TEXT: jodnc.s , oil
  BrokcnTree Inn"
  Gateway
  byRudx: Kraft
  Adventure
  48 PAGE SPECIAL ADVENTURE SET. THREE SEPARATE RELATED
  No. 107
  ADVENTURES WITH COMPLETE MONSTERS CHARACTERS AND TREASURE
  $4.00
  
  Dedication
  To Greg Stafford and the CHAOSium
  Thank You for Sending The Broken Tree Inn Back When You Did
  And Thank You for Everything Else Too
  RUdy
  Table of Contents
  GeneraJ Introduction...........................................•...•............•......3
  Statistics Fonnat Explanation .........•...••......•...•.....•.•.•..•.•..••..•.....•..... .3
  History of Area ..................•••...••...•....•...•...•...•....•...•........•......5
  Scenarios..................................•....•...•...•....•...•........•...•......5
  Wildertands Encounter Tables ........•...••..•.•....•...•...•..•••..••..•.....•..••......7
  Explanation of Items on Tables.................•....•...•...•....•...•....•...•..........7
  Map of Area ...............................•..•.•...•..••..•••..••..•.•...•..•.......8
  Encounter Character Statistics
  :.........•....•...•...•....•...••...•...•..........9
  GeneraJ Introduction to The Broken Tree Inn......•..•.•.•••..••.•••••••••.•••.••••.••.....15
  Histories of Inn ..............................•...•.......•.............•...•......... 15
  Map of Inn Area ............................••.•.•••••.••••••••.•••..•••..••......... 16
  Building Interior ............................•....•.......•........•........•.........19
  Inhabitants of Inn .....................••..•••..•••.•....••.•••....•...•....•.........21
  lnhabitants Chanlcter Statistics.................•............•........•...•....•.........25
  Conclusion ......................••.•.••..••..•••...•.•.•...••...•........•.........28
  Description of Fort .................•...•....•.......•........•...••._ .•...••.........29
  Map of Fort..................•....•...••.•.•..•....••...•...•....•...••...•.........30
  Fort Defense Plans ............•........•....•....•...•...•...••...•...•....•..•......31
  Fort's Inhabitants .............•...••..•••...•..•.•.•.•.•.....••.•.•..•••...•.........31
  Fort's Inhabitants Statistics......•....•........•....•.......•....•.......•...••.........32
  The Elves. ...................••..••..••..•••..•••.•...••..•••..•••..••...••.........38
  The Attack Plan ..............•....•....•...•.....................•...•....•........ .38
  Defense Plans .......• , ••••.•••...•...••.••••.•••..•.•.•••.••••.•.•.••••.••...•......38
  Elves Statistics................•.........•...•.....................•..................40
  Magic Items.................••......•.•..•••.••.•.•..••••.••• , ••.•..•••.••......... .45
  New Animals
  46
  Additional Suggestions. . . . . . . . . . . . . . . . . . . .
  .
  .46
  Art Credits: Paul Jaquays: Front Cover. II, 19,24; Kevin Siembieda: 4,6, II, 14, 18,24.28,32,33,41,
  45; Aaron Arocho: II; Gil: 39; Old Wood Cut: 24.
  COPYriaht = 1979 by Judles Guild. Incorpofllted. R. R. 8, Box 9, 1221 N. Sunnyside Road, Decatur.
  IIlino&.
  62522.
  AU rigtlts reserved.
  This book is an adventure designed and orticially approved for use
  with RuneQuest tm
  by The ChaQ,ium, Albany, California. The contents of this book may need to be
  changed by the individual Judge to suit the campaign he or she moderates. No similarity between any of the
  names of characters, persons, andlor institutions in this publication with those of any living or dead person
  or institution is intended, and any such similarity which may exist is purely coincidental. Printett in the
  United States of America.
  This PDF produced by a Sword of Humakt.
  This book copyright .Judges Guild. This file is for illustration and discussion only.
  If you do not already own the The Broken Tree Inn, delete this file immediately!
  
  Introduction
  This booklet is a sel of Runequest scenarios and background information suitable for a wide range
  of characters. Characters ranging in ability from newly rolled to nearing Rune Status can be included in
  the adventures without too much difficulty. However, it is recommended that neither Rune Lords nor
  Rune Priests be used as they would have a strong tendancy to overwhelm the opposition.
  The booklet is set up to give the referee a choice in its use. Three separate scenarios are included
  and with the proper use of imagination by the referee more can easily be constructed. Of course, the
  referee is free to ignore all the scenarios and just use this booklet as a source of pre-rolled monsters.
  There are seve raj references to otherwise undescribed cults in this product. A complete description
  of these cults can be found in Cults of Pm (published by The CHAOSium, P.O. Box 6302, Albany, CA.,
  94706). Note. however that while Cults of Prax would be useful to the referee it is not necessary to play
  the product.
  Should there be any questions, comments, or other additions to this booklet please feel free to send
  them to me, Rudy Kraft, clo Judges Guild, 1165 N. University Ave., Decatur, IL., 62526. Any questions
  which are to be answered must be accompanied by a stamped-self-addressed envelope.
  Olaracler Statistics Explanation
  It is possible that the standardized Runequest format for monsters and non-player characters might
  need some explanation. Here is an example of that fonnat with a line by line explanation following:
  GORE THE MAGNIFICIENT (human male)
  STR 14 CON 16 Slz 20 INT 5 poW 7 OEX 21 CHA 21
  Dagger (ID6+ID6) 85% SR 5 Parry (IO) 70%
  Thrown Rock (104) 75% SR I
  Military Flail (2D6+2H06) 60% SR I Parry 05) 75%
  MOVE 8 DEFENSE 15%
  Spells
  Bludgeon I; Healing 2; Disruption:
  Skills - Climbing 65%; Lockpicking 45%; Riding 70%; listening 95%;
  Spot Trap 50%; Hide in Cover 50%; Pick Pockets 90%; Oratory 80%;
  Magic - 7 points power storage crystal; wand with befuddle matrix;
  Treasure - carries 25 wheels: has another 2000 guilders at home.
  l~
  Right Leg
  5-8
  Left Leg
  9-11
  Abdomen
  12
  Chest
  13-15 Right Arm
  16-18 teftAnn
  19-20 Head
  7/7
  7/7
  8/7
  8/8
  7/6
  7/6
  7/7
  Line I:
  Line 2:
  [jne 3:
  Une4:
  Line 5:
  Une 6:
  This is the monster's name in bold type, followed by its race and sex in parenthesis. Either of the
  latter may be omitted if they are either obvious or unimportant (as in the monster called "Run-
  ner Number Five")
  These are the seven basic characteristics for every Runquest creature listed in the order which is
  currently in use in most Runequest Campaigns. Some unintelligent creatures will not have either
  an Intelligence or Charisma characteristic.
  This line gives the statistics indicating the monster's ability with a weapon (in this case a dagger).
  The indicators in parenthesis (106+106), is the damage done with the weapon. It is stated this
  way instead of the conventional 206 because the first 106 is the standard damage done with a
  dagger and the second 106 is additional damage done due to Gore's size and strength. "85%" is
  Gore's base chance to hit with a dagger and "SR 5" indicates that he attacks in strike rank 5. The
  word "parry" indicates that the dagger can also be used to parry and the "(10)" shows that the
  dagger can absorb 10 points of damage before breaking. Gore's basic chance to parry is 70%.
  The remainder of this line, "Right Leg (14) 7/7", is part of Gore's hit location chart and will be
  explained later.
  This line tells us that Gore is, also. skilled at throwing a rock, but he cannot parry with one.
  Gore can, also, use the military flail. As the military flail can only be used as a two-handed
  weapon, no mention of that fact is shown in the text. If the weapon involved could be used
  either with two hands or one then mention would be made of whether the skill indicated was
  with two hands or one.
  Gore moves at the base rate of 8 (which must be adjusted for encumberance. Gore has a 15%
  defense bonus (notice that this is 10% above that which can be derived from ttis characteristics,
  which indicates that he has made a defense experience gain roll twice.)
  3
  
  Line 7:
  Gore knows three battle magic spells. As both Healing and Bludgeon are variable power spells, it
  is necessary to indicate how many points of each Gore can usc.
  IJnes8·11:
  These are some of the skills Gore has. Any skills not listed (for example, in Gore's case,
  swimming) are assumed to be at the base chance.
  lines 12·13:
  Gore owns two magic items. Each is one of the Runequest standard type items. If Gore
  owned an unusual item it would only be named in this section. A detailed description would be
  included later.
  lines 14-15:
  This section tells what monetary treasure Gore is carrying with him (and in what form) as
  well as listing Gore's total wealth. In some cases a being will have a set ransom which will be paid
  by his cult (or some other source). If this is the case it will be listed here.
  The information in the right-hand column is Gore's hit location chan. The numbers to the left refer to
  the number rolled on a D20 to determine location. The numbers to the left of the slash U) are the points
  of protection provided by armor, etc. at each location. The number right of the slash are the hit points
  that location can take.
  K. SI(MBtCDA
  4
  
  HISTORY OF THIS AREA
  The area in which these scenarios take place is a small section of Ihe frontier off The Human Empire.
  This empire is nearly 500 years old but it has only recently expanded into this are. When the empire first
  arrived on the scene IS years ago, they enlcountered for the first time a large and well organized body of
  non-humans, the AJdryami of Tall Seed Forest. Initially the Empire was puztled and taken aback by this
  unexpected occurance. The Empire had encountered non-humans before but they were usually solitary
  individuals or small tribes which could be dealt with without too much dificulty. Tall Seed Forest was an
  entirely different phenomenon. The forest was obviously too big and well defended to be conquored and
  the AJdryarni seemed to have no interest in joining the Empire. After a long period of wishy·washiness a
  policy was decKled upon: a special spell was researched which would defend Imperial forts from elvish
  attack and, then, using that spell, the Empire would adopt a passive attitude and defensive policy. If the
  AJdryarni left the Empire alone, then the Empire would leave them alone.
  Unfortunately, the imperial policy makers were unaware of the closeness of the AJdryarni to their
  forest. When the forts were built out of wood obtained by chopping down their trees, the elves believed
  that this was a deliberate and long-planned attack by the Empire. It was then that the elves began to their
  policy of murdering any humans they carne in contact with. This, of course, only antagonized the Empire
  which is now debating its next move.
  It is into this envirorunent that the characters are placed. Depending on the scenario selected, they are
  involved in an attempt by the AJdryami to destroy the hated forts or they are on a mission for the Empire
  to obtain the infonnation needed to begin the counter-attack.
  SCENARIOS
  Needless to say, this booklet can be used in any way the judge wishes, but it has been particularly
  designed for use in one of three scenarios. In deciding which scenario to use, the judge should consider care-
  fully the skills and abiJities of the players' characters. Groups of especially weak characters should use
  scenario one because it will give them an opportunity to avoid combat almost immediately. if they are
  clever enough. Scenario two is best suited for characters of moderate ability and should be avoided by the
  more powerful characters. Scenario three is basically suitable only for the relatively experienced players but
  the potential rewards are the greatest, as are the dangers.
  SCENARIO ONE
  Word has leaked out through various indirect and untr.lcable channels that some of the elves living in
  Tall Seed Forest wish to hire some human mercenaries. This is rather unusual as the elves are presently in a
  state of near war with the human empire and have just recently begun a policy of executing any and all
  humans they encounter. However, the word is that the elves guarantee the safety of anyone applying for
  this job.
  If the players wish to investigate this rumored job offer (and if they don't you might as well close the
  book and play something else) they should report to The Broken Tree Inn where they will be contacted.
  When they arrive at the inn, they are secretly met by two runners. If the runners are satisfied that they
  have come alone, they wiJI be guided (again secretly) into the small forest just outside the inn. There they
  are met by the elf, Moss Longbough. Moss will tell them that the elves of Tal! Tree Forest are sick and tired
  of the atrocities perfonned on the AJdryarni by the humans of the Empire. (He will pronounce the word
  'humans' in a tone filled with disgust to see how easily the characters will take offense.) The lasl straw is
  the imperial policy of chopping down innocent trees to build forts along the borders of Tall Seed Forest.
  The elves have tried to attack and destroy these forts themselves, but due to some special and powerful
  enchantments built into each fort, they have not succeeded. Divination has determined that each fort is
  built with a powerful spirit bound into it. This spirit is able to prevent any succuessful elvien attacks on the
  fort as long as the walls of the fort remain intact. The characters' job is to produce a breech in the walls.
  They are to go to the northernmost of the forts (circled on the map) and spend the night there (these forts
  have a policy of admitting humans to spend the night in exchange for a small fee). Just after midnight,
  5
  
  they are to open the fort's gate (the opening will be enough to break the spell for as long as the gates
  remain open). In exchange for this service, moss Longbough will pay them 250 silver guilde~ now and
  another 2750 after the fort is destroyed. Futhennore, if they wish to take part in the battle, they will be
  entitled to a share in the loot of the fort. If the characte~ bargain well (which includes making a successful
  oratory roll) Moss will increase is offer to 500 silver guilde~ now and 4500 later. He will not go higher than
  this. If the playe~ decline the job he will be disappointed but he will let them go after swearing them to
  secrecy. On the way out of the forest, however, they will be attacked by 8 runners and two elves (an elvish
  attack force, not inhabitants of The Broken Tree lon). If the playe~ escape and inform the Imperial author-
  ities. they will be given a reward of 1000 silver guilders. If the playe~ accept the job, they will be given
  their down paymnet and told to procede to the fort.
  SCENARIO TWO
  This scenario is a bit simpler. The characters have been wandering in the area near the Tall Seed Forest
  and they know that the activities of the elven inhabitants of the forest make it very dangerous to spend the
  night in the open. Therefore they have decided that they should procede to the nearest fort to spend the
  night. (This decision should be made with the help of the judge as the playe~ will not be as aware of the
  dangers as their characters would be.)
  When they arrive at the fort the event procede nonnally (see the fort section). However, late at night
  the elves attack and, as the players have not been bribed, as in scenario one, that part of the drama is taken
  on by two of the guards on duty. For convenience's sake, it is assumed that the attack has been arranged
  for a night when both of the guards on duty are in the elves' pay. These guards will have no difficulty in
  opening the gates and letting the elves in. The fln;t sign the characte~ will have of anything wrong will be
  the screams from the barracks as some of the soldiers who are off-duty are attacked in their sleep.
  The characte~ will, of course, be forced to assist in the defense of the fort because the elves plan to
  kill every human they fmd (with the exception of the two guards who let them in). If the elves' allack is
  beaten off and some of the characters survive, they will be rewarded with a share of the loot (which, in this
  case, is the treasure of magic being carried by the attacking elves).
  SCENARIO THREE
  This third scenario is probably the most dangerous, but also the most rewarding. The characters are
  hired by representatives of the Empire to journey to the frontier (forts) and from there go out into the
  Tall Seed Fortst and capture one or more AJdryami and bring them back for questioning. They will be
  paid 5000 gilders for each Dryad they bring back alive, 1000 guilders for each elf and 400 guilders ror each
  runner. There is no requirement that the beings be healthy, but they must be able to talk and hear. In order
  to collect the reward, the Aldryarni must be brought into one or the forts.
  FURTHER NOTES ON TIlE SCENARIOS
  If the judge wishes, additional scenarios can be constructed with this booklet. For example, a combin-
  ation of the second and third scenario might be interesting. The elves are attacking while the player-charac-
  teTS are just looking for ways to capture a few and escape.
  6
  
  THE WILDERNESS ENCOUNTER TABLES
  Although much of the area covered in this book is claimed by the Empire, this claim in no way affect-
  ed the semi-wild nature of the area. Presently, with the elves on the warpath, travel through the area has
  become even more dangerous. Two encounter tables are provided. The one for the forest should be rolled
  twice each day. The one for the area outside the forest should be rolled once each day. After the encounter
  tables are the explanations which detail what each encounter entails.
  01·15
  16-30
  31-40
  41·55
  56-75
  76{)O
  FOREST ENCOUNTER TABLE
  A group ofwolves
  A group of bears
  A party of 108 runners
  A party of 108 runners
  accompanied by 102 elves
  A party of 104+8 runners
  A party of 12 runners accompanied
  by 4 elves and I Dryad
  01·15
  16-30
  31-40
  41-55
  56--70
  71-85
  86-95
  96-00
  CLEAR TERRAIN ENCOUNTER TABLE
  A group of wolves
  A group of bears
  I human scout
  A human anny patrol
  A party of trolls
  A group of 104 human peasants
  A party of 106+2 runners accompanied
  by 102 elves
  A party of adventurers
  A Group of Wolves is a large family group. They will attack 75% of the time. They will always fight back if
  anacked. If, in the judge's opinion, this group of wolves is too powerful for the character's party, s/he
  should feel free to delete one or more of the wolves. If a second group of wolves is encountered by the
  same party, it is recommended that this group of wolves is reused after making minor adjustments in
  hit points and chances to hit.
  A Group of Bears is a group with a mother bear and her three cubs.
  The mother will tend to avoid large
  parties, but there is a 35% chance per cub that the cub will approach the party out of curiosity. If this
  happens, the mother will move to protect her cubs. This could involve an attack if the characters are
  not smart enough to stay away from the cubs.
  Various Parttes of Runners, Elves, &. Dryad should be constructed with the appropriate numbers of each
  type from amongst the various character statistics provided throughout the booldet. Notice, however,
  that although it is pennissable to use the statistics of the various residents of The Broken Tree Inn,
  none of these residents will actually be the ones found roaming around.
  Should a party of Aldryami be encountered outside the forest, it will run away and hide if at all
  possible. If a party is encountered within the Tall Seed Forest, the Aldryami will attack. However, if
  the characters' party outnumbers the A1dryami, they will delay their attack while someone goes for
  help. Help, in this case, will consist of the dryad, Spring Blossom and at least I additional elf. (see
  also the elves section)
  Human Seout will be one of the four scouts listed in the fort section. There is a 25% chance that the
  scout will be carrying an important message. If this is the case, the scout will ignore the party ifat all
  possible. If the scout is not on such a mission s/he will be curious about the party and its reasons for
  being where it is. No matter what reasons the party gives for being where they are, the scout will do
  nothing other than to note them for inclusion in h/is/er report.
  If the party attacks the scout, s/he will fight as much as necessary in order to escape. Should the
  party kill the seout and at any time in the future attempt to sell or use h/is/er weapons in human terri-
  tory they will be recognized as, and an attempt will be made to apprehend them as, murderers.
  A Human Anny Patrol is basically the garrison for one of the forts, which is out on patrol. For game
  purposes, use the garrison included in the fort section (there will be one scout present) but remember
  that the patrol encountered is not actually Yara Mith and company.
  As long as the party does not attack: the patrol they will have no problems. The patrol's main
  purpose is to catch groups of infiltrating elves and runners.
  A Party of Trolls is a group of trolls on a raiding/exploratory mission from the area of the map to the north.
  They will attack any party they encounter unless it is obviously too powerful. In that case they will
  run away.
  1
  
  =
  The Stark Slone River
  TROLL
  COUNTRY
  Area
  THE
  EMPIRE
  Map
  Whorn ....
  ..
  WOOllen Fo.l
  -
  City
  Imperial 80,,,e,
  , .
  Fo,en
  
  A Group of Human PeMallls, if rolled within 5km of the Tall Seed Forest is ignored and the judge rolls
  again, otherwise it is a group of harmless peasants going about their harmless business. The characters
  may attack them, but there is no advantage to be gained by this.
  A Party of Adventurers is, basically, another group of player<haracters (without the players) out to see the
  world. They will be friendly roughly 50% of the time and unfriendly the rest of the time (actually, I
  like the judge to key the attitudes of groups like this 10 the way the player-characters are behaving.
  If people in my campaign attack on sight, then my wandering parties tend to do so, 100. If my players
  usually talk to the people they encounter, then my monsters will usuaUy lalk, also). If the judge
  believes that the characters will need some help to successfully complete the scenario they are working
  on, this party provides an opportunity to give them additional strength.
  ADULT WOLF I
  STR 17 CON 12 SIZ 6 POW II
  Bite (106+1) 45% SR 8
  MOVE 12 DEFENSE 10%
  DEX 17
  1-2
  right hind leg
  1/3
  34
  left hind leg
  1/3
  5-7
  hindquarters
  1/5
  8-10 forequarters
  1/5
  11-13 right fore leg
  1/3
  14-16 loft fore leg
  1/3
  17-20 head
  1/4
  Total Hit Points
  11
  ADULT WOLF 2
  STR 13 CON 14 SIl8 POW II DEX 14
  Bite (106+ I) 35% SR 8
  MOVE 12 DEFENSE 5%
  ADULT WOLF 3
  STR 12 CON 14 SIl6 POW II DEX 9
  Bite (106+1)30% SR 10
  MOVE 12 DEFENSE 0%
  ADULT WOLF 4
  STR 18 CON 12 SlllO POW 12 OEX 13
  Bite (106+1+104)40% SR 8
  MOVE 12 DEFENSE 5%
  1-2
  right hind leg
  1/4
  3-4
  left hind leg
  1/4
  5-7
  hindquarters
  1/6
  8-10 forequarters
  1/6
  11-13 right fore leg
  1/4
  14-16 left fore leg
  1/4
  17-20 head
  1/5
  Total Hit Points
  13
  1·2
  right hind leg
  1/4
  3-4
  left hind leg
  1/4
  5-7
  hindquarters
  1/6
  8-10 forequarters
  1/6
  11-13 right fore leg
  1/4
  14-16 left fore leg
  1/4
  17-20 head
  1/5
  Total Hit Points
  13
  1-2
  right hind leg
  1/3
  3-4
  left hind leg
  1/3
  5-7
  hindquarters
  115
  8-10 forequarters
  115
  11-13 right fore leg
  1/3
  14-16 left fore leg
  1/4
  17-20 head
  115
  Total Hit Points
  13
  YOUNGWOLFS
  STR 15 CON II SIl3 POW 9
  Bite (1D6+1)25% SR 10
  MOVE 12 DEFENSE 5%
  DEX 11
  1-2
  right hind leg
  1/2
  3-4
  left hind leg
  1/2
  5-7
  hindquarters
  1/4
  8-10 forequarters
  1/4
  11-13 right fore leg
  1/2
  14-16 left fore leg
  1/2
  17-20 head
  1/3
  Total Hit Points
  9
  9
  
  YOUNG WOLF 6
  STR 14 CON 10 SIZ 6 POW 8 OEX 9
  Bite(lD6+1)25%SR 10
  MOVE 12 DEFENSE 0%
  YOUNG WOLF 7
  STR 9 CON 16 SIZ 4 POW 9 OEX 15
  Bite (I06+1)25%SR9
  MOVE 12 DEFENSE 10%
  MOMMY BEAR
  STR 25 CON 18 SIZ 20 POW 11 DEX 11
  Bite (l 06+206) 55% SR 8
  Oaws (106+206) 50% SR 8
  MOVE 9 DEFENSE 0%
  :fug (206+206) 95% SR 3
  BEAR CUB NUMBER ONE
  STR 17 CON 17 SIZ 13 POW 10 OEX 9
  Bite (106+1+104) 30% SR 9
  Claws (106+104) 30% SR 9
  MOVE 10 DEFENSE 0%
  BEAR CUB NUMBER lWO
  STR 17 CON 17 SlZ 13 POW 10 DEX 9
  Bite (I 06+ I+I 04) 30% SR 8
  Claws (106+ I04) 30% SR 8
  MOVE 10 DEFENSE 5%
  BEAR CUB NUMBER THREE
  STR 18 CON 18 SIZ 13 POW 13 DEX 16
  Bite (106+1+104) 35% SR 7
  Oaws (106+104) 35% $R 7
  MOVE 10 DEFENSE 5%
  10
  1-2
  right hind leg
  1/2
  3-4
  left hind leg
  1/2
  5-7
  hindquarters
  1/4
  8-10 forequarters
  1/4
  11-13 right fore leg
  1/2
  14-16 left fore leg
  1/2
  17-20 head
  1/3
  Total Hit Points
  9
  1-2
  right hind leg
  1/2
  3-4
  left hind leg
  1/4
  5-1
  hindquarters
  1/6
  8·10 forequarters
  1/6
  11-13 right fore leg
  1/4
  14-16 left foreleg
  1/4
  17-20 head
  1/5
  Total Hit Points
  14
  1-4
  Right Leg
  1/7
  5-8
  Left Leg
  1/7
  9-11
  Abdomen
  1/7
  12
  Chest
  1/8
  13-15 Right Paw
  1/6
  16-18 Left Paw
  1/6
  19-20 Head
  1/7
  Total Hit Points
  20
  1-4
  Right Leg
  1/6
  5-8
  Left Leg
  1/6
  9-11
  Abdomen
  1/6
  12
  Chest
  1/7
  13-15 Right Paw
  1/5
  16-18 Left Paw
  1/5
  19-20 Head
  1/6
  Total Hit Points
  18
  1-4
  Right Leg
  1/5
  5-8
  Left Leg
  1/5
  9-11
  Abdomen
  1/5
  12
  Chest
  1/6
  13-15 Right Paw
  1/4
  16-18 Left Paw
  1/4
  19-20 Head
  1/5
  Total Hit Points
  17
  1-4
  Right leg
  1/6
  5-8
  Left Leg
  1/6
  9-1 I Abdomen
  1/6
  12
  Chest
  1/7
  13-15 Right Paw
  1/5
  16-18 Left Paw
  1/5
  19-20 Head
  1/6
  Total Hit Points
  19
  
  A PARTY OF TROLLS
  KUDLA (great troll male)
  STR 30 CON 20 SIZ 271NT 13 POW 18 OEX 21 CHA 14
  Maul (208+306)90% SR 2 Parry (15) 85%
  I-handed mace (108+306) 65% SR 3 Parry (20) 75%
  2-handed mace (1012+306) 75% SR 3 Parry (20) 75%
  large Shield (16) 80%
  MOVE 7 DEFENSE 25%
  Spells· Bludgeon 4. Healing 6; Hannonize. Spirit Binding;
  Rune Spells - Shield 4; Multispell 3; Divine Intervention 3;
  Skills - Evaluate Treasure 90%; Trap Set/Disann 60%; Ambush 90%
  Listening 55%; Sense Ambush 45%:
  Magic - 15 points power storage crystal: Bracelet which serves as a
  Vigor matrix;
  Treasure - carries 10 wheels and 50 guilders: ransom is 4000 guilders
  but it will be difficult to contact his temple (Zonk Zoran) because it
  is deep in troll country.
  1-4
  Right Leg
  7/9
  5-8
  Left Leg
  7/9
  9-11
  Abdomen
  8/9
  12
  Chest
  8/1 0
  13·15 Right Arm
  7/8
  16-18 Left Arm
  7/8
  19-20 Head
  7/9
  Total Hit Points
  25
  ALLIED SPIRIT
  (The allied spirit is kept in a
  short staff which Kubla car-
  ries but never uses in com-
  bat).
  INT 14 POW 15
  Spirits Spells: Protection 4;
  Befuddle;
  Repair;
  Disrup-
  tion; Oispell Magic 6; (Re-
  member
  Kubla
  and
  his
  spirit can use each other's
  spells
  and
  power
  freely).
  II
  
  GASH TRAPP (dark troll male)
  STR IS CON 9 SIZ 17 INT 10 POW 8 DEX 16 CHA 16
  2-handed large mace (ID 12+1 04) 50% SR 5 Pany (20) 50%
  I-handed mace (108+104) 55% SR 5 Parry (20) 50%
  Large shield (16) 50%
  MOVE 8 DEFENSE 0%
  Spells - Healing 3, Bludgeon I;
  Skills· Sense Ambush 45%; Ambush 20%;
  Magic· 6 pointer power storage crystal;
  Treasure - carries 50 guilders; ransom of 500 guilders
  (but as with Kubla above it will be difficult to collect).
  TROLLKIN NUMBER ONE
  STR 10CON 7 SIZ II INT9 POW 5 OEX 12 CHA 9
  I-handed spear (I 06+ 1) 30% SR 6 Parry (15) 30%
  I-handed mace (106) 35% SR 8 Parry (12)40%
  Small shield (8) 30%
  MOVE 6 DEFENSE 0%
  Spells - Healing 2; Bludgeon I:
  SkiJls - Spot Hidden 50%;
  Treasure - carries 13 clacks.
  1-4
  Right Leg
  5/4
  5-8
  Left Leg
  5/4
  9-1 I Abdomen
  6/4
  12
  Chest
  6/5
  13-15 Right Ann
  5/3
  16-18 Left Arm
  5/3
  19-20 Head
  5/4
  Total Hit Points
  11
  1-4
  Right Leg
  2/3
  5-8
  Left Leg
  2/3
  9-11
  Abdomen
  3/3
  12
  Chest
  3/4
  13-15 Right Arm
  2/2
  16-18 Left Arm
  2/2
  19-20 Head
  2/3
  Total Hit Points
  7
  TROLLKIN NUMBER TWO
  STR 12 CON 9 SIZ 8 (NT 10 POW 7 OEX 12 CHA 5
  I-handed spear (I 06+I) 50% SR 6 Parry (15) 50%
  I-handed mace (106) 45% SR 8 Parry (12) 45%
  Small shield (8) 30%
  MOVE 6 DEFENSE 0%
  Spells - Healing 2; Disruption;
  Skills' Spot Hidden 45%;
  Treasure - carries 9 clacks.
  1-4
  Right Leg
  5-8
  Left Leg
  9·11
  Abdomen
  12
  Chest
  13-15 Right Arm
  16-18 Left Arm
  19-20 Head
  Total Hit Points...
  2/3
  2/3
  3/3
  3/'
  2/2
  2/2
  2/3
  ....9
  TROLLKIN NUMBER THREE
  SIR 5 CON II SIZ9 INT9 POW 12 OEX 13 CHA 6
  I-handed spear (I 06+1) 30% SR 5 Parry (15) 30%
  I·handed mace (106) 60% SR 7 Parry (12) 55%
  Small shield (8) 30%
  MOVE 6 DEFENSE 5%
  Spells - Healing 2, Disruption;
  Skills - Spot Hidden 50%;
  Treasure - carries I guilder and 13 clacks.
  TROLLKlN NUMBER FOUR
  STR 5 CON II SIZ 9 INT9 POW 12 OEX 13 CHA 6
  I·handed spear (106+1) 40% SR 5 Parry (15) 30%
  I-handed mace (106) 45% SR 7 Parry (12) 50%
  Small shield (8) 30%
  MOVE 6 DEFENSE 10%
  Spel1s - Healing 3, Disruption; Bludgeon 2.
  Skills - Spot Hidden 55%;
  Treasure - carries II clacks.
  12
  1-4
  Right Leg
  2/4
  5-8
  Left Leg
  2/4
  9·11
  Abdomen
  3/4
  12
  Chest
  3/5
  13·15 Right Ann
  2/3
  16-18 Left Arm
  2/3
  19-20 Head
  2/4
  Total Hit Points
  11
  I ~
  Right Leg
  2/4
  5·8
  Left Leg
  2/4
  9-11
  Abdomen
  3/4
  12
  Chest
  3/5
  13-15 Right Arm
  2/3
  16·18 Left Ann
  2/3
  19-20 Head
  2/4
  TotallHt Points
  12
  
  A GROUP OF PEASANTS
  PEASANT NUMBER ONE (human male)
  STR 13 CON 10SIZ 10 INT10POW II OEX7CHA6
  2-handed spear (1010) 25% SR 6 Parry (15) 20%
  I-handed spear (106+1) 15%SR 7 Parry (15) 15%
  Large shield (16)25%
  MOVE 8 DEFENSE 0%
  Treasure· carries 3 clacks.
  PEASANT NUMBER TWO (human male)
  STR 7 CON 14 SIZ91NT 13 POW 9 OEX 12CHA 12
  2-handed spear (1010) 25% SR 5 Parry (15) 25%
  I-handed spear (106+1) 20% SR 6 Pany (15) 25%
  Large Shield (16) 25%
  MOVE S DEFENSE 5%
  Treasure - carries 9 clacks.
  PEASANT NUMBER THREE (human female)
  STR 16CON II SIZ 10JNTSPOW II OEX 14CHA9
  2·handed spear (I 010+104) 25% SR 4 Parry (15) 30%
  I~handed spear (I 06+1+104) 20% SR 5 Parry (IS) 20%
  Large shield (16) 25%
  MOVE 8 DEFENSE 0%
  Treasure - carries S clacks.
  PEASANT NUMBER FOUR (human male)
  STR II CON 10SIZ 131NT8 POW 4 OEX 12CHA 12
  2~handed spear (I DI 0) 20% SR 5 Parry (15) 20%
  I-handed spear (I D6+ I) 10% SR 6 Parry (15) 20%
  Large shield (16) 20%
  MOVE 8 DEFENSE 0%
  Treasure· carries 6 clacks.
  A PARTY OF ADVENTURERS
  YIR·ERE·BAUATHAR (human female)
  STR 13 CON 12 SlZ 161NT 13 POW 14 OEX 17 CHA 14
  Rapier (106+ I+1 04) 55% SR 4 Parry (15) 50%
  Main Gauche (I D6+ I04) 50% SR 6 Parry (20) 60%
  lance (1010+306) 75% SR 2 Parry (15) 75%
  Selfbow(ID6+1)50%SR I
  Medium Shield (12) 70%
  MOVE 8 DEFENSE 20%
  Spells· Healing 4; Bladesharp 4; Disruption; Demonlize;
  Skills ~ Jumping 35%; Riding 55%; Tnp Set/Disarm 60%; listening 40%;
  Sense Ambush 30%; Camouflage 30%; Move Silently 40%;
  Magic· 12 point power stonge crystal;
  Treasure· carries 50 wheels. ransom of 4000 guilden will be paid by family
  back at city of Whoin.
  1-4
  Right Leg
  0/4
  5·8
  Lefl Leg
  0/4
  9-11
  Abdomen
  1/4
  12
  Chest
  1/5
  13·15 Right Arm
  0/3
  16-18 Left Arm
  0/3
  19-20 Head
  0/4
  Total Hit Points
  10
  1-4
  Right Leg
  0/5
  5-8
  lefl Leg
  0/5
  9-11
  Abdomen
  1/5
  12
  Chest
  1/6
  13·IS Right Arm
  0/4
  16-18 Left Arm
  0/4
  19-20 Head
  0/5
  Total Hit Points
  14
  1-4
  Right Leg
  0/4
  5·8
  Left Leg
  0/4
  9-11
  Abdomen
  1/4
  12
  Chest
  1/5
  13-15 IUghl Ann
  0/3
  16-18 Lefl Arm
  0/3
  19-20 Head
  0/4
  Total Hit Points
  11
  1-4
  Right Leg
  0/4
  5·S
  Left Leg
  0/4
  9-11
  Abdomen
  1/4
  12
  Chest
  1/5
  13·15 Right Arm
  0/3
  16-18 Left Ann
  0/3
  19-20 Head
  0/4
  Total Hit Points
  10
  1-4
  RighlLeg
  7/5
  5·S
  Left leg
  7/5
  9-1 I
  Abdomen
  8/5
  12
  Chest
  8/6
  13·15 Right Ann
  7/4
  16-18 Left Ann
  7/4
  19-20 Head
  7/5
  Total Hit Points.... , ... 13
  13
  
  YIR-ERE·BAUATHAR'S HORSE
  STR 31 CON II SIZ 30 (NT 6 POW 13 DEX 9
  Kkk (108) 25% SR 6
  Bite (I DID) 25% SR 6
  Rear and Plunge (2010+306)35% SR 6
  MOVE 12 DEFENSE 0%
  PI-KEE (human female)
  STR 12 CON II SIZ 61NT 15 POW 16 DEX 17
  Dagger (106) 40% SR 8 Parry (10) 35%
  Broadsword (108+ I) 25% SR 6 Parry (20) 15%
  2-handed mace (1012) 40% SR 6 Parry (20) 35%
  Large Shield (16) 30%
  MOVE 8 DEFENSE 20%
  Spells' Disruption; Healing 2; Hannonize; Detect Traps; Detect life;
  Detect Gems; Protection 4;
  Skills - Riding 25%; Swimming 25%; Sense Ambush 40%; Spot Hidden 60%;
  Spot Traps 40%; Hide in Cover 45%;
  Treasure· carries 5 wheels.
  GENLER (human male)
  STR 14 CON 9 SIZ 14 INT 9 POW 13 DEX 10 CHA 10
  2-handed mace (1012+104) 30% SR 7 Parry (20) 30%
  Shortsword (106+ 1+1 04) 25% SR 7 Parry (20) 25%
  Large Shield (16) 25%
  MOVE 8 DEFENSE 0%
  Skills· Sense Ambush 40%; Spot Hidden Item 40%; Camouflage 40%;
  Spells· Disruption; Healing I;
  Treasure· carries 5 clacks.
  BOA (human male)
  STR 12 CON 16 SIZ 13 (NT IS pow 14 DEX 19CHA II
  Broadsword (108+1+104) 35% SR % Parry (20) 30%
  I-handed spear (106+ 1+ID4) 50% SR 3 Parry (15)
  Sellbow (106+1) 25% SR I
  MOVE 8 DEFENSE 15%
  SpeJls· Healing 2. Bladesharp I; Countennagic I, Disruption;
  Skills· Riding 40%; Sense Ambush 30%; Spot Hidden Item 30%;
  Camounage 45%;
  Treasure· carries 9 wheels.
  F-.lr
  ..
  14
  1-2
  Right Hind Legs 3/5
  3-4
  Left Hind Legs
  3{5
  5-7
  Hindquarters
  4{7
  8-10 Forequarters
  4{7
  11-13 Right Fore Leg 3{5
  14-16 Left Fore Leg
  3{5
  17-20 Head
  3/6
  Total Hit Points
  16
  1-4
  Right Leg
  4/4
  5-8
  Left Leg
  4/4
  9-11
  Abdomen
  5/4
  12
  Chest
  5/S
  13-15 Right Arm
  4/3
  16-18 Left Ann
  4/3
  19-20 Head
  4/4
  Total Hit Points
  10
  14
  RJghl Leg
  2/4
  5-8
  Left Leg
  2{4
  9-1 t
  Abdomen
  4{4
  12
  Chest
  4{5
  13-15 Right Ann
  2{3
  16-18 Left Ann
  2{3
  19-20 Head
  2{4
  Total Hit Points
  10
  1-4
  Right Leg
  4{6
  5-8
  Left Leg
  4{6
  9·11
  Abdomen
  6{6
  12
  Chest.
  6{7
  13-15 Right Arm
  4/5
  16-18 Left Arm
  4{5
  19-20 Head
  4{6
  Total Hit Points
  17
  
  THE BROKEN TREE INN - GENERAL INTRODUCTION
  The Broken Tree Inn is a small, country inn located on the outskirts of the Empire. For most purposes
  it can be treated as any other inn, but as the inn's history reveals there is more to this place than meets the
  eye. As the inn is off the beaten track, it will always have many vacant rooms and it will always be able to
  accomodate additional guests. For reasons which will become clear, no trolls or dwarves will be allowed to
  stay here and any elves wishing to stay will be invited to remain in the forest. However, the special treat-
  ment afforded non-humans is not general knowledge amongst the local population. In fact, there has never
  been a troll or dwarf who wished to stay at the inn, and most elves already know enough 10 go directly to
  the forest.
  THE TRUE HISTORY OF BROKEN TREE INN
  Long ago this area was the site of a small but well populated Elven Forest. In its center stood a large
  and majestic Oak whose dryad, "Mistress Oak", was the leader and High Priestess of the forest. The inhabi-
  tants of the forest led a happy and peaceful life although they were the bitter enemies of the nearby trolls.
  One night (the Night of the Dark Moon) the trolls launched a long-planned attack. In addition to the
  member.; of the local tribe, assistance came from a distant temple of lorak loran. It was this help which
  made the difference between victory and defeat, for under no""al circumstances lhe elves and the trolls
  were evenly matched and neither could have defeated the other on the others' home ground. Even with this
  advantage, however. it was a tough battle and the trolls lost most of their number. In particular, the mem-
  bers of the Zoralc Zoran Temple took a beating. They lost two Rune Priests as well as the temple's only
  Rune Lord. Nevertheless it was a victory for the trolls and they set about making the victory pe""anent
  with the destruction of the forest.
  ·Onto this &Cene blundered a lone man, (;epol, an lssaries Rune Lord. The first thing he saw was the
  dryad "Mistress Oak" who, aUhough badly wounded and drained of nearly all her power, was still
  beautiful. Gepol feU in love with her instantly. He began to heal her but she stopped him with a plea that
  he help her people and their trees. This he promised to do if he could.
  He hurried to the scene Of the battle and found a horrifying sight. The area was strew with the bodies
  of dead and dying elves. AJI around were drunken trolls celebrating in a truly horrifying style. Some of the
  trolls were eating the elves (both the dead and the dying) while others were chopping down the trees of
  Jiving A1dryami. piece by piece.
  .
  Waiting only to cast preparatory spells, Gepol charged into the midst of the trolls, slaying as he went.
  The sudden appearance of a strange and unexpected foe panicked some of the trolls into night and those
  which remained were no match for the angry and beserk Rune Lord. Few trolls survived this last stage of
  the battle and those that did told such horrible tales that no troll has dared approach this area since.
  Afler the battle, Gepol returned to "Mistress Oak" to find her horribly changed. One of the trees the
  trolls had started to chop down was hers and, although they hadn't killed it (or her) yet, they were both
  crippled beyond repair. Gepol healed her as best he could and then began to move amongst her people,
  saving those he could. He was not able to save very many, unfortunately, because his power (as well as that
  of his allied spirit) was very low afler the banle. Those he couldn't save the dryad comforted while they died.
  Of the forest's once large AJdryami population only one dryad, four runner.;, one pixie and five elves
  survived. They, along with Gepol, set to work burrying the dead and clearing away the debris. After that
  gory job was completed, three of the surviving elves left. They could not bear to remain with a crippled
  High Priestess in a dying forest. Their departure saddened and depressed the dryad, although she could
  understand their reasons. She, however, had no choice but to remain, for her tree was here as were the
  four runners under her protection.
  .
  At this point. Gepol came to her and told her that he loved her and wished to remain with her forever.
  She was amazed by this and it was then she took her new name when she asked him "How can you love a
  Broken Tree?" From that time forward she insisted that no one use her old name. When she became con·
  vinced of Gepol's sincerity she agreed to accept him, although it is not entirely clear why. It may have been
  because her woods needed the extra protection he could provide, but perhaps she loved him, too, just a
  little. Although marriages between Aldryami and humans are rare, this one was pe""itted because of the
  unusual situation and Broken Tree's status as a High Priestess of the A1dryami cult.
  Soon thereafter Gepol left Broken Tree for the last time. He didn't wish to leave her, but he was
  obligated to return to his templt to settle affairs. He asked for, and received pennission to go on an
  indefinite leave of absence.
  15
  
  I
  The
  Broken
  Tree
  Inn
  &
  Farm
  MIV"
  , -
  ~
  ~ ,"
  ;.~..:
  I
  16
  ," .~-.-.
  .,'.-
  '., -.,
  ,
  '
  --,
  -'
  -...:,
  .""'.'
  ".
  :".
  ;-'.
  \.:
  -"
  . :.;.
  -,
  ."
  
  On his way back from his temple Cepol realited that he was a mortal man who would live only 30 01
  40 more years while Broken Tree would live as long as her tree survived (although the tree had been badly
  damaged by the trolls, it was still, basically, intact and might very well survive indefinitely). Gepol could
  not bear the thought of not being with her forever, or if something happened to her, living on without her
  so he called upon his god, Issaries, to allow him to Jive as long as Broken Tree and no longer. His pleas were
  accepted (al the cost of 6 points of power) and now his life is as closely tied to the tree's as is that of
  Broken Tree, herself.
  When he arrived, he lold Broken Tree what he had done. She was surprised, but it was then that she
  realized she Joved him. Cepol knew that they could not continue to live out in the open, if for no other
  reason than the possible return of the trolls. Even should the trolls not return, a passerby might begin to
  wonder why a guy in annour was spending his life camped beside a badly damaged oak tree. Cepol decided
  that they needed a cover. Remembering his childhood d!lYs in his father's inn, Cepol set to work and, using
  the wood left from the destruction of the forest, he built an inn. He named the inn ''The Broken Tree Inn"
  which not only honored his wife but, Cepol felt, that by drawing attention to the oak tree he could better
  protect the secret of the AJdryami presence. No one would Ihink it al all strange to name an inn after
  something as unusual as a wierdly deformed oak tree and no special notice would be taken if they took
  care of their inn's namesake.
  At first the inn didn't do much business because the area was populated only by animals and an
  occassional band of trolls (who gave them a wide berth). As time went by humans began moving into the
  area until much of the land around the forest was claimed by fanners. (Cepol did claim a large section of
  land for himself to protect the integrity of the forest.)
  In the 53 years since the battle with the trolls not very much of great interest has happened. Several
  years ago a local farmer attempted to chop down one of the trees in the forest. He was promptly killed by
  runners before Cepol could restrain them. Cepol hid the body and the disappearance was attributed to a
  band of wandering trolls. There have also been a couple of attempts to rob the inn, but both were foiled
  withoui revealing the true nature of the place (except to the dead robbers).
  Recently Gepol has been forced to take on a couple of human assistants to take care of some ot ttle
  innkeeping duties. He really didn't need the help but was forced to pretend that he and his wife were
  getting too old to do all of the work they used to do. These human assistants know nothing about the
  presence of the Aldryami.
  THE KNOWN (BUT BASICALLY UNTRUE) HISTORY OF THE INN
  (The true histroy is, of course, a secret. However, the residents of the area around the inn do have
  their own version of the inn's history. Nearly every resident of the area is familiar with most, if not all, of
  this version of the history and curious travellers will have no difficulty hearing it if they ask the right
  questions. Much of the history is based on observations of local citizens but the early part was furnished in
  bits and pieces by Gepol during his more talkative moods.)
  Forty-five years ago, Gepol, then a wandering adventurer, was passing through the area. When night
  came he camped beneath an oddly misshapened oak tree. During the night he heard some sounds of battle.
  When he went to investigate, he discovered a caravan under attack by bandits. As a Rune Lord of Issaries he
  was obligated to intervene on the side of the caravan. With his help the attack was beaten off, but not with-
  out serious losses to both the bandits and the caravan. For the next several days the caravan remained
  stationary while the dead were buried, the wounded healed and the wagons repaired. It was during this time
  that Gepol first met Morina, the daughter of one of the caravan's leaders. She and Gepol fell in love almost
  immediately and when it came time for the caravan to move on she remained behind with him.
  The night before the caravan left, the bandits returned. In the fight the followed Gepol killed all of the
  bandits but was himself injured and Morina was nearly killed. With great effort Gepol was able to save her
  life but she never fully recovered. Even now her arms and legs are bent and twisted and she walks with a limp.
  As travel was now all but impossible for Morina, they were forced to stay where they were. The
  decision to build an inn followed naturally. Gepol's father had been an innkeeper so he knew what was
  necessary and Morina had had some experience in dealing with customers in her father's caravan.
  As time went by the population of the area grew until it reached its present status of a small farming
  community. Throughout this period nothing of significance has happened. A few local residents claim that
  the area is haunted (note: this rumor is due to the actions of Trisha, the Pixie) and a few of those have
  moved out of the'area but most stay, believing that the haunting, if it exists at all, is a benign sort. Twice in
  the past 25 years there have been attempts to rob the inn. Both times the dead bodies of the robbers were
  turned over to the authorities without further comment. Gepol's ability to fight off robbers, in spite of his
  advancing age is attributed to his status as a Rune Lord of Issaries.
  17
  
  (When strangen enter the area it will appear as any other sleepy farming community. Everyone knows
  everyone else and strangen are spotted a mile away. The people, as a rule, welcome strangen, even those
  who ask a lot of questions because the strangers are asked a lot of questions about the outside world in lurn.
  The stQries told by guests at the inn are the primary source of news and entertainment for this out-of-the-
  way area.
  WHAT TO DO WITH THESE HISTORI'ES
  These histories should not be read by or to the playen. Rather, they should only receive the informa-
  tion which would become available to their characters in the course of play. For example, a party appean
  to be looking for a place to spend the night. Any local citizen would refer them to the only inn in the area.
  This is, of coune, The Broken Tree Inn. There is a chance that the citizen is gossipy sort who might, also,
  tell them something else (i.e. anything from the age of the innkeeper, 66, to the rumor that the area is
  haunted). Care should be taken with this, however, for no matter how gossipy a person is, he is not likely
  to respond to the question "Where can I spend the night?" with a complete history of the area. If the
  playen procede to question him, they get more information. If they choose to procede to the inn they
  can be given a more detailed idea of what they would see (area around the inn, etc.) and that which they
  might hear, i.e. someone at the bar might mention that Cepol is a Rune Lord of Issaries. But. again. it is
  up to the judge to use good judgement in this.
  Keep in mind that The Broken Tree Inn is not another den of monsters to be attacked and looted. It is
  quite possible that the characten will spend the night there and leave the next morning without noticing
  anything unusual.
  18
  
  Building
  Trob
  Interior
  Crunkie
  -+-t-;t;+-
  ... I· .~
  -~r:~+--
  INTERIOR MAP KEY
  F-Fireplace
  C-Chimney
  E-One of the better rooms. It would cost 8-12 guilders a night. complete
  with Cronkie's best for dinner and breakfast.
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  20
  
  THE INHABITANTS OF BROKEN TREE INN
  Broken Tree (dryad) is the dryad of the defonned oak in front of the inn. Once she was tilt: beautiful and
  powerful high priestess "Mistress Oak" of the Aldryami cult but the near total destruction of her tree
  has sapped much of her life force. As a result, although she once had over 45 points of sacrificed
  power in Rune Magic, she now has only 18 points. Also her once outstanding characteristics have
  dropped considerably (the only exception is her power which has continued to rise over the years
  because she no longer has a temple al which to sacrifice for new Rune Magic.)
  Her appearance has, also, suffered over the years. Her anns and legs ate twisted and bent and she
  walks with a pronounced limp. She is always in pain. Her overall appearance is such that few people
  would recognize her as a dryad, however, when she stands motionless, her gnarled appearance
  resembles that of the old Broken Tree (there is little chance that anyone will notice the resemblance
  because it is rather subtle and she keeps moving when in public).
  She loves her husband, Gepel, very much but her primary motivation is to protect what little is
  left of her people and her forest. She would sacrifice her life to save them, but is not stupid. She
  realizes that if she dies her husband dies too and the forest would be left without protection. Thus she
  will only risk her life if there is no other choice.
  Broken Tree occasionally helps out with the work around the inn but she spends most of her
  lime wandering though the woods remembering. She also has a garden which she works on part time
  but most of the gardening is done by the runners.
  In combat Broken Tree stays out of melee, using her spells to support Cepol, the elves and the
  runners. In particular, she likes to cast protection spells and healing spells. She will only use attack
  spells if there is no one unprotected or unhealed left fighting on her side.
  Dry Rool (elf) is the elder of the two elves. In facl, he is nearly as old as Broken Tree (she is his aunt). He
  does not really approve of Broken Tree's marriage to Cepel, feeling that no human is worthy of a High
  Priestess of the AJdryami cult. He does, however, recognize Broken Tree's right to make her own
  decision. He also realizes that Broken Tree truly loves Cepol and, although he doesn't understand it,
  he does respect Cepel for it.
  As Dry Root's presence here is a secret, he keeps himself concealed from the humans in the area.
  During the day he hides out in the forest with the runners (although he can, occasionally be found
  inside the inn helping out). At night he works the inn's fann.
  In a combat situation Dry Root will obey Gepol and Broken Tree without question and he will
  freely sacrifice his life for either of them. As with almost everyone else in this place, Dry Root prefers
  to fight with missile weapons from a distance but he will close for hand-to-hand combat jfit becomes
  necessary.
  Brown Leaf (elf) is much younger and less mature than Dry Root and it shows in his behavior. He is less
  restrained and more likely to react emotionally to situations. He does not like Cepol al all. To hear
  Brown leaf tell the story of Ihe battle with the trolls, Cepol arrived long after the trolls were defeated
  (primarily by Brown Leaf).
  Brown Leafs dislike of Cepol manifests itself in olher ways, as well. He will do nothing to aid
  Gepol in combal unless such action is necessary to protect Broken Tree. Furthennore, he will not go
  anywhere near the inn itself, unless, once again, Broken Tree is in danger.
  He does still revere Broken Tree and accepts her word as law, so he will make no direct attempt
  on Cepol's life.
  In combal, Brown Leaf likes to close with the enemy and fight with his spear (using a Bladesharp
  4 spell). He will follow Broken Tree's orders but will ignore everythingCepol says. ~epol realizes that
  Brown Leaf hates him and, for his wife's sake, does his best to avoid trouble.
  Special Nole Concerning the Elves: If either of the two elves reaches a power of 18 they are eligible to
  become Rune Priests of the Aldryami cult. As Broken Tree's forest no longer counts as an AJdryami
  Temple, they must journey to Tall Seed Forest to join. After joining, they will return to Broken Tree
  but each time they wish to sacrifice power for Rune Magic Spells they must return 10 the Tall Seed
  Forest. However, Broken Tree's forest is still suitable for regaining spells that have already been
  sacrificed for.
  2\
  
  Trisha (pixie) is probably the only friend Broken Tree has. While the rest of the Aldryami worship Broken
  Tree from afar Trisha looks upon her as an old friend who has come upon hard times. She feels that it
  is her duty to cheer Broken Tree up. This interpretation of duty is at least partially due to Trisha's
  personality. As is typical of pixies, she enjoys playing practical jokes and, unfortunately, does not
  hesitate to travel to neighboring fanns to play them. For this reason, Trisha is probably the greatest
  risk to the inn's security. Her actions have already led to rumors that the area is haunted. Although
  it would be a good idea for her to cease her pranks, she refuses to obey anyone but Broken Tree and
  Broken Tree will not order her to stop.
  As her invisability makes her nearly impossible to spot, Trisha moves around frelly in public, but
  she can usually be found around the inn with Broken Tree. Except for entertaining Broken Tree and
  occasional eavesdropping, she does no useful work around the inn. Despite her whimsical nature.
  Trisha is (for a pixie) a highly skilled fighter. In combat she prefers to move behind the enemy and
  attack with sling fire from above but she will enter a melee when necessary.
  The Runners do not need much explanation. They are all fanatically loyal to Broken Tree. They will obey
  the elves because Ihey are used to obeying elves and Ihey obey Gepol because Broken Tree has told
  them to. Brown Leafs attempts to forment dislike of Gepol amongst the runners failed completely
  because they know Broken Tree would not approve. If, at any lime, the runners are unsure what
  action to take (either because they have no orders or they have conflicting orders) they will act as they
  think Broken Tree would wish them to. This has led to some unfortunate situations (such as the death
  of the poor fanner who tried to chop down one of their trees).
  The runners spend most of their time in the forest caring for the trees but they do spend some
  nights working the fann with Dry Root or assisting Broken Tree with her garden.
  Nonnally runners fight in large groups with whip sticks but such tactics are no longer possible fOI
  Ihis group. Instead, Ih.ey hang back and shoot arrows at the enemy. If someone threatens to melee
  Broken Tree, they will intervene and even a direct order from Broken Tree will not prevent this. They
  will also melee if ordered.
  Gepol (human) was born 89 years ago at The Inn of the Troubled Sailor (located in some far off country).
  The inn was run by his grandfather, Siorard Mennm, who died when Gepel was 7. After Mennin's
  death Ihe inn was taken over by Gepol's father. Storard Heltiss, who died when Gepol was 16. At that
  time the inn became the property of Cepol's oldest brother Storard Josen. In order to avoid any
  possible confusion over the inheritance, Josen encouraged Cepel to join a mercenary company. As it
  turned out Cepol enjoyed this life of the adventurer and never returned home. He joined the cult of
  Isuries and worked his way up to Rune Lord in just 3 years. He, eventually, became something of a
  temple troubleshooter. He travelled around in disguises attempting to catch thieves and bandits whose
  activities had caused the cult some problems. It was on just such iii mission that he met Broken Tree.
  (NOTE: do NOT cofuse Gepol"s job as a trouble shooter with the phoney history of the inn.)
  Since meeting Broken Tree, he has apparently changed quite a lot. He no longer wishes to roam
  the world looking for adventure. He is content to stay home with Broken Tree and manage his inn.
  He, therefore, spends most of his time around tne inn. doing the things that innkeepers do, but does
  spend a good deal of his time during the day laking naps and otherwise pretending to be old. (he
  actually hasn't aged much since his life became tied with Broken Tree's). He takes advantage of these
  naps by staying up much of the night and practicing with his weapons (in secret, of course).
  If th.e inn is attacked Gepol's prime objective is to protect the life of Broken Tree. To this end he
  will try to fight off any attackers on his own. If this proves impossible (or if the battle starts with the
  A1dryami already involved) he will organize the defense as he sees fit. If possible, he will arrange to
  fight in a confined area (either inside the inn or within the forest) so that Broken Tree can be kept out
  of melee. lie will risk his life to save any of the Aldl)'ami (even Brown Leaf) because he knows that
  Broken Tree wishes it.
  11
  
  )( S1EMBlEPA -7'
  TIlE HUMAN EMPLOYEES
  Trob (human) is the most recent of the many stable boys hired to take care of the horses (both Gepol's and
  the visitors'). Trob differs from most of the earlier stable boys in that he fancies himself destined to
  lead a life of adventure. He is only 14 but he plans to run away from home and join the mercenaries
  before too long. His opinion of his boss, Gepol, is mixed. He admires him for the adventurer he was
  but believes that he was a fool to settle down and run an inn instead of trying to become a hero.
  In addition to taking care of the horses, Trob takes care of the pigs and chickens, but he doesn't
  do as good of a job with them because he knows that as an adventurer he won't need to take care of
  pigs and chickens. He also spends a fair amount of time running around and pretending to be fighting
  monsters. lie claims to have seen some weird creatures around the inn (which, in fact, he has) but no
  one believes him. Besides that, he also claims to have killed a dragon, so even he doesn't know where
  his fantasies end and reality begins.
  If the inn is attaCked, Trob will charge into the midst of the battle (and probably gel himself
  killed). Gepol knows this and will not make him part of any battle plans. The AJdryami, however, will
  not hesitate to take advantage of his foolishness.
  Trob can usually be found in the area of the barn/stable as that is where he sJeeps and works.
  Julie (human) is the person hired to take care of keeping the inside of the inn nice and clean. She occasion-
  ally helps out in the kitchen or in the bar but she usually spends most of her time out of sight, upstairs
  or in her room on the first noor. She believes herself to be quite ugly (which is, in fact, true) and she is
  ashamed of it, so she will try to prevent strangers from seeing her. She slassifies anyone not from the
  immediate area as a stranger. If the inn is attacked, she will run and hide.
  Crunkie (human) is the cook Cepol hired about four years ago when he decided it was time for him to be
  100 old to do the cooking. Cepol advertised for a good cook and offered an unusually high salary. As a
  result. Crunkie is a much better cook than usually found at such an inn, especially on so oUI-.of-the-
  way. As might be apparent from his combat abilities, Crunkie does much of his own hunting (although
  the inn's fann can usually provide whatever food is needed).
  When Crunkie is at the inn he is almost always found in the kitchen. At night he goes home to a
  small house he has on a nearby fann. If the inn is attacked while he is there he will do whatever Gepol
  asks of him. Usually Cepol will want him to keep out of the battle because he wears little annour in
  the kitchen. If the attackers have the gall to invade his kitchen. Crunkie will ignore orders and fight.
  He keeps a loaded crossbow nearby at all times.
  23
  
  14
  Morina
  Broken Tree
  Dry Root
  .~
  K. 5IEal8IE~
  
  BROKEN TREE (Dryad)
  STR 9 CON II Sil 71NT 19 POW 23 DEX 9 CHA 12
  Attacks 20% Parry 10% Defense 30% MOVE 9
  Spells - Healing 6; Harmonize; Detect Life; Protection; Disruption;
  Demoralize. Repair; Spirit Binding; Befuddle; (Allied Spirit in Staff)
  Xenohealing 3; Vigor; Dispel Magic 4;
  Rune Magic· Create Warrior of Wood; Heal; Recover Spirit; Shield 3;
  Mind unk I; Gnome 1; Multispell 2; Divination 5;
  Magic Items· IS point power storage crystal; Powered Crystal combining
  3 points Healing Focusing and 4 points Power Enhancing;
  Skills· Climbing 75%; Mapmaking 40%; Ustening 65%; Sense Ambush 45%;
  Track.ing 40%; Spot Hidden 45%; Hide in Cover 50%; Move Silently 55%;
  Camouflage 50%; Oratory 60%; Identify Plants 120%; Gardening I()()%.;
  Languages· Speak and write Aldryami 100% Speak and write Tradetalk 85%;
  Speak Darktounge 35% Speak Auld Wurmish 40%; Speak local Human
  Language 65%.
  DRY ROOT (Elf)
  STR 13 CON 10 SIZ II INT 18 POW 17 DEX 21 CHA 14
  Bow (I 08+1) 65%; Javelin (1010) 65% SR I;
  Spear (I 06+ I) 60% Parry (IS) 55%> SR 3
  Shortsword (106+ 1) 60% Parry (20) 55% SR 5
  Small Shield (8) 60%
  MOVE 9 DEFENSE 30%
  Spells· Healing 3; Speedart 4; Multirnissle 3; Disruption; Harmonize;
  Demoralize; Vigor
  Skills - Evaluate Treasure 40%. Climbing 55%; Hide Item 45%; Jumping 55%;
  Map Making 45%; Riding 25%; Listening 55%; Sense Ambush 40%;
  Spot Hidden 40%; Tracking 40%; Ambush 35%; Camouflage 60%;
  Hide in Cover 60%; Move Silently 60%; Gardening 85%; Oratory 40%;
  Languages - Speak and write Aldryami 95%; Speak and write Tradetalk 70%;
  Speak Darktounge 20%; Speak local Human Language 45%.
  BROWN LEAF (Elf)
  STR 14 CON 13 Sil 1·INT 16 POW 17 DEX 17 CHA 13
  Bow (108 +1) 55%; Javelin (1010) 60% SR I
  Spear (106+ 1) 75% Parry (15) 70% SR 4
  Shortsword (106+ 1) 45% Parry (20) 40% SR 6
  Small Shield (8) 65%
  MOVE 9 DEFENSE 20%
  Spells· Bladesharp 4; Healing 4; Disruption; Harmonize; Detect Life;
  Invisibility, Demoralize;
  Skills· Listening 65%; Sense Ambush 65%; Spot Hidden 50%;
  Camouflage 40%; Hide in Cover 75%; Oratory 25%; Gardening 40%;
  Languages - Speak and write Aldryami 90%; Speak Tradetalk 70%.
  TRISHA (Pixie)
  STR 9 CON II Sil 5 INT II POW 15 DEX 23 CHA 16
  Sling (1 08) 80% SR I; Small Shield (8) 55%
  Shortsword (106+1) 65% Parry (20) 65% SR 7
  MOVE 3/10 DEFENSE 25%
  Spells - Disruption: Protection; Healing 6;
  Skills - Sense Ambush 25%; Set Ambush 80%; Moving Silently 75%;
  Set/Disarm Traps 40%; Spot Traps 40%; Pick Locks 55%;
  Languages· Speak Aldryami 80%; Write Aldryami 30%; Speak Tradetalk 70%;
  Speak local Human Language 70%.
  14
  Right Leg
  3/4
  5-8
  Left Leg
  3/4
  9-11
  Abdomen
  4/4
  12
  Chest
  4/5
  13·15 Right Arm
  3/3
  16-18 Left Arm
  3/3
  19-20 Head
  4/4
  Total Hit Points
  12
  Spirit in Staff:
  (named
  Yellow
  Wood)
  INT 11 POW 18
  14
  Righi Leg
  5/4
  5·8
  Left Leg
  5/4
  9·11 Abdomen
  6/4
  12
  Chest
  6/5
  13·15 IUghl Arm
  5/3
  16-18 Left Ann
  5/3
  19·20 Head
  7/4
  Total Hit Points
  11
  14
  Right Leg
  4/5
  5·8
  Left Leg
  4/5
  9-11
  Abdomen
  5/5
  12
  Chest
  5/6
  13·15 Right Arm
  4/4
  16-18 Left Ann
  4/4
  19·20 Head
  7/5
  Total Hit Points. . . .
  . .14
  14
  Right Leg
  3/4
  5·8
  Left Leg
  3/4
  9·11
  Abdomen
  4/4
  12
  Chest
  4/5
  13·15 Right Arm
  3/3
  16·18 Lefl Arm
  3/3
  19·20 Head
  3/4
  Total Hit Points
  10
  25
  
  ZlPPI (Runner)
  STR 7 CON 16 SIZ 9 (NT 15 POW 9 OEX 14 CHA 14
  Bow (106+1) 45%; Javelin (1010) 45% SR 2
  Whipstick (106) 45% Parry (10) 45% SR 7
  Small Shield (8) 35%
  Skills - Sense Ambush 65%; CamouOage 60%; Hide in Cover 40%;
  Listening 45%; Gardening 85%;
  Languages - Speak Aldryami 85%; Speak Tradetalk 65%;
  MOVE 5/9 in trees DEFENSE 10%
  DEOO (Runner)
  STR 9 CON 11 SIZ 7 (NT 12 POW 9 OEX 16 CHA 9
  Bow (106+1) 85% Javelin (1010) 80% SR I
  Whipstick (106) 55% Parry (10) 55% SR 6
  Small Shield (8) 60%
  Skills - Sense Ambush 10%; Set Ambush 55%; CamouOage 45%;
  Hide in Cover 15% Listening 85%; Moving Silently 55%; Spot Hidden 60%;
  Gardening 100%;
  Languages - Speak Aldryami 80%; Speak Tradetalk 60%;
  MOVE 5/9 in trees DEFENSE 5%
  DADAY (Runner)
  STR 10CON 13 SIZ61NT9POW 14 OEX 16CHA 12
  Bow (106+ I) 30%; Javelin (1010) 30% SR I
  Whipstick (106) 30% Pany (10) 30% SR 7
  Small Shield (8) 30%
  MOVE 5/9 in trees DEFENSE 5%
  Skills - Sense Ambush 50%; Set Ambush 30%; Camouflage 30%;
  Hide in Cover 30%; Listening 30%; Moving Silently 30%; Spot Hidden 30%
  Gardening 65%;
  Languages - Speak Aldryami 80%; Speak Tradetalk 40%.
  KAMPTA (Runner)
  STR8CON 13 SIZ8 INT 10 POW 12 DEX IOCHA 13
  Bow (106+I) 40%; Javelin (1010) 30% SR 3
  Whipstick (106) 40% Parry (10) 40% SR 8
  Small Shield (8) 40%
  MOVE 5/9 in trees DEFENSE 0%
  Skills - Sense Ambush 75%; Set Ambush 30%; CamouOage 40%;
  Hide in Cover 40%; Listening 50%; Moving Silently 30%; Spot Hidden 50%;
  Languages - Speak AJdryami 80%; Speak. Tradetalk 35%.
  GEPOL (Human)
  STR 13 CON 17 SIZ 12 INT 14 POW 19 OEX 15 CHA 15
  Staff (I D12+1 D4) 105% Parry (30) 100% SR 5
  Dagger (I 06+104)95% Parry (10) 70% SR 8
  Bow (I 06+ I) 80% SR 2, Large Shield (24) 95%
  MOVE 8 DEFENSE 25%
  Spells - Repair; Healing 2; Bludgeon 4; Disruption; Protection; Demoralize;
  (Allied Spirit in Staff) - Dispel Magic 5;
  Magic Items - 5 point Power Enchancing Crystal
  Skills - Evaluate Treasure 90%; Hide Item 40% Map Making 60%; Riding 65%;
  Carpentry 100%: Listening 65%; Sense Ambush 95%; Spot Hidden 70%;
  Tracking 50%; Camouflage 50%: Hide in Cover 50%; Oratory 105%:
  Gardening 25%
  Languages - Speak and write Tradetalk 100%; Speak A.Idryami 75%;
  Write Aldryami 35%: Speak and write local Human Tongue 90%;
  Speak and write Holy Country Language 90';'{,; Speak. Darktongue 45%:
  Speak Auld Wunnish 35%.
  2&
  1-4
  Right Leg
  4/6
  5-8
  Left Leg
  4/6
  9-11
  Abdomen
  5/6
  12
  Chest
  5/7
  13-15 Right Ann
  4/5
  16-18 Left Ann
  4/5
  19-20 Head
  4{6
  Total Hit Points
  16
  1-4
  Right Leg
  4/4
  5-8
  Left Leg
  4/4
  9-11
  Abdomen
  5/4
  12
  Chest
  5{5
  13-15 Right Arm
  4{3
  16-18 Left Ann
  4/3
  19-20 Head
  4/4
  Total Hit Points
  10
  1-4
  Right Leg
  4/4
  . 5-8
  Left Leg
  4/4
  9-11
  Abdomen
  5/4
  12
  Chest
  5/5
  13·15 Riiht Arm
  4/3
  16-18 Left Ann
  4/3
  19-20 Head
  4/4
  Total Hit Points
  12
  14
  Right Leg
  4/4
  5-8
  Left Leg
  4/4
  9·11
  Abdomen
  5/4
  12
  Chest
  5/5
  13-15 Right Ann
  4/3
  16-18 Left Ann
  4/3
  19-20 Head
  4/4
  Total Hit Points
  12
  1-4
  Right Leg
  (10{3){7
  5-8
  Left Leg
  (10/3)/7
  9-1 I
  Abdomen
  (I I{3)/7
  12
  Chest
  (11/3)/8
  13-15 Righi Ann (10/3)/6
  16·18 Left Aml
  (10/3)/6
  19-20 Head
  (10/3)/7
  Total Hit Points
  18
  Allied Spirit in Staff:
  INT 5
  POW 21
  Note:
  Gepol
  owns
  Iron
  Plate Armour, a Iron Full
  Helm. an Iron large Shield,
  and
  an
  Iron-shod
  Staff.
  
  TROD (Human Stable Boy)
  STR 9 CON 12 SIZ 10 tNT 10 POW 7 DEX II CHA 13
  2-handed club (1012) 25% Parry (20) 25% SRS
  Dagger (06) 25% Parry (10) 25% SR 9
  Skills - Riding 50%; Caring for Horses 65%; Listening 55%;
  Moving Silently 45%
  Languages - Speak local Human Language 80%; Speak Tradetalk 30%;
  MOVE 8 DEFENSE 0%
  JULIE (Human Maid)
  STR 6 CON 3 SIZ 13 tNT II POW 6 DEX 14 CHA 6
  Kitchen Knife (106) 30% Parry (6) 30% SR 8
  Feather Duster (I 04) 35% Parry (S) 35% SR 7
  Skills - Cooking 50%;
  Languages - Speak Tradetalk 80%; Speak local Human Language 80%;
  MOVE 8 DEFENSE S%
  CRUNKIE (Human Cook)
  STR 16 CON 14 SIZ 13 INT I I POW 13 OEX II CHA 8
  Kitchen Knife (106+ I04) 45% Parry (6) 35% SR 9
  Meat Oeaver (108+104) 55% Parry (10) 45% SR 8
  Heavy Crossbow (1012) 95';\ SR 3
  SpeUs - Binding; Multimissle I; Farsee;
  Skills - Cooking 75%; Tracking 50%; Spot Hidden 55%;
  Move Silently 45%; Rkling 35%;
  Languages - Speak Tradetalk 70%; Write Tradetalk 25%; Speak local
  Human Language 80%; Write local Human Language 45%;
  MOVE 8 DEFENSE 0%
  14
  Righi Leg
  0/4
  5-8
  Left Leg
  0/4
  9-1 1 Abdomen
  1/4
  12
  Chest
  J/5
  13-15 RighI Arm
  0/3
  16-18 Left Ann
  0/3
  19·20 Head
  0/4
  Total Hit Points
  12
  14
  IUgh! leg
  0/2
  5·8
  Left Leg
  0/2
  9· I1 Abdomen
  0/2
  12
  Chest
  0/3
  1&-18 IUgh! Ann
  0/1
  19-20 Head
  0/2
  Total Hit Points
  4
  14
  Right Leg
  115
  5-8
  Left Leg
  1/5
  9-1 I Abdomen
  1/5
  12
  Chest
  1/6
  1)·1S IUgh! Ann
  0/'
  16-18 Left Arm
  0/4
  19·20 Head
  0/5
  Total Hit Points
  I5
  A few points regarding these character slats might need clarification. Some of the characters have
  abilities with items not nonnally used as weapons. This is done because these items are likely to be the
  only items near at hand should a fight develope. It is not intended to indicate that Julie, for example.
  ever practices hand to hand combat with a feather duster. If you wish you may treat these items as weapons
  of a similar nature (the kitchen knife would, for example. be a dagger).
  Broken Tree is listed as having three rune magic spells not explained in the Runequest rules. A
  complete explanation of these spells can be found in The CHAO$ium Cults of Prax Runequest supplement.
  Basically the "Warrior of Wood" spell activates one tree to fight for the user; the "Heal" spell heals one
  being completely at a cost in power equal to the hit points healed; the "Recover Spirit" spell is a raise dead
  except that the body must fint be completely healed by nonnal healing spells and then the caster must
  successfully engage the dead person's spirit in spirit combat in order to bind it back into the body. If
  dealing with these incomplete spells is too much trouble feel free to substitute rune magic for them.
  21
  
  WHAT TO DO WITH THE BROKEN TREE rNN
  The inn can be used in a variety of ways in addition to the small part it plays in the 3 scenarios. It can
  be used just as it is-for a stopping place for adventurers on a long journey. It can, also, be used as a focal
  point for a campaign. In either case the judge might find it necessary to poulate the inn with a small but
  interesting group of local citizens. This shouldn't cause too much dirficully as these citizens wi11likely do
  nothing but talk. If they should get involved in a fight, I would suggest that the statistics for peasants,
  scouts or adventurers be used.
  Should the judge wish to run an all-out attack on the inn, two possible scenarios suggest themselves.
  The first is rather straight-forward. The players would represent a group of bandits who have heard rumors
  of the treasure here. (NOTE: In this case the judge might wish to actually provide some treasure. I suggest
  that it be cleverly hidden somewhere in Gepol and Marina's room.) The second scenario is more interesting
  if the judge feels the players can handle it. The players can playa group of trolls sent to investigate this area
  which is the subject of so many terrible legends. If your players are not in the habit of playing trolls this
  will require that a completely new set of characters be rolled up. In any case, the judge must use careful
  discretion when playing this scenario because if the trolls send too strong a party, the AJdryami will get
  word of the attack (via divination) and a large party of elves will be sent from Tall Seed Forest to aid in the
  defense of the inn.
  
  THE FORT
  General Description
  The fort is located about 50 meten from the edge of Tall Seed Forest. It is built entirely out of
  wood. The walls are 3 meten high with parapets extending one meter above that. There is only on entrance
  or exit and that is throught the main gate.
  Description of the Fori'S Interior
  I)
  This is the fort's main and only gate. The gate is in two pieCes,. each of which is 4 meters wide
  and 30 centimeters thick. The gate swings open inward and can be barred shut with two thick
  planks. There are always two guards on duty at the gate and one of them always remains up on
  the walls while the other open and closes the gate.
  2)
  This is the fort's stable. Any horses which visitors bring into the fort will be kept here. In addi-
  tion, the commander's warhorse will be kept here. If any of the scouts are at the fort, their
  horses will be here, also. The stable has room for as many as 15 horses and it always contains a
  supply of hay sufficient to withstand a long siege. This hay is available to guests at a cost of
  one clack per horse per day. The high price is due to the difficulty in transporting the hay to
  the borders of the Empire. Many guests elect to allow their horses to graze outside the walls of
  the fort rather than pay for the hay.
  3)
  This is the guards' barracks. There will almost always be at least one off-duty guard here, slee~
  ing and at night there is a 90% chance that all but the two guards on duty will be here asleep. As
  we noted in the character statistics, guard number 4 has 100 guilders hidden under his bed.
  Nonnally, when the guards are off-duty and in the barracks, they will not be wearing their
  annour but they will always keep both their annour and their weapons next to their bed so that
  they can spring qnto action as quickly as possible.
  The barracks also doubles as a dining hall, so at noon and, again, at 6 pm everyone in the
  fori will be found eating here. The food is average in quality, although, occasionally, one of
  the scouts may bring in something special. The food is prepared in a kitchen area in the south-
  eastern comer of the barracks.
  4)
  This is the annowy. The building is nlled with assorted weapons most of which are in excellent
  condition. In particular there is a large number of spears, sbortswords, selfbows, and medium
  shields. If the characters participate in a looting of this place they can have one of the weapons
  as well as anyone other weapon from the Runequest weapons table,
  Ole, however, Ihat no
  two characters can pick the same other weapon.
  If, while searching this place, a character makes a successful spot hidden roll, he will find
  a secret panel in one of the walls. In this panel is one iron dagger (worth 3500 guilders on the
  market).
  5)
  This fenced-in area is the weapons practice field. During the day there is 40% chance that 2 or
  more guards will be found here, practicing. During the night it will be empty. If a character
  wishes to spend six hours searching the dirt here, and if that character makes a successful spot
  hidden roll, s/he will find a ring which was lost here several months ago. The ring is worth 408
  guilders but it is not magical.
  6)
  This building is the guest barracks. It is kept locked and empty whenever there are no guests.
  When more than one scout is present at the fort. slhe will be staying here. If there is only one
  scout at the fort, slhe will stay in the guards' barracks. There are bunks here for 30 people.
  7)
  This is the office area and quarters of the fort commander, Vara Mith. Any visitorsjusl eneter-
  ing the fort and escorted here (immediately) by two guards (not those on duty al1he gate) will
  undergo a cursory questioning when they arrive and, then, must pay I guilder per person per night.
  This building is divided into two rooms. One of them is the commander's office and is
  where he greets visitors. The other is his private quarters in which he has hidden 2000 guilders.
  These are hidden in a secret panel under the floor which requires a successful spot hidden roll
  to find.
  8)
  This is a raised, covered platfonn built out of wood and iron. Nearly the entire structure is of
  wood but there is a two meter high and 10 centimeter in diameter iron pole in the center of the
  structure. The purpose of th.is structure will be unknown to the players' characters. 11 is the
  home of the spirit which guards the fort from elves (see partial description in scenario two). As
  long as the structure is inlact and the walls of the fort are unbroken, no elf can enter or hann
  the fort. Furthennore, the spirit has the following, additional powers:
  29
  
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  a) Anyone who steps onto the plalfonn with hostile intent toward the fort can be engaged
  in spirit combat. Once engaged, leaving the platfonn does not disengage the player from
  from combat. The player must leave the fort to do that.
  b) The spirit can extinguish spells anywhere in the fort. Note that the spirit need not cast
  an extinguish spell at fires started by elves (unless the walls of the fort are broken)
  because such fires will not bum due to the protection of the anti-elf spell.
  c) Any elf touching the iron pole is struck dead immediately. Anyone else who touches it
  is attacked by a triple strength disruption spell.
  d)The spirit has tNT 18 and POW 33.
  Should the spirit ever be completely destroyed, the iron post (which is too heavy to be carried
  by anyone person with a strength under 20) will be worth 20,000 guilders. The difficulty is
  that it cannot be sold anywhere in the Empire because it would be recognized. It might be
  possible to melt the pole down and sell bits and pteces of it for lesser sums.
  The Fort's Defense Plans
  It is fairly obvious that the fort could not very well resist an attack with only a dozen or 50 men to
  man the walls. However, the fort is still considered secure because the Empire believes that its only enemies
  in this region are the elves, who cannot harm the fort in any way.
  If the fort is attacked by elves charging the walls, the plans call for the guards to pick off the elves
  with arrow fire while they futilely attempt to climb the walls. If the fort is attacked by a large non-elf
  group there are no contingency plans. Probably the guards would surrender while Yara Mith fought to the
  death.
  The treachery called for in scenarios one and two is entirely unexpected, but when it occurs Vara
  Mith and the guards will try to fight their way to the gates so they can dose them and prevent any more
  elves from entering. If that plan faJis through (either because they can't reach the gates or because all the
  elves are already in) they will attempt to rally at the central platform and take advantage of its special
  properties. In scenario two Yara Mith will order the player-characters to accompany him (whether they
  obey him or not is another matter).
  Yara Mith, The Fort's Commander
  Yan Mith is 29 years old. He has been in the Empire's anny for 12 yean and he has been assigned to
  the border patrol for 5 years. Presently all indications are that he plans to spend the rest of his life in the
  anny. His career so far has not been all that outstanding but, on the other hand, he hasn't done anything
  wrong either.
  Personally he is a fairly likeable guy who is popular with his men but he will not go out of his way to
  be friendly with visitors. He will perform the necessary interview, collect the guest fees and then ignore
  them for the rest of their stay.
  If the fort is attacked while he is in charge he will fight to the death to save it because he feels that
  his life will be ruined ifhe should survive while losing his command. In battle he will attampt to rally his
  troops around the central platfonn. Yara is aware of the properties of the platform and its spirit so he will
  not hesitate to retreat onto the platform in order to force his opponents to come within range of the spirit.
  The Guards
  The guards are citizens of the Empire who have enlisted for their mandatory 3 year tour with the
  anny. A few of the guards (basically the more skillful ones) are soldiers who have elected to re-tnlist. They
  will follow Vata Mith's orders to the letter. but if they are faced with a hopeless decision they will attempt
  to escape or surrender. They wiJI never surrender to the elves, however, because they know the elves are
  going to kill any prisoners they might capture. In scenario two it is recommended that the traitorous guards
  be numbers 9 and 10.
  The Scouts
  These people are specialists assigned to patrol the areas between forts, carry messages and perform
  other necessary and dangerous missions. There is a 30% chance that each of the scouts is present but there
  will nevt:r be more than two of them in anyone fort at anyone time. If the fort is attacked, the scouts will
  fight to defend it, but if things look like they are going badly, the scouts will attempt to escape in order to
  report what has happened.
  31
  
  YARA MITH (human male)
  STR II CON 11 SIZ 10 INT 14 POW 14 OEX 14 CHA 14
  I-handed spear (I 06+I) 55% SR 5 Parry (15) 50%
  2-handed spear (I 010) 75% SR 4 Parry (15) 70%
  Broadsword (108+ I) 65% SR 6 Parry (20) 60%
  Lance (101 u+JD6) 65% SR 4 Parry (15) 60%
  Selfbow (I D6+ I) 40% SR 2
  Large Shield (16) 50%
  MOVE 8 DEFENSE 20%
  Spells' Healing 5 Bladesharp 3; Countennagic I; Disruption; Protection 2;
  Skills· Climbing 45%; Hide Item 60%; Map Making 35%; Riding 55%;
  [Jstening 45%; Sense Ambush 60%; Spot Hidden Item 60%; Tracking 35%;
  Ambush 35%; Camouflage 60%; Oratory 50%;
  Magic· 3 point Dexterity Enhancing Potion; 2 point Power Enhancing Crystal;
  Treasure - carries 20 wheels; has 2000 guilders hidden in room; will be
  ransomed by Empire's government for 2500 gujlders.
  YAR MITH'S WARHORSE
  STR 30 CON 13 SIZ 31 INT 3 POW 9 OEX 13
  Kick (108) 40% SR 6
  Bite (1010)30% SR 6
  Rear and Plunge (2010+306) 55% SR 6
  Trample (306) 75% SR 6
  MOVE 8
  14
  Right Leg
  5/4
  5-8
  Left Leg
  5/4
  9-11
  Abdomen
  6/4
  12
  Chest
  6/5
  13-15 Right Arm
  5/3
  16-18 Lert Ann
  5/J
  19-20 Head
  5/4
  Total Hit Points
  11
  1-2
  Right Hind Leg 3/6
  34
  Left Hind Leg
  3/6
  5-7
  Hindquarten
  4/8
  8-10 Forequarters
  4/8
  11-13 Right Fore Leg
  3/6
  14-16 Left Fore Leg
  3/6
  17·20 Head
  4/7
  Total Hit Points
  18
  
  K _ S/EMB/£f)A· 711
  33
  
  SCOUT NUMBER ONE (human female)
  STR 6 CON 13 SIZ 14 INT 10 POW 13 DEX 9 CHA 9
  lance (1010+306) 35% SR 5 Parry (IS) 35%
  Broadsword (108+1) 55% SR 7 Parry (20) 55%
  Medium Shield (12) 50%; Selfbow (106+1) 60% SR 3
  MOVE 8 DEFENSE 0%
  Spells - Demoralize; Mobility, Bladesharp 3; Protection 2;
  Healing 2, Disruption;
  Skills - Tracking 90%; Sense Ambush 65%; Ambush 60%;
  Camouflage 50%; Riding 70'%;
  Magic - 2 point Healing Focusing Crystal;
  Treasure· carries 15 wheel$.
  SCOUT NUMBER lWO (human male)
  STR IOCON9 SIl 10 INT 13 POW 7 OEX 14CHA8
  Lance (1010+306) 85% SR 5 Parry (15) 80%
  Broadsword (108+ I) 35% SR 7 Parry (20) 30%
  Sel£bow (106+1) 30% SR 2; Medjum Shield (12) 45%
  MOVE 8 DEFENSE 20%
  Spells - Protection 4; Bladesharp 2, Mobility, Healing 2,
  [)etect life. Hannonize; Disruption;
  Skills· Tracking 70%; Sense Ambush 70%; Ambush 60%;
  Camouflage 60%; Riding 50%;
  Magic - 13 point Power Storage Crystal; Potion of3 points
  [)exterity Enhancement;
  Treasure - carries 10 wheels.
  SCOUT NUMBER THREE (human female)
  STR 7 CON 14 Sil 14 INT 13 POW II DEX 12 CHA 8
  lance (1 D10+306) 40% SR 5 Parry (15) 35%
  Broadsword (108+ I) 50% SR 7 Parry (20) 45%
  Selfbow (106+1) 55%: Medium Shield (12) 45%
  MOVE 8 DEFENSE 10%
  Spells - Healing 3; Protection 4, Disruption, Mobility,
  Befuddle; Bladesharp J;
  Skills - Tracking 70%; Sense Ambush 70%: Ambush 50%;
  Camouflage 60%; Riding 50%;
  ~tagic - 3 point Healing Focusing plus 4 point Power
  Enhancing Crystal;
  Treasure - carries 25 wheels.
  SCOUT NUMBER FOUR (human male)
  STR 17 CON 10 Sil 17 INT 14 POW II DEX 13 CHA 6
  lance (1010+306) 50% SR 3 Parry (IS) 40%
  Broadsword (108+1+106) 5~ SR 5 Parry (20) 40%
  Sclfbow (106+ I) 65% SR 2; Medium Shield (12) 70%
  MOVE 8 DEFENSE 5%
  Spells - Healing 6; Protection 4; Disruption. Mobility; Multimissile 2;
  Magic - Potion of Invisjbility; 8 points Power Storage Crystal;
  Treasure - carries 5 wheels and 1 gem wirth 250 guiJden.
  34
  1-4
  Right Leg
  315
  5-8
  Left Leg
  3/5
  9-11
  Abdomen
  415
  12
  Chest
  4/6
  13-15 Right Arm
  3/4
  16-18 Left Ann
  3/4
  19·20 Head
  515
  Total Hit Points
  14
  1-4
  Right Leg
  3/3
  5-8
  Left leg
  3/3
  9-11
  Abdomen
  4/3
  12
  Chest
  4/4
  13-15 Right Arm
  3/2
  16-18 Left Ann
  3/2
  19-20 Head
  7/3
  Total Hit Points
  9
  1-4
  Right leg
  3/5
  5·8
  left Leg
  315
  9-11
  Abdomen
  4/5
  12
  Chest
  4/6
  13-15 Right Ann
  3/4
  16-18 left Ann
  3/4
  19-20 Head
  J/5
  Total Hit Points.... , .. ,15
  1-4
  Right Leg
  3/4
  5-8
  Left Leg
  3/4
  9·11
  Abdomen
  4/4
  12
  Chest
  4/5
  13-15 Right Arm
  3/3
  16-18 Left Arm
  3/3
  19·20 Head
  6/4
  Total Hit Points
  12
  
  SCOUT NUMBER ONE'S WARHORSE
  STR32 CON 16SIZ291NT4 POW 16 DEX 12
  Kick(ID8)25%SR6
  Bite (I DIO) 45% SR 6
  Rear and Plunge (2010+306) 20% SR 6
  Trample (306) 75% SR 6
  MOVE 12
  SCOUT NUMBER TWO'S WARHORSE
  STR 33 CON 12 SIZ 36 INT 5 POW 10 DEX 12
  Kick (108) 40% SR 7
  Bite (I D10) 30% SR 7
  Rear and Plunge (2010+306) 30% SR 7
  Trample (306) 75% SR 7
  MOVE 12
  SCOUT NUMBER THREE'S WARHORSE
  STR 33 CON 15 SIZ 34 tNT 2 POW 14 DEX II
  Kick (108) 30% SR 7
  Bite (1010)40% SR 7
  Rear and Plunge (20 1O+3D6) 20% SR 7
  Trample (306) 75% SR 7
  MOVE 12
  SCOUT NUMBER FOUR'S WARHORSE
  STR 30 CON II SIZ 30 tNT 6 POW 10 OEX 13
  Kick (108)35%SR6
  Bite (1010) 35% SR 6
  Rear and Plunge (2010+306) 55% SR 6
  Trample (306) 75% SR 6
  MOVE 12
  1·2
  Right Hind Leg 3/7
  34
  Left Hind Leg
  3/7
  5-7
  Hindquarters
  4/9
  8·10 Forequarters
  4/9
  I H 3 Right Fore Leg 3/7
  14-16 Left Fore Leg
  3/7
  17-20 Head
  4/8
  Total Hit Points
  21
  1-2
  Righi Hind Leg 3/6
  34
  Lefl Hind Leg
  3/6
  5-7
  Hjndquarters
  4/8
  8·10 Forequarters
  4/8
  11-13 IUghl Fore Leg 3/6
  14-16 Left Fore Leg
  3/6
  17-20 Head
  _
  4/7
  Total Hit Poinu
  18
  1-2
  IUght Hind Leg 3/7
  34
  Left Hind Leg
  3/7
  5-7
  Hindquarters
  4/9
  8-10 Forequarters
  4/9
  11-13 Right Fore Leg 3/7
  14-16 Left Fore Leg
  3/7
  17-20 Head
  4/8
  Tolal Hit Points. . . .
  . .21
  1-2
  Right Hind Leg 3/5
  34
  Left Hind Leg
  3/5
  5-7
  Hindquarters
  4/7
  8-10 Forequarters
  4/7
  11-13 Right Fore Leg 3/5
  14-16 Left Fore Leg
  3/5
  17-20 Head
  4/6
  TOlal Hit Points
  16
  35
  
  GUARD NUMBER ONE (human male)
  STR 6 CON 8 SIZ 10 INT 17 POW 13 DEX 10 CHA 8
  Shortsword (106+1) 35% SR 8 Parry (20) 25%
  2-handed Spear (I DID 55% SR 5 Parry (15) 45%
  Large Shield (16) 35%; Selfbow (106+I) 45% SR 3
  MOVE 8 DEFENSE 10%
  Spells· Bladesharp 4, Healing 3, Disruption; Binding, Light;
  Skills - Sense Ambush 35%; Listening 45%;
  Treasure - carries 15 guilders.
  GUARD NUMBER lWO (human male)
  SRR I I CON 7 SIZ 14 tNT 6 POW 13 DEX 12 CHA 13
  Shortsword (106+1) 45% SR 8 Parry (20) SO%
  2-handed Spear (I DID) 55% SR 5 Parry (IS) 60%
  Large Shield (16) 40%; Selfbow (106+1) 45% SR 3
  MOVE" DEFENSE 0%
  Spells· Bladesharp 2, Healing 2, Disruption. Light;
  Skills' Sense Ambush 45%; Listening 55%
  Treasure - carries 34 guilders.
  GUARD NUMBER THREE (human male)
  STR 4 CON 14 SIZ IS INT 13 POW 13 DEX 7 CHA 13
  Shortsword (106+1) 30% SR 9 Parry (20) 25%
  2-handed Spear (I D10) 30% SR 6 Parry (15) 25%
  Selfbow (106 +1) 30% SR4, Large Shield (16) 35%
  MOVE 8 DEFENSE 0%
  Spells - Bladesharp 2; Healing 4; Disruption, Binding; Light; Protection 4;
  Skills - Sense Ambush 30%, Listening 40%;
  Treasure - carries 5 guilders.
  GUARD NUMBER FOUR (human male)
  STR 10Con 13SIZ IOINT9POW6DEX 15CHA 12
  Shortsword (106+1) 45% SR 7 Parry (20) 45%
  2-handed Spear (I 010) 65% SR 4 Parry (15) 65%
  Selfbow (106+1) 55% Sr 2; Large Shield (16) 45%
  MOVE 8 DEFENSE 5%
  Spells - Bladcsharp 2; Healing 2, Disruption; Protection 4;
  Skills· Sense Ambush 70%; Listening 70%;
  Treasure· carries 25 guilders; has 100 guilders hidden under bed in barracks.
  GUARD NUMBER FIVE (human male)
  STR 7 CON 13 SIZ 91NT 8 pow 16 OEX 4 CHA 15
  Shortsword (106+1) 20% SR 10 Parry (20) 25%
  2-handed Spear (1010) 25% SR 7 Parry (IS) 30%
  Self Bow (106+ I) 25%: Large Shield (16) 25%
  MOVE 8 DEFENSE 0%
  Spells - Bladesharp 2; Healing 2; Disruption, Light; Protection 2;
  Skills - Sense Ambush 40%; Listening 40%;
  Treasure - a foolish spendthrift with no money.
  36
  14
  Right Leg
  3/3
  5-8
  Left Leg
  3/3
  9-11
  Abdomen
  4/3
  12
  Chest
  4/4
  13-15 Right Arm
  3/2
  16-18 Left Arm
  3/2
  19-20 Head
  3/3
  Total Hit Points
  8
  1-4
  IUg/H Leg
  3/3
  5·8
  Left ug
  3/3
  9-11
  Abdomen
  4/3
  12
  Chest
  4/4
  13-15 Right Arm
  3/2
  16-18 Left Ann
  3/2
  19-20 Head
  3/3
  Total Hit Points..... _...8
  1-4
  IUght Leg
  3/5
  5-8
  Left Leg
  3/5
  9-11
  Abdomen
  4/5
  12
  Chest
  4/6
  13-15 Right Arm
  3/4
  16-18 Left Arm
  3/4
  19-20 Head
  3/5
  Total Hit Points
  15
  14
  Right ug
  3/5
  5-8
  Left ug
  3/5
  9-11
  Abdomen
  4/5
  12
  Chest
  4/6
  13-15 Right Arm
  3/4
  16-18 ufiArm
  3/4
  19-20 Head
  3/5
  Total Hit Points
  13
  1-4
  Right Leg
  3/5
  5-8
  uft Leg
  3/5
  9-11
  Abdomen
  4/5
  12
  Chest
  4/6
  13-15 Right Arm
  3/4
  16-18 Left Arm
  3/4
  19-20 Head
  3/5
  Total Hit Points
  13
  
  GUARD NUMBER SIX (human male)
  STR9 CON 11 Sil 121NT9 POW 12 DEX 16CHA9
  Shortsword (106+ 1) 45% SR 6 Parry (20) 45%
  2-handed Spear (1010) 55% SR 3 Pany (15) 55%
  Selfbow (106+ I) 45% SR I; Large Shield (16) 50%
  MOVE 8 DEFENSE 0%
  Spells· Bladesharp 2; Healing 4; Disruption, Light;
  Skills' Sense Ambush 20%; Listening 50%
  Treasure· carries 10 wheels.
  GUARD NUMBER SEVEN (human female)
  STR 8 CON 10 SIZ II INT II POW 7 DEX 10 CHA 12
  Shortsword (106+1) 40% SR 8 Parry (20) 40%
  2..Jianded Spear (lD 10) 35% SR 5 Pany (15) 35%
  Selfbow (106+ I) 25% SR 3; Large Shield (16) 60%
  MOVE 8 DEFENSE 0%
  SpeUs' Bladesharp 3; Healing 2; Disruption, Binding; Protection 4;
  Skills· Sense Ambush 15%; Listening 35%;
  Treasure - carries 25 guilden.
  GUARD NUMBER EIGHT (human female)
  STR 10 CON 10 SIZ 9 INT II POW 10 DEX 13 CHA 9
  Shortsword (106+ I) 25% SR 7 Parry (20) 25%
  2-handed Spear (I 010) 55% SR 4 Parry (15) 55%
  Selfbow (106"-1) 55% SR 2; Large Shield (16) 45%
  MOVE 8 DEFENSE 5%
  Spells - Bladesharp 3; Healing 3; Disruption; binding, Light; Protection 2;
  Skills· Sense Ambush 20%; Listening 50%;
  Treasure - carries 5 wheels and 10 guilders.
  1-4
  Right Leg
  3/4
  5-8
  Left Leg
  3/4
  9-11
  Abdomen
  4/4
  12
  Chest
  4/5
  13-15 Right Arm
  3/3
  16-18 Left Ann
  3/3
  19-20 Head
  3/4
  Total Hit Points
  11
  1-4
  Right Leg
  3/4
  5-8
  Left Leg-
  3/4
  9-11
  Abdomen
  4/4
  12
  Chest
  4/5
  13·15 Right Arm
  313
  16-18 Left
  Arm
  3/3
  19-20 Head
  3/4
  Total Hit Points
  10
  1-4
  Right Leg
  3/4
  5-8
  Left Leg
  3/4
  9-1 I
  Abdomen
  4/4
  12
  Chest
  4/5
  13-15 Right Ann
  3/3
  16-18 Left Arm
  3/3
  19-20 Head
  3/4
  Total Hit Points
  10
  Guards - Recommended Traitors for Scenario Two
  GUARD NUMBER NINE (human male)
  STR6CON 13SlZ 10lNT9PQW IODEX 13CHA 13
  Shortsword (10M I) 30% SR 7 Parry (20) 30%
  2..Jianded Spear (1010) 40% SR 4 Pany (15) 40%
  Selfbow (106+1) 30% SR 2; Large Shield (16) 40%
  MOVE 8 DEFENSE 5%
  Spells· Bladesharp 3; Healing 3; Disruption, Binding; Light;
  SkiJIs· Sense Ambush 15%; Listening 45%;
  Treasure· carries IS guilders.
  GUARD NUMBER TEN (human male)
  STR 17 CON IOSIZ 181NT8POW 17DEX 18 CHA 12
  Shortsword (106+1+106)45% SR 5 Parry (20)45%
  2-handed Spear (I 010+106) 55% SR 2 Parry (15) 55%
  Selfbow (106+I) 35% SR I; Large Shield (16) 65%
  MOVE 8 DEFENSE 10%
  SpeUs - Bladesharp I; Healing 6; Disruption,
  Skills - Sense Ambush 50%; Listening 80%;
  Treasure· carries 35 guilders and 10 wheels.
  1-4
  Right Leg
  3/5
  5-8
  Left Leg
  3/5
  9-1 I Abdomen
  4/5
  12
  Chest
  4/6
  13-15 Right Ann
  3/4
  16-18 Left Ann
  3/4
  19-20 Head
  3/5
  Total Hit Points
  13
  1-4
  Right Leg
  3/5
  5-8
  Left Leg
  3/5
  9-11
  Abdomen
  4/5
  12
  Chest
  4/6
  13-15 Right Arm
  3/4
  16--18 Left Ann
  3/4
  19-20 Head
  3/5
  Total Hit Points
  13
  37
  
  THE ELVES
  This section contains the statistics and other information necessary to play the elves of Tall Seed
  Forest. Although statistics have only been provided for 26 elves, judges should realize that the population
  of Tall Seed Forest is well over ten thousand. The elves included in this booklet are only those who live in
  the immediate area of the fort of the previous section. If there is a need for more AJdryami, the judge
  should use those from the Broken Tree Inn, reuse some of the ones whom have been killed already or roll
  some new ones. In general, though, the scenarios will not call for that many elves at one time.
  The Elves As Attackers
  In scenarios one and two the elves will be involved in an attack on the fort. The elves and runners in
  this section are those which will participate in such an attack. Should the need arise, feel free to add more
  elves from other sections of this booklet.
  The Attack Plans
  The elves' plan calls for the gates of the fort to be opened just after midnight. By that time the elves
  will have readied themselves by snealeing up on the blind side of the fort (the side opposite the gate). When
  the gates are opened the elves will be waiting just around the comer. They will immediately dash into the
  compound and head for the guards' barracks. If at all possible, they will hold off on their attacks until they
  are prepared to kill most of the guards at once. If something goes wrong and the alarm is given, they will
  just start to kill whomever and whenever they can. If the battle starts to go against the elves, they will set
  fire to the buildings and the walls and retreat. If they win the battle, they will take what loot they can and
  bum everything else. The only thing they will leave standing is the iron pole which, being elves, they dare
  not touch.
  Moss Longbough is the leader of the elves who will attack the fort. He is also senior to all the AJdryami in
  the area with the exception of the dryad Spring Blossom. He is a fairly reasonable sort. Up until very
  recently, he held no bad feelings towards humans. That changed, however. when two of his closest friends
  were killed in the attack of the forest which led to the building of the fort. For this reason, he wants to
  destroy the fort and he will take any risk which might lead to its destruction. He is not stupid, though, so
  he knows enough not to attack the fort if its walls haven't been breached.
  In his dealings with humans Moss will be completely honest and fair as long as Ihe humans are honest
  with him and do what he wishes.
  Spring Flower is the younger sister of Moss Longbough. She will follow his orders to the letter even if she
  doesn't understand or agree with them. However. she is considerably less fanatical about the destruction of
  the fort and if the battle begins to go badly she will try to retreat in order to save lives (both hers and the
  runners).
  Spring Flower prefers not to get involved in melee. lnstead she holds back and shoots arrows. She
  will normally cast a multimissile 4 before shooting (and with her power focussing crystal, that malees the
  spell the equivalent of a multimissile 8).
  TIle Elves as Defenders
  The elves have a general policy of prohibiting all access to the Tall Tree Forest except for other
  Aldryami and creatures known to be friends of the elves. Presently, few, if any. humans fall into either of
  those catagories.
  If any humans do enter the forest. the elves will do their best to see that they don't come out of it.
  Unfortunately for the elves, there is far too much forest to be adequately patrolled by the limited numbers
  of elves, runners and dryads available. Therefore any attacks on humans will have to wait until those
  humans are found. If humans enter the forest they should roU randomly on the encounter table every 12
  hours until an Aldryami group is encountered. At that time the judge should decide whether that group
  would feel itself strong enough to attack the humans (exceptions: those groups consisting of onJy ronners
  will always attack and fight to the death). If the Aldryami do not believe themselves strong enough, they
  will remain out of sight (if possible) while they send for help. If. despite their efforts, they are spotted, they
  will, then, conduct a partial attack. Those elves with missile weapons will open fire while the other
  A1dryami retreat. When the elves have exhausted their arrow and/or power supply they will, also, retreat.
  This retreat is for the sole purpose of convincing the humans that the elves have left. They will. actually,
  not retreat that far and will continue their surveillance. Under nonnal circumstances it will take 606 hours
  for the AJdryami to contact and receive help that was requested. For game purposes this help can be
  38
  
  Spring Blossom is, for all practical purposes, in charge of all the A1dryami in the area around the northern-
  most fort. The section of fortst which was destroyed 10 build the fort was under her protection. Thus she is
  particularly eager to destroy the fort and wreak her revenge, However. it is an A1dryami tradition that the
  dryads do not leave their rorest except in a dire emergency, so she. herself, will not participate in the attack
  on the forI. If the judge wishes she can be waiting nearby, within the forest, in order to provide immediate
  healing after the battle.
  As is typical of all dryads in authority, Spring Blossom maintains her position not through the use of
  force but through the love and support of the A1dryami under her. She wtll always be willing to risk her life
  and her possessions in order to preserve the life of one of the least of her people but she is not stupid and
  she realizes that there are few times where her people would be better off if she actively risks her life. Thus
  she will not get involved in melee. Her normal battle procedure is to stay out of sight while she uses The
  Grass Weaving (a magical item-see below for explanation) to facilitate healing. Then she will begin to heal
  the A1dryami while they continue to fight. She might. at times. use her shield spell in order to protect
  herself from magic and missiles.
  Long Stem is Spring Blossom's personal body guard and husband. He will never leave her side except on
  direct order. Long Stem has never had any direct contact with humans so he has no intense personal feel-
  ings toward them, one way or another. However he is quite willing to fight and kill them because that is
  what Spring Blossom wishes.
  In combat Long Stem will close to engage in hand-to-hand combat (assuming that by doing so he
  does not leave Spring Blossom exposed). He will usual!y not hang back and use his "Uvine Bow" unless
  ordered by Spring Blossom, but she will frequently order him to do so.
  Grassy Knoll is Long Stem's older sister. She has lived in this section of Tall Seed Forest for a very long
  time and is deeply offended by the destruction caused by the humans. However, she believes that this
  destroction is more in the nature of a misunderstanding than a concerted effort to destroy the A1dryami
  and their forest. In this regard she is partially correct, but she has not been able to convince any other
  AJdryarni of her viewpoint.
  Despite her beliefs, Grassy Knoll, follows the elvish party line and fights and destroys humans when-
  ever possible. In a combat situation she will remain out of combat, shooting arrows for as long as possible,
  but when the time comes. she will wade in with her staff.
  Grassy Knoll
  
  SPRrNG BLOSSOM (Dryad female)
  STR 6CON II SIZ 5 INT 18 POW 18 DEX IS CHA 17
  Attacks 20%; Parries 10%
  MOVE 9 DEFENSE 25%
  Spells· Healing 6. Protection 4; Hannonize; Strength; Detect Ufe; Vigor;
  Rune Spells - Shield 4; Divination 3; Concealment; Multispell 2;
  Skills· Plant Finding 90%; Hide 75%; Camouflage 60%;
  IJstening 75%; Move Silently 65%; Sense Ambush 60%;
  Magic· 12 point Power Yielding Crystal; The Gf3SS Weaving
  (See description below);
  Treasure· carries no treasure; will be ransomed for 3000 guilders
  by the Elves of the Tall Seed Forest.
  LONG STEM (Elf male)
  STR I I CON 10 SIZ 13 INT 14 POW 16 OEX 13 CHA 12
  Selfbow (108+1) 70% SR 2
  I-handed Spear (1 06+ I) 60% SR 5 Parry (15) 55%
  Javelin (10 I0) 40% SR 2
  Shortsword (106+1) 55% SR 7; SmaU Shield (8) 55%
  MOVE 9 DEFENSE 20%
  Spells - Healing 2; Speedart 4; Disruption; Befuddle; Protection 2;
  Skills - IJstening 45%; Sense Ambush 50%; Spot Hidden 50%;
  Camounage 35%; Hide in Cover 65%; Move Silently 45%;
  Magic· 10 point Power Storage Crystal; and the Living Selfbow
  (see description below);
  Treasure· carries 5 wheels; ransom of 1000 lunars will be paid
  by the Elves of Tall Seed Forest.
  GRASSY KNOLL (Elf female)
  STR 10CON 16 SIZ81NT 18 POW IS DEX 15 CHA 12
  Staff (I 012) 55% SR 5 Parry (25) 40%
  Selfbow (108+1) 45% SR 2
  l-handed Spear (I 06+1) 40% SR 5 Parry (IS) 30%
  Javelin (1010) 50% SR 2
  Shortsword (106+1) 55% SR 7 Parry (20) 40%
  Small Shield (8) 30%
  MOVE 9 DEFENSE 20%
  Spells· Healing 6; Multimissile 6; Protection 4; Harmonize;
  Skills - Listening 45%; Sense Ambush 50%; Spot Hidden Item 40%;
  Camouflage 35%: Hide in Cover 45%; Move Silently 65%;
  Magic - 10 point Power Storage Crystal; The liveing Staff
  (see description below);
  Treasure· carries 45 guilders; ransom of 1000 lunars will be paid
  by Elves of the Tall Seed Forest.
  40
  14
  Fight Leg
  0/4
  5-8
  Left Leg
  0/4
  9-I I Abdomen
  0/4
  12
  Chest
  0/5
  13·15 Right Ann
  0/3
  16-18 Left Arm
  0/3
  19-20 Head
  0/4
  Total Hit Points
  11
  1-4
  Right Leg
  4/4
  5-8
  Left Leg
  4/4
  9-1 I Abdomen
  5/4
  12
  Chest
  5/5
  13-15 Right Ann
  4/3
  16-18 Left Arm
  4/3
  19-20 Head
  4/4
  Total Hit Points
  10
  14
  Right Leg
  4/5
  5-8
  Left Leg
  4/5
  9-11
  Abdomen
  5/5
  12
  Che1t
  5/6
  13-15 Right Arm
  4/4
  16-18 Left Arm
  4/4
  19-20 Head
  4/5
  Total Hit Points
  15
  
  Spri 8 Blossom
  l
  "·~t
  41
  
  MOSS LONGBOUGH (Elf male)
  STR IOCON8 SIZ 10 INT 17 POW 18 DEX 19CHA II
  Selfbow (108+1) 90% SR 2
  I-handed Spear (I 06+1) 75% SR 5 Parry (15) 65%
  Javelin (10 I 0) 100% SR 2, Small Shield Parry (8) 65%
  Shortsword (106+ I) 70% SR 7 Parry (20) 60%
  MOVE 9 DEFENSE 20%
  Spells· Multimissile 4; Healing 6; Hannonize; Demoralize.
  Mobility. Speedart 3,
  Rune Magic· Shield 3; Divination I;
  Skills - Evaluate Treasure 35%; Map Making 65%; Swimming 45%;
  Listening 90%; Sense Ambush 70%: Spot Hidden Item 85%; Tracking 45%:
  Camounage 90%; Hide in Conr 70%; Move Silently 60%; Oratory 40%;
  Magic - 14 point Power Storage Crystal; A shield which is a 4 point
  Protection matrix (as well as an 8 point small Bronze Shield);
  Treasure· he carries 15 wheels and a gem worth 500 guilders; if captured
  the Elves of Tall Seed Forest will ransom him for 2500 guilders.
  SPRING FLOWER (Elf female)
  STR 12 CON 18 Sil 8 INT 15 POW 15 DEX IS CHA 12
  I-handed Spear (106+1) 65% SR 6 Parry (15) 60%
  Shortsword (106+1) 55% SR 8 Parry (20) 50%
  Selfbow (108+1) 55% SR 2; Javelin (1010) 75% SR 2
  Small Shield (8) 55%
  MOVE 9 DEFENSE 10%
  Spells
  Healing 6; Multimissile 4; Disruption; Proteclion 2.
  Skills - Climbing 45%; Map Making 40'%; Listening 80%; Sense Ambush 70%;
  Spot Hidden 35%; Camouflage 40%; Hide in Cover 35%; Move SilenUy 50%;
  Magic - 5 point Power Focusing Crystal;
  Treasure· carries 10 wheels; if captured the Elves of Tall Seed Forest will
  pay a 1000 guilders ransom for her.
  RUNNER NUMBER ONE
  STR 10CON 12 Sil 12 INT II POW 13 DEX 16CHA 13
  Whipstick (106) 55% SR 5 Parry (10) 55%
  Selfbow(lD8+1)55%SR I
  MOVE 5/9 in trees
  DEFENSE 5%
  Skills - Sense Ambush 90%; Hearing 75%; Spot Hidden 55%;
  Hide in Cover 85%; Move Silently 75%: Camounage 75%.
  RUNNER NUMBER lWO
  STR 4 CON 15 Sil 9lNT 8 pow 8 DEX 15 CHA 16
  Whipstick (106) 55% SR 7 Pany (10) 60%
  Selfbow (108+ I) 45% SR 2
  MOVE 5/9 in trees
  DEFENSE 0%
  Skills· Sense Ambush 60%; Hearing 50%; Spot Hidden 80%;
  r-fide in Cover 80'%; Move Silently 50%: Camouflage 50%.
  1-4
  Right Leg
  4/3
  5·8
  Left Leg
  4/3
  9·11
  Abdomen
  6/3
  12
  Chest
  6/4
  13-15 Right Ann
  4/2
  16-18 Left Arm
  4/2
  19·20 t-Iead
  4/3
  Total Hit Points
  9
  14
  Right Leg
  4/6
  5-8
  Left Leg
  4/6
  9-11
  Abdomen
  6/6
  12
  Chest
  6/7
  13-15 Right Arm
  4/5
  16-18 Left Arm
  4/5
  19-20 Head
  4/6
  Total Hit Poinls
  17
  1-4
  Right Leg
  0/4
  5-8
  Left Leg
  0/4
  9-11
  Abdomen
  0/4
  12
  Chest
  0/5
  13-15 Right Arm
  0/3
  16-18 Left Ann
  0/3
  19-20 Head
  0/4
  Total Hit Points
  12
  14
  Right Leg
  0/5
  5-8
  Left Leg
  0/5
  9·11
  Abdomen
  0/5
  12
  Chest
  0/6
  13-15 Right Arm
  0/4
  16-18 Left Ann
  0/4
  19-20 Head
  0/5
  Total Hit Points
  14
  ------------_. ----------
  42
  
  RUNNER NUMBER THREE
  STR 10 CON 10 SIZ 5 JNT 13 POW 13 OEX 13 CHA 15
  Whipstick (106) 60% SR 7 Parry (10) 55%
  Selfbow (108+ I) 60% SR 2
  MOVE 5(9 in trees
  DEFENSE 10%
  Skills· Sense Ambush 90%; Hearing 90%; Spot Hidden 70%;
  Hide in Cover 60%; Move Silently 60%; Camouflage 60%.
  RUNNER NUMBER FOUR
  STR 9 CON 12 SIZ4 INT9 POW 6 DEX 15 CHA 10
  Whipstick (106) 60% SR 7 Parry (10) 65%
  Selfbow (108+ 1) 40% SR 2
  MOVE 5/9 in trees
  DEFENSE 15%
  Skills· Sense Ambush 70%; Hearing 40%; Spot Hid.den 40%;
  Hide in Cover 75%; Move Silently 65%; Camouflage 75%.
  RUNNER NUMBER F[VE
  STR 7 CON 11 SIZ 61NT9 POW 6 DEX 15 CHA 17
  Whipstick (106) 55% SR 8 Parry (10) 55%
  Selfbow (108+1) 35% SR 3
  MOVE 5/9 in trees
  DEFENSE 0%
  Skills' Sense Ambush 90%; Hearing 60%; Spot Hidden 50%;
  Hide in Cover 55%; Move Silently 35%; Camo.uflage 55%.
  RUNNER NUMBER SIX
  STR 9 CON 16 SIZ 41NT 15 POW 17 OEX 12 CHA 14
  Whipstick (106) 45% SR 8 Parry (10) 50%
  Selfbow (108+1)45% SR 3
  MOVE 5/9 in trees
  DEFENSE 10%
  Skills· Sense Ambush 75%; Hearing 45%; Spot Hidden 65%;
  Hide in Cover 55%; Move Silently 35%; Camouflage 35%
  RUNNER NUMBER SEVEN
  STR 8 CON 15 SIZ 8 JNT 12 POW 11 DEX 12 CHA II
  Whipstick (106) 30% SR 7 Parry (10) 30%
  Selfbow (1 08+ I) 40% SR 3
  MOVE 5/9 in trees
  DEFENSE 0%
  Skills - Sense Ambush 65%; Hearing 45%; Spot Hidden 55%;
  Hide in Cover 30%; Move Silently 50%; Camouflage 30%.
  RUNNER NUMBER EIGHT
  STR 8 CON 12 SIZ 6 INT9 POW 16 OEX IS CHA II
  Whipstick (I 06) 45% SR 7 Parry (10) 45%
  Selfbow (l D8+ I) 25% SR 2
  MOVE 5/9 in trees
  DEFENSE 5%
  Skills· Sense Ambush 55%; Hearing 35%; Spot Hidden 55%;
  Hide in Cover 35%; Move Silently 45%; Camouflage 45%.
  14
  Right Leg
  0/3
  5-8
  Left Leg
  0/3
  9-11
  Abdomen
  0/3
  12
  Chest
  0/4
  13-15 Right Ann
  0/2
  16-IS Left Ann
  0/2
  19-20 Head
  0/3
  Total Hit Points
  9
  14
  Right Leg
  0/4
  5-8
  Left Leg
  0/4
  9-I I
  Abdomen
  0/4
  12
  Chest
  0/5
  13-15 Right Ann
  0/3
  16-18 Left Ann
  0/3
  19-20 Head
  0/4
  Totallfit Points
  10
  1-4
  Right Leg
  0/4
  5-8
  Left Leg
  0/4
  9·11
  Abdomen
  0/4
  12
  Chest
  0/5
  13-15 Right Arm
  0/3
  16-18 Left Ann
  0/3
  19-20 Head
  0/4
  Total Hit Points
  .10
  1-4
  Right LeS
  0/5
  5-ll
  Left LeS
  0/5
  9-11
  Abdomen
  0/5
  12
  Chest
  0/6
  13-15 Right Ann
  0/4
  16-18 Left Ann
  0/4
  19·20 Head
  0/5
  Total Hit Points
  _.I 5
  14
  Right Leg
  0/5
  5-S
  Left Leg
  0/5
  9-11
  Abdomen
  0/5
  12
  Chest
  0/6
  13-15 Right Ann
  0/4
  16-IS Left Ann
  0/4
  19-20 Head
  0/5
  Total Hit Points
  14
  1-4
  Right Leg·
  0/4
  5-8
  Left Leg
  0/4
  9-11
  Abdomen
  0/4
  12
  Chest
  0/5
  13-15 Right Ann
  0/3
  16-18 Left Ann
  0/3
  19-20 Head
  0/4
  Total Hit Points
  t I
  43
  
  RUNNER NUMBER NINE
  STR 10 CON II SIZ 4 INT 13 POW 12 DEX 14 CHA 9
  Whipsticle (106) 35% SR 8 Parry (10) 25%
  MOVE 5/9 in trees DEFENSE 20%
  Sleills' Hide in Cover 50%; Move Silently 40%; Sense Ambush 70%;
  Listening 50%; CamouOage 30%; Spot Hidden 50%.
  RUNNER NUMBER TEN
  STR 12 CON 13 SlZ 4 INT 15 pow 11 DEX 15 CHA 16
  Whipstick (106)45% SR 8 Parry (10) 40%
  MOVE S/9 in trees
  DEFENSE 15%
  Skills - Hide in Cover 35%; Move Silently 40%; Sense Ambush 60%;
  Listening 30%; CamouOage 55%; Spot Hidden 45%.
  1-4
  Right Leg
  0/3
  5-8
  Left Leg
  0/3
  9-11
  Abdomen
  0/3
  12
  Chest
  0/4
  13-15 Right Ann
  0/2
  16-18
  Left Ann
  0/2
  19-20 Head
  0/3
  Total Hit Points
  9
  14
  Right Leg
  0/4
  5·8
  Left Leg
  0/4
  9-11 Abdomen
  0/4
  12
  Chest
  0/5
  13-15 Right Ann
  0/3
  16-18 Left Ann
  0/3
  19-20 Head
  0/4
  Total Hit Points
  11
  RUNNER NUMBER ELEVEN
  STR 9 CON 12 SIZ 81NH POW I' DEX 13 CHA 9
  Whipsticle (106) 35% SR 7 Parry (10) 30%
  MOVE 5/9 in trees
  DEFENSE 0%
  Skills' Hide in Cover 45%; Move Silently 30%; Sense Ambush 70%;
  Ustening 45%; Camouflage 55%; Spot HIdden 50%.
  1-4
  Right Leg
  5-8
  Left Leg
  9-11
  Abdomen
  12
  Chest
  13·15 Right Ann
  16-18 Left Ann
  19-20 Head
  Total Hit Points...
  0/'
  0/'
  0/'
  0/5
  0/3
  0/3
  0/'
  .11
  RUNNER NUMBER lWELVE
  STR 6 CON 17 SlZ 8 INT II POW 10 DEX 13 CHA II
  Whipstick (106) 30% SR 7 Parry (10)35%
  MOVE 5/9 in trees
  DEFENSE 10%
  Skills· Hide in Cover 30%; Move Silently 50%; Sense Ambush 70%;
  listening 35%; Camouflage 35%; Spot Hidden 30%
  RUNNER NUMBER THIRTEEN
  STR II CON II SIZ 6 INT 16 pow 9 DEX 12 CHA 9
  Whipsticle (106) 35% SR 9 Parry (10) 35%
  MOVE S/9 in trees
  DEFENSE 5%
  Skills· Hide in Cover 30%; Move Silently 55%; Sense Ambush 75%;
  listening 30%; Camouflage 55%; Spot Hidden 35%.
  «
  1-4
  Right leg
  0/6
  5-8
  left Leg
  0/6
  9·11
  Abdomen
  0/6
  12
  Chest
  on
  13-15 Right Ann
  0/5
  16-18 Left Ann
  0/5
  19-20 Head
  0/6
  Total Hit Points
  16
  1-4
  Right Leg
  0/'
  5-8
  Left Leg
  0/4
  9-11
  Abdomen
  0/4
  12
  Chest
  0/5
  13-15 Right Arm
  0/3
  16-18 Left Ann
  013
  19-20 Head
  0/4
  Total Hit Points
  10
  
  The Living Staff
  This is a slaff made oul of living wood using a special technique known only to the oldest and wisest
  of elves. It was awarded to Grassy Knoll in recognition of the exceptional job she has done in protecting the
  forest (once she fought off a party of 5 trolls while her younger sister went for help). The staff is usable by
  any A1dryami and it can be used by other races (except trolls or dwarves) if they successfully engage the
  spirit in the staff in spirit combat. The staff has many powers:
  I)
  When used to parry it can take 25 points of damage rather than the nonnal 20.
  2)
  It grows very rapidly so it will heal one point of irs own damage every melee tum. This uses no
  power and is automatic.
  3)
  The user of the staff is in a pennanent mind link with the staff. Thus sthe can use the staffs
  intelligence to remember spells and its power to cast spelJs.
  4)
  When the staff hits any enemy it can do extra damage. For each power point expended the staff
  will do I extra point of damage. This power must come from the sraffitselfand the power will
  be regained nonnally as per a battle magic spdl. If the staff misses its target no power is used.
  5)
  The staff has INT lOand POW 25.
  The Grass Weaving
  This is a small (4cm x 4 em) thing made of several hundred grass stems woven together. Originally,
  this and several others like it were made by the A1dryami but the secret of their making has long since been
  lost. It has the following powers:
  I)
  It can only be used by a member of the A1dryami cult who knows the proper ritual.
  2)
  When the proper ritual is used a fertile area 10 meters in diameter is created. Any healing spells
  (for both elves and their enemies) cast within this area have a doubled effect. Furthennore,
  any sick or diseased plants, animals or intelligent beings will have an increased resistance while
  in this area. For game purposes, this increased resistance can be treated as a chance to make an
  extra die roll to resist the effects of the disease.
  3)
  This weaving can also be a part of the ritual in which an allied spirit is summoned for a new
  Aldryami Rune Priest or Rune Lord.
  The UYing Sellbow
  This item resembles the Living Staff in that it is made out of living wood using a secret technique.
  It has the following powers:
  I)
  It can take IS points of damage rather than the nonnal 6 points.
  2)
  It grows very rapidly so it will heal one point of damage to itself every melee tum. This uses no
  power and is automatic.
  3)
  The bow has tNT 12 and POW 19.
  4)
  It automatically casts a multimissile 3 on every arrow shot with it. This is in addition to any
  multimissiles which might be cast by the user.
  S)
  The owner of the bow is in pennanent mind link with the spirit of the bow. Thus s/he can use
  the bow's intelligence to remember spells and its power to cast spells.
  ~f~--=:;p:.~
  45
  
  NEW ANIMALS
  There are two new animals present in these scenarios for which statistics are not provided in the
  original Runequest rules. They are here for the sake of completeness. It should be noticed that the younger
  versions of these animals are basically the same except that the die rolls for STR, CON, and SIZ are reduced
  somewhat by the judge.
  WOLVES
  STR 2D6+6
  CON 206+6
  SIZ 206
  INT-
  POW 306
  DEX 206+6
  CHA-
  MOVE 12
  Hit Points 12
  Treasure Factor 6
  DEFENSE 5%
  Bite (106+1) 30% SR 8
  Armour I point skin
  BEARS
  STR 406+6
  CON 106+12
  SIZ 206+12
  INT -
  POW 306
  DEX 3D6
  CHA-
  MOVE 9
  Hit Points 17-18
  Treasure Factor9
  Bite (106+1+106)45% SR 8
  Claw (106+106) 50% SR 8
  Hug (206+ I06) 95% SR 3
  It can attack with either two claws or one claw and
  a bite each melee tum. If two claws hit the same
  target the bear will begin to hug starting the next
  round. The hug always does damage to the chest.
  ADDITIONAL SUGGESTIONS
  There are several places in the sceanrios where large and complicated melees could develop. I have
  several suggestions for dealing with these.
  I)
  If you have a large chalJc board available it would help to draw out the entire battleground to
  scale and mark each character and monster's location on the board. Then as things move about
  it will be easy to erase and redraw the locations. This technique will particularly helpful in the
  attacks on the forts where it is likely that there will be several combats going on in different
  parts of the fort.
  2)
  If there are numerous melees going on in which no player<haracters are directly involved, the
  judge and players might find it easier to guess as to the probable results of that combat rather
  than to take the time to fight it out. The judge will find that this is an easy way to balance an
  expedition.
  3)
  If your group of players has a sufficient number of people, it is sometimes helpful and fun to
  have someone playing monsters instead of one of their own characters. In this booklet, such a
  strategy would be particularly useful because the actions of the Aldryami are likely to be
  complex enough that it might be too much ofa strain on thejudge to run them all h/im/erself.
  If someone does play the monsters, that person must remember that slhe is still role-playing and
  must keep in mind the monsters' goals. (f the person merely tries to kill as many player<harac-
  ters as possible, s/he is not playing the game right.
  4&
  
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