beasts which serve the same purpose upon the
ground. There is a species of giant bats which are similarly used as war
mounts in the air. Even many species of plants have mutated and become
deadly carnivorous or poisonous menaces. The DM must cobble together
his own monsters but many in OD&D are worthy to use with a little
imaginative reinvention.<br />
<br />
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<br />
<br />
Truly, Neverwhere is a dangerous place,
but one filled with glory and wonder. Some say it is a world of out
balance in the cosmos, for though we have said it is a mostly
non-technological world, from somewhere there come to this place weapons
of the more advanced and scientific dimensions- guns and explosives. <br />
<br />
Perhaps
these are the preserved relics of a past technological age. Such
armaments are utilized alongside medieval weapons by the mutants who
battle in the service of the Avatars. Very few other technological
implements are to be found in Neverwhere, as though some dark power
takes the worst of what other technological dimensions have to offer,
with none of the more beneficial and helpful technologies.<br />
<br />
There
is one dominant cult in Neverwhere, the cult of Ulu’h’tc (pronounced
Oo-lah-Tek). This dark god seems to exist in many dimensions and
planets, but here Ulu’h’tc is unrivaled by any other significant cult or
religion, with the one exception of a peaceful, animistic belief held
by a few remote mutant tribes. The leaders of these believers are an
order of healers and seers whose god is the world itself. They are
called The Druids. Their beliefs are considered a heresy to the
followers of Ulu’h’tc and the Avatars are united only in their desire to
see the Druids and their ways exterminated.<br />
<br />
Of all Avatars in
Neverwhere, none are as powerful as the Red Queen, a deathless beauty
whose heart is cold and cruel, and the Boy King, a decadent and jaded
fellow who longs to see the Red Queen die a slow and painful death.
Other Avatars rule their own enclaves, and some are neutral in their
aims, wishing only to maintain their own feudal power. There are
solitary Avatars who seek only knowledge and wisdom. And there are
despotic Avatars who would depose the Red Queen and the Boy King.<br />
<br />
So much for the setting of Neverwhere. Let us look at integrating it with OD&D.<br />
<br />
A
player may choose one of the two races: Mutants, Humans and Avatars
(also Mutant). With some changes, this version of Neverwhere uses the
standard OD&D classes (with the inclusion of the Thief from the
Greyhawk Supplement) but with class restrictions depending on the
player’s chosen Race.<br />
<br />
Ability scores are also handled
differently, depending upon the character’s race. If a player desires
to run a Druid (Cleric), which requires a minimum Wisdom score of 15,
the DM may allow the player to roll different sets of ability scores and
choose the set which meets this requirement.<br />
<br />
Mutants may be
Fighters or Thieves, unless they have a 15 or higher in Wisdom, in which
case they can choose the Cleric(Druid) class. <br />
Humans are either fighters or non-classed.<br />
<br />
Avatars are restricted to being magic users.<br />
<br />
A
Human character does not roll all attributes but begins with a minimum
score of 15 in Dexterity, Strength, Charisma and Constitution. They also
get to roll a d6 and take the number rolled as extra points which they
may divide between these three attributesas they will, with no attribute
being higher than 18. As for Intelligence and Wisdom, they roll 3d6 and
take whatever is rolled, no exceptions!<br />
<br />
Avatars roll 3d6 for all
attributes except Intelligence and Wisdom; they begin play with a
perfect 18 in both Intelligence and Wisdom, owing to their powerful
psychic strain.<br />
<br />
Mutants are most often physically stronger but of
low to average intelligence. They roll 3d6 for all attributes but have
the following adjustments (no higher than 18 or lower than 3): +2 to
Strength, +2 to Constitution, -3 to Wisdom, -3 To Intelligence, - 2 to
Charisma. There are exceptional mutants; while rolling up a mutant
character, there is a 25% chance that the penalties to Wisdom, Charisma,
and Intelligence do NOT apply. In this instance, the mutant receives
all bonuses to physical attributes and rolls 3d6 with no modifiers for
Wisdom or Charisma and begin play with a set Intelligence of 15. Any
Mutant character with a score of 15 or higher in Wisdom can play as a
Druid.<br />
<br />
As to how the character classes are played in Neverwhere,
there are a few setting alterations. Fighters and Thieves are run
normally, as per OD&D, with the exception that they may use guns.
(See Guns Rules). <br />
<br />
Magic Users do not use arcane forces in the
sense that magic is understood in OD&D. As Avatars, their
progression in "spells" is a result of burgeoning mental powers, even to
the point of being able to alter physical laws. For game purposes,
Avatars use the OD&D Magic User spell list- however, the names,
uses and manifestations of these spells are changed descriptively to
become mental powers. <br />
<br />
Avatar Regeneration: Avatar characters
can regenerate hit points. This power results in one h.p. per X.P.
level being gained back during any melee round. However, this power only
works for a living Avatar- if brought below 0 Hit Points an Avatar is
dead, UNLESS above 9th Level, at which point, owing to the attainment of
a special enlightenment that unlock new vistas of power, their
regeneration powers begin to function as that of Trolls in OD&D but
at 9 H.P. per round instead of 3, 10 at 10th level, and so on.<br />
<br />
At
9th level, an Avatar also attracts 10-40 followers (d4x10) within 1d12
months and such a roll is made with each new level, for as their fame
grows (immortality is surely a sign of deity!) so do those who seek a
power to follow.<br />
<br />
The means to destroy Avatars do exist, mainly
through powerful relics or "spells", or, as some whisper, owing to a
fabled scepter of power called the Loknar, which functions as a death
ray to any Avatar but is said to disappear and reappear in Neverwhere at
various ages or times owing to some strange fluctuation of the Ethereal
Wind.<br />
<br />
Clerics are called “Druids” in Neverwhere, because they
draw their powers from the Planet itself. However, in game practice,
they function as Clerics and use Cleric spells normally. They consider
the earth to be a goddess and the sky and stars to be a god. They
believe that innumerable spirits inhabit these elements and that it is
from these spirits (like kami) that they draw their spells. They cannot
use reverse clerical spells and have the same weapon restrictions of
OD&D clerics. If the DM wishes, the spell list of Druids from the
Eldritch Wizardry supplement may be used along with the Cleric spell
list in OD&D.<br />
<br />
Note: Avatars and Druids are not of necessity
always enemies. Not all Avatars follow Ulu’h’tc. Thus it is possible
that a party of adventurers may have an Avatar (Magic user) and Druid
(Cleric) adventuring together.<br />
<br />
Guns Rules:<br />
<br />
Gun and explosive rules are in no way written here for realism but to facilitate quick use in the game.<br />
<br />
There are 3 kinds of guns in Neverwhere, handguns, rifles, and machine guns.<br />
<br />
Guns and explosives are rare in Neverwhere , and ammunition even more highly prized. <br />
<br />
Their manufacture is unknown and how guns come to Neverwhere is a mystery.<br />
<br />
Only
Fighters and Thieves use guns (or explosives). To Hit Chances are
based on level and A.C. and use the regular combat charts.<br />
<br />
A
handgun can hold 8 shots and fire at a rate of 2 shots per round (taking
into account aiming). A to hit roll must be made for each shot. Damage
is 1-8 per shot.<br />
<br />
A rifle can hold 12 shots and fire at a rate of
2 shots per round with a +1 to hit for better aim. A to hit roll must
be made for each shot. Damage is 1-8 per shot.<br />
<br />
A machine gun
holds many more bullets. It may be set on semi-auto and used as a rifle
or fired as a fully automatic. The magazine capacity of a machine gun is
30. Machine Guns can be fired single shot like a rifle (-1 to hit)or
using a Burst or Full Auto Spray.<br />
<br />
Bursts: When a machine gun is
fired in bursts, it depletes a third of a clip in a round (empty in 3
melee rounds) but only one normal to hit roll is made. If this hit
succeeds, the target is hit by 1-4 rounds (d4) and must save vs. wands.
Successful savings throw halves damage, otherwise full.<br />
<br />
Full Auto
Spray: This empties a clip in two rounds. To hit is at -3 as aiming is
sporadic, but the target is hit by 2-8 rounds if successful and must
save vs. wands to take half damage. Otherwise damage is full.<br />
<br />
There are three kinds of explosives in Neverwhere: grenades, landmines and dynamite. They are even rarer than guns.<br />
<br />
Grenades:
Range of 50’. 20’ radius of explosion, if within 10’ damage is d20. At
20’away damage is d10 (shrapnel). Save vs. Wands for half damage. Roll
to hit as with missile weapons in OD&D.<br />
<br />
Landmines: Same as Grenades except there is no throwing range, it is a trap. <br />
<br />
Dynamite: Can be used as a grenade or set as a charge. Double the damage of a grenade.<br />
<br />
Note:
I believe there should also be some chance of breaking of malfunction
with guns and explosives but have not set made up a rule for this.<br />
<br />
This so far is what I have come up with.<br />
<br />
Magic
items are a topic I have not yet considered, but I don't think potions
should exist. How to have "non magical" magic swords and armor are a
whole other thing to consider. <br />
<br />
What do you think? Unknownnoreply@blogger.com5tag:blogger.com,1999:blog-3965032003043556748.post-46195178216483232722020-04-21T23:47:00.001-07:002020-04-23T06:30:21.860-07:00A Section of the Underworld Benteath Jakalla, Upon Tekumel; An Old School Empire of the Petal Throne Dungeon<div class="separator" style="clear: both; text-align: center;">
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<b>GATES OF THE
UNDEWORLD IN THE HIRILAKTE ARENA</b></div>
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An Empire of the
Petal Throne Adventure for Characters of Level 1-3</div>
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This is a dungeon adventure for use with the 1975 TSR <i>Empire
of the Petal Throne</i> rules.<br />
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The premise of this scenario
is that a number of cellars below the Hirilakte Arena contain secret entrances to
the Underworld. </div>
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Player characters can learn of the existence of these
entrances through any means of the DM’s choosing. They will also learn that the
entrances are used variously by certain Change Temples (or tomb robbers!) and
that the Temple factions who make use of them politely avoid using them at times
in which other Temple factions do. In other words, the Change temples who utilize
these paths use particular routes, and these are fastidiously avoided by the other factions, who have their own customary entrances. The holy days of each Temple faction are the usual days in which
their priests make use of the gates to go on secret missions in the Underworld.<br />
<br />
It is rumored that
this level leads towards a series of other catacombs which terminate at
a number of points beneath the Necropolis, mostly under certain notable tombs.
The tunnels which lead out at the east end of the map lead in that direction,
and thus to progressively more challenging levels, which are left for future maps.</div>
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If a party does go poking around below the arena cellars,
they will find an entrance randomly by the DM’s roll of d100 dice.<span style="mso-spacerun: yes;"> </span><b>01-25 </b>Cellar A. <b>26-50 </b>Cellar B.
<b>51-75 </b>Cellar C <b>76-100 </b>Cellar D.</div>
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As player characters may come and go through these tunnels
at divers times during a campaign, it is up the DM to update and repopulate this level as needed.</div>
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The DM is encouraged to revise them
according to his own Tekumel if desired. </div>
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<b>Map Note</b>: The map lacks a legend, but the dimensions of each 10' space are marked out by pen dots should you wish to recreate the map on graph paper or a vinyl battle mat. A DM may add doors wherever desired.The larger black dots shown are typically to be read as pillars except for four pits which are designated as such in the room descriptions. </div>
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<b>Cellar A: The secret door in this cellar which leads into
the Underworld is primarily used by Sarku worshippers.</b></div>
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<b>A1</b>.<span style="mso-spacerun: yes;"> </span>Dusty 30x30
chamber. Along the floor near each wall are set heavy iron rings in the floor
and to these are chained the skeletons of six unfortunates who were left here
to die.<span style="mso-spacerun: yes;"> </span>If the room is searched nothing
else is evident but make a secret doors check for each character to find a
stone in the wall which is actually a covering. Behind it is a small
compartment, long forgotten, wherein is hidden a scroll. The tube is trapped
with a poison needle. The scroll is a Group 1 spell, the Hands of Kra the Mighty,
written in Tsolyani.</div>
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<b>A2</b>. Empty 20x30 chamber.</div>
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<b>A3</b>. <span style="mso-spacerun: yes;"> </span>A 20X70 great
hall. In the North wall is an archway blocked by an iron portcullis. 6 Mrur
stand guard here, undead warriors set here by priests of Sarku. They will
halt anyone in the name of the Undying Worm and ask for “The word of passage”.
The failure to give this results in attack by the Mrur. The portcullis is
operated from chamber A5, but it can be forced by a combined strength of 200.
There is no treasure here.</div>
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<b>M'rur</b> AC 6 HD 1+3, Hit Points 10, 8, 11, 9, 10, 10<span style="mso-spacerun: yes;"> </span>Move 6” </div>
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<b>A4</b>. A passage way with a rusted and unused portcullis like
that in A3 but inoperable. It can be forced by a combined strength of 200.</div>
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<b>A5</b>. In this room stands a mighty undead Shen, a Mrur. Upon
the command of a priest of Sarku from </div>
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A3 he will turn a great wheel which
raises and lowers the portcullis. If anyone forces the portcullis or comes in
from the rooms north doorway, he will attack. He fights with a two handed
sword. It is a sword of some value. </div>
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<b>Shen-Mrur</b> AC 4, HD 3 Hit Points 20 Move 6”</div>
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<b>Cellar B: The
underworld entrance here is primarily used by the Hry’y sect.</b></div>
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<b>B1</b>. A long 30x40 hall with square pillars running along the
north and south walls. At the east end of the hall before the wall is a squat
and ugly stone statue depicting an aspect of Hyr’y, and clutching a jagged
stone knife which is poised over a stylized writhing nude female victim. There
is a 5’ trapdoor in front of the statue which looks like the floor. Should any
character walk thereon, they must make a special saving throw to avoid it.
Combine dexterity and intelligence, average them, and this is the percentile
chance the character has of leaping clear of the falling trap door without
falling down the chute which will deposit them in a great pit wherein is a lesser
Dlaqo beetle which preys upon those fed to it via the trap door. In the pit
there is a 25% chance of there being a recent set of human or non-human remains
that have some treasure or magic item at hand, dice upon the tables for such
items.</div>
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<b>D'laqo</b> AC 2 HD 3 Hit Points 20 Move 6”</div>
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<b>B2</b>. This odd shaped 40x50 chamber contains a large idol of
Hyr’y similar to that in B1 but reaching the ceiling. It is against the north
Wall. The walls are painted black, which appears recently repainted, with red
painted depictions of demons and glyphs. If anyone examines the statue, make a
secret door check; success means a tiny secret compartment is found and within
are a scroll of 1 Group 2 spell, Invisibilty, written in Tsolyani. In the
compartment is also a spare key to the gates in B3, as well as 3 sparkling
jewels worth 100 Kaitars each. There is also a +2 dagger and a writ in Tsolyani
that is an ambiguously worded summons (of uncertain authorship) for an assassin
named Nissani which offers the jewels and dagger to “do what you know must be
done when next you find this scroll.”<span style="mso-spacerun: yes;">
</span>There are directions upon the scroll to a villa in far Usenanu. This can
be worked into an adventure by the DM as he or she wishes later. There is a
broken wheel that once operated the portcullis set in the western wall. There
is a 5 in 6 chance when this room is entered that there will be corpses of
foolish treasure seekers or other unfortunates and if this is so there will be
2-5 Kurgha feeding upon the remain. The Kurgah will attack any who interrupt
their feast. </div>
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<b>Kurgah</b> AC 6<span style="mso-spacerun: yes;"> </span>HD 1 Hit
points 5, 8, 6, 7, 8 Move 12”</div>
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<b>B3</b>. A 30x30 hall with square pillars along the east and west
walls. Two portcullis gates bar both entrances to this room and they can only
be opened by means of a key carried by one of the priests of Hyr’y or the one
hidden in the idol in area B2. <span style="mso-spacerun: yes;"> </span>They
cannot be forced open as they are fairly secure. It is impossible to see into
the chamber from outside because of a stone partition placed to limit viewing
about three feet in front of each gate. Inside the room is some sort of meeting
place. There is a long stone table and stone seats in the center of the room, a
place for chaining prisoners on a pillar against the west wall. There is a
desiccated human male corpse hanging on the chain, lips sewn shut and eyes
removed. It looks to have been chewed upon. Hiding behind the pillars are also 3
Kurgah who were feasting on the corpse, and hid upon the noise of the party
entering the room. They will attack if discovered hiding by a cursory
search.<span style="mso-spacerun: yes;"> </span>There is a treasure hidden under
the head seat if moved- 1000 Kaitars in a small leather satchel.</div>
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<b>Kurgah</b> AC 6 HD 1 Hit Points 6, 6, 6 Move 12”</div>
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<b>Cellar C: The underworld entrance here is in use by
various travelers of the Underworld and not any particular sect. It is favored
by tomb thieves and other intruders.</b></div>
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<b>C1.</b> A long 20x40 Hall with bricked up doors along the east
wall which were sealed permanently in the Ditlana. There are carvings upon the
wall of various deeds of the Emperor of the Petal Throne who was ruling at this
period of Jakalla’s history. The DM should dice here upon the Random Encounters
table for Level 1 to see who or what is encountered here. The DM must determine
whether they have recently entered the Underworld or are preparing to leave it
(50/50). For intelligent creatures the reaction table should be used.</div>
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<b>C2.</b> A 30’ circular domed chamber with a long dead ornate
fountain in it’s center. If the debris that clogs it is searched, 20-50 Kaitar
will be found(d4 +1 x 10).</div>
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<b>Cellar D: This series of passages are frequented by
Priests of Ksarul on their way to the further reaches of the Underworld</b></div>
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<b>D1</b>. This is a vast 30x50 hall set with many square pillars
along the east and west walls. There are portals in the north and west walls.
The entire room is painted in faded blue hues.<span style="mso-spacerun: yes;">
</span>Hung over the door on the west wall is a giant stylized silver mask like
those worn by Ksarul priests, and painted script warning not to pass further.
There are 7 Q'ol here, who will attack anyone who tries to violate the hall.
There is no treasure.</div>
<div class="MsoNormal">
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<b>Q'ol</b> AC 2 HD 1+1 Hitpoints 8, 6, 9, 5, 7, 6, 9 <span style="mso-spacerun: yes;"> </span>Move 6”</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>D2</b>. This odd shaped room, roughly 20x20, is a grisly place.
There is a pile of mummified and dried limbs and heads in the S.W. corner- and
against the diagonal east wall are three stone tables with corpses laid upon
them as if being sewn together from these parts but unfinished…a head sits
unattached, a limb missing here and there, etc.<span style="mso-spacerun: yes;">
</span>There are three tall earthen jars along the west wall which contain
preserved organs. A small stone pedestal is here in the center of the room. If
it is moved aside (a secret door check can find it), under it is a small hole
with an Amulet of Power Over Undead which contains 2 charges. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>D3</b>. A 30x40 chamber of congregation.<span style="mso-spacerun: yes;"> </span>There is a long stone table and several stone
seats. Overhead hangs a great candelabra by a chain. There is a 30% chance that
the chamber will be in use by 2-3 Ksarul Priests and a guard of 2-5 warriors.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>D4</b>. An empty 30x20 chamber with torch sconces on the wall.</div>
<div class="MsoNormal">
<br /></div>
<h1 style="text-align: center;">
<span style="font-size: small;">SUBLEVEL 1</span></h1>
<div class="MsoNormal">
<b>S1-1. </b>A steep 10’ staircase leads down from a small platform
overlooking this 30x20 chamber with three circular pits in the floor. There is
a portcullis gate in the doorway before the steps; though not locked, it is
pinned shut from the outside by massive iron bars in locks, which can be easily
removed from without but are obviously meant to keep something shut in. The
pits drop away into deep, forbidding winding shafts of unworked stone. Over the
pits are suspended chains attached to hoists by which victims are lowered and
raised and there are a series of manacles on the east wall for holding
prisoners. There is a gong set up against the west wall. There is a 15% chance
of a prisoner being present, and near death, in a set of manacles. NPC of GM
choice. If the gong is sounded, an Aqa’a, will appear within 1 Turn and emerge
from the pit to devour anything it can find. Usually controlled by Eyes and fed
victims by the Priests of Hry’y, it will enter the chamber and attack. If the
gong is not sounded but a party remains in the sublevel for more than 2 Turns,
the Aqa’a will appear anyway.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Aqa’a</b> (Smaller)<span style="mso-spacerun: yes;"> </span>AC 2
HD 6 Hit Points<span style="mso-spacerun: yes;"> </span>30 Move 9” (Attacks with
mouth until its first successful<span style="mso-spacerun: yes;"> </span>hit,
then it begins to swallow the victim-thereafter it does not bite until the
victim is dead but will defend with its swinging tail which does 3 dice
damage.)</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>S1-2</b>. A 40x30 chamber with square pillars along the north
and south walls. On the east and west walls are paintings in lurid colors of
various horrid scenes of priests of Hry’y, depictions of the god, and scenes of
people being devoured by great fanged worms.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>S1-3</b>. This 30x20 chamber is secured by a heavy wooden door,
well oiled and maintained. It is set with chlen-hide bands and a magic seal.
Upon the door is inscribed a complex incantation to open it which can be read
by any priest or magic user but with a 35% chance of failure, as the
intonations must be exact. If successful, the door opens as if pushed by an
unseen hand. If not, a bolt of energy hurtles forth from the seal doing d6 +2
damage to all within 10’. There are 3 such bolts stored within the seal. The
bolts will come forth if the door is struck or otherwise molested without the
incantation. Once the seal is drained of its power the door can be battered
down.<span style="mso-spacerun: yes;"> </span>The chamber itself has magical
seals upon the floor in a pentagon shape and a stone pedestal with a book upon
it. Candle sconces are set in the walls as well as a shelf with a stone bowl
full of incense. Upon the pedestal is a book which contains a spell of
conjuration of a lesser demon type. It can be used by any level of evil priest
or magic user. When the demon appears, it is very Hlyss-like in appearance. There
is a 20% chance the demon will break control and attack, but modify this chance
by taking into account the summoner’s Psychic Ability and adjusting the
percentage accordingly. The demon can be instructed to come forth and attack
one enemy of the summoner’s choosing. This task must be required within seven
days or the demon is freed from obligation.<span style="mso-spacerun: yes;">
</span>Within the seven days, the summoner has but to call the demon’s name and
it will appear to obey a command of attack or can be sent forth remotely.
However, there is a 10% chance each time the demon appears that the summoner
will be driven insane for d6 days. The book is tied to the seal and if removed
from the chamber, it bursts into flames and is destroyed. There is a treasure
here, a chest filled with 750 Kaitars, and a +1 Evil Sword.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Lesser Demon</b> AC 3 HD 3+6<span style="mso-spacerun: yes;">
</span>Hit Points 30 Move 12”<span style="mso-spacerun: yes;"> </span>Has the
fear effect of a Hlyss, as well as the sting.<span style="mso-spacerun: yes;">
</span>It disappears when killed, for only it’s physical form has been
destroyed. </div>
<div class="MsoNormal">
<br /></div>
<h1 style="text-align: center;">
<span style="font-size: small;">SUBLEVEL TWO</span></h1>
<div class="MsoNormal">
<b>S2-1</b>:<span style="mso-spacerun: yes;"> </span>30x20 Chamber. <span style="mso-spacerun: yes;"> </span>Against the west wall is a great cage of Chlen-hide.<span style="mso-spacerun: yes;"> </span>It is closed with an iron lock. The cage holds
three miserable looking Renyu, all bearing scars of torture, and there are iron
implements hanging on the walls for this purpose. <span style="mso-spacerun: yes;"> </span>A key hangs upon the wall by the chamber
entrance. The Renyu are hungry and frightened. <span style="mso-spacerun: yes;"> </span>If freed, two of the Renyu will latch onto the
party and even fight with them, though they are at -2 on all rolls due to emaciation.
One Renyu has been driven insane and hates the sight of humans so much that as
soon as it is freed it will attack the nearest one and fight until dead.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Ren'yu</b><span style="mso-spacerun: yes;"> </span>AC 4 HD 2 Hit
Points<span style="mso-spacerun: yes;"> </span>8, 10, 12 Move 12”</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>S2-2</b>:<span style="mso-spacerun: yes;"> </span>A 30X30 chamber
with a locked chest.<span style="mso-spacerun: yes;"> </span>It is trapped- if breached
without a key (which is not present), a spore sack with poison gas will burst
and affect anyone within 5’. Inside is a strange treasure: there are twelve
incredibly life-like masks of middle and high clan personages in Jakalla. There
is a 35% chance a character will recognize a mask. These are used to sow
discord by the agents of the Temple by impersonating notable people so that
spies and onlookers think they see people doing things and going places which
harm reputation or mislead authorities. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>S2-3</b>: A 20X30 chamber with nothing of note except more lurid
wall frescoes of Hry’y worship.</div>
<div class="MsoNormal">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b>SUBLEVEL THREE</b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<b>S3:</b> A
circular 30x30 split level chamber. A 30’ stair winds down from a platform
overlooking the chamber. <span style="mso-spacerun: yes;"> </span>It is of
decrepit stonework and there is a 20% chance for each character going down the
stair that a stone will remove and the character might fall- average dexterity
and intelligence for a saving throw to avoid falling and taking a die of
damage. There is a circular pit in the bottom of the chamber floor. The same
chance of the stonework crumbling away applies to this pit’s edge and anyone
within 10’ of it. The floor of the pit, a cave, is strewn with bones but also a
gleaming Eye. If anyone enters or falls into the pit, they will be attacked by
an N’gayu, Eater of Swords, which hides in the shadows of the pit. The Eye is
an Excellent Ruby Eye, dropped by a victim of the pit beast.</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<b>N’gayu</b><span style="mso-spacerun: yes;"> </span>AC 4<span style="mso-spacerun: yes;">
</span>HD 4<span style="mso-spacerun: yes;"> </span>Hit Points 19 Move 12”</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt; text-align: justify; text-justify: inter-ideograph;">
<b>S3-1</b>: <span style="mso-spacerun: yes;"> </span>This 30x20 room is filled with old wooden
statues of the Five Tlomitlanyal and the Five<span style="mso-spacerun: yes;">
</span>Tlokiriquayal.<span style="mso-spacerun: yes;"> </span>They are dusty and
their paint has faded but they are recognizable as depictions of the gods. They
were once carried in processions. <span style="mso-spacerun: yes;"> </span>The
five Stability gods are along the north wall and the Change gods are aligned on
the south wall opposite their counterparts. There is a stone in the center of
the room with carved Tsolyani script which states, “Whisper a vow unto thy Lord
or Lady, fulfil it, and thou shalt know.” There is magic at work here. If anyone
takes up the challenge, they will immediately receive the effect of a Bless Spell
for 3 Turns and if they should ever fulfil their vow they will gain +10% to a
plea for Divine Intervention. If their plea fails, they shall still receive a
vision or dream that will be of use to them.</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<b>S3-2</b>:<span style="mso-spacerun: yes;"> </span>A 20x30 chamber. There are 3 Khurga “Carrion
Eaters in this chamber feeding on recent ill-fated treasure thieves. They will
attack anyone who disturbs their grisly feast.</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<b>K’urgha</b> AC
6<span style="mso-spacerun: yes;"> </span>HD 1<span style="mso-spacerun: yes;">
</span>Hit Points 6, 5, 8 Move 12”</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<b>S3-3</b>: A
treasure lies at the end of this passage. 1000 Kaitars, four gems worth 25 K.
each, and a scroll with a Group 1 spell, Heal. There is also a +1 Sword of good
alignment.</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<b>S3-4:</b> This
20x30 chamber is a burial vault of four middle-clan warriors who once fought in
the arena and died honorably. They lie in sarcophagi, one against each wall.
Each is a M’rur and if their coffins are disturbed, they will awaken and fight.
Each coffin has d100 Kaitars worth of treasure concealed within it. One of them
has a scroll which is a deed to a house in Jakalla which now sits abandoned but
untouched.</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<b>M’rur</b> AC 6
HD 1+3 Hit Points 5, 7, 8, 6 Move 6”</div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<br /></div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<br /></div>
<div class="MsoNoSpacing" style="line-height: 107%; margin-bottom: 8.0pt;">
<br /></div>
<b> SUBLEVEL FOUR</b><br />
<b> </b>
<br />
<div class="MsoNormal">
<b>S4-1</b>: A 20x30 chamber at the bottom of a stair. Here is seen
skeletons of vanquished warriors and, in the midst of them, a single blue orb
which glows and pulsates from within its own radiant core. If anyone touches
it, they will have an extradimensional encounter with Belkhanu <span style="mso-spacerun: yes;"> </span>himself. He will greet them as he waves toward
a black ship about to sail restless sea.<span style="mso-spacerun: yes;">
</span>He will bid them answer a riddle or else board the black ship. His riddle:
“A man lives once, then twice. His third life will endure as long as Tekumel <span style="mso-spacerun: yes;"> </span>or as the span of breath of the Kri Fly. What does
my riddle describe? You may have two answers.” The correct answer is that of
man who lives, then bears a child, and after death is remembered by his deeds and
family influence, glorious or inglorious. Any answer that approximates this
will gain 1000 Experience Points and the character will remain among the
living. If it is answered incorrectly the character gets a savings throw vs. Eyes.
If they survive, they are shocked into senselessness for 2 Turns but revive
thereafter. Failing the savings throw, the character dies and falls among the dead
warriors! Note: Use private notes for this exchange as others may touch the
orb. Only those who answer from their own mind receive the benefit.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>S4-2</b>: A 20x20 treasure vault.<span style="mso-spacerun: yes;"> </span>There is a chest of 1000 Kaitars, a +1 sword,
and a jade figurine bound with magic script which reads, in Engshvalyani
writing, “Speak my name- Su’mayal.” If anyone speaks this name, a 1<sup>st</sup>
Imperium warrior whose soul was bound by a curse to this figurine will possess
the character who speaks it. The possession will not be hostile or dominant,
and the character can freely commune telepathically with Su’mayal and will
fight as a 3rd level warrior (or at one level above their current level for any
warriors already so advanced) for as long as Su’mayal is within them. The
spirit will then inhabit the first human who dies in the presence of the host,
leaving their body to live in an empty one, and then leave. But before he does,
he will leave a clue to a ruin of the first Imperium for a future adventure.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b>SUBLEVEL FIVE</b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div class="MsoNormal">
<b>S5-1</b>: AA 30x30 chamber at the foot of a 20’ stair. There are
frescoes painted in ghostly whites, grays and blacks of Sarku rites and skull
faced priests on all the walls. <span style="mso-spacerun: yes;"> </span>Against
the west wall stands an altar. There are two braziers on either side, and on small
stone table are a mixture of herbs and withered entrails, as well as fire
lighting implements. On the altar is a skull, mouth open as in a scream, bits
of stretched, cracked skin withered upon it. A tuft of black hair runs in a
tendril from the skull. If the braziers are lit and the herbs and entrails
tossed upon them, the eyes of the skull will illuminate and it will animate and
speak with a ghastly voice. It will answer 1-3 questions put to it about
Jakalla or any person in Jakalla. It will also warn the party not to plunder
the teasures of Sarku, but to seek the Blessings of The Tomb-Life.</div>
<div class="MsoNormal">
<b>S5-2</b>: This is a 30x30 natural circular cavern and in midst
is a treasure trove with four warrior skeletons, in rusted 1<sup>st</sup>
Imperium arms and armors, propped up on stakes in front of the treasure pile.
They are only diversions- anyone entering will be attacked by a Biridlu. 956
Kaitars, 3 gems, and a +1 Shield is the treasure.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Bi'ridlu</b> AC 3 HD 4+1 Hit Points 25 Move 6”/13” </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b>GREAT AVENUE</b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div class="MsoNormal">
This vast hall was, until the last Ditlana, a
street of procession of victorious warriors on the holidays of Karakan. It still has the appearance of a street but it is strewn here and there with rubble and debris, including aged skeletal remains. The sides are lined with great pillars which meet in sturdy arches that hold up the peaked ceiling. At various intervals are seen arches and door ways but except for those areas noted on the map, all are bricked up, filled during Ditlana to help brace up the new construction that followed in the city above. Now, it is for all intents, a road to the catacombs underneath the Necropolis, mostly traveled by Change factions on dark missions. Occasionally Stability and military agents use the avenue in great secrecy, perhaps to spy or to seek artifacts.<br />
<br />
Anytime players enter the avenue there is a 4 in 6 chance of an encounter from the Underworld
Encounter Tables. The DM can decide exactly when and where an encounter occurs if it is indicated by the die. <span style="mso-spacerun: yes;"></span>Check every two turns
thereafter. Randomly determine Temple affiliation of any priests or warriors
with a d20. This will help determine the nature of the business of such parties in
this Underworld. The Reaction Table should normally be consulted in such encounters, but Sarku, Hry'y and Ksarul worshipers encountered will be hostile upon discovering intruders in this domain. <br />
<br />
If a random encounter roll is a 5, then a Shedra from the caverns is
encountered anyway.<br />
<br />
Only a 6 is “No Encounter.”</div>
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b>CAVERNS</b></div>
<div class="MsoNormal">
This area is an extensive natural tunnel of immense proportions, and
the sides of these caves are riddled with small holes through which emerge evil
beings, namely Shedra. For each turn the party is in a cave there is a 30% likelihood that 1-4
Shedra will appear. Each time a Shedra or group of them is encountered, there
is a normal likelihood for the monster type of treasure being found. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>H’ra Lair</b>: This cavern is shunned by all the Shedra. Unholy
blue fire burns upon <span style="mso-spacerun: yes;"> </span>torches along the
walls at the eastern end of the cavern, where a platform that is 30x30 may be
ascended by stone steps. On the platform, at the utmost corner of the east wall,
leans a great sarcophagus. Two braziers continually burn with a pale blue light
on either side of the sarcophagus. The resting place can serve the DM as a diversion, as it contains the moldering bones of a bejeweled Ist Imperium noble,-- the H’ra
actuallylurks in the shadows of the cave and will attack as soon as the sarcophagus is discovered
to be empty. Treasure, hidden behind the sarcophagus: 2000 Kaitars, a magical Metal Sword named V'ru, Lament of the Hyliss. ("V'ru" Intelligence 70. Alignment -Good, Ego Strong. +2 to hit and damage against non-humans of evil alignment). It has a spell Protection from Evil. V'ru will not usually seek to dominate it's wielder, using subtlety instead to guide the owner into seeking out and destroying the Spawn of the Old Ones and their ilk. It communicates telepathically with the owner. There is also an Amulet of the Good God. Finally, there is a Book.<i> D'imlakih tlaS'sugayal "</i>The Striking of the Hated S'su"</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>H’ra</b> <span style="mso-spacerun: yes;"> </span>AC 4 HD 7 Hit Points
35 Move 12”</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-3965032003043556748.post-2111185770409767332020-04-18T14:07:00.002-07:002020-04-22T00:43:10.721-07:00Fantastic City on a Strange Planet<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-Nb0TbKq2Nvw/Xptl054jAKI/AAAAAAAAB4E/MKlRu64-jzI79gWRFckwo7HRHCl1844_gCLcBGAsYHQ/s1600/Zookabar2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1084" data-original-width="1600" height="432" src="https://1.bp.blogspot.com/-Nb0TbKq2Nvw/Xptl054jAKI/AAAAAAAAB4E/MKlRu64-jzI79gWRFckwo7HRHCl1844_gCLcBGAsYHQ/s640/Zookabar2.jpg" width="640" /></a></div>
<br />
<br />
<br />
This is an illustration I did in 2012 while listening to Uriah Heep's <i>Demons and Wizards </i>LP over a period of three days..<br />
<br />
The song "Rainbow Demon" on that album really seemed to open up a strange font of concepts and images as I sat and sketched, then traced in ink and then colored with pencils.<br />
<br />
It is filtered here as my original copy is fairly beaten.<br />
<br />
I am very happy with this image even though it's not high drawing, it seemed to take me away to a place far away and still does every time I look at it.<br />
<br />
My favorite feature is the flutist- he sprang full formed from a place in my imagination and I could almost hear the music of his simple reed flute filling the bazaar amid the smells and sounds of the vendors and pedestrians. <i>Edit: I also recall that he's a religious figure, a sort of traveling musician who lives a life on the road as a holy mendicant, a vow of poverty and the expression of the divine music through his flute.</i><br />
<br />
There was a dash of Crowley in the robed figure, who is looking at his simpleton companion, a devil of sorts. Their insectoid companion might have had some Tekumel vibes to me at the time.<br />
<br />
The girl is the only one I used a photo for, an...eh, not optimum rendering, I admit... of a lovely lass in a vintage magazine I had lying around. I copied her free handed. The rest were all imagination.<br />
<br />
The little creatures on the steps of the decadent temple entrance of a love and pleasure goddess seemed to me to be, as I drew them, a common sight throughout out this ancient City. I felt like they were barely a step above rodents here to most, but for those who took the time to get to know them, they were mute empaths with healing abilities. They live in crooks and crannies and even the sewers and beg for food by day.<br />
<br />
The original intent was that the amulet on the devil-figure was to match the sword belt adornment of the sell-sword girl in the alleyway. A hint of a shared path or common destiny. A soon-to-happen meeting.<br />
<br />
I do know what the creatures in the cooking pot are named. They are <i>Ooglots</i>. Colorful rock lizards which, when cooked alive, are a popular delicacy. They are found everywhere in the bazaar. Poor things.<br />
<br />
The centipede like creature crawling out from the blue skinned wizard's magical robes are also common, and they too are eaten by the very poor.<br />
<br />
In the Temple entrance, a priestess and courtesan stands in the mist of purple smoke wearing a veil she will only remove for those who enter and make their offerings to the goddess and enjoy her blessings.<br />
<br />
I admit to a bit of...." sympathy for the devil" ? at the time. Maybe I felt like one a bit for various reasons. But I wanted him to look more like a poor fool and a pawn of fate than a truly bad guy.<br />
<br />
It took me three days to finish the image, so the above reflections are from when I was drawing not, not any additions from my revisit.<br />
<br />
It's only gaming related in the sense that I think it would be a glimpse into an awesome fantasy setting (but don't all DM's think that?).<br />
<br />
I did write a short story inspired by the city in this image, and I have been trying to revise and edit it. It has the honor of being the only full story I have begun and finished.<br />
<br />
Perhaps some day I can share it, maybe soon. It is named "The Death of Garjunga the Magistrate."<br />
<br />
Anyway, I enjoyed drawing it and it makes me happy.<br />
<br />
Cannabis may have been involved. <br />
<br />
<br />Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-3965032003043556748.post-10486103033098893992020-04-12T12:54:00.000-07:002020-04-13T11:13:33.096-07:00Forgotten Sword, Sandal and Sorcery Fantasy- CONQUEST, 1983. A Gamer's Film Review by Xerxez<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-O5sIAJtv-DA/XpNh__liJbI/AAAAAAAAB2E/k56GugPt_64rmIGukzgMjhjqlNJ8igzCwCLcBGAsYHQ/s1600/FullSizeR%25284%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="932" data-original-width="1600" height="372" src="https://1.bp.blogspot.com/-O5sIAJtv-DA/XpNh__liJbI/AAAAAAAAB2E/k56GugPt_64rmIGukzgMjhjqlNJ8igzCwCLcBGAsYHQ/s640/FullSizeR%25284%2529.jpg" width="640" /></a></div>
<br />
<br />
<br />
<div style="text-align: center;">
<b><span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">CONQUEST</span></span></b></div>
<div style="text-align: center;">
<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">1983</span></span></div>
<div style="text-align: center;">
<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">Director: Lucio Fulci</span></span></div>
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">Producer: Giovanni Di Clemente</span></span></div>
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;"><u>Starring</u></span></span></div>
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">Andrea Occhipinti</span></span></div>
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">Jorge Rivero</span></span></div>
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">Conrado San Martin</span></span></div>
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">Sabrina Saini</span></span></div>
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;">Violeta Cela</span></span><br />
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<span style="font-size: x-large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-size: large;">If you're looking for some inspiration for a new adventure or in designing a fantasy world setting for your games, or even just a new region in your existing setting for your players to explore...or if you simply want to watch a bare-breasted, big chested swords and sorcery movie for the sheer entertainment, then Lucio Fulci's <b>Conquest </b>from 1983 might be worth an hour and half of your time.</span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">When we do a film review here at the Mazes, the purpose is to both comment upon the film and to use it to infuse your games with some fresh ideas that can make for great adventures for players. Therefore, after a brief synopsis, we will discuss both the background and key concepts of the film and then suggest game elements.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">So, with that in mind, let's look at Conquest!</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"> Conquest begins with a hero named Illius, depicted in ethereal form, standing upon a beautiful rocky shore set against the wide sea, gathered with other ethereal figures, men and women, in dress of Greek style.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"> An old man, his father, watches as maidens ritually dress Illius in leather armor- the old man then reminds Illius of a hero ancestor who once rid the world of evil creatures in ages past by using a bow, a bow of power that the Sun infused with arrows of magic light in the moment the ancient hero ran out of arrows and was near defeat. With the help of the Sun, the hero triumphed.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Illius, it seems, must now enter the mortal world as a test of his bravery and strength, and to help once again rid it of evil monsters, which have returned over the course of time. He is granted the magic bow and told that if he proves himself, the same power of the bow will aid him in a similar fashion. Illius promises not to fail and then boards a reed boat to voyage to the world of men.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">What Illius finds when he lands is indeed a brutal world. </span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">There is no civilization to speak of- only a Neolithic culture of cave dwelling humans, hunter gatherers dressed in furs, and without any laws, unlike the Platonic paradise from which Illius has come. These people live in fear and subjection under the rule of an undying Witch Queen named Ocron, a sorceress who has convinced these superstitious people that she commands the rising and setting of the sun. For this, she demands a tribute of the flesh of young men and women, in particular, their severed heads.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Ocron is aided in her dominance by an army of both willing human warriors and her loyal elite phalanx of Beast Men-- strange, intelligent shaggy warriors with the heads of wolves and superhuman strength and dexterity.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Ocron herself goes about wearing only a golden mask, a small spiked loin plate, and a serpent which is almost always entwined about her. She seems to use some power of her own primeval sexuality as much as her sorcery and cunning to bear rule over her terrified subjects and minions.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Illius meets up with an older warrior named Mace, who rescues him from an attack by Ocron's minions, not for any concern over the life of Illius but because Mace is regaled by his impressive bow, a weapon which is unfamiliar to his world.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Illius and Mace become traveling companions and Illius quickly learns that Mace has no love of any humans (except willing and nubile young women) but shares a deep affinity with animals of any kind. This affinity is later shown to be somewhat along the lines of a telepathy or empathy with animals which results in animals coming to the warrior's aid at times. </span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Mace lives as a thief (one who does not hesitate to kill to take his living) and a carefree wanderer, a life he extols even as Illius tries to tell him the virtue of a land of laws of peace.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Illius and Mace form an unlikely friendship and take to the open road, but they are in constant peril because Ocron has leaned through dreams and visions that she can be killed by a faceless warrior from a distant land and so she has sent out her army of Wolf Men to hunt down the hero and bring him to her to kill, and to devour his "Temple of Secrets"- his brain.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">There are are all sorts of adventures as Ocron's servants wreak havoc in the Lost World in the course of their evil mission, hunting the pair of heroes.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Mace is persuaded to guide Illius to the border of Ocron's dwellings but argues that since she does not bother him personally, he does not bother her, and has no wish to fight the Witch Queen. Mace tires to persuade Illius to abandon any idea of killing Ocron and ending her evil reign. At one point, Illius is tempted to turn back. </span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Courage prevails, though, and Illius and Mace press onward, battling many strange monsters and even a strange demon who is clad in powerful armor and a masked helmet. However, an ultimate destiny awaits both of them, and not one foreseen by any. </span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">In the end, Ocron will meet with the Faceless Warrior of her dreams and have a final confrontation to determine who shall be ruler of the Lost World! The end result is a film which I can best describe as if someone made a live action prequel to the Bakshi/Frazetta animation film <b>Fire and Ice</b> with unrelated characters.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Thus is the plot and central characters of Conquest. If you read further in this review, there will be spoilers- be warned!</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Lucio Fulcio was born in 1927 and entered film making in the early 50's after abandoning medical school to pursue his art interests.</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">He worked in several genres, including documentaries and comedies, but he is best known for his "giallo"works, mostly centered around zombies, cannibalism, murder and graphically depicted scenes of<span style="font-family: "times" , "times new roman" , serif;"> gore. </span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">He is noted by cult fans and historians of Italian cinema for films like "Don't Torture a Duckling" (1971), "City of the Living Dead" (1980) , and"The House by the Cemetery" (1981)", to name only a few. He also worked with Dario Argento in the 90's on "Wax Mask" (1996). He has quite a lengthy filmography, but was apparently surprised to learn that his films had a popular following among horror fans in the U.S. I've watched a handful of his movies and I like them as late night fare, even though I'm not much of a gore hound. </span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">In the early 80's, a pretty good time for fantasy themed films, Luci accepted the offer of directing <b>Conquest </b>from Italian producer Giovanni Di Clemente. </span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">It appears that Conquest was a story concept of Di Clemente's, and no less than three writers worked on a screenplay for it.</span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">The movie was filmed at locations in Spain, Italy and Mexico, and by all appearances they had a tight budget. It was released in 1983 in Italy (as Conquest of the Lost World), and also in Spain and Mexico. The following year it would see release in the UK and the US. </span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">It did not do well at theaters, but it was not universally condemned by critics. I will not quote them here, but there seemed to be a general consensus that while it was highly derivative of more popular mainstream films like <b>Conan</b> and<b> Beastmaster</b>, and had a somewhat low production value, it has a surprising ability to maintain interest, alongside many compelling fantasy elements, a few good acting performances, and other entertainment value. </span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">That's pretty much where it remains. While researching the movie online, I can't say that I saw much evidence online of any great cult following for <b>Conquest </b>on the order of Fulci's more noted works. It did see a video cassetter release in the mid 80's by Merlin Video.</span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">As of this writing, the movie was posted ( in very poor quality) on Youtube, but can also be viewed on streaming services; I watched it on the streaming channel Full Moon, and it was slightly more quality there than what I have seen on Youtube. </span></span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;">Now we shall leave the film itself and discuss it as gamer food. Once again, there are SPOILERS AHEAD! If you have not seen it first, I recommend you do as it has a few surprises up its sleeve. You are warned! </span></span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><span style="font-family: "times" , "times new roman" , serif;"> </span>What does Conquest have to offer to the thirsty Dungeon Master?</span></span></div>
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">How about running a region or shore, perhaps arrived at by shipwreck, where the players encounter a Neolithic culture ruled by a Witch Queen like Ocron? Iron is scarce and a rare art in possession of only the With Queen's minions. Stone and wooden axes, spears, and nets are the most common weapons.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">There are a number of monstrous races to be found in Conquest. </span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">1. Evil wolf headed shaggy humanoids who believe implicitly in the Witch Queen's solar control but would probably serve her anyway because they are sadistic and cruel. Let's call them THE VOG! Their normal means of dispatching special sacrificial victims is for five of them to pull a person apart limb from limb and and deliver the head to Ocron so she can split their skulls with a stone dagger and eat their brains out of the back of their heads, ostensibly to gain their thoughts and memories as well as for snack value.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">2. A strange race of beings who dwell on rocky shore lines and look like hairy white apes but are wrapped up in bizarre cobwebby or membranous coverings and shelter in crevices and cracks of the rocks. They seem to do the bidding of the Witch Queen and ensnare travelers. They have a warrior caste which captures people in nets and the usual fate of a worthy victim is to be tied to an X shaped cross and pushed into the sea from a high cliff to drown, perhaps as an offering to a sea deity. I shall name this species THE KELPAR!</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">3. Strange plants which are hidden among swamp rushes that fire volleys of spiny arrows. These arrows are the size of barbecue skewers and when they strike they deliver an infectious poison which causes, in short order, fever, delirium and purulent boils and sores at the entry wounds which can kill within a day or two if not treated by magical or herbal remedies. Let's call them JAVELIN STALKS. And since the Javelin Stalks are so defensive, perhaps underneath them in the marshy terrain is some sort of sack or cluster which contains something of value or an embryonic mandrake shaped being who is born of such plants to develop into a creature of the DM's devising.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">4. A race of cave dwelling shaggy humanoids that are troll sized, covered in thick black fur with claws like those of bears and having great round heads with bulbous luminescent eyes. They appear of low or animal intelligence but are incredibly agile for their size and possess a leaping ability. Let us call them GROLLS!</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">5. Undead swamp zombies-very reminiscent for me of the Tsoggu in Tekumel. Then again, they might have been something along the lines of the Swamp Thing, but smaller in size. These creatures sleep in the fetid waters of bogs and rise from the mists to slay and feed upon unwary travelers. We shall call them simply BOG DEMONS.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">6. The nature of Ocron is unclear from this movie and it's vague plot, but the Witch Queen is unmasked at the end right before her demise, and it is clear that she is not human. Though her body is exquisite and would make a sinner of any saint, her head, once unmasked, looks like one might envision a lich face or perhaps some kind of reptilian headed race, or creatures with faces like the monster from Black Lagoon. Her golden mask of a woman's face was evidently her way of hiding from those around her what she was, and given her taste for brains, I was reminded of an Illithid by her. Then again, she could have once been human and the loss of her face was the price she paid for near immortality and sorcery powers. She is able to use divination and spells of summoning and conjuration so whatever she is, she is definitely a magic user or possessed of psionic abilities. If she was a non human, I would call her a MINDEATER. Not hugely original, I know.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">7. Zorah! Zorah is a spirit summoned by Ocron when all else fails her to help her defeat the Faceless Warrior. Zorah appears as a man but one unseen, as he is covered in some sort of plate mail from head to foot. He is masked, so his exact physical nature is unknown, but what Ocron offers him for his service is her body and soul, forever. Zorah can fight as a warrior but also seems to command beings beyon the Witch Queen's control. When Mace and Illius are taken by the Grolls, and they succeed in killing Illius' physical form and deliver the head to the Vog, this is accepted by Ocron as a success of Zorah. Like any good demon, though, when this gambit fails to work, and things go badly for Ocron, he abandons her by simply de materializing. Fuckin' Zorah!</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">These are some of the settng and monster ideas that sprang to my mind from a few watched of Conquest.</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">There is also very much the Eternal Warrior theme going on in this film, and I am fairly certain that the producer Di Clemente, who is credited with the overall story, was massively influenced by Joseph Campell's "Hero with a Thousand Faces".</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Here is told the tale of the Hero who leaves honor and safety to battle mankind's monsters (and himself) to deliver a boon to mankind, in this case, the magic bow that can slay monsters with arrows of the Sun. The arrows are of blue laser light instead of fiery orange or yellow, but it functions otherwise on the level of Hank's Bow from the 80's Dungeons and Dragons cartoon. You pull the string back and an arrow of light magically appears. The arrow, once fired, splits into numerous smaller arrows that fan out and hit evil monsters by the droves, apparently like a magic missle spell. Perhaps a Bow Of Magic Missles would be a worthy magic item!</span></span><br />
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<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">However, the bow only works its magic when a hero decides to risk his life for the cause of good! Illius unlocked this power when he overcame his fear and returned to rescue Mace from the Kelpar and Mace, in turn, gained it's use when he overcame his own selfishness and confronted Ocron and her minions on behalf of mankind.</span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Although Illius dies physically, his soul is transferred into the body of Mace, making him a Two Souled Man. Thus the cynical, aged warrior is reborn after a fashion by his union with the soul of the Deathless Hero. Perhaps Illius is a demigod- there is the implication that he will regain some new form in the Blessed Isle from which he comes, and perhaps Mace will awaken in that place upon his own death. I think some of these Campbellian ideas were seeds of the story of Conquest, even if the film never succeeded in delivering them full formed.</span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Perhaps there can be an Isle in the DM's setting which is somewhat like the heights of Mt. Olympus, a dwelling place for ascended souls in some sort of Greek Nirvana. Since Illius invites Mace to return there with him at one point, it is implied that it can be physically accessed by the living in some fashion. I think I am spot on in my analysis of the shore of Illius as being some kind of Elysium, since A. People are shown to be ethereal there B. He opens the eyes of his own decapitated head when Ocron goes to munch his gray matter, something a mere human cannot do, and, C. His spirit lives on to communicate both with Mace mentally and with his family back on the mysterious shore.</span></span><br />
<br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">As for Mace, throughout the film, he demonstrates a power and friendship with animals, both land based and aquatic, that are nearly like those of Dar, in the Beastmaster, except that he does not summon animal help- the animal world just seems to show up to aide Mace when he needs it most in some sort of return for his kindness and healing which he shows to beasts. He would be something on the level of a Warrior Druid- one without the slightest priestly or spell casting powers but having the Druid's usual affinity with animals, although there is nothing Celtic about the Lost World. It is much more Stone Age than that. Shoot, add some dinosaurs and you have a great setting for fun games.</span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">One tidbit I found in researching the film is that Jorge Rivero, who plays Mace, was born in Mexico, is a lifelong bodybuilder and held a degree in Chemical Engineering before going into acting. He is still living at the time of this article, having been born in 1938! Good going Jorge!</span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Sabrina Saini, who plays Ocron the Witch Queen, is a number of B movies which also showcase her spunk and her undeniable womanly charms. Several are fantasy films, but Conquest manages to rise above most of them, even if it is no masterpiece. It is highly fun, exciting and memorable.</span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Well, hopefully I have stirred some interest in you to see this B-Movie of higher aspirations, and given you some seeds for adventure, monster or setting ideas. </span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">I highly recommend it to people who like Conan, Hawk the Slayer, Krull and other movies of this ilk.</span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;">Now go forth and game!</span></span><br />
<span style="font-size: large;"><span style="font-family: "times" , "times new roman" , serif;"><br /></span></span>
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Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-3965032003043556748.post-87314187808348176912020-03-28T14:44:00.003-07:002020-03-28T15:23:39.979-07:00The Gorvid- A Monster Race for 1st Edition AD&D or Other System<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal" style="line-height: 106%; mso-outline-level: 1; text-align: justify;">
<b><span style="font-family: "times new roman" , serif; font-size: 16.0pt; line-height: 106%;">GORVID</span></b></div>
<div class="MsoNormal" style="line-height: 106%; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-outline-level: 2; text-align: justify;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">FREQUENCY: Common</span><span style="font-family: "times new roman" , serif; font-size: 14.0pt;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">NO. APPEARING: 2-20</span><span style="font-family: "times new roman" , serif; font-size: 14.0pt;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">ARMOR CLASS: 5, 6, or 7</span><span style="font-family: "times new roman" , serif; font-size: 14.0pt;"></span></div>
<div class="MsoNormal" style="line-height: 106%;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">MOVE: 9” / 18”</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
<div class="MsoNormal" style="line-height: normal; mso-outline-level: 2; text-align: justify;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">HIT DICE: 3, 4, or 5</span><span style="font-family: "times new roman" , serif; font-size: 14.0pt;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">% IN LAIR: 40%</span><span style="font-family: "times new roman" , serif; font-size: 14.0pt;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">TREASURE TYPE: Individuals nil, Q, B, S in lair</span><span style="font-family: "times new roman" , serif; font-size: 14.0pt;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">NO. ATTACKS: 3 or Breath attack</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
<div class="MsoNormal" style="line-height: 106%;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">DAMAGE/ATTACK: 2-5/2-5/1-8 </span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
<div class="MsoNormal" style="line-height: 106%;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">SPECIAL ATTACKS: Acid Breath</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
<div class="MsoNormal" style="line-height: 106%;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">SPECIAL DEFENSES: Acid immunity and
fire resistance</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">MAGIC RESISTANCE: 20%</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">INTELLIGENCE: Low</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">ALIGNMENT: Chaotic Evil</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">SIZE: Medium, Large</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
<div class="MsoNormal" style="line-height: 106%;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">PSIOINC ABILITY: Nil</span><span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri;"></span></div>
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<br /></div>
<div class="MsoNormal" style="line-height: 106%;">
<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">The name of the Gorvid refers to the
species and to individual specimens. Gorvid are a race of winged, scaly
creatures with humanoid bodies and a lion like leathery head set with six eyes
and a gaping maw brimming with sharp fangs. Male gorvid bear horns and are
covered in tough gray scales that become even tougher with age and time, and
this is reflected in their varying AC values. Female gorvid are always AC 7 as
they do not develop this natural armor, although they can fight as fiercely as
their mates.</span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">Gorvid lair in underground warrens
constructed in the floors of forest and caves below mountains. Each den is a
small complex of intertwining tunnels and chambers used variously for sleeping,
feeding and for mating rituals. Each lair also contains some sort of mysterious room where skulls are set up to form what resembles a votive shrine. There are always at least two
entrances to these dens. Gorvid fly forth at night upon their great bat like
wings in search of animal or human and humanoid prey to be carried back to
their den and devoured at leisure. They will save living prey for later if they
are gorged., and a few fortunate souls have actually been rescued from gorvid
dens, albeit much worse for wear. There are rumors of an ancient sect of hunter
warriors dedicated to seeking these monsters out and exterminating them, but
little more is known.</span></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">Gorvid avoid sunlight and suffer -2
to their attacks as well as suffering 1-3 points of damage per round as long as
they are exposed, eventually dying. This fact and their resistance to magic
have led some sages to conclude these creatures originated in the Abyss before
entering this world, although they exhibit none of the magical powers of
demons. It is common custom, however, for any town or village to reward the
bearer of a gorvid hand with coin befitting such a slayer. Gorvid are resistant
to any acid attacks thrown at them and take only half damage from fire.</span><br />
<br /></div>
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">Gorvid use two claws and a biting
attack in combat, but each gorvid also has the ability three times per day to
disgorge a belching mist of deadly acid which causes 1-10 points of damage
unless a saving throw is made for half damage. </span><br />
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<span style="font-family: "times new roman" , serif; mso-fareast-font-family: "Times New Roman";">Gorvids vary in might according to
size and age and this is reflected in the varying Hit Dice values listed. The
larger gorvid are always Hit Dice 5 and they will be led by the fiercest of
these. Females will attempt to flee with any young or eggs if the den
attacked in large number. Any treasure in a gorvid den is what is left from past
victims carried there for feasting. </span><br />
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<a href="https://1.bp.blogspot.com/-Y2ss4-ap7-Q/Xn_HTjoIsOI/AAAAAAAAB1M/M443UfKnKBEVN2jsZTTsbe9Awbb21OIfgCLcBGAsYHQ/s1600/IMG_2985.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1483" data-original-width="1600" height="592" src="https://1.bp.blogspot.com/-Y2ss4-ap7-Q/Xn_HTjoIsOI/AAAAAAAAB1M/M443UfKnKBEVN2jsZTTsbe9Awbb21OIfgCLcBGAsYHQ/s640/IMG_2985.jpg" width="640" /></a></div>
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Note: The Gorvid monster concept and accompanying image are designed by J.E. Becker and may not be used for commercial purposes. </div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-19782985069911600732020-03-21T23:20:00.002-07:002020-03-21T23:20:19.724-07:00Quarantine Art- The Temple of Death<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-e8apJ_n45kM/XncDTPYSDzI/AAAAAAAAB00/4a4zY0traBkwR7uAU9I4xmY49IuTaq9IgCLcBGAsYHQ/s1600/Scan_20200322%2B%25282%2529.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1198" height="640" src="https://1.bp.blogspot.com/-e8apJ_n45kM/XncDTPYSDzI/AAAAAAAAB00/4a4zY0traBkwR7uAU9I4xmY49IuTaq9IgCLcBGAsYHQ/s640/Scan_20200322%2B%25282%2529.png" width="478" /></a></div>
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<br />Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-3965032003043556748.post-52877501623541460412019-12-30T11:51:00.002-08:002019-12-30T11:51:55.040-08:00My OriginalTekumel Fan-Art<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-s-3Lt0aOmYU/XgpUv__wajI/AAAAAAAABxo/y5p5QmMPdrkQdMD6n6CAqtyFlIIW7KkDwCLcBGAsYHQ/s1600/dying%2Bpechoi.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1271" data-original-width="1600" height="508" src="https://1.bp.blogspot.com/-s-3Lt0aOmYU/XgpUv__wajI/AAAAAAAABxo/y5p5QmMPdrkQdMD6n6CAqtyFlIIW7KkDwCLcBGAsYHQ/s640/dying%2Bpechoi.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Soldier of the Seal of the Imperium bows his head as his Pe Choi comrade breathes its last following a battle at a Yank Kori fortification. From Tekumel, World of the Petal Throne, a setting created by M.A.R. Barker</td></tr>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-3965032003043556748.post-61340451572359165282019-09-21T19:43:00.001-07:002019-09-21T19:43:01.948-07:00Alien Apocalypse This is a sharpie and ink pen illustration of an alien apocalypse !<br />
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Original rights belong to me (Justin Becker)!<br />
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<a href="https://1.bp.blogspot.com/-rtr41o7dt9M/XYbfo6ut_JI/AAAAAAAABwc/QzZsrF8WngYS5j5WX07SEunmKrqrNjBFwCLcBGAsYHQ/s1600/Scan_20190921%2B%25284%2529.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1222" data-original-width="1600" height="488" src="https://1.bp.blogspot.com/-rtr41o7dt9M/XYbfo6ut_JI/AAAAAAAABwc/QzZsrF8WngYS5j5WX07SEunmKrqrNjBFwCLcBGAsYHQ/s640/Scan_20190921%2B%25284%2529.png" width="640" /></a></div>
<br />Unknownnoreply@blogger.com2