TEXT: A Complete Culture for £1fquest.. 
  bl1 £1izabetl1 Cerritelli 
  
  A Complete Cult~e for £1fquest 
  b\j £1iiab~tl1 c~rrit~lli 
  Cover by Lisa A. Free 
  Interior Illustrations by Wendy Pini 
  Maps by Carolyn Schultz 
  Layout and Design by Sherman Kahn 
  All Elfquest related characters, con-
  cepts, environments and situations 
  contained herein, regardless of origin, 
  are trademarks of WaRP Graphics and 
  are used with permission. 
  This book Is authorized by WaRP Graphics. 
  __ 
  C0tttettts 
  The Sea Elves . . . . . . . . . . . . . . . . . . . page 2 
  The Islands ..................... page 6 
  Magic Powers . . . . . . . . . . . . . . . . . . . page 8 
  Sea and Island Creatures ........... page 9 
  Stormcoming Hunt ... . .......... page 16 
  Littlesmoke Island .......... . . . . page 19 
  Assault on Smalltower Island ...... page 28 
  THE SEA ELVES is copyrightc 7985 by Chaosium Inc.; all rights reserved. 
  ISBN 0-933635-24-9 
  THE SEA ELVES is intended for use with the ELFQUEST roleplaying game, which ts 
  copyrighted by Chaos/um Inc. To fully enjoy this book, readers need familiarity with the 
  rules of ELFQUEST. ELFQUEST ® is the registered trademark of WaRP graphics. 
  reproduction of the materials within this book for purposes of personal or corporate 
  profit by photographic, electronic, or other methods of duplication or retrieval is strictly 
  prohibited. Except in this publication and in related advertising, all original artwork for 
  THE SEA ELVES remains the property of the artists; all rights reserved. All material 
  originally submitted by Elizabeth Cerritelli remains under her copyright; material added 
  by Chaos/um Inc. remains the property of Chaos/um Inc. To direct questions or com-
  ments regarding this book, or for a free catalog of Chaosium games and supplements, 
  write to Chaos/um Inc., PO Box 6302-SE, Albany CA 94706. 
  Printed in the United States of America. 
  
  2 
  The Sea £1ves 
  This book is based on the short story, "The Siege 
  of Suncliff Island", which was printed in the first 
  issue of Yearnings, the Elfquest fanzine. Infor-
  mation is added to facilitate the use of Sea Elves 
  with the £/fquest game. Background on the his-
  tory and physical nature of the Sea Elves' world 
  and their lifestyle is provided so players can 
  design tribes and adventures of their own. 
  The Sea Elf information is approved for the 
  £/fquest game, but is not necessarily true to the 
  World of Two Moons as depicted in the Elf quest 
  stories which have been published or which will 
  be published by WaRP graphics. The Sea Elves 
  might exist as depicted here, but there is no cor-
  roberation from WaRP Graphics that they do so 
  exist. 
  How to Use the Sea Elves 
  These pages provide only a guideline to the en-
  vironment and culture of the Sea Elves. No one 
  knows everything there is to know about the 
  islands or about the elves. No one knows exactly 
  how many islands there are in the archipelago; no 
  single tribe has discovered them all. There are 
  probably more Sea Elf tribes than anyone has 
  guessed. Gamemasters should be inventive and 
  willing to add to the information. 
  Though humans and trolls have not yet been 
  discovered on the islands, members of both species 
  might have been cast away there, just as the elves 
  were. If so, determine what they feel about the 
  pointy-eared sea-spirits, and what the elves feel 
  about them. There might be unidentified creatures 
  in the ocean, or land animals and plants peculiar 
  to a particular unexplored island. All this depends 
  on the gamemaster's imagination. 
  When roleplaying Sea Elves, consider intertribal 
  relations. On the islands, strange elf-tribes are not 
  assumed to be friendly. Raider tribes are unlikely 
  to ask questions before attacking and more 
  peaceable tribes have been preyed upon too often 
  to accept strangers freely . Misunderstandings are 
  bound to occur. Decide which sort of tribe the 
  player elves come from, and map their island 
  accordingly. 
  Players and gamemasters should familiarize 
  themselves with the Sea Elves and their environ-
  ment. Use the guidelines set down on these pages, 
  but explore variations. In a largely unexplored 
  area like the islands, nearly anything is possible. 
  Add your own imagination, and share in the ever-
  shifting, ever-new adventures of the Sea Elves. 
  Sea Elf Characteristics and Skills 
  characteristics 
  STR 
  2D6+4 
  CON 2D6+6 
  SIZ 
  203+2 
  INT 
  3D6 
  POW 2D6+6 
  DEX 2D6+9 
  APP 
  206+6 
  Beginning Skills 
  Skill 
  attributes 
  Age: 1D10x1010x2D6 
  Move: 3 yds/SR(ground) 
  2 yds/SR (water) 
  Weapons: knife 
  spear 
  fish spear (treat as spear) 
  trident (treat as spear) 
  Attack w/ one weapon 
  Climb 
  Beginning Percentage 
  (STR+DEX) x2 
  STR+DEX-SIZ 
  INT+APP 
  (INT+DEX) x2 
  STR+DEX 
  Communication 
  Dodge 
  Jump 
  Lore (all types) 
  Manipulation 
  Parry w/ one weapon 
  Perception 
  Ride Wave-Dancer 
  Stealth 
  Swim 
  Throw 
  INTx2 
  (STR+DEX) x2 
  POW+ DEX 
  (INT+POW) x2 
  DEX x5 
  DEX x2 
  (STR+DEX) x3 
  DEX x1 
  Previous experience for Sea Elves is computed the same way 
  as for Wolfriders. 
  Magic Powers 
  Animal Bonding 
  Bone Shaping 
  Finding 
  Fish-Finding 
  Flesh Shaping 
  Healing 
  Homing Instinct 
  Hypnosis 
  Magic Feeling* 
  Plant-Shaping 
  Rock Shaping 
  Sending* 
  Stormseeing 
  Water Control 
  Beginning Percentage 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x1 
  POW x4 
  POW x1 
  POWx1 
  •denotes common power. 
  Synopsis 
  Sea Elves live on a great archipelago in the Vast-
  deep water. They are descended from a group of 
  High Ones who were shipwrecked there 10,000 
  
  years earlier, and have developed a unique culture. 
  Many tribes exist, each with different customs, 
  but all share fishing techniques an1 1 bond with 
  the dolphin-like wave-dancers . .::cnturies of tribal 
  isolation, and a lack of the common human 
  enemy have caused the Sea Elves to be suspicious 
  of elfin strangers. 
  History 
  The ancestors of the Sea Elves came to the islands 
  10,000 years before the time of the Elf quest saga. 
  Running before the fearsome humans, a group of 
  High Ones fled from the castle in a direction Away-
  From-Hub-Star and towards Sun-Goes-Down until 
  their way was blocked by a broad crescent-shaped 
  bay, the shore of Vastdeep water. They hoped to 
  escape the maurauding humans by rafting across 
  the bay to the other side of the crescent. The 
  humans would be forced to walk around to the 
  other side of the bay, and hopefully would lose 
  track of their quarry. Tree-Shapers formed a raft, 
  and the High Ones embarked. 
  No elf had sailed a boat for millenia. The High 
  Ones attempted to magically propel the craft, 
  but their ever-weakening powers were overcome 
  by the powerful push and pull of the tides, cur-
  rents, and winds. A storm drained the already-
  exhausted elves completely, and they were forced 
  to lash themselves to the raft and ride out the 
  tempest. 
  The storm continued for days, and at the 
  mercy of wind and wave, the High Ones soon lost 
  all sense of direction. After six days afloat, the 
  raft was driven onto the rocky shoals of an island, 
  and was dashed to pieces. A few survivors were 
  left clinging to the wreckage. The survivors were 
  washed ashore on several different islands. 
  Survival was a struggle, but the elves found 
  allies in the dolphin-like creatures called Wave-
  dancers. These gregarious sea-mammals recognized 
  the elves as friendly, and the elves understood the 
  wavedancers to be clever, helpful, and capable of 
  limited communication. Though they cannot 
  Send, wavedancers can understand conceptual 
  images and directions Sent by the elves. From the 
  wavedancers the elves learned how to hunt and 
  fight underwater. They also learned which sea 
  plants, fish, and shellfish are safe to eat from the 
  friendly sea creatures (they were left to learn 
  about the island plants through trial and error). 
  The wavedancers permitted the elves to ride 
  them, enabling the elves to seek larger and better 
  quarry by ranging farther from their island homes. 
  Later generations of Sea Elves increased their 
  range using boats and rafts, and were surprised to 
  discover elves living on other islands. Each group 
  of castaways had believed themselves to be the 
  only survivors of the wreck. Many of the original 
  elves had died during the initial years of island 
  The Sea Elves - 3 
  hardship, and their descendants were unsure how 
  to treat the strange elves they encountered. 
  Upon meeting, some tribes (those with plentiful 
  food and skilled artisans) formed trading agree-
  ments and alliances. Tribes who lacked natural 
  resources viewed the other tribes only as competi-
  tion •1x scarce and elusive prey and envied the 
  abun<.' tnce enjoyed by other tribes. They had 
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  4 - The Seo Elves 
  nothing to trade so they became pirates. The 
  pirates were thieves, but not murderers. They 
  used stealth, cleverness, and speed to avoid battle. 
  But confrontation was inevitable, so the pirates 
  relied on shows of force, numbers, and on intimi-
  dation to force tribute from their victims. 
  Despite constant piracy, rarely do Sea Elf 
  tribes war; if they do, blows are aimed to subdue, 
  not to kill. But even this limited conflict leaves 
  the Sea Elves less trusting than their land-bound 
  brethren. 
  At the time of the Elfquest saga, ten to twelve 
  generations have passed since the sinking of the 
  raft. To the Sea Elves, humans and preservers 
  have become distant legends. The mainland is 
  considered a fireside myth; at best an extra-large 
  island. Their watery world is thought to be the 
  only reality . 
  Sea Elf I ives are short, but Sea Elves are rela-
  tively prolific. They live in an environment as 
  dangerous as that of the Wolfriders, and expect 
  lives of similar length. 
  Like the Go-Backs, Sea Elves have been forced 
  to suppress Recognition and produce more off-
  spring to keep their population stable. Recognition 
  still occurs occasionally, usually between members 
  of different tribes, allowing the introduction of 
  new genes into tribal gene-pools. 
  Appearance 
  Sea Elves are small like most younger elves, but 
  are slightly stouter than most. The extra fat helps 
  to insulate them when they swim in cold water. 
  Sea Elves have dark complexions, and prefer to 
  wear their hair short. Those who sport long hair 
  keep it braided, or tightly bound , to avoid 
  tangling. 
  Clothing varies from tribe to tribe, but en-
  vironment insures some similarities. Clothing is 
  woven from plant fibers, or cut from the tanned 
  skins of sea mammals. Hides are never used in the 
  water; their weight makes swimming difficult. 
  Garments are usually short and sleeveless, and are 
  easily removed. Often Sea Elves, particularly 
  children, wear nothing at all. Sea Elves never wear 
  shoes, but often wear ornaments made of bone, 
  shell, coral, ivory, or knotted fiber. 
  Social Structure 
  Each tribe developed in isolation from the others, 
  causing social structure to vary slightly from is-
  land to island. Some tribes, particularly the raiders, 
  have a hereditary chieftain like the Wolfriders. 
  Others select a chieftain through election or by 
  exhibition of battle skill. Some tribes have a 
  council of elders to make crisis decisions rather 
  than a single leader. In other tribes, individuals 
  with special expertise make decisions about their 
  specialty. Some tribes are merely aggregates of 
  small family groups who winter together, but who 
  are independent for the rest of the year. 
  Family relationships are often temporary, 
  particularly among nomadic rafter tribes, though 
  if mating produces children permanent relation-
  ships sometimes evolve. Sea Elves usually share 
  several lovemates, and have many relationships in 
  a lifetime. Most Sea Elf tribes resemble large 
  extended families, regardless of whether all the 
  tribe's members are blood-relations. 
  Communication 
  Sending is the Sea Elves' favorite form of com-
  munication. It is the most efficient form of 
  communication underwater and across craggy 
  islands. Also Sea Elves Send to communicate with 
  their allies the wavedancers. Among the Sea Elves 
  it is often more private to speak out loud than it 
  is to Send across the busy tribal network. Sea 
  Elves have both soul-names and tribe-names. 
  Wavedancers 
  Nearly all Sea Elves are friendly with wavedancers 
  and vice-versa. Although some pods (herds of 
  wavedancers) frequent particular islands more 
  than others, and are particularly friendly with 
  certain tribes, any wavedancer will support and 
  protect any elf, aquaintance or stranger. The 
  wavedancers see the elves as comrades; just as no 
  wavedancer will harm another wavedancer, 
  neither will a wavedancer harm an elf, even if the 
  elf is from an enemy tribe. If a wavedancer is 
  attacked by an elf, he will try to dodge or to 
  avoid the blows. He will swim away, refusing to 
  strike back unless left with no other choice. 
  A general amiability exists between elves and 
  wavedancers, and occasionally an elf and a 
  wavedancer find that they have compatible 
  personalities, easing communication and bringing 
  on a special bond. The bond between Sea Elf and 
  wavedancer is not like the Animal Bonding power 
  or like the bond between Wolfrider and wolf. It is 
  instead, a sharing of thoughts, ideas and feeling, 
  similar to elfin soul-sharing. The Sea Elf and 
  wavedancer become soulmates rather than bond-
  mates. This shared friendship lasts for the dura-
  tion of their shared lifetime. 
  Fishing and Hunting 
  Sea Elves are expert fishers and hunters. All swim 
  well and can dive deep and hold their breaths for 
  up to five minutes. Some Sea Elves build sailboats 
  and large rafts, and are excellent sailors. 
  Sea Elves fish from day to day to supply the 
  everyday needs of the tribe. This type of fishing is 
  performed year-round except when the weather is 
  too harsh. 
  
  Twice per year, at the beginning and the end of 
  the Calm season, each tribe embarks a major fish 
  hunting foray. These expeditions range far from 
  the tribes' home islands, and often see no land for 
  weeks at a time. 
  Over the centuries, the elves learned the times 
  and routes of migrations of large schools of fish. 
  The elves take advantage of the migrations, load-
  ing their vessels with huge catches of fish. Nets 
  are employed to catch volumes of small fish, and 
  spears to catch larger ones. Some nomadic tribes 
  follow the schools throughout the entire Calm 
  Season, returning to the islands only to weather 
  the storms. 
  When the vessels return, the meat is salted and 
  dried, and stored for consumption during the 
  Storm Season, when fishing is difficult and food is 
  scarce. Some tribes divert colonies of fish from 
  the migrations, herding them home to stock 
  artificial tide-pools created by Rock-Shapers, 
  guaranteeing the tribe fresh meat during the 
  Storm Season. 
  Other Occupations 
  Not all Sea Elves spend their lives on the water. 
  Young children are kept at home on the islands 
  until they demonstrate their readiness to accom-
  pany their elders on long fishing trips. Children 
  often explore the shallows, gathering edible shell-
  fish. They also help to gather fruit and eggs for 
  the tribe. 
  Some older elves prefer to remain on land. 
  They weave baskets and fabric from plant fibers, 
  and shape utensils from wood and clay. Land and 
  sea plants are gathered for food. Some tribes 
  practice limited cultivation of plants and shellfish. 
  Tools and weapons are shaped from bone, stone, 
  and wood; metal is unknown to the Sea Elves. 
  Weapons 
  Sea Elves use mainly thrusting weapons, like 
  spears, tridents, and knives. Neither slashing nor 
  impact weapons are useful in aquatic combat, 
  because the water slows the motion of the blow, 
  robbing it of necessary force. The Sea Elves use 
  no missile weapons - the available wood is of the 
  wrong consistency and degree of flexibility. 
  Magic 
  Bone Shaping elves mold the shells of huge sea 
  turtles into boats, using the ribs of giant sea 
  creatures as masts and booms. Rock Shapers form 
  dwellings and weapons for their tribesfolk. Plant-
  Shapers manipulate both land and sea plants. 
  Healers perform their usual function. Other 
  magical powers include conventional forms of 
  Flesh-Shaping, Hypnosis, Magic Feeling, Animal 
  Bonding, and some other powers peculiar to Sea 
  The Sea Elves - 5 
  Elves. For specific descriptions of Sea Elf magic 
  powers see the new powers section. 
  Homing Instinct is a variation of Finding; it is a 
  finely honed sense of direction. Fishfinders use a 
  variation of this power to locate and identify 
  schools of fish during long-hunts. Stormseers can 
  tell whether storms are brewing and approx-
  imately when a storm will strike and abate. Water 
  Control is a limited type of Telekinesis. 
  Stormseeing and Fishfinding are aquired skills 
  as well as magical powers. Intelligent elves who 
  lack the instinctive power can learn to recognize 
  signs with some accuracy (they might know if a 
  storm is coming, but not how great of how soon; 
  or they will know that fish are passing, but not 
  what kind or how many). Similarly, elves who 
  lack Hom ing Instinct can be taught to navigate by 
  the stars. 
  Use of magic on the open sea can be dangerous. 
  Fumbled magic behaves differently on water than 
  it does on land. On land, bad magic is stationary, 
  resting in the same spot until triggered by some 
  event. On water, bad magic flows with the current, 
  sometimes for a long time and might wash up on 
  a beach far from where the spell was cast. Also, 
  Sea Elf sailors must beware of sailing into flows 
  wh ich are infected by bad magic. For a creative 
  gamemaster, mobile bad magic creates innumer-
  able scenario possibilities. 
  ~~INI 
  
  6 
  The islands of the archipelago are as varied as 
  their inhabitants. Many of the islands are volcanic, 
  some actively so. Some of the islands are coral 
  atolls (the accumulated skeletons of millions of 
  coral polyps break the water, creating a shallow 
  island). Others appear as mere rocks jutting from 
  the sea. 
  Some islands have been gifted with rich soil 
  derived from volcanic ash, allowing lush plant life, 
  particularly on the windward (usually Southeast-
  ern) side. Most of the islands have natural springs 
  and pools of fresh water. Elves who live on fertile 
  islands have abundant supplies of food and water, 
  and do less fishing than their less fortunate cous-
  ins. The trees on the islands are unsuitable for 
  fashioning into homes, so the elves build huts 
  from woven and shaped tree-fronds, branches, or 
  thatched grasses. 
  Barren, rocky islands are used only as an oc-
  casional sheltering place by the elves dwelling 
  there. These elves must fish constantly to survive, 
  and sometimes supplement their stores by raiding 
  their neighbors. Dwellings are made from the 
  skins of sea mammals, or the tribes' rockshapers 
  use existing caves to create honeycombed galleries 
  in which the tribe can dwell. On both types of 
  island, hot springs sometimes well up through the 
  rock. Sea Elves are fond of hot springs, often 
  basing villages around them. 
  Unfertile atolls are used as resting places for 
  elves on long fishing voyages or their lagoons are 
  used as massive traps in which to herd migrating 
  fish. Often elves from a nearby island use the 
  lagoon of an atoll as a fish farm. 
  Island Flora and Fauna 
  The vegetation of the islands differs from that of 
  the mainland. Many mainland plants are never 
  found on the islands; other plants are exclusive to 
  them. Some plants grow in both locations; mostly 
  forest and swamp plants. Elves from the mainland 
  must completely relearn the Plant Lore skill to 
  use island plants. For specific descriptions of 
  important flora and fauna see the Creatures 
  section. 
  Tropical fruits are abundant on fertile islands, 
  and there are many varieties of edible berries. 
  Dreamberries do not grow on the islands, but the 
  elves distill an intoxicating substance from parts 
  of certain shellfish, and bake it into cakes. One or 
  two of the cakes, called Happycakes by the elves, 
  give an elf a pleasing feeling of well-being. Con-
  sumption of additional cakes drops an elf into 
  lethargy, and eventually to sleep. Aphrodesiacs 
  are sometimes added to the cakes to lessen the 
  imbiber's inhibitions. Most tribes carefully control 
  the distribution of Happycakes. 
  There are no land mammals on the islands -
  four-footed furry animals are unknown to the Sea 
  Elves. Thousands of species of birds live on and 
  around the archipelago, many of which migrate to 
  the mainland during the Storm Season. Reptiles 
  and amphibians are common; some are huge. Fish 
  and sea mammals swim in the oceans near the 
  islands. 
  Most of the sea birds are edible, and the elves 
  trap them for food. One heron-Ii ke species has 
  been domesticated by the Sea Elves and trained 
  to fish for them. The Sea Elves use the plumage 
  of brightly colored birds as jewelry and for cere-
  monial clothing. 
  The fish at the islands' shores are small and 
  have little food value, but edible shellfish and 
  crustaceans are harvested. Sea elves make fre-
  quent trips to deep water in search of larger fish. 
  Weather 
  The islands have a tropical climate, similar to that 
  of the South-Seas islands on Earth. The air is 
  usually moist; light rains occur throughout the 
  year. Temperature seldom drops below 70 degrees 
  farenheit. The Sea Elves recognize two seasons -
  the Storm Season and the Calm Season. 
  The Storm Season consumes about a third of 
  the year. It builds in a period (2 cycles of the big 
  moon long) of intermittent wind- and rainstorms 
  gradually increasing in frequency and intensity. 
  At the height of the Storm Season (the next four 
  to six cycles) the rain and wind seldom abate, and 
  the winds sometimes reach a Strength of 40 to 50 
  A gradual reduction follows the Storm Season ' 
  which lasts about as long as the build-up period. 
  During the Storm Season, Sea Elves seclude them-
  selves in their island homes. Even the nomads 
  shun the open sea at this time of the year. 
  The Calm Season reigns for the rest of the year. 
  There are minor storms during the Calm Season, 
  but the wind never surpasses STR 25. Th is is the 
  active time of the year for the Sea Elves; the time 
  of their long fishing voyages. 
  Seismic Activity 
  Earthquakes, ranging widely in severity, are 
  common on and near the islands. See the Earth-
  quake Severity Table to determine effects. Major 
  
  earthquakes are always accompanied by a series 
  of less powerful preshocks and aftershocks. 
  Many of the islands are actively volcanic and 
  eruptions often occur. Eruptions can be minor 
  (a mountain belches forth volumes of smoke and 
  ash), or devastating, (fire shoots into the air, lava 
  flows freely). The worst eruptions cause the de-
  struction of entire islands. 
  Lava varies in form. Some is thick and slow-
  moving, congealing quickly into jagged sharp-edged 
  stone. Some is liquid and fast-moving, and con-
  geals slowly into a smooth stone. All lava destroys 
  everything it touches. 
  New land can be added to an island by lava 
  flows, and entirely new islands are sometimes the 
  product of underwater eruptions. This new land 
  cannot be used for many decades following its 
  creation, because at first nothing can grow there. 
  Earthquake Severity Table 
  percentile roll 
  01·20 
  21·35 
  36·50 
  51·80 
  81 -90 
  91·00 
  effect 
  barely perceptible trembling. 
  mild but easily noticable shake. 
  significant trembling of ground; small 
  pebbles dislodged, objects fall from 
  shelves. 
  strong quake; elves lose balance with a 
  failed DEX roll, trees and huts sway, 
  minor rockslides occur, possibility of 
  a Great Wave. 
  upheaval; trees fall, tunnels collapse, 
  major rock slides occur. possibility of 
  a Great Wave. 
  major upheaval; cavescollapse,riftsopen, 
  sections of island drop into the sea, 
  possibility of a Great Wave. 
  Volcanic Eruption Table 
  percentile roll 
  01 ·10 
  11 ·20 
  21 ·30 
  31-40 
  41-50 
  5H>O 
  61 ·70 
  71·75 
  76·80 
  81·85 
  86·90 
  91 ·95 
  96-00 
  effect 
  clouds of steam/smoke, rumbling. 
  smoke, minor earthquakes (roll 1020 for 
  severity). 
  fountain of fire at the cone. 
  minor ash fall. 
  substantial ash fall, possible asphyxiation 
  near the cone. 
  major ash fall, ash drifts 1010 feet thick, 
  possible asphyxiation, possible Great 
  wave. 
  shower of hot stones, elves who fum· 
  ble Luck rolls are hit, vegetation 
  catches fire, possible Great Wave. 
  limited flow of slow-moving lava, vege· 
  tation catches fire, possible Great 
  Wave. 
  limited flow of fast·moving lava, vegeta· 
  tion catches fire, possible Great Wave. 
  major flow(s) of slow-moving lava, severe 
  fires, possible Great Wave. 
  major flow(s) of fast-moving lava, severe 
  fires, possible Great Wave. 
  significant eruption; 106 major lava 
  flows, earthquake (roll 1D100 for 
  severity, possible Great Wave. 
  Major Eruption; 1010 lava flows, earth· 
  quake (roll 10100 for intensity, 
  fissures open in ground, sections of 
  cone or island collapse, possible 
  Great Wave. 
  The Islands - 7 
  Side effects of volcanic eruptions include forest 
  fires and the release of toxic gases. Flaming 
  fissures open on seemingly safe ground. Both 
  earthquakes and eruptions can cause Great Waves. 
  Great Waves 
  Great Waves are caused by earthquakes and vol-
  canic eruptions. Any time there is an earthquake 
  near an island there is a 5% chance for a Great 
  Wave to appear for every 10 percentiles of earth-
  quake or eruption severity over 50%. If the game-
  master wishes, a Great Wave can be created by a 
  distant earthquake or eruption about which the 
  elves know nothing. 
  Great waves always start with a Strength of 1. 
  Their Strength increases by one point for each 20 
  miles of uninterupted travel from the epicenter of 
  the wave. Each point of Strength of a Great Wave 
  roughly corresponds to 1 foot of height. Boats 
  and rafts which are several miles from shore are 
  not harmed by Great Waves; their occupants 
  merely feel a substantial rise and fall of the water. 
  Crafts within one mile of the shore stand a 50% 
  chance of being dashed into the coastline; the 
  gamemaster can adjust this chance to fit the cir-
  cumstances. See the Great Wave Strength Table to 
  determine the effects of a Great Wave. 
  Great Waves are always preceeded by a sharp 
  and noticeable recession of water from island 
  shorelines. Elves who make a successful Elf Lore 
  roll should take this as a warning to run for high 
  ground, beyond the reach of the wave, if they can 
  outrun it. The wave moves at one mile per melee 
  round, and strikes between Yi hour and 2 hours 
  after the water recedes. 
  Great Wave Table 
  strength 
  01·05 
  06-15 
  16·25 
  26·30 
  31-40 
  41-50 
  Conclusion 
  effect 
  higher tide than usual, shoreline 
  swamped, fish beached. 
  low-lying areas of island flooded. 
  shoreline struck with considerable force, 
  lower elevations flooded. 
  anything loose on shoreline swept away, 
  elves knocked down, heavy flooding 
  in low elevations. 
  low-lying areas struck with considerable 
  force, dwellings and boats destroyed, 
  elves swept away, medium elevations 
  flooded. 
  everything (including elves) in low 
  elevations destroyed and/or swept 
  away, boats and dwellings destroyed, 
  flooding even on high ground. 
  The island domain of the Sea Elves is lush, beauti-
  ful and bountiful , but treacherous. The sea gives 
  life and takes it away. Other elves are not always 
  friendly. Natural hazards can be devastating. For 
  the Sea Elves every day is an adventure. 
  
  8 
  Sea Elves possess several magic powers which are 
  unknown to other elves - specific information 
  about those powers follows. Telepath ic and Tele-
  kinetic powers are included on the same fist, but 
  each power's type is listed in the first entry after 
  its name. 
  Bone-Shaping 
  type: Telekinetic 
  found among: all Healers, and some non-heal er 
  Sea Elves 
  range: touch 
  Bone-Shaping is sim ifar to Flesh-Shaping, but it is 
  often performed on non-living matter. Bone-
  Shaping can be used by non-Healers, but onf y 
  elves with the Flesh-Shaping power can shape 
  living bone. 
  Bone-Shaping is used by the Sea Elves to form 
  tools and weapons from the bones of sea crea-
  tures, and to shape the shelfs of giant turtles into 
  usable boats. Bone-Shaping costs one magic point 
  for every SIZ point of bone to be shaped. Bone-
  Shaping works as fast as Rock-Shaping on non-
  living bone, and as fast as Flesh-Shaping on living 
  bone. 
  Bone-Shaping is a rare talent. It is useless to 
  tribes who have metal technology. Even among 
  the Sea elves, to whom Bone-Shaping is useful, 
  there is seldom more than one Bone-Shaper per 
  island. 
  Fish-Finding 
  type: Telepathic 
  prerequisite power: Find ing 
  found among: Sea Elves 
  range: 500 yards per magic point spent. 
  Each magic point spent allows the user of this 
  power to detect I iving creatures underwater with-
  in 500 yards (horizontal and vertical) of where he 
  or she is standing. The user also knows the direc-
  tion in which the creatures are moving, the 
  approximate SIZ of each creature, and the num-
  ber of detected creatures. Expenditure of an 
  additional magic point allows a Fish-Finder to 
  identify detected creatures by species. 
  A fumble with the Fish-Finding power either 
  causes the user to deny the presence of any crea-
  ture, or distort the Finder's perception of detected 
  creatures' SIZ, shape, or the number of creatures. 
  Elves who lack the Fish-Finding power can be 
  taught by a fish finder to recognize certain signs 
  which allow them to determine if fish are nearby. 
  Elves so trained can find fish on a roll of INTx2 
  or less on a 0100. They cannot determine species 
  or know fish SIZ or the number of fish in a 
  school. This skill can be improved by experience 
  to a maximum of 75%. 
  Homing Instinct 
  type: Telepathic 
  prerequisite power: Finding 
  found among: Sea Elves 
  Range: five miles per magic point spent. 
  The Sea Elf Homing Instinct is a less sophisticated 
  version of the instinct which allows preservers to 
  always locate the palace. Sea Elves with Homing 
  Instinct can find their home island from any-
  where at sea. Successfully used, Homing Instinct 
  tells an elf in what direction his or her home 
  island lies, and approximately how far away it is. 
  The first magic point spent allows the user to 
  locate his or her home island if it is within 5 miles 
  of his or her location. Each additional magic 
  point spent adds 5 miles to the range, or increases 
  the user's chance of success by 10 percentiles. 
  Successful use of Homing Instinct shows the user 
  the exact direction and the distance, within one 
  mile, of his target. A fumble gives an erroneous 
  direction and/or distance. 
  Homing Instinct works best at night, when the 
  elf can use the stars as navigational guides. Elves 
  using Homing Instinct during the day do so with a 
  penalty of 20 percentiles. 
  Elves who lack Homing Instinct can be taught 
  to navigate by the stars. After an initial teaching 
  session an Elf's navigation skill is equal to his or 
  her Elf Lore. 
  Homing Instinct is used to find elves who are 
  lost at sea, but used for this purpose the power 
  always acts with a 20 percentile reduction. 
  Stormseeing 
  type: Telepathic 
  found among: Sea Elves 
  Stormseers have special sensitivity to the look 
  feel, and scent of the sea, sky, clouds, and wind, 
  allowing them to predict future weather. To 
  accurately predict the weather for the next twelve 
  hours a Stormseer must spend one magic point. 
  Additional points extend the forcast for twelve 
  
  hours each. Stormseers can determine the strength 
  and/or duration of upcoming storms by spending 
  an additional magic point for each determination. 
  Fumbles cause mispredictions. 
  Elves who lack the Stormseeing ability can be 
  taught by a Stormseer to read weather signs to a 
  limited extent. The skill allows any elf to forcast 
  upcoming storms, but non-Stormseers cannot 
  determine strength or duration of storms or 
  make predictions more distant than twelve hours. 
  The base skill roll for those who lack the Storm-
  seeing power is INT x2. This skill can be improved 
  by experience. 
  Stormseers cannot predict earthquakes, erup-
  tions or Great Waves. They can identify the island 
  source of drifting ash- or steam-clouds. 
  Water Control 
  type: Telekinetic 
  found among: High Ones, Sea Elves 
  range: 5 yards 
  Water Control is a rare power. It enables an elf to 
  telekinetically direct the flow of a stream of 
  water or to control a certain volume of water. 
  Water Control is used to divert streams for 
  The archipelago on which the Sea Elves reside 
  supports a multitude of plant and animal species. 
  The ocean provides home to still more. Some of 
  the most important creatures to the Sea Elves are 
  described in detail below. Animals and plants are 
  arranged in seperate alphabetical lists. 
  Attitt1als 
  Full statistics are provided for large animals, and 
  for animals that often interact with the elves. 
  Smaller animals are described, and limited stat-
  istics are provided. 
  Bigjaws/Snappers 
  These large fish are a favorite food of the Sea 
  Elves. They swim in deep water, moving in small 
  schools (1 D20 fish per school). Bigjaws and snap-
  pers both feed on smaller fish. Bigjaws have a 
  jutting lower jaw which is larger than and fits over 
  the upper jaw. Snappers have a fierce bite, allowing 
  them to often escape from Sea-Elf nets. 
  irrigation, to bail boats, or to keep water from 
  leaking into a damaged boat. 
  Each magic point spent controls 1 SIZ of water 
  (1 cubic foot) with a current of 0-1 STR. Moving 
  water against the current doubles the current's 
  STR. Moving water with the current nullifies the 
  current's STR. 
  Current STA Table 
  0 
  still water 
  1 
  slow river 
  2· 7 
  brisk stream 
  8·12 
  racing stream 
  13·16 
  fast river 
  17 ·20 
  river rapids 
  Waves on the open ocean have a STR equal to the wind that 
  is pushing them. 
  To successfully control large volumes of water, 
  an elf must expend one magic point per cubic 
  foot of water, plus one magic point for every 
  point of the current's STR. If an elf wishes to 
  control a volume of water with combined STR 
  and SIZ beyond h is magic point capacity, he may 
  expend characteristic POW. Each point of charac-
  teristic POW spent counts as 15 extra magic 
  points to be used to move the water. If the skill 
  roll for the power is a failure, the POW is still lost. 
  Bigjaws/ Snappers 
  characteristics 
  STA 
  1D6+6 
  CON 
  1D6+2 
  SIZ 
  1D3+1 
  INT 
  2 
  POW 1D6+2 
  DEX 3D6 
  APP 
  2D6 
  hit location 
  tail 
  mid body 
  head 
  Weapon 
  bite 
  SR 
  6 
  average 
  attributes 
  020 roll 
  01·06 
  07-14 
  15·20 
  9 
  move: 5 swimming 
  5 
  hit points: 4 
  3 
  2 
  5 
  10-11 
  7 
  armor/HP 
  0/2 
  012 
  0/2 
  attack% damage 
  DEX x4 
  1 D3 (snapper 1 D3+2) 
  Note: both species are powerful f ighters. An elf who catches a 
  bigjaw or a snapper must match his STR plus the STR of his line 
  or net against the STR of the fish (if a net, the STR of all the fish 
  caught) on the resistance table. If the resistance is unsuccessful, 
  the fish breaks loose. 
  Armor: none 
  Skills: Dodge DEX x4, Jump (STR+DEX) x3, Perception POW x3, 
  Swim (STR+DEX) x5. 
  9 
  
  10 - Sea and Island Creatures 
  Blacksail 
  Blacksails are huge sea mammals named for their 
  prominent, black dorsal fins which the elves see 
  cresting the waves when the animal breaches for 
  air. Blacksails are powerful, dangerous carnivores. 
  They usually travel in groups ranging from 2 to 
  20 animals. When hungry, blacksails eat nearly 
  anything in their path, including creatures much 
  larger than themselves, which the group attacks 
  as a pack. When satiated, blacksails are curious 
  and even friendly . Blacksails are cousins to wave-
  dancers, and nearly as intelligent. 
  Blacksail 
  characteristics 
  STA 
  6D6+30 
  CON 3D6+25 
  SIZ 
  6D6+40 
  INT 
  2D6+2 
  POW 2D6+4 
  DEX 206+3 
  APP 
  3D6 
  hit location 
  tail 
  midbody 
  right flipper 
  left flipper 
  fore body 
  dorsal fin 
  head 
  weapon 
  bite 
  ram 
  SR 
  6 
  7 
  average 
  51 
  35.35 
  61 
  9 
  11 
  10 
  10·11 
  D20roll 
  01·03 
  04·06 
  07·08 
  09·10 
  11 ·15 
  16 
  17·20 
  armor/HP 
  12/17 
  12/21 
  12/13 
  12/13 
  12/21 
  12/17 
  12/17 
  attributes 
  move: 6 swimming 
  hit points: 48 
  attack% damage 
  DEX x5 7D6 
  DEX x6 6D6 
  Armor: 2 point skin and blubber 
  Skills: Communication (INT+DEX+APP), Dodge DEX x4, Jump 
  STA+DEX, Perception (INT+POW) x2, Stealth DEX x3, Swim 
  (STA+DEX) x2. 
  Bluefish 
  characteristics 
  STA 5D6+12 
  CON 5D6+6 
  SIZ 
  6D6+20 
  INT 
  2 
  POW 2D6 
  DEX 3D6+3 
  APP 
  2D6+3 
  hit location 
  tail 
  midbody 
  right rear fin 
  right front fin 
  left rear fin 
  left front fin 
  head 
  average 
  29·30 
  23·24 
  41 
  2 
  7 
  13·14 
  10 
  D20roll 
  01·05 
  06·10 
  11 
  12-13 
  14 
  15·16 
  17·20 
  attributes 
  move: 6 swimming 
  hit points: 32-33 
  armor/HP 
  2/10 
  2/15 
  2/3 
  2/5 
  2/3 
  2/5 
  2/10 
  Note: bluefish are strong. Elves who catch a bluefish must match 
  their combined STA plus the STA of their line or net against the 
  fish's STA on the resistance table. If the elves are unsuccessful, the 
  fish breaks free, or pulls the elves from their boat. 
  Armor: none 
  Skills: Dodge DEX x3, Jump (STA+DEX) x2, Perception POW x2, 
  Swim (STA+DEX) x3. 
  Bluefish 
  The meat of this huge fish is prized by the Sea 
  Elves. Bluefish travel in schools of about 100. 
  Because of its great SIZ a single bluefish can feed 
  an entire elf tribe for days. 
  Boat-Back 
  Boat-backs are giant turtles. The Sea Elves mold 
  boat-back shells into boats, hence their name. An 
  average molded boat-back shell holds 4-6 elves, 
  and supplies for a weeks journey. Boat-back meat 
  is prized by the Sea Elves. 
  Boat-Back 
  characteristics 
  STA 
  4D6+12 
  CON 4D6+6 
  SIZ 
  5D6+40 
  INT 
  4 
  POW 206+3 
  DEX 206+6 
  APP 
  206 
  hit location 
  020 
  right rear flipper 01 ·02 
  left rear flipper 03-04 
  hind shell 
  05·10 
  fore-shell 
  11-15 
  A/ front flipper 16-1 7 
  LI front flipper 18-19 
  head 
  20 
  average 
  26 
  20 
  57-58 
  4 
  10 
  13 
  7 
  armor/HP 
  5/10 
  5/10 
  20/12 
  20/12 
  5/10 
  5/10 
  5/10 
  attributes 
  move: 6 swimming 
  2 walking 
  hit points: 39 
  weapon 
  SR 
  attack% damage 
  bite 
  7 
  DEX x4 1 D6+2D6 
  Note: boat backs are difficult to kill because of their shells. They 
  can retract their heads into their shells, but not their long flippers. 
  Elves kill boat-backs by jamming spears into the join between the 
  upper and lower shells, near the base of the neck. An elf who 
  critically attacks the turtle has successfully performed this pro-
  cedure. 
  Armor: 20 point shell, 5 point skin. 
  Skills: Dodge DEX x2, Perception POW x3, Swim (STA+DEX) x3. 
  Crustaceans 
  The Sea Elves harvest lobsters, which they call 
  red-claws (presumably referring to the creatures' 
  appearance after cooking), and crabs, called sand-
  pinchers. Shrimp are also harvested. 
  Deepsinger 
  These sea mammals are the largest creatures 
  known to the Sea Elves. Deepsingers are named 
  for the eerie whistling and crooning sounds they 
  make, apparently to communicate with each 
  other. They are intelligent, peaceful creatures, but 
  are capable, if provoked, of smashing a boat with 
  a head butt or with the swish of a tail. Deepsingers 
  feed on tiny animals and on seaweed. Usually 
  they are solitary, or swim in groups of no more 
  than 20. 
  
  Deepsinger 
  characteristics 
  STR 
  10D6+50 
  CON 4D6+50 
  SIZ 
  10D6+50 
  INT 
  3D6 
  POW 3D6 
  DEX 3D6 
  APP 
  2D6 
  hit location 
  flukes 
  tail 
  hindbody 
  mid body 
  right flipper 
  left flipper 
  head 
  weapon 
  SR 
  ram 
  7 
  tail strike 
  6 
  average 
  85 
  54 
  85 
  D20rol/ 
  01-03 
  04-06 
  07-10 
  11-15 
  16 
  17 
  18-20 
  armor/HP 
  14/18 
  14/24 
  14/29 
  14/29 
  14/18 
  14/18 
  14/24 
  attributes 
  move: 12 swimming 
  hit points: 70 
  attack% damage 
  DEX x5 10D6 
  DEX x6 10D6 
  Armor: 14 point skin and blubber 
  Skills: Communication (INT+POW+APP), Perception (INT+POW) 
  x3, Jump (STR+DEX) /2, Swim (STR+DEX). 
  Eel 
  These snakelike sea creatures are prized for food 
  by the Sea Elves. They live in the shallows, usually 
  hiding in caves or under rocks. Eels have 106 hit 
  points, and bite (at 50% to hit) on strike rank 5 
  for 106 damage. Eels are not formidable enemies, 
  so their full statistics are not necessary. 
  Eels are slippery and difficult to catch. An elf 
  attempting to catch an eel must suceed with a roll 
  of DEX x3 or less and must succeed again every 
  melee round to hold on to each eel already in 
  hand. 
  Flying Fish 
  Flying fish do not actually fly, but leap out of the 
  water, using large fins as glider wings. They can 
  remain airborne for up to a minute at a time if 
  the winds are right. Flying fish travel in groups of 
  20-30 and love to leap and play. They are not 
  edible. 
  Furryfin 
  Furryfins (the elves' name for seals) are the only 
  creatures the Sea Elves have ever seen which have 
  fur. F urryfins are gregarious, and large groups of 
  them migrate to the warm waters around the 
  archipelago during the Storm season. Often a 
  furryfin herd is large enough to occupy an entire 
  island. Furryfins are quite intelligent, and they 
  are voracious eaters. They raid elves' nets and fish 
  pens, overcoming all elfin attempts to keep them 
  out. 
  Furryfins are considered edible by some tribes, 
  and their pelts are prized as warm clothing by all. 
  Sea and Island Creatures - 7 7 
  Furryfins are sometimes domesticated by the Sea 
  Elves, and make entertaining, though mischievous 
  pets. 
  Furryfin 
  characteristics 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
  APP 
  3D6 
  3D6+3 
  2D3+2 
  6 
  3D6 
  3D6+3 
  3D6 
  hit location 
  tail 
  midbody 
  fore body 
  right flipper 
  left flipper 
  head 
  weapon 
  bite 
  tail slap 
  SR 
  6 
  8 
  average 
  10-11 
  13-14 
  6 
  020 roll 
  01 ·05 
  06-12 
  13-17 
  18 
  19 
  20 
  6 
  10-11 
  13-14 
  10-11 
  armor/HP 
  3/4 
  3/5 
  3/5 
  3/2 
  3/2 
  3/4 
  attributes 
  move: 7 swimming 
  4 on land 
  hit points: 1 O 
  attack% damage 
  DEX x4 1D6+3 
  DEX x3 knockdown 
  Armor: 3 point skin and blubber 
  Skills: Communication (INT+DEX+APP), Dodge DEX x5, Jump 
  (STR+DEXJ x2, Perception (INT+POW) x2, Stealth DEX x3, 
  Swim (STR+DEX) x4. 
  Lizards, Giant 
  Many varieties of lizards inhabit the islands. Most 
  are tiny, but there is one giant species. Giant 
  lizards dwell in jungle areas, and never trouble 
  elves unless an elf strays to near their nest. The 
  elves have a taste for giant-lizard eggs, and thus 
  often fight the lizards. 
  Giant Lizard 
  characteristics 
  STR 
  206+6 
  CON 206+6 
  SIZ 
  3D6 
  INT 
  3 
  POW 206 
  DEX 2D6+6 
  APP 
  1D6 
  hit location 
  tail 
  right rear leg 
  left rear leg 
  body 
  right foreleg 
  left foreleg 
  head 
  weapon 
  bite 
  SR 
  6 
  tail slap 
  7 
  average 
  13 
  D20roll 
  01-03 
  04-05 
  06-07 
  08-14 
  15-16 
  17-18 
  19-20 
  13 
  10-11 
  3 
  7 
  13 
  3 
  armor/HP 
  3/4 
  3/4 
  3/4 
  3/5 
  3/4 
  3/4 
  3/5 
  attributes 
  move: 5 on land 
  3 swimming 
  hit points: 12 
  attack% damage 
  DEX x5 1D6+3 
  DEX x4 knockdown 
  Armor: 3 point scales 
  Skills: Dodge DEX x2, Jump DEX x2, Perception POW x3, Stealth 
  DEX x2, Swim (DEX+STR) x2. 
  
  7 2 - Sea and Island Creatures 
  Manytooth 
  A primitive predator, the manytooth is identifi-
  able by its triangular dorsal fin, which breaks the 
  water when the animal approaches the surface to 
  feed. A successful Animal lore allows an elf to 
  distinguish the manytooth's dorsal fin from the 
  more rounded fin of the wavedancer. Manytooths 
  are solitary creatures, but often the scent of 
  blood will attract dozens at a time. When hungry 
  many tooths will eat anything, and the scent of 
  blood sends them into a feeding frenzy. When in a 
  feeding frenzy, a manytooth attacks anything in 
  sight, including other manytooths. Manytooths 
  are the traditional enemy of the wavedancers, and 
  they are the only creature which wavedancers 
  go out of their way to attack. Some elf-tribes 
  prize the flesh of the manytooth for food, and all 
  tribes use the creatures' thick skin for dwellings, 
  weapons grips, and clothing. 
  Manytooth 
  characteristics 
  STR 
  3D6+12 
  CON 206+9 
  SIZ 
  3D6+12 
  INT 
  2 
  POW 3D6 
  DEX 2D6+3 
  hit location 
  tail 
  hindbody 
  forebody 
  right f in 
  left fin 
  head 
  weapon 
  bite 
  fin slash 
  SR 
  6 
  9 
  average 
  22·23 
  16 
  22-23 
  2 
  10·11 
  10 
  020 roll 
  01 ·03 
  04·08 
  09·13 
  armor/HP 
  5/7 
  5/9 
  5/9 
  14 
  15 
  16·20 
  5/6 
  5/6 
  5/7 
  attributes 
  move: 10 
  hit points: 20 
  attack% damage 
  75 
  2D6+206 
  50 
  203 
  Note: If a manytooth's bite misses, or is dodged, three strike ranks 
  later a fin slash takes place. If the manytooth' s bite is parried or 
  hits, the creature will not attempt a fin slash that round. 
  Armor: 5 point skin 
  Skills: Perception (Smell Blood) POW x4. 
  Manyarms 
  Manyarms are invertebrates with bulbous heads 
  and eight arms. They are not normally aggressive, 
  but large ones sometimes attack elves. They can 
  change their skin color and texture at will, and 
  can release clouds of ink into the water to distract 
  attackers and to block views. Sea elves occasion-
  ally use manyarms' venom to poison weapons. 
  For every three feet a manyarms is from ten-
  tacle-tip to tentacle-tip, it has l D6 of SIZ and 
  STR. The statistics below describe an 18-foot 
  creature. 
  Manyarms prefer to live in sheltered places near 
  the ocean floor. 
  Manyarms 
  characteristics 
  STR 
  6D6 
  CON 206+6 
  SIZ 
  6D6 
  INT 
  4 
  POW 3D6 
  DEX 3D6+12 
  hit location 
  arm 1 
  arm 2 
  arm 3 
  arm 4 
  arm 5 
  arm 6 
  arm 7 
  arm 8 
  body 
  head 
  weapon 
  SR 
  arm 
  4 
  bite 
  7 
  average 
  21 
  020roll 
  01·02 
  03·04 
  05-06 
  07-08 
  09-10 
  11 ·12 
  13·14 
  15·16 
  17-18 
  19·20 
  13 
  21 
  4 
  10·11 
  22·23 
  armor/HP 
  2/5 
  2/5 
  2/5 
  2/5 
  2/5 
  2/5 
  2/5 
  2/5 
  2/8 
  2/8 
  attributes 
  move: 4 swimming 
  hit points: 17 
  attack% damage 
  60 
  2D3 constrict 
  40 
  2D6 + venom 
  Note: a manyarms can attack with all eight arms simultaneously 
  and then bite three strike ranks later. On the round an arm hits, it 
  does no damage but clings. When a victim has been gripped in the 
  same location by two arms, they will constrict, doing damage 
  equal to half the manyarms' damage bonus each melee round. Ar-
  mor protects only until broken through . 
  A manyarms' bite does damage equal to the creature's damage 
  bonus (minimum of 1 D3). It also injects venom with potency 
  equal to the manyarms' CON. If the victim resists the venom, he 
  or she takes 1 D6 damage, if not, he or she takes damage equal to 
  the venom's potency . 
  Armor: 2 point skin 
  Skills: Perception POW x3, Stealth (POW+ DEX) x2, Swim DEX x4. 
  Mollusks 
  Mollusks include several species of shellfish 
  which are eaten by the Sea Elves, and one giant 
  species. Statistics for the giants are presented 
  below. 
  Giant-Shell 
  characteristic 
  STA 
  3D6+10 
  CON 3D6+6 
  SIZ 
  2D6 
  INT 
  1 
  POW 1D6+3 
  DEX 206 
  APP 
  2D6 
  hit location 
  upper shell 
  lower shell 
  body 
  average 
  20-21 
  16·17 
  7 
  020 roll 
  01-10 
  11-12 
  13·20 
  1 
  6 
  7 
  7 
  armor/HP 
  20/10 
  20/10 
  2/8 
  attributes 
  move: none (anchored) 
  hit points: 12 
  Note: if the shell is closed, substitute lower shell for body hit lo-
  cation rolls. 
  Armor: 20 point shell; 2 point outer flesh on body 
  Giant shells have no weapons. They lie quietly 
  on the ocean floor, slightly open, filtering bits of 
  
  food from the water. If anything touches the 
  flesh of a giant shell, the shell closes, slowly but 
  surely. An elf who tries to stop the shell from 
  closing must match his STR against that of the 
  giant-shell. 
  Seaglider 
  Seagliders have ovoid bodies, long tails, and two 
  triangular wing-like fins - providing a graceful 
  . ' \ 
  .~1\ \ 
  I . 
  I./ 
  i 
  . • 
  / I 
  f 
  ·. 
  Sea and Island Creatures - 7 3 
  kite-like appearance. They range in length from 
  about a foot long to nearly 10 feet. At all sizes 
  the tail is half the animal's length. Seagliders eat 
  small fish and shellfish. When inactive they cam-
  ouflage themselves under a thin covering of sand. 
  Most species are harmless, but certain seagliders 
  have stings in their tails containing 206 potency 
  venom. If an elf so stung fails his or her resistance 
  roll, the limb which was struck swells and be-
  comes painful (taking 106 damage), rendering the 
  limb useless for 106 days. If the resistance is 
  W£N0L,. 
  ©S5YINI 
  
  7 4 - Sea and Island Creatures 
  successful the victim takes 103 damage. Seaglider 
  venom can be treated with whistling leaves. 
  Seagliders have 106 hit points per 3 feet of 
  length. They attack with their sting on strike rank 
  7, doing 103 damage and, if armor is penetrated, 
  venom effects. 
  Sea Snakes 
  Adult sea snakes range from 6 to 15 feet long. 
  They have powerful jaws, and will eat anything 
  that they can conveniently swallow. With their 
  first bite, sea snakes inject a 1020 potency poison 
  into their prey. If the victim fails his resistance he 
  is paralyzed, and will die if no antidote is admin-
  istered. If the resistance is successful the victim 
  takes 1010 damage. Whistling leaves counteract 
  the poison. 
  Sea Snake 
  characteristics 
  STR 
  4D6+20 
  CON 4D6+20 
  SIZ 
  3D6+10 
  INT 
  3 
  POW 2D6+6 
  DEX 2D6+10 
  APP 
  2D6 
  hit location 
  tail 
  midbody 
  forebody 
  head 
  weapon 
  bite 
  SR 
  6 
  average 
  34 
  34 
  20·21 
  3 
  13 
  17 
  7 
  D20roll 
  01·05 
  06·12 
  13·19 
  armor/HP 
  4/9 
  4/11 
  4/11 
  20 
  4/9 
  attributes 
  move: 6 swimming 
  hit points: 27 
  attack% damage 
  DEX x5 3D6+ poison 
  Armor: 4 point skin 
  Skills: Perception POW x3, Stealth (POW+DEX) x2, Swim 
  (STA+DEX) x2 . 
  Skulker 
  These sea-lizards are blunt nose crocodilians with 
  flippers instead of legs. Skulkers eat whatever 
  they can catch. They hunt their prey quietly from 
  below, where the shadows make them difficult to 
  see. When a skulker detects prey swimming 
  overhead it shoots straight up to the attack. Elves 
  must make perception rolls at minus 20 percentiles 
  to see a lurking skulker before it attacks. 
  Stingfinger 
  These creatures are transparent jelly-bags trailing 
  long gelatinous streamers. The streamers are sting-
  ing tentacles which contain a mild poison used to 
  paralyze small prey (elves take no damage, but 
  the sting is painful). Due to their transparency, 
  stingfingers are difficult to see in the water. To 
  see one, an elf must succeed with perception 
  reduced by 20 percentiles. Stingfingers sometimes 
  wash up onto shore, but are quite obvious there. 
  Stingfingers must follow the current; they are 
  capable of no independent movement. Careful 
  elves are never bothered by stingfingers. 
  Skulker 
  characteristic 
  STR 
  4D6+12 
  CON 4D6+12 
  SIZ 
  4D6+12 
  INT 
  4 
  POW 3D6 
  DEX 2D6+6 
  APP 
  1D6 
  hit location 
  tail 
  LR flipper 
  RR flipper 
  hindbody 
  forebody 
  LF flipper 
  AF flipper 
  head 
  weapon 
  bite 
  SR 
  6 
  average 
  26 
  26 
  26 
  attributes 
  D20roll 
  01-05 
  06·07 
  08-09 
  10·12 
  13-15 
  16-17 
  18-19 
  20 
  4 
  10-11 
  13 
  3 
  armor/HP 
  5/10 
  5/5 
  5/5 
  5/10 
  5/10 
  5/5 
  5/5 
  5/8 
  move: 7 swimming 
  hit points: 26 
  attack% damage 
  DEX x5 1D1o+2D6 
  Note: Skulkers are solitary, but the scent of blood in the water has 
  a 20% chance to independently attract 1 D4 skulkers, looking for 
  easy prey. 
  Armor:5 point scales 
  Skills: Perception POW x5, Stealth (POW+DEX) x3, Swim 
  (STR+DEX) x3 
  Treen eeks 
  Treenecks are massive, flipper-footed aquatic 
  saurians who eat small fish and manylegs. They 
  are quite rare; when encountered treenecks 
  swim in groups of 102 individuals. They average 
  30 feet in length. Treenecks occasionally go onto 
  land, walking similarly to Earth's seals. Treenecks 
  are not aggressive, and will not attack unobtrusive 
  elves. They are so named because their long, 
  slender necks resemble swaying palm tree trunks. 
  Wavedancers 
  Wavedancers are physiologically identical to 
  Earth's dolphins. They are the creatures partnered 
  by the Sea Elves - see the Sea Elf description for 
  further information about the partnership. Wave-
  dancers eat fish, many legs, and crustaceans. They 
  are gregarious and always swim in groups. 
  Several important island plants are described 
  below. The elves know many others, so the 
  gamemaster should be creative and invent plants 
  to supplement the list. Some of the listed plants 
  have medicinal properties, others are prime food 
  sources for the Sea Elves. 
  
  Treen eek 
  characteristic 
  STR 
  606+30 
  CON 6D6+50 
  SIZ 
  6D6+50 
  INT 
  4 
  POW 306 
  DEX 206+6 
  APP 
  1D6+3 
  hit location 
  tail 
  RR flipper 
  LR flipper 
  hind body 
  mid body 
  forebody 
  RF flipper 
  LF flipper 
  neck 
  head 
  weapon 
  bite 
  tail slap 
  SR 
  3 
  3 
  average 
  51 
  D20roll 
  01-04 
  05 
  06 
  07-09 
  10-13 
  14-16 
  17 
  18 
  19 
  20 
  71 
  71 
  4 
  10·11 
  13 
  6 
  armor/HP 
  7/10 
  7/6 
  7/6 
  7/25 
  7/30 
  7/25 
  7/6 
  7/6 
  7/10 
  7/8 
  attributes 
  move: 6 swimming 
  1 on land 
  hit points 71 
  attack% damage 
  DEX x4 2D6+3D6 
  DEX x5 3D6+3D6 
  Note: treenecks either bite or use a tailslap each melee round; they 
  cannot perform both actions in the same round. 
  Armor: 7 point skin 
  Skills: Perception POW x3, Swim (STR+DEX) x2. 
  Cooling Leaves 
  The broad leaves of th is plant are used to insulate 
  food cooked in firepits, and the leaves when used 
  in tandem with a successful Healing Lore roll 
  reduce the effects of Brain Fever and Infection to 
  half normal. The cooling leaf plant thrives in 
  medium-elevation forested areas. To find cooling 
  leaves an elf must succeed with the Plant Lore 
  skill. 
  Goldensweet 
  This huge, round, golden food-fruit is highly 
  prized by all Sea Elf tribes. Each fruit is large 
  enough to feed several elves; goldensweets grow 
  on small trees in highly forested areas. 
  Milknuts 
  The delicious meat and juice of the milknut are a 
  staple food of the Sea Elves. Milknuts grow at the 
  tops of certain tall palm trees, and most Sea Elf 
  children become excellent climbers after a few 
  milknut-gathering expeditions. Some tribes use 
  the hard shells of the milknut as thrown weapons; 
  they have a SIZ of 1 and a hardness of eight 
  armor points. 
  Pricklefruits 
  Pricklefruits have rounded, spiny bodies, sharp 
  leaves, and juicy, sweet, edible yellow flesh. They 
  grow on low bushes at medium elevations on 
  islands that receive a lot of rainfall. Pricklefruit 
  Wavedancers 
  characteristic 
  STR 
  3D6+12 
  CON 206+6 
  SIZ 
  3D6+12 
  INT 
  306 
  POW 3D6 
  DEX 2D6+6 
  APP 
  3D6 
  hit location 
  tail 
  hindbody 
  forebody 
  right flipper 
  left flipper 
  head 
  weapon 
  ram 
  SR 
  6 
  Sea and Island Creatures - 7 5 
  average 
  22·23 
  13 
  22-23 
  10·11 
  10·11 
  13 
  10·11 
  D20roll 
  01-03 
  04-08 
  09·13 
  armor/HP 
  2/6 
  2/7 
  2/7 
  14 
  15 
  16·20 
  2/5 
  2/5 
  2/6 
  attributes 
  move: 8 swimming 
  hit points: 18 
  attack% damage 
  DEX x5 206+106 
  Note: wavedancers can attack while moving, and thus can not 
  Dodge while attacking. Usually one or more wavedancers distract a 
  foe while others attack. 
  Armor: 2 point skin and blubber. 
  Skills: Communication (INT+DEX+APP), Dodge DEX x5, Jump 
  DEX x5, Perception (INT+POW) x2, Stealth DEX x3, Swim 
  (STR+DEX) x4. 
  leaves contain stiff fibers which the Sea Elves 
  weave together to make fabric. 
  Sleepblossoms 
  Sleepblossoms have several medicinal properties. 
  To use Sleepblossoms medicinally, an elf must 
  succeed with Healing Lore, and Plant Lore. The 
  Sleepblossom seed head is used as a tranquilizer, 
  and slightly reduces the effects of the shakes. The 
  root can be prepared as a mild local anasthetic. 
  These large, white flowers grow singly, in open 
  grassy areas. 
  Spiceroot 
  The foliage of the spiceroot blends well with that 
  of the jungle in which the root grows; a successful 
  Plant lore roll is necessary to find spiceroot. This 
  bulbous, woody root is ground into powder for 
  use in cooking, and can be used by an elf know-
  ledgeable in Healing Lore to treat Creeping Chills; 
  it reduces the effects of the disease by half. 
  Swampseeds 
  Swampseeds have brown hulls and white flesh, 
  and provide food to many Sea Elf tribes. Some 
  tribes cultivate the seeds. They grow on small, 
  bushy vines in boggy areas. A successful Plant 
  Lore roll allows an elf to find swampseeds. 
  Sweetsticks 
  Sweetsticks are tall, hollow reeds which are 
  popular for their sweet juice. Elves harvest the 
  
  76 
  juice by chewing or pounding the stalks. The 
  stalks are built of tough fibers from which the 
  elves weave baskets, and the hollow reeds are used 
  as snorkles. Sweetsticks grow in moist, sunny, 
  low-lying areas. 
  Whistling Leaves 
  Th is exotic plant derives its name from a whis-
  tling sound it makes when its leaves are struck by 
  the wind. An elf who knows Plant Lore or Healing 
  Lore can find the plant with a successful Percep-
  tion roll. With successful Healing Lore, whistling 
  leaves can be prepared as an antidote to natural 
  poisons and venoms. 
  Yellowroot 
  These fat, meaty, edible roots are a major source 
  of food for most Sea Elf tribes. They are so im-
  portant that raids are often carried out only to 
  steal th is root. Yellowroot is the root of a small, 
  inconspicuous plant which grows in dense jungles. 
  A successful Plant Lore roll is necessary to iden-
  tify yellowroot in the wild. 
  StonttcotttittS Huttt 
  This scenario contains everything needed to play 
  out a Sea Elf fishing expedition. The player-elves 
  set out in a turtle shell boat to follow schools of 
  fish and to gather winter stores. They must return 
  safely to their island before the outbreak of the 
  Storm Season. 
  Player Information 
  The Storm Season is approaching and your tribe's 
  stores of fish are low. It is time for the last fishing 
  expedition of the season. You embark in turtle-
  shell boats, each of which holds six elves and 
  enough fresh water to sustain the crew for twenty 
  five days. The boat also carries stores of preserved 
  goldensweet; by custom Sea Elf sailors must 
  supplement their diet with this dried fruit. You 
  will have to fish for the rest of your food. Each 
  boat has a net (S IZ 60, STR 25) which requires 
  four elves to handle, and twelve fishing lines. 
  Each elf is provided with a fish spear and with a 
  knife. Your wavedancer companions swim along-
  side the craft. 
  You have one cycle of the big moon (sixteen 
  days) to gather as many fish as possible and 
  return safely. Your tribe's Stormseason survival is 
  in your hands. 
  Gamemaster Information 
  This scenario is designed to acclimate players and 
  gamemaster to life in the watery world of the Sea 
  Elves. Most events which take place during 
  this scenario are generated on random encounter 
  and weather tables, so the outcome of the sce-
  nario is variable. This scenario can be repeated with 
  differing results each time. 
  The player-elves' objectives are to aquire a full 
  cargo of edible fish (plus enough to sustain them-
  selves on the journey) and to return home safely. 
  If the catch is particularly large, extra fish can be 
  towed behind the boat, but this is an open invita-
  tion to predators like manytooths. 
  Encounters 
  The elves have no encounters during the first 
  day of their journey, but catch few fish. On the 
  morning of the second day, the Sea Elf craft 
  reaches deep water, and the elves' home island is 
  barely visible on the horizon. The elves should 
  send their wavedancers in search of one of the 
  great schools of fish which migrate through the 
  waters of the archipelago every year at th is time. 
  Fish-Finders should use their power. 
  Starting the second day, the game master 
  should roll on the Encounter Table once per 
  every four daylight hours and once per every six 
  nighttime hours spent afloat by the elves. If the 
  elves have a Fish-Finder the gamemaster should 
  inform his or her player about passing sea crea-
  tures. A successful Perception roll must be made 
  for at least one member of the party for each 
  
  encounter to take place. If there is no successful 
  Perception, the encountered creature passes un-
  noticed or receives the benefits of surprise if it 
  attacks. 
  Encounter Explanations 
  Bigjaws, Bluefish, Snappers, and small food fish - are 
  foodfish, which the elves can endeavor to catch, or ignore. 
  Blacksails, Manytooths, Skulkers - are wandering pred· 
  ators, looking for food. The scent of blood in the water 
  attracts manytooths and skulkers (20% chance of one of 
  these appearing when the elves are spearfishing). Manytooths 
  and skulkers attack anything in the water, including elves, 
  wavedancers, and even each other. 
  Boat-backs, Deepsingers, Treenecks - will ignore the fish· 
  ers. The elves may attack these creatures if they so wish, but 
  Stormcoming Hunt -
  7 7 
  Encounter Table 
  D100rol/ 
  creature encountered 
  number of creatures 
  01-05 
  bigjaws 
  1020 
  06-10 
  blacksails 
  1010 
  11-15 
  bluefish 
  1020 
  16-20 
  boatback 
  one only 
  21 -25 
  deepsinger 
  one only 
  26-30 
  enemy elves 
  206 
  31-35 
  friendly elves 
  206 
  36·40 
  flying fish 
  10100 
  41-45 
  furryfins 
  1020 
  46-55 
  manytooth 
  one only 
  56·60 
  many arms 
  one only 
  61·65 
  seagliders 
  1020 
  66-75 
  skulker 
  one only 
  76-80 
  snappers 
  306 
  81-85 
  tree necks 
  103 
  86-95 
  wavedancers 
  1020 
  96-00 
  small food fish 
  10100 
  due to the creatures' enormous size, the elves will not be able 
  to carry them home. 
  Elves - Other tribes of Sea Elves also dispatch fishing 
  parties to gather food for the Storm Season. Friendly parties 
  may join the player-elves in a cooperative effort, if the 
  player-elves agree. Enemies stay away if their own fishing is 
  successful, but if the player-elves have more fish than their 
  enemies, the enemies attempt a piratical raid to steal the 
  player-elves stores. Use the following statistics for the pirates. 
  The Average Pirate statistics can be used repeatedly to 
  represent several individuals; the Pirate Captain should only 
  appear once per encounter. 
  Flying Fish, Furryfins, Wavedancers - cause no trouble 
  to the elves, though flying-fish sometimes inadvertently land 
  
  7 8 - Stormcoming Hunt 
  in elf-boats. Furryfins and wavedancers are friendly with the 
  elves, and often follow elf-boats for hours on end. Furryfins 
  like to beg fish from the elves. 
  Manyarms - can be dangerous if large enough. Occasionally a 
  large many arms attacks a laden elf-boat to steal fish. Large 
  specimens sometimes pull elves overboard. 
  Average Pirate Statistics 
  characteristics 
  STR 
  13 
  CON 13 
  SIZ 
  6 
  INT 
  11 
  POW 13 
  DEX 16 
  APP 
  10 
  weapon 
  trident 
  Armor: none 
  SR 
  attributes 
  age: 350 
  move: 3 yards/SR ground 
  2 yard/SR water 
  magic points: 13 
  hit points: 10 
  attack% parry% 
  45% 
  50% 
  AP 
  10 
  damage 
  1D6+1 
  Skills: Climb 23%, Communication 36%, Dodge 54%, Jump 29%, 
  Sea Animal Lore 30%, Elf Lore 35%, Healing Lore 22%, Language 
  Lore 5%, Mechanical Lore 5%, Mineral Lore 9%, Sea Plant Lore 
  45%, Troll Lore 5%, Manipulation 58%, Perception 48%, Ride 
  Wavedancer 80%, Stealth 32%, Swim 93%, Throw 35%. 
  Magic: Magic Feeling 13%, Sending 52%. One pirate in each group 
  should have Homing Instinct, and another Fish-Finding. 
  Pirate Captain 
  characteristics 
  STR 
  14 
  CON 16 
  SIZ 
  5 
  INT 
  11 
  POW 15 
  DEX 18 
  APP 
  9 
  weapon 
  Trident 
  Armor: none 
  SR 
  attributes 
  age: 350 
  move: 3 yards/SR ground 
  2 yards/SR water 
  magic points: 13 
  hit points: 10 
  attack% parry% 
  70% 
  50% 
  AP 
  10 
  damage 
  1D6+1 
  Skills: Climb 23%, Communication 45%, Dodge 64%, Jump 45%, 
  Sea Animal Lore 55%, Elf Lore 45%, Healing Lore 22%, Language 
  Lore 8%, Mechanical Lore 5%, Mineral Lore 9%, Sea Plant Lore 
  45%, Troll Lore 5%, Manipulation 64%, Perception 80%, Ride 
  Wavedancer 94%, Stealth 52%, Swim 99%, Throw 65%. 
  Magic: Magic Feeling 27%, Sending 84%. 
  Weather 
  At the close of each day's sailing, the gamemaster 
  should roll for the next day's weather on the 
  Cloud Cover/Precipitation Table (see the Sea Elf 
  description). One percentile should be added to 
  the resu It of the roll per day that the player elves 
  have been sailing, due to the rapid onset of the 
  Storm Season. If the elves have a Stormseer 
  among them, the gamemaster should roll a day in 
  advance, and inform the Stormseer of the results 
  of the roll (if the Stormseer successfully used his 
  or her power). 
  High winds cause waves to break over elf boats, 
  tipping them or filling them with water. Rain also 
  fills elf-boats with water; some rainwater can be 
  saved for drinking, but most must be bailed. Elves 
  use waterskins, hands, garments, or whatever else 
  holds water to bail; elves with the water control 
  power can guide small amounts of water out of 
  the boat. 
  During particularly violent storms, elves unstep 
  the mast and remove the sail, then stretch the sail 
  over the boat to keep the rain and the sea out. 
  However it is next to impossible to control a boat 
  so modified, and the craft is left to drift at the 
  mercy of the storm. 
  Strong winds can blow crafts off course 
  causing elves to lose their sense of direction. If 
  there is an elf who has Hom ing Instinct on a lost 
  boat, he or she must successfully use the power to 
  determine in what direction his or her home 
  island lies. If the sky is overcast, subtract 20 
  percentiles from his or her chance to succeed. 
  Lacking an elf with homing instinct, a lost fishing 
  party must wait until the sky clears, and success-
  fully use the Perception and Elf Lore skills to 
  navigate by the stars. Remember, if the elves do 
  not know their position they cannot find their 
  way home, even if they navigate successfully. 
  Options 
  If the player-elves are lost at sea, they must make 
  some quick choices. Will they wander in search of 
  their home island until overcome by the upcoming 
  storms? Can they find a friendly elf tribe with 
  whom they can winter? Will they be forced to 
  endure the Storm Season on a previously unex-
  plored island, far from home? If the player elves 
  choose or are forced into the latter, the game-
  master may use the scenario, Littlesmoke Island. 
  
  littl~stt1o1~ lslatt~ 
  This scenario can be used as a supplement to the 
  Stormcoming Hunt scenario, or it can be used 
  independently. 
  The player elves arrive at the shore of a 
  previously unknown island after being blown off 
  course by a storm, or during an exploration 
  expedition. They probably wish to explore the 
  island, or at least to weather the storm there and 
  replenish their supplies of goldensweet and fresh 
  water. They might meet and befriend the elves 
  who live on the island or encounter the tribe that 
  routinely raids it. 
  If the player elves were blown off course not 
  long before the onset of the Storm Season, they 
  will have little time to search for their home. 
  They must negotiate with the residents to gain 
  shelter for the winter. If one of the player-elves 
  has Homing Instinct, tell him that the fishers were 
  blown so far, that to reach their home island they 
  would have to travel well into the Storm Season. 
  Player Information (For Lost Elves) 
  While far from home on the last fishing foray of 
  the year, you were blown off course by a sudden 
  squall. When the wind and rain abate, you 
  emerge from the shelter of your covered boat and 
  see an unfamiliar island on the horizon. Supplies 
  of water and of dried goldensweet are running 
  low, so it is necessary to land. 
  Remember, the Storm Season arrives soon; if 
  you wish to return to your home island safely, 
  you have only a few days in which to gather food 
  and water, and re-embark. It might be advisable 
  to weather the storms on th is strange island, and 
  attempt the long journey home in the next Calm 
  Season. 
  Player Information (For Exploring or Raiding 
  Elves). 
  Far from your home island you finally discover 
  an island which is both fertile and previously 
  unexplored by your tribe. If your objective is to 
  explore, this seems the perfect place. Perhaps 
  your party can gather food here to supplement 
  your tribe's supplies. If you come as raiders, there 
  is no evidence on the shore that the island is 
  inhabited; more exploration is needed. 
  Gamemaster Information 
  The previous scenario acclimates the players to 
  water-borne Sea Elf adventures; this one provides 
  a feel for land bound adventures. Littlesmoke 
  island is a typical fertile island of the archipelago 
  and contains many of the dangers and joys to 
  which a Sea Elf can look forward when making an 
  u nfam i I iar landfall . 
  Littlesmoke island is 60 miles long, and 47 miles 
  wide at its widest point. The party can travel 20 
  miles per day in the flat, grassy areas of the Sun-
  Comes-Up and Towards-Hub-Star sides, and 10 
  miles per day in the overgrown, mountainous 
  areas. 
  The gamemaster should determine from which 
  direction the party first approaches the island. 
  Roll 1 D20 and consult the Arrival Direction 
  Table. 
  Arrival Direction Table 
  D20roll 
  1·2 
  3-4 
  5·6 
  H! 
  9-11 
  12·1 4 
  15·17 
  18-20 
  direction of approach 
  Towards·Hub-Star 
  Towards-Hub-Star/Sun-Comes-Up 
  Sun-Comes-Up 
  Away·From-Hub·Star/Sun-Comes-Up 
  Away-From·Hub·Star 
  Away-From-Hub·Star/Sun-Goes-Down 
  Sun-Goes-Down 
  Towards-Hub-Star/Sun-Goes-Down 
  If The Elves Approach From Towards-Hub-Star 
  The player elves see a long, gently-sloping coast-
  1 ine with a luxurious sandy beach, leading first 
  into patches of sand-scrub and beach-grass and 
  then into rolling, grassy plains. The land rises 
  gradually, becoming forested at higher elevations, 
  and mountain peaks are visible in the distance. A 
  wide bay cuts into the shore towards Sun-Comes-
  Up and two swift streams empty into the ocean 
  towards Sun-Goes-Down. The elves can land 
  anywhere on this shore, but will probably prefer 
  to anchor in the large bay or at the mouth of one 
  of the two streams. 
  There are sleepblossoms on the plains, some 
  sweetsticks near the riverbanks and some prickle-
  fruit in the scrubby areas. Farther inland, swamp-
  seeds grow along the shores of the river. To find 
  these plants the elves must be actively looking for 
  them; successful Perception (and Plant Lore in the 
  case of Sleepblossoms), rolls are required. In the 
  forest belt, Goldensweet trees flourish; no skill is 
  required to identify the distictive fruit. The pond 
  is deep, but contains no fish. 
  79 
  
  20 - Littlesmoke Island 
  The swamps along the river are difficult to 
  traverse, cutting movement in half. The rest of 
  the land on this part of the island is easily trav-
  eled. 
  Elves, mostly children, are out on the plains 
  gathering crops. There is one adult supervisor for 
  every six or eight children. If they spot the player 
  elves, the gatherers assume them to be raiders, 
  and run immediately to the cliffs at the Away-
  From-Hub-Star/Sun-Goes-Down corner of the 
  island, where their tribe dwells. If the player-elves 
  can catch the gatherers and convince them that 
  no harm is intended, the gatherers lead the player-
  elves to the cliff village to meet the tribal elders. 
  All of the adults found here are young, and eligible 
  for Recognition. 
  If The Elves Approach From Sun-Comes-Up or 
  Towards-Hub-Star/Sun-Comes-Up 
  Terrain here is similar to that found on the 
  Towards-Hub Star side of the island, and the flora 
  is also similar. Here there is only a small party of 
  elf children with one adult supervisor, gathering. 
  Again they assume that the player-elves are 
  raiders and run for the cliff village. If the party 
  is in a position which blocks the escape route to 
  the cliff village, the gatherers run to the volcano 
  ''" 
  ''"/ \\I/ l'L-A.I N? 
  \VI~ 
  ~·~tt 
  ~ 
  JVNC:LJ:. 
  ~~ 
  .Po i~imt EoArS 
  '====' ~Ml. 
  Away-From-Hub-Star and hide in the lava tunnels 
  there. 
  Some of the tunnels have been rigged to col-
  lapse on intruders; the natives know which tunnels 
  have been trapped and how to avoid the traps. If 
  anyone else enters a trapped tunnel, there is a 
  75% chance that the tunnel will collapse, inflict-
  ing 306 damage on each occupant, and trapping 
  all occupants under tons of rock. It is difficult to 
  safely traverse even u ntrapped lava tunnels here 
  because the lava is sharp, untempered by elvish 
  Stone-Shapers; only the natives know where the 
  safe footfalls are. Uninitiated walkers in the 
  tunnels must succeed with both a Perception roll 
  and with a Stealth roll for each 100 yards of 
  travel in the caves or take 106 damage from sharp 
  lava. 
  If The Elves Approach from Away-From-Hub-
  Star/Sun-Comes-U p 
  In this direction a peninsula built of a single 
  volcano juts out from the island. The mountain 
  thrusts straight up from the sea; high cliffs allow 
  no I anding here. The vol ca no is active and smokes 
  constantly. 
  Every day of the party's stay on the island, this 
  volcano has a 10% chance to erupt. Lava flows 
  
  and/or fires are limited to the volcano's imme-
  diate area; fires are stopped by marshy ground at 
  the feet of the mountain. If the volcano spews ash, 
  the substance blankets the entire island. 
  If The Elves Approach from Away-From-Hub-
  Star or Away-From-Hub-Star/Sun-Goes-Down 
  Steep cliffs line these shores. The only decent 
  anchorage available is the small bay between the 
  two arms of th is side of the island . A river runs 
  into the bay making the surrounding land quite 
  marshy. Tall reeds cover all the low ground here, 
  breaking into low brush as the land gets higher 
  and dryer. Swampseeds grow profusely along the 
  marshy riverbanks. If the player elves enter the 
  bay, they find two turtle-shell boats hidden 
  among the reeds of the marshy rivermouth (if one 
  of the elves is successful with Perception at 
  minus 20 percentiles). 
  A Perception roll at minus 20 percentiles made 
  when the player-elves' boat is first approaching 
  the island allows viewers to see a flurry of activity 
  on the cliffs towards Sun-Goes-Down. These cliffs 
  are built of a series of plateaus (the remains of a 
  long extinct volcano) which rockshapers have 
  transformed into a honeycomb of dwelling caves 
  for the island's elves. The activity is the elvish 
  cave dwellers, whose lookouts have already 
  spotted the party, rushing to hide in the caves. 
  If The Elves Approach from Sun-Goes-Down or 
  from Towards-Hub-Star/Sun-Goes-Down 
  This coast of the island slopes sharply upward 
  from a narrow black-sand beach to a jungle 
  blanketed trio of inactive volcanoes. The jungle is 
  matted with vegetation of all types, including 
  yellowroots and milknuts. just beyond the beach, 
  sea-grass and occasional stands of sweetsticks give 
  way to scattered trees which become denser as 
  the altitude increases. There is a tiny bay near 
  the smallest of the three volcanoes which provides 
  an ideal landing place. 
  If the player-elves land in the tiny bay, there is 
  a 75% chance that the natives' sentries posted on 
  the plateaus surrounding the dwelling caves will 
  spot the party. If the sentries spot the party they 
  will assume the player-elves to be raiders, and 
  Send a warning to their tribesfolk. If the Sending 
  is not received, the party will encounter 6 native 
  children and one adult gathering milknuts at the 
  edge of the jungle. When the gatherers see the 
  player-elves, they assume them to be raiders, and 
  run home, or if cornered, they climb tall milknut 
  trees and pelt the player-elves with the hard fruit. 
  The valley between the three peaks is a 
  swampy jungle, and is the source of the island's 
  largest river. This jungle is infested with giant 
  lizards, and the natives might try to lure strangers 
  to the lizards' lairs. 
  Littlesmoke Island - 27 
  If the player-elves can convince the adult 
  member of the gathering party that they come as 
  friends, the natives lead the party to meet the 
  tribal elders. 
  The Villagers 
  Following are limited desriptions of some of the 
  villagers whom the player elves might meet. 
  Complete descriptions are provided of the male 
  and female elders, an average adult, and an 
  average villager child. 
  The Littlesmoke elves are a peaceful tribe. 
  They only study war to protect themselves against 
  raiders. The favorite weapon of the Littlesmoke 
  tribesmen is the trident, which is useful for 
  fishing as well as for war. The village is governed 
  by a male (Greatwave) and a female elder 
  (Greensea). there are 20 adults, and 12 children 
  of various ages. When the player elves arrive at the 
  island, 14 of the 20 adults are on fishing trips. 
  Only the youngest of the adults (two males and 
  four females), the two elders, and the children 
  remain. All of the young adults are eligible for 
  Recognition. 
  Greensea (Tribal Elder) 
  Greensea, with her mate, Greatwave, governs the 
  Littlesmoke tribe. She is also the tribe's best 
  healer and Bone-Shaper. She is respected by her 
  tribespeople as an elf of great wisdom. Though 
  she never travels anymore, Greensea is reknowned 
  as a great fisher. Some of the younger elves say 
  Greensea 
  characteristics 
  STR 
  9 
  CON 13 
  SIZ 
  8 
  INT 
  15 
  POW 17 
  DEX 15 
  APP 
  15 
  hit location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  attributes 
  age: 1620 
  move: 3 yards/SR ground 
  2 yards/SR water 
  magic points: 17 
  hit points: 11 
  D20roll 
  01·03 
  04·06 
  07·10 
  11·15 
  16·17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  weapon 
  trident 
  SR 
  attack% parry% 
  AP 
  damage 
  6 
  84% 
  82% 
  10 
  1D6+2 
  Skills: Climb 46%, Communication 90%, Dodge 80%, Jump 64%, 
  Sea Animal Lore 80%, Elf Lore 90%, Healing Lore 98%, Human 
  Lore 30%, Mineral Lore 48%, Sea Plant Lore 80%, Troll Lore 4%, 
  Manipulation 88%, Perception 94%, Ride Wavedancer 90%, Stealth 
  30%, Swim 92%, Throw 15%. 
  Magic: Flesh·Shaping 72%, Healing 84%, Magic Feeling 67%, 
  Sending 83%. 
  
  22 - Littlesmoke Island 
  that Greensea is one of the original elves who 
  landed on the islands but, whether or not that is 
  so, Greensea doesn't talk about it. 
  Greatwave (Tribal Elder) 
  Greatwave shares the task of governing the Little-
  smoke elves with his mate, Greensea. He is a 
  master Rockshaper, personally responsible for 
  building many of the Littlesmoke elves' cavern 
  homes. Greatwave is slightly younger than Green-
  sea, and is more rash than she is in judgement. 
  He no longer joins in fishing expeditions, but he 
  enjoys occasional lizard hunts, and fights raiders 
  as mightily as any younger elf. Greatwave and 
  Greensea only recently Recognized, but they have 
  been lovemates for more than 1000 years. They 
  have two ch ildren. 
  Greatwave 
  characteristics 
  STA 
  10 
  CON 11 
  SIZ 
  8 
  INT 
  12 
  POW 16 
  DEX 19 
  APP 
  17 
  hit location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  Trident 
  SR 
  5 
  attributes 
  age: 1540 
  move: 3 yards/SR ground 
  2 yards/SR water 
  magic points: 16 
  Hit Points: 10 
  D20ro// 
  01-03 
  04·06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  99% 
  78% 
  HP 
  10 
  damage 
  1D6+2 
  Skills: Climb 41%, Communication 59%, Dodge 81%, Jump 59%, 
  Sea Animal Lore 64%, Elf Lore 84%, Healing Lore 24%, Human 
  Lore 6%, Language Lore 6%, Mechanical Lore 6%, Mineral Lore 
  6%, Sea Plant Lore 66%, Troll Lore 2%, Manipulation 88%, Per-
  ception 56%, Ride Wavedancer 95%, Stealth 88%, Swim 98%, 
  Throw 69%. 
  Magic: Rock-Shaping 72%, Magic Feeling 42%, Sending 98%. 
  Average Littlesmoke Elf 
  Use the following statistics as a basis from which 
  to create specific Littlesmoke elves. The adults 
  who are on the island when the player-elves arrive 
  are slightly less skilled than this average, and those 
  who are out fishing are slightly more skilled. 
  Average Child 
  Use the following to represent Littlesmoke chil-
  dren. Older children are slightly more skilled than 
  this average, and younger children are slightly less 
  skilled. Littlesmoke children begin to learn 
  Average Littlesmoke Elf 
  characteristics 
  STA 
  11 
  CON 
  13 
  SIZ 
  5 
  INT 
  12 
  POW 13 
  DEX 16 
  APP 
  11 
  hit location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  Trident 
  SR 
  6 
  attributes 
  age: 250 
  move: 3 yards/SR ground 
  2 yards/SR water 
  magic points: 13 
  hit points: 9 
  D20ro// 
  01 -03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/2 
  0/2 
  0/2 
  0/3 
  0/2 
  0/2 
  0/2 
  attack% parry% 
  74% 
  29% 
  AP 
  10 
  damage 
  1D6+2 
  Skills: Climb 42%, Communication 33%, Dodge 76%, Jump 27%, 
  Sea Animal Lore 54%, Elf Lore 34%, Healing Lore 24%, Human 
  Lore 6%, Language Lore 6%, Mechanical Lore 6%, Mineral Lore 
  6%, Sea Plant Lore 6%, Troll Lore 4%, Manipulation 54%, Percep-
  tion 70%, Ride Wavedancer 80%, Stealth 32%, Swim 91%, Throw 
  18%. 
  Magic: Magic Feeling 18%, Sending 75%, Add one other power to 
  certain individuals as necessary. 
  Average Littlesmoke Child 
  characteristics 
  STA 
  8 
  CON 11 
  SIZ 
  3 
  INT 
  12 
  POW 13 
  DEX 14 
  APP 
  14 
  hit location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  no weapons 
  attributes 
  age : 12 
  move: 3 yards/SR ground 
  2 yards/SR water 
  magic points: 13 
  hit points: 7 
  D20rol! 
  01-03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/2 
  0/2 
  0/2 
  0/3 
  0/2 
  0/2 
  0/2 
  Skills: Climb 31%, Communication 46%, Dodge 50%, Jump 27%, 
  Sea Animal Lore 28%, Elf Lore 28%, Healing Lore 28%, Human 
  Lore 2%, Language Lore 6%, Mechanical Lore 6%, Mineral Lore 
  6%, Sea Plant Lore 28%, Troll Lore 2%, Manipulation 44%, Per-
  ception 70%, Ride Wavedancer 70%, Stealth 24%, Swim 86%, 
  Throw 16%. 
  Magic: Magic Feeling 13%, Sending 52%, plus one other power if 
  the gamemaster so wishes. 
  weapons skills when quite young, but are not 
  allowed to carry any weapons until age 15. 
  The Natives' Caves 
  The Littlesmoke elves make their home in a 
  honeycomb of caves fronting on a series of 
  plateaus which together are the remains of a long-
  extinct volcano. Generations of Rock-Shapers 
  
  have formed the caves into comfortable dwellings 
  for the elves. 
  When the player-elves arrive, the caverns are 
  only inhabited by the two elders, 6 young adults, 
  and the children. if the party reaches the caves 
  without alerting any of the sentries or gatherers, 
  only the two elders are present. 
  Sentries are posted at vantage points which 
  allow them to spot anyone approaching the 
  caverns fron Sun-Goes-Down or Away-From-Hub-
  Star. Like the gatherers, the sentries will assume 
  the player-elves to be raiders, and prepare de-
  fenses. If the party sails directly under the cliffs, 
  the villagers pelt the boat with rocks thrown from 
  above. If the player-elves sail into the large bay, 
  and approach the caverns from Sun-Comes-Up, 
  they have to climb the steep walls of the plateaus 
  (subtract 30 percentiles from their climb skills). 
  The natives know a series of handholds and paths 
  which make the cliffs easy to scale. 
  The villagers have hidden the six cave entrances; 
  a perception roll at minus 20 percentiles is 
  required to find the openings. The caves all delve 
  inward to a large central chamber wh ich is used 
  for meetings and for tribal councils. Several other 
  caves branch out from the central chamber, and 
  Littlesmoke Island - 23 
  from the walls of the branching chambers, adding 
  to the complex 
  Rockshapers have braced the cavern ceilings 
  with columns to prevent collapse, and opened 
  ca~efully placed cracks to provide light and ven-
  tilation to the caves. One cave descends deep 
  under the island, ending at a pool of clear, fresh 
  water from which the Littlesmoke elves fetch all 
  their drinking water. 
  The caverns are simply furnished with sleeping 
  mats woven from grass fibers, small firepits for 
  cooking, woven baskets and shaped bone- and 
  clay pots filled with stored food. 
  If they ar~ friendly with the natives, the player 
  elves are escorted to the central chamber to meet 
  with the tribal elders. The elders offer the party 
  food; and shelter for the Storm Season in ex-
  change for friendship and possible assistance in 
  fighting raiders. 
  If the player-elves enter the caves without an 
  escort, they feel that they are constantly watched 
  from the shadows just ahead and just behind. The 
  native elves encircle the party; positioning them-
  selves with weapons ready. The natives then 
  attempt to herd the player-elves into a dead-end 
  cavern which Greatwave uses Rock-Shaping to 
  ELF CAVE] 
  
  24 - Littlesmoke Island 
  seal off. The natives keep the party imprisoned 
  until their fellows return or until the player elves 
  can convince the tribal elders that they come as 
  friends. 
  History of the Littlesmoke Elves 
  If the player-elves make friends with the Little-
  smoke elves, Greensea tells them about her 
  tribe. 
  "We came to Littlesmoke island in the time of 
  my father and mother, and found the land and 
  sea bounteous. We knew no other elves for many 
  generations, and had no need to fight. We hunted 
  and fished, but knew little of the ways of war. 
  Over the seasons, we nearly forgot that there were 
  others of our race; then the raiders came. It was 
  only 50 seasons ago that we first saw their boats 
  on the horizon. In our ignorance we thought 
  the strange elves to be friendly, sent signs of 
  welcome, and invited them into our caves. We 
  were betrayed . They bound our tribesmen, and 
  stole our stores of food. 
  "After the pirates departed, we escaped our 
  bonds, healed our wounds, and attempted to 
  weather the long Storm Season with our 
  depleted stores. We survived that winter, and 
  many more winters, but every year, just before 
  the Storm Season, the raiders return to exact 
  further tribute. 
  "For many seasons since the raiders first 
  attacked our tribe, we have been studying the arts 
  of war. We have built traps in our caves, we have 
  learned to use our fishing tridents as weapons, 
  and we have learned to always watch for danger. 
  Despite all our study, we have not yet resisted the 
  demands of the pirates. But, now we are ready, 
  and with your help, we can send the villainous 
  raider tribe home without a scrap of our food, 
  and perhaps bring enough fear into their hearts 
  that they will never return to bring us misery 
  again." 
  If the player elves agree to help fight the 
  pirates, the Littlesmoke elves offer a treaty of 
  eternal friendship between their tribe and the 
  player-elves' tribe. If the player-elves refuse aid to 
  the natives, the tribesmen retain their offer of 
  food and hospitality for the duration of the 
  Storm Season, but mingle little with the player-
  elves and expect them to leave at the onset of the 
  Calm Season. 
  Raiders 
  Seven days after the player-elves arrive at Little-
  smoke Island, lookouts spot raiders on the 
  horizon. Eight pirates approach the island in two 
  otherwise unladen turtle-shell boats. The raiders 
  are accustomed to receiving no resistance from the 
  Littlesmoke elves, so they pull their boats up to 
  
  the open shore in the large bay, gather their 
  weapons, and trudge, singing, to the plateaus and 
  the natives' caves. 
  The player-elves should help the native for-
  mulate a plan by which to thwart the raiders. If 
  they wish to destroy the pirates' boats, the 
  gamemaster should gently remind the -players 
  that if their elves do so, the pirates will be 
  marooned on the island to cause trouble until 
  they find a way to return home. 
  If the raiders reach the mouths of the Little-
  smoke elves' caverns, the pirate leader yells 
  "tribute". If there is no response, the pirates 
  enter the caves. The Littlesmoke elves than 
  attempt to capture the pirates by herding them 
  into a small cavern and Rockshaping it closed, 
  just like they captured the player elves. 
  The Raiders 
  DEX 
  HP 
  weapon 
  SR 
  attack% 
  raider 1 
  21 
  12 
  trident 
  5 
  60% 
  raider 2 
  17 
  12 
  knife 
  8 
  90% 
  raider 3 
  15 
  8 
  spear 
  6 
  55% 
  raider 4 
  15 
  7 
  spear 
  6 
  65% 
  raider 5 
  14 
  9 
  spear 
  7 
  80% 
  raider 6 
  12 
  12 
  trident 
  7 
  55% 
  raider 7 
  9 
  11 
  spear 
  7 
  45% 
  Note:the raiders wear no armor. 
  Magic: each raider can Send at 75%, and has Magic Feeling at 10%. 
  One-Arm (Raider Captain) 
  One arm lost his left arm early in his life to a 
  manytooth . That loss and the harshness of his 
  home island coupled to make him bitter and 
  angry. One-Arm's tribe survives by raiding several 
  nearby fertile islands whose inhabitants have not 
  yet learned to defend themselves. If the Little-
  smoke elves show significant resistance, One-Arm 
  and his band never return. 
  Victory 
  If the raiders are defeated, the Littlesmoke elves 
  rejoice. Greatwave begins preparations for a feast 
  which will take place upon the return of the 
  Littlesmoke fishers. If the player-elves joined in 
  the battle with the raiders, they are thanked 
  profusely and are invited to undergo a ritual that 
  will make them members of the Littlesmoke tribe. 
  Greensea explains that after the ritual the player-
  elves will have two tribes, their own and the 
  Littlesmoke. If any of the player-elves are hurt by 
  the pirates, Greensea attem pts to heal their 
  wounds. 
  The favorite delicacy of the Littlesmoke elves 
  is the boiled eggs of the giant lizards that inhabit 
  the central jungle. Greatwave invites the player-
  Littlesmoke Island - 25 
  elves to join him on a lizard hunt, to gather eggs 
  for the upcoming feast. He explains that the 
  special joy of the lizard hunt is to steal the eggs 
  without harming the adult lizards. 
  Lizard Hunt 
  Greatwave organizes the lizard hunt for mid-day 
  of the day following the raid. He says that mid-
  day is the best time to engage the lizards because, 
  at that hour, the hot sun makes the lizards 
  lethargic. 
  Giant lizards guard their eggs, and fight might-
  ily to protect them, so the elves create a diversion 
  to attract the lizards, while one stealthy elf runs 
  in to collect eggs from the lizards' muddy nests. 
  One·Arm 
  characteristics 
  STR 
  13 
  CON 13 
  attributes 
  age: 275 
  parry% 
  damage 
  SIZ 
  6 
  INT 
  15 
  POW 13 
  DEX 16 
  APP 
  10 
  move: 3 yards/MR ground 
  2 yards/MR water 
  magic points: 13 
  55% 
  60% 
  65% 
  50% 
  60% 
  45% 
  25% 
  106+2 
  103+2 
  hit points: 10 
  106+2 
  106+2 
  106+2 
  106+2 
  106+2 
  weapon 
  trident 
  knife 
  Armor: none 
  hit location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  D20roll 
  01·03 
  04-06 
  07·10 
  11-15 
  16-17 
  18-19 
  20 
  SR 
  attack% parry% 
  AP 
  6 
  65% 
  50% 
  10 
  8 
  54% 
  51 % 
  6 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  damage 
  106+2 
  103+2 
  Skills: Climb 23%, Communication 36%, Dodge 54%, Jump 29%, 
  Sea Animal Lore 30%, Elf Lore 35%, Healing Lore 22%, Language 
  Lore 5%, Mechanical Lore 5%, Mineral Lore 9%, Sea Plant Lore 
  45%, Troll Lore 5%, Manipulation 38%, Perception 48%, Ride 
  Wavedancer 80%, Stealth 32%, Swim 73%, Throw 35%. 
  Magic: Magic Feeling 32%, Sending 55%. 
  Greatwave offers one of the player-elves (the one 
  who was the most valiant in the battle against the 
  raiders) the honor of being the collector. The 
  elves always leave at least one egg in each nest to 
  insure further generations of lizards. 
  Have the player elves formulate a plan to divert 
  the lizards' attention. Show them the map of the 
  lizards' lair, and tell them how many lizards are 
  present. Decide the number of lizards based on 
  the number of player-elves and the skills of each 
  elf. 
  The lizards attempt to attack the elves creating 
  the diversion. Greatwave encourages the player-
  elves not to fight back, but to Dodge the lizards' 
  attacks, all the while creating further diversion. 
  
  26 - Littlesmoke Island 
  To divert a I izard 's attention from its eggs, an 
  elf must succeed with the Animal Lore skill. To 
  maintain each lizard's attention each elf must 
  succeed again with the animal lore skill each 
  melee round . If a lizard loses interest in an elf it 
  will stand, confused for one melee round during 
  which its attention can be regained. If the lizard's 
  attention is not regained during that round, the 
  lizard notices the egg-gatherer, and rushes to the 
  attack. Once a lizard has focused on the egg-
  gatherer, its attention cannot be rediverted. It 
  attacks until it kills the gatherer or it drives him 
  away. 
  
  . . . 
  --... 
  . .... 
  . .. ~.:~,..: 
  .........•. ;tft-t4tr--· 
  ........ •, 
  ·~··' 
  ........ 
  • .............. ,,. . 
  .ten ........ ~ 
  , ............... ~... 
  ~ .. : 
  :· 
  ...... -
  . ·-: 
  ··--~~: 
  ··-
  ........ --
  Giant Lizards (use these statistics to represent 106+2 
  giant lizards) 
  characteristic 
  STR 
  13 
  CON 16 
  SIZ 
  14 
  INT 
  3 
  POW 7 
  DEX 
  14 
  APP 
  2 
  hit location 
  tail 
  right hind leg 
  left hind leg 
  body 
  right foreleg 
  left foreleg 
  head 
  weapon 
  Bite 
  tail slap 
  attributes 
  move: 5 on land 
  3 swimming 
  H It Points: 15 
  D20roll 
  01·03 
  04-05 
  06-07 
  08·14 
  15·16 
  17-18 
  20 
  armor/HP 
  3/5 
  3/5 
  3/5 
  3/6 
  3/5 
  3/5 
  3/6 
  SR 
  attack% damage 
  6 
  70% 
  1D6+1D3+3 
  7 
  64% 
  1 D3+knockdown 
  Armor: 3 point scales 
  Skills: Dodge 28%, Jump 20%. Perception 21%, Stealth 28%, 
  Swim 54%. 
  Conclusion 
  If the player-elves came to Littlesmoke island as 
  friends, they have gained loyal allies for their 
  Littlesmoke Island - 27 
  tribe. They will find food and shelter on Little-
  smoke Island should they ever land there again, 
  and refuge for the Storm Season if they are lost. 
  With the onset of the Calm Season, the little-
  smoke tribemen do all they can to help the 
  player-elves return home if that is their wish, but 
  invite them to stay and become a part of the 
  Littlesmoke tribe. 
  The Littlesmoke fishers return in the afternoon, 
  two days after the lizard hunt, with a good catch. 
  The feast goes on as planned, and the fishers 
  exchange stories of their adventures with the stay-
  at-home elves. 
  If the player-elves came to raid, they fought a 
  bitter battle, and have made eternal enemies of 
  the Littlesmoke elves. Though they perhaps stole 
  valuable supplies from Littlesmoke, the player-
  elves would have gained far more if they had 
  come as friends. 
  If the player-elves are lost, and have no one 
  with Hom ing Instinct, use the Stormcoming Hunt 
  scenario again to play out their return. The start 
  of the Calm Season brings an end to the winter 
  storms, subtract 10 percentiles from all rolls on 
  the Temperature/Precipitation Table. Bring the 
  lost elves on a short odyssey, allow them to have 
  some adventures before they find their home. 
  
  28 
  AssaMltott 
  Stt1a11to"'1~r lslatt~ 
  In the season just before the corning of the storms. 
  two young raider elves have taken a mutual dare 
  to prove their worth as raid leaders, and to gain 
  support for their eventual succession to the 
  chieftainship of the tribe. Each, with a small band 
  of followers, will attempt to gain access to an 
  island generally held to be impregnable, and 
  qpture whatever they can in the way of food and 
  other useful items. 
  Most of the inhabitants of the island are away 
  on a Storrncorning hunt. It is guarded and main-
  tained by a handful of native elves, several of 
  them children. The island is not without its 
  defenses, but the elves are not expecting an attack 
  and for various reasons might not be able to 
  implement them. They will, however, defend 
  themselves, their home, and their belongings to 
  the best of their ability. 
  Raider Information 
  Sailslasher and Foarnracer have always been rivals; 
  it is a friendly rivalry that has made the two the 
  best young contenders for the eventual chieftain-
  ship of the tribe. Normally the current chief, 
  Oarbreaker, keeps them under tight rein; but with 
  the chief and most of the older members of the 
  tribe off on Storrncorning Hunts and raids, the 
  younger elves have become anxious to prove 
  themselves, both as raiders and as leaders? 
  Srnalltower Island has been attacked before by 
  other raiding parties, all of whom have failed to 
  gain access to it. Considering it the ultimate 
  challenge, these two have have dared each other 
  to successfully breach the island's defenses and 
  carry off wood, weapons, tools, and hand-
  crafts, and whatever else could be useful 
  to their tribe. Sailslasher and Foarnracer 
  have each collected a small band of followers, and 
  have set out for Srnalltower Island in two boats. 
  One older elf, Dashull, will be acting as referee; 
  whichever of the rivals shows best leadership 
  capability and returns with the most booty will 
  be hailed as the next chief of the raiders - at 
  least for the next few seasons. If both fail, both 
  will be d isgraced, and some other, more worthy, 
  elf will supplant them. 
  Native Information 
  Srnalltower Island is normally inhabited by about 
  forty elves; at present, all but the children and a 
  few regular stay-at-homes are away on the 
  Stormcoming Hunt. The remainder are led by 
  Chief Deepwave's lifemate, Greenrnist, and 
  supervised by Brine, who is preparing the kitchens 
  for the incoming catch, and Raingather, who is 
  acting as lookout and commander of defense. 
  Th is late in the season, an attack by the enemy 
  raider tribe is unlikely. Certain of the elves are 
  out in the water with the wavedancers, gathering 
  fresh fish and sea plants for the current inhabi-
  tants' daily needs. Others are busy preparing their 
  island for the coming Storm Season. All the 
  Srnalltower elves are on the lookout for both 
  their returning tribe, and vessels from an allied 
  tribe who will be trading them supplies of fru it, 
  plants, and grain in exchange for tools, weapons, 
  garments, and ornaments made by the native 
  elves. 
  Gamemaster Information 
  Th is scenario is unique in several ways. For one, it 
  involves a different sort of island than is normally 
  seen. Smalltower Island is an example of what 
  enterprising elves can do with a barren piece of 
  rock. This extinct volcano has been hollowed out 
  and modified by generations of rockshapers into 
  a complex dwelling-place complete with all the 
  necessities, including a rooftop garden and 
  reservoir. The island's sheer walls are difficu lt to 
  scale, and the only easy access is through the boat 
  cavern, which is defended. 
  More importantly, this scenario can be played 
  in three ways; the players can choose to play the 
  attacking force, with the garnernaster portraying 
  the defenders, or vice-versa - or two teams of 
  players can be pitted against each other, as raiders 
  and natives respectively, with the garnemaster 
  merely acting as referee. 
  Depending on the choice of viewpoint, the 
  garnernaster may supply the players with as much 
  of the Raider Information or Native Information 
  as he deems suitable. In the event that the two-
  
  team scenario is chosen, the gamemaster might 
  prefer to copy the information onto 
  separate pieces of paper, to prevent each team 
  from gaining information to which they shouldn't 
  have access. Similarly, if players wish to take 
  actions that should be a surprise to the opposing 
  team, they may write their intentions down and 
  present them to the Gamemaster. 
  Statistics for both raiders and natives are pro-
  vided. These characters can be used as either 
  player or non-player characters, or the players 
  and gamemaster can choose and supply their own. 
  If the players play the pre-established characters 
  they should transfer the characters' statistics to 
  character sheets. As few or as many characters 
  may be used as are necessary and easily manage-
  able. If the players prefer to use characters they 
  have created themselves, the gamemaster should 
  thoroughly review the character descriptions 
  provided here in order to supply the players with 
  additional information about the island and its 
  defenses that the characters would know. In par-
  ticular, players acting as native elves should know 
  the layout of the island and the defenses available 
  to them; the gamemaster might wish to provide 
  the defenders with a copy of the island map, 
  withholding the map from the attackers, who 
  must discover the interior for themselves. The 
  gamemaster's directions to the raiders, who are 
  not familiar with the island, should be more vague 
  ("You see a spiral stairway before you, and two 
  openings in the rock wall, one to either side"), 
  while his directions to the natives should be more 
  specific ("You are in the corridor by the pulley 
  shaft"). At no time in a two-team scenario should 
  the gamemaster suggest tactics to either team. 
  He should serve only to make objective rolls for 
  non-initiative acts, like Recognition, and oversee 
  fair play, balancing odds when they become 
  disproportionate. 
  With large numbers of characters involved, the 
  gamemaster will find it helpful to use miniature 
  figures to determine relative positions. The game-
  master should sequence all action in the same way 
  that combat is sequenced: following the pattern 
  of Statement of lntent1 Action, and Evaluation 
  for each player throughout the game. The only 
  difference is that, for non-combat situations, the 
  time span covered by the sequence is between five 
  and ten minutes long, rather than the twelve 
  seconds of the melee round. This makes it easier 
  to keep track of the player's progress about the 
  island, and to time the sequence and possibility of 
  encounters between them. 
  Both players and gamemaster should remember 
  that the elves' object here is not to kill or injure 
  anyone of the opposing tribe, but merely to 
  abscond with or to defend vital supplies. Injuries 
  should be accidental, or inflicted in self-defense. 
  Assault on Smalltower Island - 29 
  The raiders use scare tactics or cunning to win the 
  island and take the loot. Both tribes use nets in 
  combat much as the Gliders do (see pages 60-62 
  in the Elfbook), and prefer to first entangle a foe 
  to immobilize him, then to keep him or her 
  subdued with the threat of a weapon. The natives 
  especially are more likely to entrap their foes, tie 
  them up, and keep them securely guarded but 
  unharmed.until the chief and the rest of the 
  island's population can return and decide their 
  fate. 
  Another point to keep in mind is that, among 
  Sea Elves, Recognition mainly takes place be-
  tween elves of different tribes, to introduce new 
  genes into tribal gene pools. Note that few elves 
  of either tribe are already recognized. The game-
  master should (preferably unbeknownst to the 
  players involved) make Recognition rolls each 
  time an elf encounters another of the opposite 
  sex and tribe for the first time. 
  Lastly, remember that the Storm Season is 
  quickly approaching, and that variable weather 
  might be a factor in the raid. The gamemaster 
  should check on the Wind Strength, Cloud Cover, 
  and precipitation tables twice daily, morning and 
  evening, with ten percentiles added to the rolls 
  due to the approach of the storms. 
  Assault on Smalltower Island as a Two-Team 
  Scenario 
  While most scenarios are designed to pit the 
  players against the gamemaster, it is possible to 
  play this scenario with two teams of players 
  pitted against each other, with the gamemaster as 
  a neutral referee. This sort of play can be both 
  easier and more difficult for the gamemaster, but 
  brings very interesting play and a unique gaming 
  experience. The most important factor to 
  remember is organization; if the gamemaster is 
  well-prepared before the game, and can maintain 
  an orderly sequence of events, the game will flow 
  smoothly and be enjoyable for all concerned. 
  The players should first choose sides evenly, 
  and may either be assigned their characters by the 
  gamemaster or be allowed to choose their own. 
  They may either use the characters provided with 
  the scenario, or ones they have created themselves. 
  As few or as many characters may be used as are 
  necessary and easily manageable; but it is rec-
  comended that, at least at first, the maximum be 
  kept to ten characters total, to avoid confusion 
  and to keep the game from slowing down. If 
  additional characters are desired, the gamemaster 
  might choose to play them as non-player charac-
  ters; but again, this might create confusion, and is 
  better left until the gamemaster is thoroughly 
  experienced with this sort of scenario. 
  The players may then be supplied with infor-
  mation about their characters, and information 
  
  30 - Assault on Smalltower Island 
  about the island itself that the characters would 
  be likely to know. Rather than reading the Raider 
  Information or the Native Information passages 
  aloud, it may be preferable to copy them onto 
  seperate pieces of paper, to avoid giving away 
  information that the opposing side should not be 
  aware of. Similarly, the defending players should 
  be given maps of the island and be made familiar 
  with its defenses; it is after all , their home, and 
  they know every inch of it. The attackers should 
  be required to make their own maps as they 
  explore the interior of the island . As particular 
  characters involved in the scenario tnight have 
  specific information that could be vital to play, 
  the gamemaster should thoroughly review the 
  character descriptions provided and, if the players 
  choose to use characters of their own , supply 
  certain ones with this individual knowledge. For 
  example, someone should be detailed to man the 
  watchtower and portcullis, and at least one player 
  should know all the defenses available in the 
  kitchen. 
  With large numbers of players involved, chaos 
  can easily result if everyone tries to make their 
  actions known at once. The gamemaster should 
  establish a rank sequence among the players 
  immediately at the start of play, and stick to it 
  throughout the game, so that all the characters 
  act in o rder without overriding each other. 
  Beginning with the attackers, start with the leader 
  of that group, and progress through his followers; 
  then move the defenders and chart their actions 
  one by one. Once the sequence is established the 
  game should move smoothly, and will pick up 
  speed. Follow the pattern of Statement of Intent, 
  Action and Evaluation for all action, just as for 
  combat situations; but let the time span 
  of a non-combat turn last between five and ten 
  minutes of game-time, rather than the twelve 
  seconds of the melee round, to keep the game 
  moving more swiftly. However the gamemaster 
  must keep the discrepancy of timing firmly in 
  mind in cases where combat is taking place in one 
  part of the island but not in another. It is pre-
  ferable in such a situation to suspend other action 
  until the combat has been completed. 
  Have all game materials, such as reference 
  books, maps, pencils, and miniature figures ready 
  at the start of play. It is strongly reccomended 
  that some sort of miniature figures be used to 
  help both players and gamemaster keep track of 
  the locations of individual characters during the 
  course of the game. This is particularly important 
  in situations involving large numbers of characters, 
  or in the event that the characters split up. 
  As the characters move about the island, the 
  gamemaster should tell their players about their 
  surroundings. For the attackers, who do not 
  know the layout of the island, such explanations 
  should take the form of I iteral descriptions of the 
  area. For the defenders the gamemaster should 
  just tell what room each elf is in. The gamemaster 
  should follow the characters carefully on his map 
  as they move, and keep an eye out for possible 
  encounters between them. 
  When two elves run into each other, the game-
  master should introduce them, describing them to 
  each other if they are strangers, or naming them 
  to each other if they are of the same tribe. The 
  gamemaster should then withdraw from the 
  encounter, and allow the players to communicate 
  directly . If combat results from an encounter, the 
  gamemaster should al low the players to make all 
  their own skill rolls, and only make sure that the 
  proper sequence of actions is followed. If the 
  characters are of opposite tribes and sexes, the 
  gamemaster should make a clandestine roll for 
  Recognition, inform ing players involved of the 
  results only if they are positive. 
  Whatever situation the players find themselves 
  in, the gamemaster should allow them to explore 
  it themselves. A possible exception to this rule is 
  if the odds against one side or player become 
  disproportionate; in this case, the gamemaster 
  might choose to balance the odds by some means 
  that does not interfere directly with the actions 
  taken by player characters. At no time should the 
  gamemaster suggest tactics to either team, or give 
  the players any idea of what is going on elsewhere 
  on the island. If players indicate that they are 
  Sending information to each other, they can tell 
  each other where 'they are and what is transpiring 
  in their immediate area. Players might wish to 
  Lock-Send by writing their messages on slips of 
  paper and passing them to each other by way of 
  the gamemaster, to prevent the opposing side 
  from gaining information that the player:s wish to 
  keep private. Similarly, if one team takes an 
  action that should rightfully be a surprise to the 
  opposing team, they may hand a note to the 
  gamemaster describing their intended actions 
  during the Statement of Intent phase of each 
  round. The gamemaster should then judge 
  whether the secretive team should automatically 
  complete their action or whether the opposing 
  team should be allowed Perception rolls or some 
  other chance to discover the plot. 
  Generally the gamemaster only acts to maintain 
  a smooth flow of events within the adventure, to 
  interpret rules, keep track of characters, and to 
  help the players keep track of themselves. He is 
  also responsible for evaluating damage done to 
  or by the island itself, such as the likeliness of 
  the portcullis dropping on an incoming boat, pos-
  sible injuries sustained from a clifftop dive, 
  shutters torn in escape attempts, or plants up-
  rooted in the garden. Rooms that have already 
  seen action should not be straightened up; the 
  
  gamemaster should keep track of items that have 
  been damaged, disarranged, or stolen. The 
  weather might also affect the situation and should 
  be checked twice daily, morning and evening. 
  The gamemaster, in short, serves primarily as 
  an overseer in a two-team scenario, rather than an 
  active participant. This does not, however, 
  diminish the gamemaster's importance, or his 
  enjoyment of the game; for he is still the enforcer 
  of laws, the hand of nature, and the guardian of 
  secrets to be revealed at just the right moment. 
  Acts of fate are still his province, but he should 
  not wield them in an obvious or flamboyant way. 
  Rather, the gamemaster provides the perpetual 
  overall view that the players lack, and the oc-
  casional subtle stumbling blocks or startling 
  surprise that keeps play lively. The decisions 
  belong to the players, but only the gamemaster 
  knows what all the choices might be, and the 
  probabie consequences of each action. Keep 
  your silence, smile a lot, and enjoy the game. 
  The Approach to the Island 
  Having been to the island before, the raiders 
  know the location of the boat cavern, and will 
  probably approach from that side (Sun-Comes-
  Up ). They know that speed and stealth are of the 
  essence, and will use as much stealth as is possible 
  on open water. 
  There are about two dozen wavedancers, the 
  allies of the Smalltower elves, playing in the water 
  around the island. Gregarious as they are, the 
  wavedancers greet and play with the raiders' 
  wavedancers, and consider them friends. They 
  will not'harm or attack the elves, nor will the 
  raiders' wavedancers harm the native elves. How-
  ever, if the wavedancers see an elf attack an elf 
  whom they consider a friend, the wavedancers 
  will come to their ally's defense, bumping the 
  enemy enough to dislodge him but not to injure 
  him seriously. The wavedancers of the island pod 
  detect the approach of the raiders from a mile or 
  two away, and race out to meet them. A native 
  elf who is alert (roll Perception} will notice this, 
  and thereby become aware of the other's presence; 
  but if he tries to communicate with the wave-
  dancers to identify the occupants of the boats, he 
  only gains the impression that the wavedancers 
  consider them friends. 
  Two Smalltower elves, Shellcatcher and Spray-
  dancer, are in the water with the wavedancers, 
  gathering fresh fish, shellfish, and sea plants to 
  supply the daily needs of the remaining native 
  elves. They both have half-filled nets tied over 
  their shoulders, leaving their hands free, and they 
  carry a trident and a spear respectively. Upon 
  discovering the approaching boats, Spraydancer 
  rides out with the wavedancers to greet them, 
  expecting them to be allies. She will not realize 
  Assault on Small tower Island - 3 7 
  their true identity until she is within clear sight of 
  them, about thirty or forty yards away, and then 
  must either compel the wavedancer she is riding 
  to turn back, or get off and swim through the 
  oncoming pod back toward the island, at minus 
  twenty percentiles to her Swim roll for the first 
  five melee rounds until the pod has passed. It is 
  possible that a raider can overtake her and cap-
  ture her, especially with the aid of a wavedancer. 
  Shellcatcher remains near the island, Sending 
  to alert those inside. He also assumes the 
  approaching elves to be allies until they are within 
  clear sight, or otherwise prove their true nature 
  and intent. At this point, he retreats to the boat 
  cavern, Sending to the others to lower the port-
  cullis over the opening. However, if Spraydancer 
  is captured, Shell catcher remains outside and tries 
  to rescue her, while still Sending to warn the 
  others. If one or both of these elves is locked out, 
  they attempt to climb the cliff, and they know 
  where the safe handholds are. 
  Meanwhile, there is an 80% chance that Rain-
  gather is in the watchtower, on the lookout for 
  approaching vessels. He has his usual Perception 
  chance, plus 25 percentiles, to spot them from 
  the tower even before the wavedancers sense 
  them coming. If he is in the garden helping his 
  mate, however, he has Perception minus 10 
  percentiles to see them coming, due to interven-
  ing terrain and to distraction. He cannot identify 
  the raiders until they are within 40 yards of the 
  island, unless he sees them capture Spraydancer. 
  At the first sign of trouble Raingather summons 
  Brine and races to the controls to lower the 
  portcullis over the mouth of the boat cavern. It 
  takes him four melee rounds to come down from 
  the tower to the level where the controls are 
  located, or three from the garden; it takes Brine 
  two melee rounds to reach the controls from the 
  kitchen. 
  The portcullis is a thin stone slab that is low-
  ered along grooves cut in the doorframe by ropes 
  and pulleys that are anchored on the second level. 
  It requires two or more elves of a combined STR 
  of 25 or greater to lower the portcullis without 
  dropping it. It can be simply cut loose and 
  allowed to drop, but this causes 206 damage to 
  the bottom of the slab and the door will be 
  impossible to raise again until it is repaired - a 
  task that takes at least one full day. To lower the 
  portcullis smoothly and without damage takes 
  five melee rounds. This means that the raiders, 
  paddling at their top speed of 5 yards per melee 
  round, only get inside safely if they are twenty 
  yards or less away from the opening when it 
  begins to ciose. If, on a 25% chance, the wind is 
  in the right quarter, and of a STR of 19 or better, 
  the raiders gain two yards per melee round for 
  every wind strength point after the 19th. (For 
  
  32 - Assault on Smalltower Island 
  example, a wind of strength 24 allows the raiders 
  to gain 10 extra yards, meaning they get safe 
  access from 30 yards away.) If the raiders reach 
  the opening one melee round too late, the port-
  cullis falls on their boat, smashing it, and its 
  occupants must roll their DEX or less on a 020 to 
  escape injury. If the raiders arrive two melee 
  rounds late, their craft rams into the closed port-
  cullis, taking 2010 damage. 
  Once lowered into place, the portcullis cannot 
  be broken through or dislodged . A team of elves 
  may try to lift it (it has a SIZ of 25) but they 
  would have to push from underwater and may 
  drown in the process. Although the portcullis is 
  solid above it has a space of about a foot between 
  it and the cavern floor, to allow for water circu-
  lation and to avoid any buildup of pressure which 
  could damage the huge door. A small, agile elf 
  might be able to squeeze underneath to gain 
  access (roll (DEX-SIZ) x2)), but takes one point 
  of damage for bruises received and water swal-
  lowed during the process. Further, he would be 
  unable to do anything more than regain his breath 
  and energy for the first three rounds after 
  surfacing inside the boat cavern. 
  'fl\ALL TOWER 
  151-ANO 
  
  ONE: Boat Cavern - This room is quite spacious, 
  and deep enough to accomodate changes in the 
  height of the water without damage to the boats 
  docked there. There are four narrow stone jetties, 
  creating mooring space for six boats (one boat is 
  presently docked in the northernmost space), and 
  a central ramp that allows damaged vessels to be 
  brought out of the water and into the repair 
  room. A broad stone ledge runs in a crescent 
  shape around the north, west, and south sides. 
  The opening to the repair room is in the west 
  wall, and the opening to the central stairway is in 
  the south. The raiders will probably opt to split 
  up and explore the entire level at once. 
  TWO: Boat Repair and Outfitting Room - the 
  tribe's turtleshell boats are made and repaired 
  here, and extra or newly made sails and nets are 
  stored in niches and shelves shaped on the western 
  wall. At present the room is occupied by two 
  elves, Skiffshaper, who is repairing a damaged 
  vessel, and Linegather, who is working on a new 
  net and lending a hand with the boat as he can. 
  The raiders head for the supplies on the shelves 
  as soon as they spot them. Skiffshaper uses his 
  oratorical ability to try to talk the raiders into 
  laying down their arms and coming to an agree-
  ment with the natives. Linegather, meanwhile 
  prepares to fight, gathering a net to throw over 
  the raiders to entangle and delay them. He fights 
  to defend himself and Skiffshaper, as well as 
  Waveskimmer, who is in the tanning room near-
  by. If he can get these two safely up the stairs, 
  Linegather attempts to hold the raiders single-
  handedly at the bottom of the stairs, until help 
  comes or until he is overwhelmed, 
  THREE: Tanning Room - here the skins of sea-
  mammals are prepared to be made into clothing 
  and window- and door-coverings. Most of the 
  equipment has been put aside, with only one or 
  two furryfin hides being worked. The room is 
  currently being used to store the clothing, or-
  naments, and supplies that will be traded to the 
  allied tribe. Waveskimmer is here taking inventory; 
  when she hears the commotion, she Sends a 
  warn ing and summons help. Rather than fighting 
  (if fighting has not already started}, she pretends 
  to surrender the booty to the raiders, and tries to 
  talk them into investigating the farther reaches of 
  the room, or better yet, the fish storeroom. Then, 
  while the raiders' attention is thus diverted, She 
  summons Linegather to help her string a strong 
  net across the outside of the doorways of both 
  rooms by the pegs for the door-skin. They do tf'le 
  same, if there is time, to the two doorways 
  leading to the boat-cavern, to slow down or 
  prevent.the raiders' escape. Waveskimmer then 
  Assault on Smalltower Island - 33 
  makes for the stairs to help organize further 
  defense. 
  FOUR: Cleaning Room - here, fish and 
  other prey are cleaned and gutted. The room is 
  empty now, having recently been cleaned and 
  readied for the incoming catch. To the north is a 
  small room containing a pulley device, consisting 
  of a basket and ropes, used to hoist supplies to 
  upper levels. It runs the entire height of the 
  island. It cannot be worked by an occupant of the 
  basket, as the floor is required to obtain sufficient 
  leverage to counteract the weight in the vessel; 
  nor will the device accomodate a SIZ over 5 
  without damage or total collapse. 
  FIVE: Fish and Meat Storage Room - the 
  Storm Season's supply of seafood and meat is 
  stored here, once it has been properly preserved 
  in the adjoining chamber and in the kitchen. It is 
  kept in bins wrought from the stone walls, and 
  covered with skins stretched taught over the tops. 
  Most of these bins are empty, only two contain 
  some dried fish, which are no longer good to eat, 
  but are being used as fuel and impromptu torches. 
  One of these fish, I it from the braziers near the 
  stairway or in the other rooms, burns long enough 
  to allow an elf to explore the room fully, or to 
  get him to the top of the stairs. The central stair-
  way spirals up in a counterclockwise direction. 
  l~v~l T\'Vo 
  SIX: Tribal Council and Feast Hall - this huge 
  chamber serves as the main tribal gathering place. 
  Large feasts and meetings are held here, and 
  during the Storm Season, when the wind and rain 
  lash into the outer dwelling-rooms, the tribe al l 
  huddles together here for warmth and com-
  panionship. The room is empty now; the sleeping 
  mats and the braziers will not be brought in until 
  the rest of the tribe returns home. On the eastern 
  side of the room are the entrances to the pulley 
  shaft and the two ropes that control the portcullis. 
  There is also a smaller pulley device, similar to the 
  other basket and rope contrivance, that only runs 
  between the kitchens and the feast hall. It will 
  not accomodate a SIZ greater than 2. 
  SEVEN: Small Council Hall -
  in this sunny 
  chamber the tribal elders meet to solve problems 
  among themselves. Quarrels between individuals, 
  small-scale business that does not involve the 
  entire tribe, and negotiations with other tribal 
  leaders are all dealt with here. The room contains 
  only a circle of eight stone seats, cushioned with 
  woven reed mats; the windows have already been 
  sealed for the Storm Season with translucent, 
  water-repellent, preserved deepsinger gut, which 
  has been stretched taut and tied to stone pegs on 
  the outside of the openings. 
  
  34 - Assault on Smalltower Island 
  F==:::t10' 
  J.....E:VE.L -,.wo 
  This room is one of the few that does not have 
  direct access to an outs.ide ledge; therefore it is 
  the most likely room to be used as a prison to 
  hold captured raiders. It might be possible for the 
  prisoners to squeeze out of a window, but they 
  would not have enough leverage for an accurate 
  and safe dive. A diver's player must roll the 
  diver's Jump skill at minus 20 percentiles. A 
  failure costs one point of damage for awkward 
  impact with the water, and/or a dive so deep that 
  the elf takes water into his lungs. A fumble means 
  that the elf has struck the cliffwall, taking 1 D6 
  damage. 
  EIGHT: Dwelling Cave - a typical extended-
  family dwelling-cave, this room accomodates 
  family group of eight elves, comprising several 
  generations. It contains sleeping mats of woven 
  and packed grasses at either end, small stone bins 
  along the walls for storing food and belongings, a 
  few pegs for clothing on the walls, and a small 
  central.firepit. It has access to both the inner hall 
  and the outer ledge, but the latter, as well as the 
  
  windows, have been sealed off with furryfin hides 
  and deepsinger gut stretched taut across them. 
  Anyone gaining access to the ledge at this or any 
  other point can dive from it in relative safety, per 
  his usual Jump skill, although the same effects of 
  failure and fumble apply. 
  NINE A: Healing Room, Healers Quarters -
  Harbor does her healing work, and prescribes and 
  mixes herbal remedies, in the anteroom, which is 
  open at either end to the ledge and to the inner 
  hall. It contains a mat for patients in the center of 
  the room, and stone shelves for oils and potions, 
  and hooks for herbs along the northern wall. 
  There is also a ledge there, used as a table for 
  preparing medicines, and a portable stone brazier 
  in the southern corner. 
  The inner room serves as Harbor's sleeping 
  room, as well as a less-drafty infirmary for 
  patients requiring a lengthy period of care. 
  Harbor has been caring for those children whose 
  parents are away on the hunt, so the room is 
  crowded with sleeping mats, and there are some 
  toys scattered about. 
  The raiders will want to take the healing herbs, 
  and possibly the potions, if they know for what 
  they are used. 
  TEN A,B,C: Crafting Room and Crafters' 
  Quarters -
  The central room is used in common 
  by the various utensil and ornament makers of 
  the island, as a convenient place to share tools 
  and techniques.Niches in the walls contain stones, 
  sea jewels, balls of fiber, bones, skins, and other 
  materials, as well as all kinds of tools for working 
  them. The raiders will consider all of this valuable, 
  and carry off as much as they can. 
  The smaller room to the east of the main room 
  is a private dwelling-room for the eldest crafter 
  and her mate; the other large room is a 
  communal room shared by several unmated 
  crafters, Linegather among them, and contains all 
  the standard furnishings. The cooking pit is in the 
  central room, and they all share their meals 
  around it. 
  ELEVEN, TWELVE: Dwelling Rooms - these 
  are standard dwelling rooms accomodating family 
  groups of six and four elves respectively. They are 
  furnished like room number 8. 
  THIRTEEN, THIRTEEN A: Clothing Room, 
  Clothing Makers Quarters - The anteroom of this 
  double chamber contains a pair of small, primitive 
  looms, on which the fibers of sea plants are 
  woven into cloth. It also contains a couple of 
  racks for stretching skins, as well as materials for 
  cutting and sewing the hides that are tanned on 
  the lower floor. There are some half-finished gar-
  ments hanging on pegs, and materials stored in 
  bins and niches. 
  Assault on Smalltower Island - 35 
  Tideflow and Sunshower are here, working on 
  the last of the items that will be traded for food. 
  If the raiders come upon them while they are 
  alone, they both take up the knives they use for 
  cutting leather and actively retaliate. If Harbor 
  manages to get children to them, however, 
  they retreat with them into the western room, 
  and barricade themselves in with the looms and 
  skin racks. This is their dwelling room, with 
  Sunshower and Shellcatcher sleeping on one side 
  of the stone partition and Tideflow on the other. 
  The raiders probably consider the looms too 
  complex to be transportable, but abscond with 
  the materials, tools, and garments, whether 
  finished or not. 
  level Tl-tree 
  FOURTEEN: Kitchens - Brine is here, supervis-
  ing the preparation of a homecoming feast for the 
  hunters. Harbor is assisting him, and riding herd 
  on the six elf children, who are being either a help 
  or a nuisance, depending on their individual in-
  clinations. At word of the attack, Brine is 
  summoned by Raingather to help him close the 
  portcullis; it takes Brine two melee rounds to 
  reach the controls. Harbor and the children might 
  be called upon to assist in lowering the portcullis 
  if Raingather cannot reach the controls in time. 
  Otherwise, Harbor takes the children and, if the 
  second level is still clear, gets them down to the 
  weaving room to be defended by Tidepool and 
  Sunshower; Harbor then returns to the kitchens 
  to help Brine in the defense of them. If the 
  raiders have already reached the second level, 
  Harbor takes the children to room 16 A, and 
  defends them from the cul-de-sac there until help 
  arrives. 
  Neither Harbor nor Brine are fighters by nature, 
  and both prefer to try to talk the raiders out of 
  doing much damage. Surrounded as they are by 
  valuable cooking utensils and foodstuffs, their 
  chances of success are not good. However, among 
  the dishes on the circular table are a goodly 
  amount of freshly baked happycakes, and the two 
  might be able to persuade the enemy to eat the 
  cakes instead of absconding with them. (Dashhull 
  and Preyfilcher are especially susceptible.) The 
  attack loses momentum as the raiders begin to be 
  affected by the cakes. 
  If forced to fight, both Harbor and Brine hold 
  their ground stubbornly, and use the kitchen 
  itself against the attack. There is a large fire-
  pit, roaring in preparation for cooking the feast 
  and smoking the incoming catch, in a deep niche 
  in the east wall; the circular table makes a fine 
  shield and shelter, and knives are in abundance. 
  There is a basket of shellfish under one table, 
  which can be thrown to do 1 D3 damage to any-
  
  36 - Assault on Smalltower Island 
  one they hit. Lizard eggs, fresh wet seaweed, hard 
  fruits, used nets, dried fuel-fish, stone crockery, 
  sharp shells, and hot fish-oil might also be useful, 
  as might both pulleys, located to the southeast. 
  Large jars of hot oil can be poured from the ledge 
  onto boats moored at the cavern mouth. 
  Room 14 A is situated under the reservoir, and 
  is used to obtain fresh water. There are two small 
  spouts in the west and south walls, and a larger 
  opening just east of the center of the room, all 
  operated by individual sliding panels set in the 
  ceiling and rigged to be operated from below. The 
  larger one can be opened full-force to a maximum 
  STR of 8. All have basins large enough to hold an 
  elf, as they sometimes double as showerbaths. 
  They drain away under the floor to a spout on 
  the north side of the island, overshooting the 
  FIFTEEN to TWENTY-ONE: Dwelling Rooms-
  these are all furnished like number 8, and accom-
  odate varying numbers of elves, an average of 
  three per room. All are currently uninhabited and 
  have had their windows and outer doors sealed, 
  except for number 21, where Brine and his family 
  live, and number 15, which Spraydancer normally 
  shares with two other elves. Room 16A is used as 
  a retreat for the children if they cannot reach the 
  weaving room below. 
  levels f'oM~ & f'ive 
  Level four is the roof of the island, half of it 
  being taken up with gardens and the reservoir,_ 
  and the other half occupied by two two-level 
  dwellings and the watchtower. 
  weaving room. 
  The reservoir is roughly twenty by thirty feet 
  in diameter and ten feet deep. It is covered with a 
  ..... ......... 
  ',¥\ALL TOWER 
  151AHO 
  l===::t10' 
  
  i=:=:::t 10 ' 
  huge piece of sailcloth during hot weather to slow 
  evaporation. Rainwater collected in the reservoir 
  supplies the islanders fresh-water needs. Extra 
  water is kept in large stone jugs, and stored in 
  room number 22 with the fresh produce. 
  The small north garden is used for growing 
  swampseed, and is kept well-irrigated . The surplus 
  water runs off into a drain that connects with the 
  drain of the water-room below. The southern 
  garden is much larger, and contains yellowroots, a 
  few pricklefruit, and two small goldensweet trees 
  still too young to bear fruit. These last are in the 
  garden as an experiment, to see whether, with 
  care, they can survive on this inhospitably rocky 
  island. 
  In the northeast corner is the chimney of the 
  firepit in the kitchen below. Between it and the 
  Assault on Smalltower Island..:... 37 
  
  38 - Assault on Smalltower Island 
  watchtower are several boulders, quarried out of 
  their locations on the island and saved for emer-
  gencies. They can be rolled off the ledge and onto 
  boats anchored below, causing 3 06 damage 
  and/or a wave large enough to upset the vessel. 
  It is harvest time, so Greenmist, Seedkeeper, 
  and Seabreeze are weeding rows and picking fruit 
  and seeds. If he is not in the watchtower, Rain-
  gather is helping the weeders and supervising 
  irrigation. As soon as they are alerted to the 
  attack, Greenmist and Raingather organize the 
  defense from here by Sending instructions to the 
  others, then go to where-ever they are most 
  needed. Raingather races to assist Brine in closing 
  the portcullis. The other two stay to defend their 
  garden against the rapacious raiders, who have a 
  field day, never having seen so much food in one 
  place in their lives. The raiders collect and carry 
  off as much as they can from the garden, as well 
  as any water they can carry. 
  TWENTY-TWO: Produce and Water Storage 
  Room - this large room is ringed with bins 
  Stone-Shaped from the walls to contain the fruit 
  and grain grown in the gardens. About half of the 
  bins are full, as harvesting is currently in progress. 
  There are also about a dozen large stone jars in 
  the center of the room, two or three of which are 
  filled with water; the rest are empty. Several large 
  baskets, also empty, are tossed among the jugs. 
  These and the jars are used to bring convenient 
  quantities of supplies to the lower floors by way 
  of the pulley, which is reaches through a tunnel 
  opening off the south wall. A stairway in the 
  southwest corner leads to Raingather's and Seed-
  keeper's quarters above. 
  This is the one room that the natives protect at 
  all costs, as most of their winter supply of grain 
  and fruit is here. It is also the one room the 
  raiders most wish to despoil. Getting the supplies 
  out and escaping with them however, will be 
  rather difficult, as the baskets and jars are heavy 
  and bulky. Anyone bright enough to try throwing 
  them into their boat below risks losing a 0100 
  percent of the contents, due to the jar over-
  turn ing in the fall, as well as 106 damage to the 
  boat from the stone jar. 
  TWENTY-THREE, TWENTY-THREE A: 
  Weapons Shop, Armory, and Weapons Maker's 
  Quarters - another room the raiders would be 
  glad to find is the armory. Most of the tools and 
  weapons normally kept here have been taken on 
  the hunt, but there are still six each of tridents 
  and spears and a dozen stone knives, hung in 
  racks on the walls. A table between the windows 
  holds various tools for shaping bone, shell, and 
  stone; the raiders might find these useful. There 
  are also some unfinished weapons, and unshaped 
  pieces of stone and bone lying about. 
  The opening to the south leads to the room of 
  the weaponsmith Shellwhet, and his mate, both 
  of whom are away on the hunt. It is furnished 
  like the others with firepit, mats, and bins, and 
  also has another smaller table between the two 
  windows, at which Shellwhet does fine detail 
  work such as decorative carving. Propped up 
  against the north wall is a turtle-shell shield, with 
  which Shellwhet has been experimenting. It is un-
  finished and the angle of the straps inside is 
  awkward; but it is serviceable and provides 10 
  points of protection, while cutting the user's 
  attack and parry by fifteen percentiles, due to its 
  unfamiliarity. 
  A stairway at the front of the level leads to the 
  chief's quarters. 
  TWENTY-FOUR: Watchtower - steep and 
  narrow steps cut into the wall of a tall shaft pro-
  vide access to a round watchtower. There are 
  windows cut all around it, and a circular platform 
  on which to walk. Rising twenty feet above the 
  fourth level, the watchtower gives a commanding 
  view of the ocean surrounding the island. 
  The regular sentry is off on the Stormcoming 
  Hunt; Raingather is taking his place for the 
  duration, having very keen sight. When he occupies 
  this excellent vantage point, add 25 percentiles to 
  his Perception rolls to spot incoming vessels. 
  However his time is also demanded by the gardens, 
  which require his water control ability for irriga-
  tion, so there is only an 80% chance that Rain-
  gather is in the tower at any given time. If he is 
  not in the tower, but is still watching for boats, 
  his Perception roll is reduced by 10 percentiles. 
  He cannot identify the incoming elves as raiders 
  until they reach about forty yards from the island, 
  unless they act beforehand in a manner that be-
  trays their true intentions. At the first sign of 
  trouble, Raingather Sends to Brine to meet him at 
  the portcullis controls to lower it, but it takes 
  Raingather four full melee rounds (three from the 
  garden), and Brine two to reach then. If time is of 
  the essence, Harbor and the combined strength 
  of the children might be required to assist Brine 
  in lowering the portcullis. 
  TWENTY-FIVE: Chief's Quarters - Chief Oeep-
  wave and his mate Greenmist live here, at the top 
  of the island, so that the chief can keep a more or 
  less constant lookout on the ocean himself. The 
  room to the south is sometimes used for small 
  council meetings or problem-solving, and contains 
  a circle of seats like those in the council chambers 
  downstairs. The northern room is the chief's 
  living quarters and is furnished as the others' are, 
  except for some decorative ceremonial weapons 
  and robes hung on one wall, a gift from tribal 
  allies. The doors and windows have been sealed 
  off for the Storm Season, as the chief and chief-
  
  tess prepare to move into the feast room with the 
  rest of the Smalltower elves during the storms. 
  TWENTY-SIX: Raingather's and Seedkeeper's 
  Quarters - this pair and their daughter live here, 
  to be near the gardens and the reservoir that are 
  their responsibility. Unlike the other elves, they 
  live here year round, occasionally sharing meals 
  with the remainder of the tribe, but otherwise 
  enduring the discomfort of the Storm Season in 
  performance of their duties. The western room is 
  used as a sort of greenhouse, where seedlings are 
  started and kept protected from the elements 
  until they are big enough to be planted outside 
  with the rest. The couple sometimes holds small 
  meetings here, with the chief or with those 
  responsible for planting and harvesting. The east-
  ern room is furnished as usual, with one or two 
  decorative plants hanging from brackets drawn 
  by Stone-Shapers from the walls. The plants were 
  a friendship gift from the allied tribe that first 
  supplied the Smalltower elves with plant seedlings 
  and helped Seedkeeper and Greenmist to establish 
  the gardens. 
  Conclusion 
  Can the young raiders get past the island's 
  defenses? It is certain that they will keep trying as 
  long as they are able, to avoid disgrace and humil-
  iation. How much booty can they gather and get 
  away with - assuming that the natives let them 
  get away at all? Perhaps they will succeed in get-
  ting into the island only to be trapped there as 
  the portcullis slams down. For that matter, a 
  storm may begin, stranding the raiders on the 
  island with their enemies until it abates. Will this 
  result in surrender, negotiation, or several days 
  of combat and pursuit? It all depends on your 
  players. 
  Other factors can be added to extend this 
  scenario. The allied trader tribe might arrive, and 
  assist the native elves; or their own tribe might 
  return from their Stormcoming Hunt. On the 
  other hand, the raiders' chief might come home, 
  hear of the daring attack, and come to the island 
  to observe the results - or even take command of 
  the raid himself. And what of Recognition? It 
  might cause someone to stay behind - or some-
  one to be carried off. Even if an agreement can be 
  reached between the two elves involved, how 
  would their respective tribemembers react? Would 
  the Recognition result in reconciliations or 
  recriminations? These are only some of the 
  challenges that your ingenuity and roleplaying 
  ability might face. Think about what your elf 
  would do in each situation; then play to the hilt 
  and enjoy. Descriptions of and statistics for both 
  the raiders and the natives follow. Have the 
  players choose characters from among them. 
  Assault on Smalltower Island - 39 
  Raib~rs Group Ott~ 
  Sail slasher 
  Sailslasher is one of the rivals for the chieftainship 
  involved in the challenge which brought on the 
  raid and he leads one group of raiders. He is an 
  out;tanding warrior, strong and fast, with a sense 
  of logic and planning that makes him a excellent 
  tactician. He is not one to take foolhardy risks, 
  but carefully calculates his attacks to co'ver all 
  contingiencies. In addition, Sailslasher is very 
  persuasive, and can bring others around to his 
  point of view. 
  Sailslasher is usually casual in attitude, but 
  sometimes can be arrogant and overbearing, 
  especially in a leadership capacity. He is love-
  mated with Billowsnitch, but not Recognized; 
  Dashhull is a good friend and a mentor to him, 
  and Foamracer is a long-time competitor. By and 
  large, Sailslasher is considered by most of his tribe 
  to be the better of the candidates for cheiftain-
  ship. 
  In addition to his conventional weapon, Sail-
  slasher wears two bracelets covered with spines 
  from a poisonous shellfish. Anyone touched by 
  them must make a resistance roll against potency 
  10 venom or take 206 damage. 
  Sailslasher 
  characteristics 
  attributes 
  STR 
  16 
  Age:30 
  CON 13 
  move: 3 on land 
  SIZ 
  6 
  2 in water 
  INT 
  15 
  hit points: 10 
  POW 16 
  magic points: 16 
  DEX 20 
  APP 
  17 
  hit location 
  D20roll 
  armor/HP 
  right leg 
  01-03 
  0/4 
  left leg 
  04-06 
  0/4 
  abdomen 
  07·10 
  0/4 
  chest 
  11 ·15 
  0/5 
  right arm 
  16·17 
  0/3 
  left arm 
  18-19 
  0/3 
  head 
  20 
  0/4 
  weapon 
  SR 
  attack% parry% 
  AP 
  damage 
  spear 
  6 
  82 
  76 
  10 
  1D6+2 
  Armor: none 
  Skills: Animal Lore 43%, Climb 53%, Communication 63%, Dodge 
  70%, Elf Lore 44%, Healing Lore 30%, Human Lore 8%, Jump 
  49%, Language Lore 8%, Manipulation 72%, Mechanical Lore ~%, 
  Mineral Lore 8%, Perception 82%, Sea Plant Lore 43%, Ride 
  wavedancer 100%, Stealth 70%, Swim 108%, Throw 42%, Troll 
  Lore 8%. 
  Magic: Magic Feeling 26%, Sending 94%. 
  Dash hull 
  Although he admits being partial to Sailslasher, 
  Dashhull takes his role of referee seriously enough 
  
  40 - Assault on Smalltower Island 
  to give both raid leaders their due, and he will not 
  assist Sailslasher too much. He has been to this 
  island before with other raiding parties, and 
  knows that the key lies in somehow getting into 
  the boat cavern. He does not know what lies 
  beyond the boat cavern. 
  Dashhull is a veteran raider who regards this 
  whole affair as an amusing and educational child-
  ish prank. He fully expects neither of the con-
  tenders to succeed, but is willing to indulge their 
  determination on the grounds that it will be a 
  good experience for them. Occasionally Dash hull's 
  quick wit will turn to tart comments that sting 
  the two youths into action. Dashhull loves his 
  creature comforts, and if the raiders gain access to 
  the island, he will probably abscond with a 
  number of luxuries to keep for himself. 
  Dash hull 
  characteristics 
  STA 
  14 
  CON 17 
  SIZ 
  7 
  INT 
  14 
  POW 12 
  DEX 19 
  APP 
  12 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  trident 
  5 
  Armor: none 
  attributes 
  age: 63 
  move: 3 on land 
  D20roll 
  01-03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  2 in water 
  hit points: 12 
  magic points: 12 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  AP 
  88% 
  61% 
  10 
  damage 
  1D6+2 
  Skills: Animal Lore 28%, Climb 46%, Communication 26%, Dodge 
  76%, Elf Lore 28%, Healing Lore 28%, Human Lore 7%, Jump 
  33%, Language Lore 7%, Manipulation 66%, Mechanical Lore 7%, 
  Mineral Lore 7%, Perception 72%, Sea Plant Lore 28%, Ride 
  Wavedancer 100%, Stealth 88%, Swim 110%, Throw 30%, Troll 
  Lore 7%. 
  Magic: Magic Feeling 12%, Sending 86%. 
  Billowsnitch 
  Lovemated to Sailslasher and fiercely loyal to him, 
  Billowsnitch accompanied him on this raid de-
  spite her pessimism about its chances for success. 
  She shares his precision of thought and care of 
  planning, but has more imagination and can some-
  times be quite resourceful, particularly in difficult 
  situations. Whether by being amorous, admiring, 
  or soothing, she builds her lovemate's ego and 
  urges him on to triumph over his rival. 
  Preyfilcher 
  Preyfilcher loves a good time, and has come along 
  on this expedition purely as a lark. Although he 
  Billowsnitch 
  characteristics 
  STA 
  12 
  CON 17 
  SIZ 
  7 
  INT 
  11 
  POW 17 
  DEX 19 
  APP 
  12 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  spear 
  6 
  Armor: none 
  attributes 
  24 
  move: 3 on land 
  2 in water 
  hit points: 12 
  magic points: 17 
  D20roll 
  01-03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  82% 
  76% 
  AP 
  10 
  damage 
  1D6+2 
  Skills: Sea Animal Lore 22%, Climb 45%, Communication 23%, 
  Dodge 80%, Elf Lore 22%, Healing Lore 22%, Human Lore 6%, 
  Jump 41 %, Language Lore 6%, Manipulation 62%, Mechanical 
  Lore 6%, Mineral Lore 6%, Perception 80%, Plant Lore 22%, 
  Ride Wavedancer 95%, Stealth 80%, Swim 103%, Throw 39%, 
  Troll Lore 6%. 
  Magic: Magic Feeling 17%, Sending 95%. 
  Preyfilcher 
  characteristics 
  STA 
  14 
  CON 17 
  SIZ 
  6 
  INT 
  11 
  POW 13 
  DEX 19 
  APP 
  10 
  lo_cation 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  spear & net 6 
  Armor: None 
  attributes 
  age: 30 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 13 
  D20roll 
  armor/HP 
  01-03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16-17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  AP 
  80% 
  63% 
  10 
  damage 
  1D6+2 
  Skills: Sea Animal Lore 22%, Climb 50%, Communication 21 %, 
  Dodge 85%, Elf Lore 22%, Healing Lore 22%, Human Lore 6%, 
  Jump 33%, Language lore 6%, Manipulation 66%, Mechanical Lore 
  6%, Mineral Lore 6%, Perception 75%, Sea Plant Lore 6%, Ride 
  Wavedancer 95%, Stealth 75%, Swim 106%, Throw 49%, Troll 
  Lore 4%. 
  Magic: Magic Feeling 13%, Sending 89%, Water Control 13%. 
  has a certain admiration for both rivals, and 
  perhaps a little more so for Sailslasher, he would 
  not be averse to taking the initiative himself and 
  furthering his own chances for the chieftainship. 
  There is a chance that Preyfilcher will trip up 
  either of the rivals if he can do so without being 
  caught. 
  
  Preyfilcher is mischie'ous a.a.:: ..... i"\'e"" a...::: 
  es 
  playing practical jokes; he also IO"•-es '""~- .::tles,. 
  female elves, and other delights o: ?"' ~~- 00-
  viously, Preyfilcher will c.:use die .... ~ - esp-~: 
  distress if he gains access to tt>e :~ . 
  Like Sailslasher, Preyfilche-- .,.cz.-s :i-o o-zce1er.s 
  of shellfish spines, which affec: v. -
  :xKson 
  anyone who is touched b) them. Preyfilcher 
  has not yet discovered his \1, ater Control pov. er, 
  having never had the occasion rouse it. 
  Torrent 
  Hoping to oust Billowsnitch from his affections, 
  Torrent joined Sailslasher's expedition to prove 
  that she is worthy of his attention. She will do 
  almost anything to get him to notice her. Un-
  fortunately, Torrent's personality is not as pleas-
  ing as her rival's. She is headstrong and rash , and 
  often acts without thinking, so that she some-
  times upsets her leader's plans rather than fur-
  thering them. Torrent is also too frank and blunt 
  of speech. She is a warrior in training and needs a 
  good deal of polish. 
  Torrent 
  characteristics 
  STR 
  13 
  CON 14 
  SIZ 
  6 
  INT 
  11 
  POW 15 
  DEX 19 
  APP 
  12 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  spear 
  6 
  Armor: none 
  attributes 
  age: 20 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 15 
  D20roll 
  armor/HP 
  01-03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11 -15 
  0/5 
  16-17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  AP 
  86% 
  54% 
  10 
  damage 
  1D6+2 
  Skills: Sea Animal Lore 37%, Climb 52%, Communication 23%, 
  Dodge 70%, Elf Lore 22%, Healing Lore 22%, Human Lore 6%, 
  Jump 45%, Language Lore 6%, Manipulation 66%, Mechanical 
  Lore 6%, Mineral Lore 6%, Perception 62%, Sea Plant Lore 22%, 
  Ride Wavedancer 95%, Stealth 68%, Swim 99%, Throw 39%, Troll 
  Lore 6%. 
  magic: Magic Feeling 15%, Sending 80%. 
  Reef 
  As one of her tribe's tent-makers, Reef joined the 
  raid in hope of gaining extra skins, fabrics, and 
  other supplies to augment her existing stores. 
  She is very much in favor of completing the raid 
  as quickly as possible. An inexperienced warrior, 
  Reef suspects danger at every turn, and does not 
  take anyone's assurances for granted . Reef has an 
  Assault on Smalltower Island - 47 
  =OftUnate tendency to act on what she thinks 
  someone is going to do, rather than what they are 
  2're2d' doing; this leads to potential disaster. 
  Reef 
  characreristics 
  attributes 
  STR 
  12 
  age: 32 
  CON 
  15 
  move: 3 on land 
  SIZ 
  6 
  2 on water 
  INT 
  13 
  hit points: 11 
  POW 14 
  magic points: 14 
  DEX 
  17 
  APP 
  14 
  location 
  D20roll 
  armor/HP 
  right leg 
  01-03 
  0/4 
  left leg 
  04-06 
  0/4 
  abdomen 
  07-10 
  0/4 
  chest 
  11-15 
  0/5 
  right arm 
  16-17 
  0/3 
  left arm 
  18-19 
  0/3 
  head 
  20 
  0/4 
  weapon 
  SR 
  attack% parry% 
  AP 
  damage 
  trident 
  7 
  78% 
  51% 
  10 
  106+2 
  armor: none 
  armor: none 
  Skills: Sea Animal Lore 32%, Climb 43%, Communication 27%, 
  Dodge 60%, Elf Lore 32%, Healing Lore 26%, Human Lore 7%, 
  Jump 49%, Language Lore 7%, Manipulation 68%, Mechanical 
  Lore 7%, Mineral Lore 7%, Perception 64%, Sea Plant Lore 26%, 
  Ride Wavedancer 95%, Stealth 54%, Swim 97%, Throw 17%, Troll 
  Lore 7%. 
  magic: Magic Feeling 14%, Sending 86%. 
  Raib~rs Group T"1o 
  Foamracer 
  Sailslasher's rival and leader of the second group 
  of raiders, Foamracer is a somewhat different sort 
  of character. Although he is as logical and careful 
  a planner as the other, he is also very much an 
  independent thinker, capable of finding innovative 
  and unique solutions to problems. He is not as 
  smooth-spoken as Sailslasher, but his arguments 
  are made persuasive by their sheer good sense. As 
  a leader Foamracer is firm and authoritative, but 
  not overbearing; in fact, he is often willing to 
  make personal sacrifices for the good of the tribe 
  as a whole. 
  The idea of the raid was originally Foamracer's; 
  but he planned it as a solo or limited venture, 
  with the sole object of obtaining sufficient stores 
  of food to last the tribe through the Storm 
  Season. It was only when Foamracer began quiet-
  ly gathering volunteers that Sailslasher found out 
  about the plan, and took it as a personal challenge. 
  Foa_mracer originally planned to attack an island 
  with ·defenses easier to breach; although he is not 
  optimistic about the raiders' chances for success 
  
  42 - Assault on Sma//tower Island 
  here, he has taken up the dare in hopes that, be-
  tween the two of them he and Sailslasher might 
  succeed where others have failed. 
  Foamracer has a limited Animal Bonding 
  power, with which he is beginning to experiment. 
  He once attempted to bond with a manytooth, 
  but that did not work out very well; he now 
  wears the creature's teeth as a bracelet, to remind 
  himself to choose his bondmates more carefully 
  next time. 
  Foam racer 
  characteristics 
  STR 
  15 
  CON 14 
  SIZ 
  6 
  INT 
  16 
  POW 15 
  DEX 14 
  APP 
  17 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  spear 
  7 
  Armor: none 
  attributes 
  age: 31 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 15 
  D20roll 
  armor/HP 
  01-03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16·17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  AP 
  78% 
  50% 
  10 
  damage 
  1D6+2 
  Skills: Sea Animal Lore 39%, Climb 39%, Communication 46%, 
  Dodge 60%, Elf Lore 32%, Healing Lore 32%, Human Lore 8%, 
  Jump 29%, Language Lore 8%, Manipulation 58%, Mechanical 
  Lore 8%, Mineral Lore 8%, Perception 72%, Sea Plant Lore 32%, 
  Ride Wavedancer 95%, Stealth 58%, Swim 107%, Throw 14%, 
  Troll Lore 8%. 
  Magic: Animal Bonding 21 %, Magic Feeling 15%, Sending 90%. 
  Stonediver 
  Stonediver is one of Foamracer's best friends and 
  most loyal supporters. He believes in his leader's 
  more selfless ideals and tries to emulate his ways, 
  feeling that Sailslasher only seeks his own self-
  aggrandizement. Still, Stonediver can be self-
  indulgent; he is fond of jewelry and other pretty, 
  decorative things, and is as likely to steal such 
  luxuries for himself as he is necessities for the 
  tribe. He is adventurous and curious, and has 
  come along as much to see this remarkable island 
  for himself as to accompany Foamracer. 
  Surf rider 
  One of the best divers of ti is tribe, Surfrider was 
  recruited by Foamracer in hope of locating a 
  possible underwater entrance to the island. Surf-
  rider is intrigued by the idea and certainly willing 
  to try; but his haphazard approach to the seach 
  exasperates his methodical leader. Surfrider often 
  Stonediver 
  characteristics 
  STR 
  14 
  CON 16 
  SIZ 
  7 
  INT 
  10 
  POW 11 
  DEX 19 
  APP 
  13 
  location 
  right arm 
  left arm 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  knife 
  7 
  Armor: none 
  attributes 
  age : 18 
  move: 3 on land 
  2 in water 
  hit points: 12 
  magic points: 11 
  020 roll 
  01·03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  66% 
  60% 
  AP 
  8 
  damage 
  1D3+2 
  Skills: Sea Animal Lore 20%, Climb 46%, Communication 23%, 
  Dodge 78%, Elf Lore 20%, Healing Lore 20%, Human Lore 5%, 
  Jump 43%, Language Lore 20%, Manipulation 66%, Mechanical 
  Lore 5%, Mineral Lore 5%, Perception 72%, Sea Plant Lore 20%, 
  Ride Wavedancer 95%, Stealth 58%, Swim 99%, Throw 19%, Troll 
  Lore 5%. 
  Magic: Magic Feeling 11%, Sending 74%. 
  acts without thinking about the consequences, 
  and can easily be distracted from the task at hand, 
  especially if he sees in the distraction material for 
  a joke. Elfmaids are another distraction for him; 
  Surfrider 
  characteristics 
  STR 
  14 
  CON 14 
  SIZ 
  7 
  INT 
  13 
  POW 10 
  DEX 18 
  APP 
  12 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  spear 
  7 
  Armor: none 
  attributes 
  age: 32 
  move: 3 on land 
  2 in water 
  hit points: 11 
  magic points: 10 
  D20roll 
  armor/HP 
  01-03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16-17 
  013 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  74% 
  68% 
  AP 
  damage 
  10 
  106+2 
  Skills: Sea Animal Lore 26%, Climb 40%, Communication 22%, 
  Dodge 62%, Elf Lore 26%, Healing Lore 26%, Human Lore 7%, 
  Jump 30%, Language Lore 7%, Manipulation 74%, Mechanical 
  Lore 7%, Mineral Lore 7%, Perception 76%, Sea Plant Lore 26%, 
  Ride Wavedancer 100%, Stealth 66%, Swim 106%, Throw 48%, 
  Troll Lore 7%. 
  Magic: Magic Feeling 10%, Sending 90%. 
  
  although his is the only member of either raider 
  band to be previously Recognized, he has always 
  been flirtatious by nature, and Recognition has 
  not stopped his enjoyment of the opposite sex. 
  Firmrudder 
  This elf was recruited for his skill at navigation 
  and sailing, which Foamracer foresaw might be 
  essential this close to the Storm Season. He 
  admires Foamracer's ideals and attitudes, and is 
  one of the few raiders who bears the more peace-
  able Smalltower tribe no malice. Rather, he is 
  looking forward to learning from this experience 
  and from his limited contact with this new tribal 
  culture. He will not harm another elf unless it is 
  unavoidable. 
  Firmrudder is talkative, sometime to the 
  annoyance of others in the group (it does their 
  Stealth skills no good), and he can easily be 
  talked into and out of actions by anyone present-
  ing a sound, or a complex argument. 
  Firmrudder 
  characteristics 
  STR 
  15 
  CON 14 
  SIZ 
  8 
  INT 
  13 
  POW 
  13 
  DEX 14 
  APP 
  12 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  trident 
  7 
  Armor: none 
  attributes 
  age: 23 
  move: 3 on land 
  2 in water 
  hit points: 11 
  magic points: 13 
  D20roll 
  01·03 
  04·06 
  07-10 
  11-15 
  16-17 
  18-1 9 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  58% 
  27% 
  AP 
  10 
  damage 
  1D6+2 
  Skills: Sea Animal Lore 33%, Climb 34%, Communication 25%, 
  Dodge 54%, Elf Lore 26%, Healing Lore 26%, Human Lore 7%, 
  Jump 46%, Language Lore 7%, Manipulation 58%, Mechanical 
  Lore 7%, Mineral Lore 7%, Perception 72%, Plant Lore 26%, Ride 
  Wavedancer 90%, Stealth 58%, Swim 107%, Throw 14%, Troll 
  Lore 7%. 
  Magic: Magic Feeling 13%, Sending 82%. 
  Snap mast 
  Foamracer brought Snapmast along because of his 
  familiarity with the sorts of food plants which the 
  raiders seek. Foamracer and Snapmast hope to 
  learn how the elves of Small tower island have 
  managed to grow crops on an island nearly as 
  barren as their own, and possibly also to steal 
  some seedlings to cultivate for themselves. Like 
  Firmrudder, Snapmast holds no animosity toward 
  the other tribe at all; he is looking forward to 
  Assault on Smalltower Island - 43 
  finding out how they manage so well, and hoping 
  to learn their methods and apply them to help his 
  own tribe. 
  Quarryseek 
  Foamracer hopes that, even if his party cannot 
  break into the island, they might still be able to 
  Snapmast 
  characteristics 
  STR 
  14 
  CON 15 
  SIZ 
  7 
  INT 
  12 
  POW 15 
  DEX 14 
  APP 
  11 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  8 
  attributes 
  age: 21 
  move: 3 on land 
  2 in water 
  hit points: 11 
  magic points: 15 
  D20roll 
  01-03 
  04-06 
  07-1 0 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  66% 
  49% 
  AP 
  8 
  damage 
  103+2 
  Skills: Sea Animal Lore 24%, Climb 39%, Communication 35%, 
  Dodge 52%, Elf Lore 34%, Healing Lore 24%, Human Lore 6%, 
  Jump 40%, Language Lore 6%, Manipulation 56%, Mechanical 
  Lore 6%, Mineral Lore 6%, Perception 64%, Plant Lore 44%, Ride 
  Wavedancer 90%, Stealth 48%, Swim 94%, Throw 14%, Troll Lore 
  6%. 
  Magic: Magic Feeling 15%, Sending 80%. 
  Quarryseek 
  characteristics 
  STR 
  13 
  CON 18 
  SIZ 
  8 
  INT 
  10 
  POW 13 
  DEX 15 
  APP 
  15 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  8 
  attributes 
  age: 40 
  move: 3 on land 
  2 in water 
  hit points: 13 
  magic points: 13 
  D20roll 
  01-03 
  04-06 
  07-10 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  11 ·15 
  16·17 
  18·19 
  20 
  attack% parry% 
  AP 
  76% 
  48% 
  8 
  damage 
  103+2 
  Skills: Sea Animal Lore 56%, Climb 36%, Communication 40%, 
  Dodge 50%, Elf Lore 30%, Healing Lore 20%, Human Lore 5%, 
  Jump 28%, Language Lore 5%, Manipulation 55%, Mechanical 
  Lore 5%, Mineral Lore 5%, Perception 66%, Sea Plant Lore 20%, 
  Ride Wavedancer 95%, Stealth 50%, Swim 104%, Throw 25%, 
  Troll Lore 5%. 
  Magic: Fish Finding 13%, Magic Feeling 13%, Sending 92%. 
  
  44 - Assault on Smalltower Island 
  locate and catch some extra fish and at least not 
  return empty-handed. Quarryseek was therefore 
  brought along; he is always glad to be of help, and 
  looking forward to developing his newly discover-
  ed Fish-Finding power. He is the quietest of the 
  group, tending to keep to himself and always 
  deferring to Foam racer's wishes. However, Quarry-
  seek is also quite sensible, and if he believes a plan 
  will fail, he does not hesitate to say so, nor can 
  anyone budge him from his belief. Quarryseek is 
  willing to go to great lengths for the benefit of his 
  tribe, but he will not take foolish risks. 
  Greenmist 
  In the absence of Chief Deepwave, his mate 
  Greenmist is acting chieftess of the island. At 
  present, she is engaged in readying the items to be 
  traded with the Smalltower tribe's allies, and 
  making sure that sufficient stores of fruits and 
  vegetables are saved to last through the Storm 
  Season. As one of the gardeners of the tribe, she 
  is in the South Garden gathering yellowroots 
  when the raiders attack. 
  Greenmist is a firm and sensible chieftess; she 
  likes the tribe to run smoothly and efficiently. 
  She responds to the attack in a straightforward 
  m_anner, taking steps to cut off or limit the 
  advance of the raiders, and trying to either take 
  them prisoner or to evict them from the island, 
  with as I ittle loss of native I ife and property as 
  possible. However, Greenmist is quite clever, and 
  is willing to take chances if she thinks she can 
  coerce the raiders into leaving. Her defenses are 
  both practical and shrewd. 
  Greenmist is lifemated to Deepwave, but not 
  Recognized; they have no children. 
  Brine 
  As keeper of the kitchens, Brine is presently busy 
  preparing to preserve the incoming catch, as well 
  as planning a great feast to welcome the hunters 
  home, and to greet the allied traders, who are his 
  former tribesfolk. Most of the younger children 
  are under Brine's care and command. 
  Brine is a gentle, pleasant-tempered, maternal 
  soul of the sort who feels that it is his duty to 
  feed anyone in the vicinity. His main concern is 
  the comfort and well-being of the tribe as a whole 
  and of the children in particular. He will not fight 
  if he can avoid it, but will defend the children 
  with his life, and will not allow anyone to upset 
  the kitchens. Brine uses the facilities of the 
  kitchens themselves (such as the firepit and the 
  waterspouts), as well as tools and utensils in the 
  kitchens' and the children's defense. 
  Originally a member of the trader tribe, Brine 
  chose to stay at the Smalltower Tribe when he 
  Greenmist 
  characteristics 
  STR 
  13 
  CON 
  13 
  SIZ 
  7 
  INT 
  16 
  POW 15 
  DEX 16 
  APP 
  12 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  8 
  attributes 
  age: 360 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 15 
  020 roll 
  01-03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  58% 
  46% 
  AP 
  8 
  damage 
  103+2 
  Skills: Sea Animal Lore 32%, Climb 62%, Communication 68%, 
  Dodge 64%, Elf Lore 62%, Healing Lore 52%, Human Lore 8%, 
  Jump 49%, Lnaguage Lore 8%, Manipulation 78%, Mechanical 
  Lore 8%, Mineral Lore 8%, Perception 92%, Sea Plant Lore 82%. 
  Ride Wavedancer 103%, Stealth 52%, Swim 107%, Throw 16%, 
  Troll Lore 8%. 
  Magic: Magic Feeling 15%, Sending 100%. 
  Brine 
  characteristics 
  STR 
  13 
  CON 16 
  SIZ 
  8 
  INT 
  13 
  POW 14 
  DEX 18 
  APP 
  13 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  7 
  attributes 
  age: 75 
  move: 3 on land 
  2 in water 
  hit points: 12 
  magic points: 14 
  D20rol/ 
  01-03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  AP 
  1D6+2 
  54% 
  8 
  damage 
  1D3+2 
  Skills: Sea Animal Lore 40%, Climb 66%, Communication 86%, 
  Dodge 76%, Elf Lore 26%, Healing Lore 30%, Human Lore 7%, 
  Jump 53%, Language Lore 6%, Manipulation 76%, Mechanical 
  Lore 7%, Mineral Lore 7%, Perception 74%, Sea Plant Lore 76%, 
  Ride Wavedancer 100%, Stealth 60%, Swim 129%, Throw 30%. 
  Troll Lore 7%. 
  Magic: Magic Feeling 14%, Sending 106%. 
  Recognized Waveskimmer. They have one son, 
  Flurry. 
  Waveskimmer 
  When the raiders arrive, Waveskimmer is in the 
  tanning room downstairs, sorting and packing the 
  
  goods to be traded for food and plants. She is a 
  maker of tools and utensils herself, and Recognized 
  her mate Brine, when he arrived on another such 
  trading expedition. They have a son, Flurry. 
  Waveskimmer is known for always remaining 
  calm. Greenmist finds her helpful when attempt-
  ing to maintain order during a crisis. Wave-
  skimmer will be an asset to any organized defense 
  of the island. In addition Waveskimmer can be 
  clever and devious when she chooses, and can find 
  ways of tricking and diverting the raiders, rather 
  than directly fighting them. 
  Waveskimmer 
  characteristics 
  STA 
  13 
  CON 13 
  SIZ· 
  5 
  INT 
  13 
  POW 11 
  DEX 18 
  APP 
  14 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  8 
  attributes 
  age: 36 
  move: 3 on land 
  2 in water 
  hit points: 9 
  magic points: 11 
  D20roll 
  01·03 
  04·06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  62% 
  41% 
  AP 
  8 
  damage 
  103+2 
  Skills: Sea Animal Lore 42%, Climb 26%, Communication 43%, 
  Dodge 62%, Elf Lore 42%, Healing Lore 42%, Human Lore 7%, 
  Jump 41 %, Language Lore 7%, Manipulation 72%, Mechanical 
  Lore 17%, Mineral Lore 18%, Perception 68%, Sea Plant Lore 42%, 
  Ride Wavedancer 95%, Stealth 46%, Swim 98%, Throw 18%, Troll 
  Lore 7%. 
  Magic: Magic Feeling 21%, Sending 94%. 
  Raingather 
  As keeper of the reservoir, Raingather divides his 
  time between acting as lookout in the tower 
  and using his Water-Control ability to help his 
  mate, Seedkeeper, irrigate and maintain the · 
  gardens. Raingather has sharp sight (add ten 
  percentiles to his normal perception roll when he 
  is using this faculty) and, if he is in the watch-
  tower, will be able to identify the incoming 
  raiders in time enough to drop the portcullis. 
  Raingather hates the raiders and retaliates 
  actively for their assault. He is likely to take 
  command of the defense of the island, overriding 
  or arguing against those who advocate a more 
  passive or reasonable approach. Raingather's hot 
  temper makes it difficult for anyone to reason 
  with him. 
  Raingather and Seedkeeper are Recognized, 
  and have a daughter, Seabreeze. 
  Raingather 
  characteristics 
  STA 
  12 
  CON 
  13 
  SIZ 
  6 
  INT 
  14 
  POW 14 
  DEX 14 
  APP 
  10 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  Assault on Smalltower Island - 45 
  attributes 
  age : 90 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 14 
  020roll 
  01·03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  weapon 
  Trident 
  SR 
  attack% parry% 
  AP 
  damage 
  8 
  70% 
  50% 
  10 
  106+2 
  Armor: none 
  Skills: Sea Animal Lore 28%, Climb 80%, Communication 35%, 
  Dodge 60%, Elf Lore 28%, Healing Lore 28%, Human Lore 7%, 
  Jump 20%, Language Lore 7%, Manipulation 60%, Mechanical 
  Lore 7%, Mineral Lore 7%, Perception 75%, Sea Plant Lore 58%, 
  Ride Wavedancer 100%, Stealth 28%, Swim 104%, Throw 14%, 
  Troll Lore 5%. 
  Magic: Magic Feeling 20%, Sending 76%, Water Control 60%. 
  Seed keeper 
  As chief-gardener, Seedkeeper's Recognition with 
  the reservoir-keeper, Raingather, was an extreme-
  ly advantageous one. The two work well together, 
  and have a daughter, Seabreeze, who assists her 
  mother with the gardens. 
  Like her mate, Seed keeper is efficient and firm 
  within her sphere of expertise. Unfortunately, she 
  shares his tendency to overreact to stress. It is not 
  unusual for her to jump to conclusions or to 
  make hasty decisions based on partial information. 
  Seed keeper's behavior is often theatrical; her 
  actions under attack will range from dramatically 
  distressed to mildly heroic. 
  Harbor 
  Like any healer, Harbor is always found where 
  she is most needed. During the raid, she is helping 
  Brine in the kitchens and keeping an eye on the 
  children of the tribe. In the event of attack, she 
  herds the children into the weaving room, where 
  Sunshower and Tideflow will protect them, while 
  she herself stands and fights alongside Brine 
  in the kitchens. If she cannot reach the weaving 
  room, Harbor barricades the children into a 
  nearby room and defends them herself. 
  All the facets of Harbor's personality are likely 
  to come into play. Always friendly, generous and 
  equitable among her own people, she will try to 
  make peace with the raiders and to talk them out 
  of doing the islanders and harm. At least, she tries 
  to outwit the raiders allowing others of her tribe 
  
  46 - Assault on Smalltower Island 
  to subdue them. Having a healer's distaste for 
  inflicting injury, she fights only if her life or the 
  lives of the children are at stake. If she must, 
  Harbor displays her courage and endurance by 
  stubbornly refusing to yield to any force or 
  terrorism. 
  Seedkeeper 
  characteristics 
  STA 
  11 
  CON 17 
  7 
  10 
  18 
  17 
  12 
  SIZ 
  INT 
  POW 
  DEX 
  APP 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  hoe 
  Armor: none 
  SR 
  8 
  attributes 
  age: 112 
  move: 3 on land 
  2 in water 
  hit points: 12 
  magic points: 18 
  020 roll 
  01·03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  AP 
  8 
  86% 
  65% 
  damage 
  1D6 
  Skills: Sea Animal Lore 20%, Climb 51%, Communication 62%, 
  Dodge 64%, Elf Lore 39%, Healing Lore 30%, Human Lore 5%, 
  Jump 37%, Language Lore 5%, Manipulation 76%, Mechanical 
  Lore 5%, Mineral Lore 5%, Perception 86%, Sea Plant Lore 100%, 
  Aide Wavedancer 95%, Stealth 54%, Swim 94%, Throw 17%, Troll 
  Lore 5%. 
  Magic: Magic Feeling 18%, Sending 102%. 
  Harbor 
  characteristics 
  STA 
  12 
  CON 13 
  SIZ 
  7 
  INT 
  16 
  POW 15 
  DEX 17 
  APP 
  11 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  8 
  attributes 
  age: 96 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 15 
  D20roll 
  01-03 
  04-06 
  07-10 
  11-15 
  16-17 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  AP 
  53% 
  37% 
  8 
  damage 
  103+2 
  Skills: Sea Animal Lore 42%, Climb 42%, Communication 57%, 
  Dodge 56%, Elf Lore 42%, Healing Lore 62%, Human Lore 8%, 
  Jump 39%, Language Lore 8%, Manipulation 68%, Mechanical 
  Lore 8%, Mineral Lore 8%, Perception 61%, Sea Plant Lore 42%, 
  Ride Wavedancer 95%, Stealth 44%, Swim 97%, Throw 17%, Troll 
  Lore 8%. 
  Magic: Healing 65%, Magic Feeling 25%, Sending 83%. 
  Linegather 
  Linegather is the net- and sail maker of the tribe, 
  and can usually be found in the company of Skiff-
  shaper, his friend and mentor. He is quite indus-
  trious and takes pride in his work, so that his 
  products are often traded to other elves for a 
  substantial price. His sense of honor is strong, and 
  he takes seriously any responsibility given to him. 
  When the raiders arrive, Linegather is in the 
  boat repair room, working on a new net and 
  giving Skiffshaper what assistance he can. Al-
  though he admires the older elf's good sense and 
  persuasive ability, Linegather does not share 
  Skiffshaper's confidence in the basic goodness of 
  elfin nature; while the other is negotiating, Line-
  gather will be quietly and unobtrusively getting 
  his weapons ready, just in case. His skill at throw-
  ing a net is excellent, and he immediately attempts 
  to ensnare foes. He will defend Skiffshaper and 
  Waveskimmer with his life, and if he can reach the 
  stairs before the raiders do, he doggedly holds 
  them against the raiders' advance until help comes 
  or he is overwhelmed. 
  Linegather 
  characteristics 
  STA 
  13 
  CON 15 
  SIZ 
  7 
  INT 
  10 
  POW 14 
  DEX 14 
  APP 
  13 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  trident & net 8 
  Armor: none 
  attributes 
  age: 24 
  move: 3 on land 
  2 in water 
  hit points: 11 
  magic points: 14 
  D20roll 
  armor/HP 
  01-03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16-17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  AP 
  74% 
  48% 
  10 
  damage 
  1D6+2 
  Skills: Sea Animal Lore 20%, Climb 40%, Communication 23%, 
  Dodge 58%, Elf Lore 26%, Healing Lore 20%, Human Lore 5%, 
  Jump 27%, Language Lore 5%, Manipulation 64%, Mechanical 
  Lore 15%, Mineral Lore 5%, Perception 68%, Plant Lore 20%, 
  Ride Wavedancer 90%, Stealth 38%, Swim 84%, Throw 14%, Troll 
  Lore 5%. 
  Magic: Magic Feeling 14%, Sending 76%. 
  Seabreeze 
  The daughter of Raingather and Seedkeeper, 
  Seabreeze can be found helping her mother in the 
  garden, although she does not have quite as much 
  interest and aptitude as Seedkeeper could wish. 
  The world is still new and fascinating to Sea-
  breeze, and she does not quite take life seriously 
  
  yet. She considers the raid to be little more than 
  a grand and adventurous game, and does not 
  really believe that the raider elves mean the 
  islanders harm. However, Seabreeze takes 
  umbrage if the raiders despoil her mother's 
  gardens, and energetically beats them off. 
  Seabreeze 
  characteristics 
  STR 
  11 
  CON 14 
  SIZ 
  6 
  INT 
  10 
  POW 12 
  DEX 18 
  APP 
  12 
  location 
  right arm 
  left arm 
  abdomen 
  chest 
  right leg 
  left leg 
  head 
  weapon 
  hoe 
  Armor: none 
  SR 
  6 
  attributes 
  age: 15 
  move: 3 on land 
  2 in water 
  hit points: 11 
  magic points: 12 
  D20roll 
  armor/HP 
  01·03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16·17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  68% 
  40% 
  AP 
  6 
  damage 
  106 
  Skills: Sea Animal Lore 20%, Climb 53%, Communication 22%, 
  Dodge 55%, Elf Lore 20%, Healing Lore 20%, Human Lore 5%, 
  Jump 44%, Language Lore 5%, Manipulation 58%, Mechanical 
  Lore 5%, Mineral Lore 5%, Perception 64%, Sea Plant Lore 30%, 
  Ride Wavedancer 90%, Stealth 46%, Swim 85%, Throw 18%, Troll 
  Lore 5%. 
  Magic: Homing Instinct 12%, Magic Feeling 12%, Sending 78%. 
  We.N~ 
  @ 
  INI 
  Assault on Smalltower Island - 47 
  Shelltrapper 
  With the rest of the tribe away, Sh ell trapper has 
  elected to stay to provide fresh fish and shellfish 
  for the remaining islanders' daily needs. He is 
  engaged in this pursuit when the raiders arrive, 
  and might have to resort to climbing the cliff if he 
  is locked out by the portcullis. He will not fight 
  the raiders on the open sea because, lacking a boat, 
  he would be at a disadvantage; but within the 
  island Sh ell trapper will fight as fiercely as any. 
  Shelltrapper is full of life and energy; he loves 
  being in the water and often spends spare time 
  frolicking with the wavedancers. He also spends 
  much time frolicking with the maidens of the 
  tribe, although more recently he has settled into a 
  more or less steady lovemate relationship with 
  Sunshower. Shelltrapper's vanity sometimes gets 
  the better of him, but for the most part he is 
  casual and friendly, and he is generally well-liked. 
  Shelltrapper 
  characteristics 
  attributes 
  STR 
  10 
  age: 48 
  CON 14 
  move: 3 on land 
  SIZ 
  7 
  2 in water 
  INT 
  11 
  hit points: 11 
  POW 16 
  magic points: 16 
  DEX 19 
  APP 
  13 
  location 
  D20roll 
  armor/HP 
  right leg 
  01-03 
  0/4 
  left leg 
  04·06 
  0/4 
  abdomen 
  07-10 
  0/4 
  chest 
  11-15 
  0/5 
  right arm 
  16-17 
  0/3 
  left arm 
  18-19 
  0/3 
  head 
  20 
  0/4 
  weapon 
  SR 
  attack% parry% 
  AP 
  damage 
  trident & net 6 
  78% 
  35% 
  10 
  1D6+2 
  Armor: none 
  Skills: Sea Animal Lore 52%, Climb 72%, Communication 24%, 
  Dodge 60%, Elf Lore 22%, Healing Lore 22%, Human Lore 6%, 
  Jump 59%, Language Lore 6%, Manipulation 68%, Mechanical 
  Lore 26%, Mineral Lore 6%, Perception 74%, Sea Plant Lore 22%, 
  Ride Wavedancer 105%. Stealth 68%, Swim 107%, Throw 49%, 
  Troll Lore 6%. 
  Magic: Magic Feeling 16%, Sending 84%. 
  Skiff shaper 
  His Bone-Shaping ability makes Skiffshaper the 
  boatmaker and repairman of the tribe. At the 
  time of the raid he is, as usual, in the large room 
  just off the dock, which is used to store the huge 
  turtleshells that are made into boats. Currently he 
  is repairing one that ran aground on the last hunt. 
  He is likely to be the first native elf encounted by 
  the raiders. 
  Skiffshaper is very popular among the tribe, 
  being friendly, helpful and likeable; he is known 
  for never saying an ill word about anyone. He is 
  
  48 - Assault on Smalltower Island 
  fond of learning and delights in discovering new 
  concepts and ideas. His reasoning is always sound 
  and his trading negotiations are always honest and 
  straightforward; it was Skiffshaper's diplomacy 
  that first settled the trade agreement between the 
  two allied tribes. If encountered by the raiders, 
  Skiffshaper uses his considerable persuasive skills 
  to try to talk them into either laying down their 
  arms and retreating, negotiating a peaceful com-
  promise, or even forming a trade alliance similar 
  to the one they hold with the other tribe. 
  Skiffshaper fights only as a last resort. 
  Skiff shaper 
  characteristics 
  STA 
  10 
  CON 11 
  SIZ 
  8 
  INT 
  14 
  POW 18 
  DEX 17 
  APP 
  13 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  spear 
  7 
  Armor: none 
  attributes 
  age: 202 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 18 
  D20roll 
  armor/HP 
  01-03 
  0/4 
  04·06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16-17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  AP 
  74% 
  55% 
  10 
  damage 
  106+2 
  Skills: Sea Animal Lore 38%, Climb 60%, Communication 62%, 
  Dodge 72%, Elf Lore 58%, Healing Lore 38%, Human Lore 7%, 
  Jump 37%, Language Lore 7%, Manipulation 84%, Mechanical 
  Lore 27%, Mineral Lore 7%, Perception 74%, Sea Plant Lore 28%, 
  Ride Wavedancer 98%, Stealth 44%, Swim 91%, Throw 17%, Troll 
  Lore 7%. 
  Magic: Bone-Shaping 68%, Magic Feeling 28%, Sending 108%. 
  Spraydancer 
  Another elf who is outside the island when the 
  raiders arrive is Spraydancer, who is collecting sea 
  plants and shellfish to satisfy the everyday food 
  needs of the islanders. She is a light-hearted soul 
  and a fond playmate of the wave-dancers. Because 
  she is expecting allies rather than raiders to arrive, 
  and because of her tendency to consider everyone 
  a friend until he or she proves otherwise, Spray-
  dancer rides a wavedancer out to greet the 
  approaching raiders surrounded by the island's 
  pod of wavedancers. She will not realize her 
  mistake until within clear sight of the raiders. 
  Moreover, having no parameters to judge them by, 
  she takes anything the raiders say at face value, be 
  it promise or threat, and reacts accordingly. 
  Sunshower 
  Shelltrapper's lovemate is Sunshower, and her 
  romantic admiration of him is equalled only by 
  Spraydancer 
  characteristics 
  STA 
  14 
  CON 16 
  SIZ 
  6 
  INT 
  14 
  POW 15 
  DEX 14 
  APP 
  12 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  SR 
  spear & net 8 
  Armor: none 
  attributes 
  age: 110 
  move: 3 on land 
  2 in water 
  hit points: 11 
  magic points: 15 
  D20roll 
  armor/HP 
  01-03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16-17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% parry% 
  56% 
  49% 
  AP 
  damage 
  10 
  1D6+2 
  Skills: Sea Animal Lore 48%, Climb 52%, Communication 36% 
  Dodge 66%, Elf Lore 43%, Healing Lore 38%, Human Lore 7%, 
  Jump 28%, ·Language Lore 7%, Manipulation 56%, Mechanical 
  Lore 7%, Mineral Lore 7%, Perception 78%, Sea Plant Lore 68%, 
  Ride Wavedancer 90%, Stealth 46%, Swim 99%, Throw 14%, Troll 
  Lore 7%. 
  Magic: Magic Feeling 15%, Sending 90%. 
  Sun shower 
  characteristics 
  STA 8 
  CON 13 
  SIZ 
  7 
  INT 
  12 
  POW 13 
  DEX 18 
  APP 
  11 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  8 
  attributes 
  age: 29 
  move: 3 on land 
  2 in water 
  hit points: 10 
  magic points: 13 
  D20roll 
  01-03 
  04-06 
  07-10 
  11-15 
  16·1·7 
  18-19 
  20 
  armor/HP 
  0/4 
  0/4 
  0/4 
  0/5 
  0/3 
  0/3 
  0/4 
  attack% parry% 
  52% 
  41% 
  AP 
  8 
  damage 
  103+2 
  Skills: Sea Animal Lore 24%, Climb 59%, Communication 33%, 
  Dodge 60%, Elf Lore 44%, Healing Lore 24%, Human Lore 6%, 
  Jump 22%, Language Lore 6%, Manipulation 64%, Mechanical 
  Lore 6%, Mineral Lore 6%, Perception 60%, Sea Plant Lore 24%, 
  Ride Wavedancer 90%, Stealth 46%, Swim 98%, Throw 18%, Troll 
  Lore 6%. 
  Magic: Magic Feeling 13%, Sending 82%. 
  his own. She is a dreamer, and has a generally 
  rose-colored outlook. The one dark spot in Sun-
  shower's perception of the world is the existence 
  of the raiders. Sunshower had a difficult time 
  accepting the exixtence of other tribes when the 
  peaceful trader tribe discovered Smalltower island, 
  and she still does not fully trust Brine. The raiders' 
  
  attacks have earned them her undying enmity. If 
  the raiders succeed in breaking into the island, 
  Sunshower will be among the foremost fighters. 
  Sunshower is a weaver an a garment maker, and 
  is in the weaving room with Tideflow preparing 
  items to be traded to the allied tribe when the 
  raiders arrive. In the event of attack, the two 
  barricade themselves, and possibly the children, 
  into their sleeping quarters, and stand at the 
  mouth of the cul-de-sac to protect their quarters 
  and the children. 
  Tideflow 
  The tanner and garment-maker of the tribe, Tide-
  flow throws most of her energy into her work, 
  and tends to keep to herself. Although she is 
  sensitive and compassionate, Tideflow is often 
  bluntly honest when expressing her opinions -
  particularly her opinions of raiders. Not long ago, 
  Tideflow's lovemate Crestsail was accidentally 
  killed when his hunting party was robbed; she has 
  never gotten over the loss or forgiven the enemy. 
  Having long harbored thoughts of revenge, she 
  will only be deterred from active retaliation 
  against the raiders by her responsibility to protect 
  the children. Once she feels the children are safe, 
  she is likely to seek out the foe and exact retri-
  bution (whether or not these particular raiders 
  killed her lovemate) and it will be difficult for her 
  tribesfolk to dissuade her. 
  Tideflow 
  characteristics 
  STR 
  10 
  CON 13 
  SIZ 
  5 
  INT 
  15 
  POW 11 
  DEX 16 
  APP 
  11 
  location 
  right leg 
  left leg 
  abdomen 
  chest 
  right arm 
  left arm 
  head 
  weapon 
  knife 
  Armor: none 
  SR 
  8 
  attributes 
  age: 29 
  move: 3 on land 
  2 in water 
  hit points: 9 
  magic points: 11 
  020 roll 
  armor/HP 
  01·03 
  0/4 
  04-06 
  0/4 
  07-10 
  0/4 
  11-15 
  0/5 
  16-17 
  0/3 
  18-19 
  0/3 
  20 
  0/4 
  attack% 
  parry% 
  52% 
  27% 
  AP 
  damage 
  27 
  103+2 
  Skills: Sea Animal Lore 30%, Climb 49%, Communication 26%, 
  Dodge 62%, Elf Lore 30%, Healing Lore 30%, Human Lore 7%, 
  Jump 32%, Language Lore 8%, Manipulation 50%, Mechanical 
  Lore 8%, Mineral Lore 8%, Perception 52%, Sea Plant Lore 30%, 
  Ride Wavedancer 90%, Stealth 32%, Swim 104%, Throw 16%, 
  Troll Lore 5%. 
  Magic: Magic Feeling 11 %, Sending 95%. 
  Children 
  There are six young children present at the time 
  of the raid. 
  Shoal, age 13 -
  is the oldest of the children, 
  and is usually the one directing the others. He 
  takes charge of the children with Sunshower and 
  Tideflow, and assists as he can in the defense of 
  the younger children. 
  Flurry, age 11 - is the son of Waveskimmer 
  and Brine, and is a tough, active youngster. He 
  admires Shoal, and will want to help in the 
  defense in imitation of him; though limited 
  skills make Flurry more of a liability than an 
  asset. 
  Rippleshell, age 11 - is very feminine; little 
  Pebble is her special charge. She regards the 
  attack with wide-eyed distress and a conviction 
  that her tribespeople are all doomed, but she will 
  do as she is told by her elders without hesitation. 
  Smallsail, age 10 - is by contrast a budding 
  warrior. She is a fearless and determined child and 
  makes her presence felt if any raider comes within 
  reach. Like Flurry, it is hard to keep her out of 
  the fray. 
  Littlewave, age 6 - is prim and obedient, but 
  presently rather indignant at the raiders' inter-
  ruption of the feast preparations. She gives the 
  raiders a piece of her mind, but at a safe and 
  respectful distance. 
  Pebble, age 4 - is in the tantrum throwing 
  phase, and is a handful for all concerned. He does 
  not understand what is going on around him 
  unle~s it does not seem to concern him, at 
  which idea he takes vocal umbrage. He is not 
  likely to obey anyone's orders, as he feels that 
  the orderer is trying to deny him something 
  interesting and fun that everyone else is being 
  allowed to enjoy. 
  
  2603 A Complete Cl-iltl-ire for £1fql-iest 
  Descended from a band of High Ones who were cut off from their fellows soon after the palace landed, the 
  Sea Elves developed a unique culture. Their isolation has caused them, like the Wolfriders, to adapt to a life-
  style different from that to which most elves are accustomed. The Sea Elves inhabit hundreds of islands which 
  arc across the Vastdeep water to form a great archipelago. Some of the islands are barren, some are 
  lush and fertile, nearly all are actively volcanic. The elves live a life that is, like their island homes, at once 
  harsh and beautiful. Life is often short; very old elves are uncommon on the islands. 
  Soon after their arrival on the islands the Sea Elves allied with the wavedancers, a species similar 
  to Earthly dolphins. The wavedancers taught the elves to fish, and which sea plants were good to eat. Sea 
  Elves and wavedancers still enjoy their alliance, often sharing a bond more similar to that of soul mates than 
  to that of bond mates. The wavedancers allow the Sea Elves to ride on their backs, giving the elves great range, 
  and allowing them to seek larger and better fish on the open sea. 
  Some elves who live on the less fertile islands have become pirates, raiding other, more-fortunate elves for 
  food and essential goods. Sea Elves have learned not to trust strange elves unless the strangers prove them-
  selves to be friendly first. 
  The Sea Elves includes everthing needed to play a campaign taking place on the archipelago. The culture 
  and history of the sea elves is completely described. The island environment of the elves is presented, 
  •. 
  including rules for volcanoes, earthquakes and Great Waves. The Sea Elves have some magic powers 
  .,,_,~::-.'!'.., 
  which are possessed by no other tribes; these are also given here. The creatures of the sea and 
  "' 
  . of the archipelago are described, including wavedancers, manyarms, sea snakes, boat-back 
  .·~ ~n . 
  turtles, manytooths, and skulkers. Island plants are also covered. 
  · 
  -~~'fh (~s Three scenarios complete the package. 
  ~~
  - - ·· 
  : ~.-
  ·., \ 
  The Stormcoming Hunt brings player-elves on a typical Sea Elf 
  /
  # ;·_ 
  '· . \ 
  -
  fishing expedition. 
  ·. 
  . /" 
  ,-
  ~ 
  ~
  . 
  '···- r;. 
  ~· ~'~ ":i 
  Littlesmoke Island is a new island discovered 
  ~1 
  >::A ~ 
  ..... 
  ~ 
  by exploring or by lost elves. 
  T,'y,;-· 
  · ....,../ ( 
  Assault on Smalltower Island is the story 
  '~ 
  · 
  ./ 
  of a raid on a wel I protected 
  ~~ , 
  .. ~ · .. 9·' 
  island. Players can portray 
  \ 
  ~'\ 
  '. / 
  either the attackers or the 
  } 
  defenders, or both . 
  ISBN 0-933635-24-9 
  
SOURCE: textdata/thevault/Deduped  Shit/Elfquest/CHA2603 ElfQuest RPG - The Sea Elves [1985].pdf