TEXT:  
   
   
  Your Gateway to Lejendary™ Worlds 
  Inside This Issue   
       Up-to-Date Product Listing 
   
       Extraordinary Treasures 
  Vol. 1 
  Issue 2     
  Dec. 
  2006 
  The PORTAL 
  Creatures and Entities to Confound the Unprepared 
   
  SCENARIOS: The “SEAS OF HAZGAR” Campaign 
   
  A trio of Mini-Adventures from the mind of  
   
  Chris Clark... 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  2 
   
   
  The Portal 
  Table of Contents 
    Page 1  
   
  Cover Page 
    Page 2  
   
  Table of Contents 
   
    THE SCRIVENER’S JOURNAL :  
    Page 3  
   
  From the Editor 
   
    THE MARKETPLACE :  
    Page 4  
   
  An Up-to-Date Lejendary Adventure™ Product List 
   
    THE EXTRAORDINARY LIFE :  
    Page 7-8 
   
  Aragund’s Serpent Sticks, Claws of the Eagle,  
   
   
   
  Finnarol’s Flashy Stones, Sending Feather 
        
  by Jerry Leonard 
    Page 8  
   
  Yeung’s Monocle 
   
   
   
   
  by Spencer Wright 
    Page 8  
   
  Sreccum’s Wallflower Preserve, Egon’s Sticky-  
   
   
   
  sweet Syrup, Seaside Bubbly  
   
   
  by Devon Whitmore 
   
    THE MENAGERIE :  
    Page  9-12 
   
  Murderous Remainder, Bile Seeker, Mana Motes     by Spencer Wright 
   
    RANDOM ENCOUNTERS :  
    Page 13 
   
  Scenarios From Chris Clark’s “SEAS OF HAZGAR” Campaign 
    Page 13 
   
   
  SCENARIO 1 :  Hunter’s Camp 
    Page 21 
   
   
  SCENARIO 2 :  Trapper’s Camp 
    Page 30 
   
   
  SCENARIO 3 :  Logger’s Camp 
   
   
   
   
   
   
   
   
   
   
  By Christopher Clark 
   
   
   
   
   
   
   
   
   
   
   
   
  COVER ART:   
  Martin Siesto 
   
   
  INTERIOR ART: 
  Christopher Clark, Jerry Leonard,  
   
   
   
   
   
   
   
   
   
  and Maggie Albrect☺  
  It is hoped that THE PORTAL Magazine will be published bi-monthly, and we will strive to meet this goal with permis-
  sion from TriGee Enterprises Company and Hekaforge Productions. Lejendary Adventure, Lejendary Earth, Lejendary 
  AsteRogues, Lejendary Elder Worlds, LA, LE, LAR and related terms are copyrighted by TriGee Enterprises Company. 
  All rights reserved. 
   
  Submissions, Comments and Questions:  To submit articles/artwork for publication within The Portal, or if you have 
  any comments or questions, feel free to send e-mail correspondence to :   
   
   
   
   
   
   
   
   
  portal_ezine@hotmail.com 
   
  *** LEGAL NOTICE *** 
   
  Any use of Hekaforge Productions'/Trigee Enterprises Company's copyrighted material or trademarks anywhere in this 
  document should not be viewed as a challenge to those copyrights or trademarks. In addition, all articles published within 
  these pages (excepting general non-RPG specific articles, and artwork) become copyright © Trigee Enterprises Company.  
  Therefore all articles/files in this document written for the Lejendary Adventure RPG cannot be republished or distributed 
  without the express consent of the author, who contributed it, and Trigee Enterprises Company/Hekaforge Productions. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  3 
   
   
  THE  SCRIVENER’S JOURNAL 
  Welcome again fellow travelers…   
   
  It’s said by some that, “the hardest journey for 
  one to make is the first one”.  And then there are those 
  who say that, for magazines, the first issue is the hard-
  est as well.  To the first I share agreement, and to the 
  second… well, I’ll just hold off for a time.  Issue 1 
  was hard, yes, but Issue 2 was not without a few trials 
  too. I expect Issue 3, and every one to follow to reveal 
  trials and complications of their own as well, and we’ll 
  deal with them as we go. 
  The biggest difficulty in putting #2 to bed 
  was, simply put, completely a matter of file/document 
  size.  Keeping everything as originally planned would 
  have tipped the download scales dramatically as com-
  pared to Issue 1.  Finished product hit close to 8.5 MB 
  and 100 pages!  So a ‘little’ trimming was in order to 
  make it more manageable for not just us, but you the 
  reader as well. 
  It follows that there’s an up-side to the process 
  as we have some material available to begin assem-
  bling a portion of the next issue!  And with willing 
  participation from even more LA players out there we 
  can’t help but weather ‘the journey’ that each issue 
  represents in fine fashion.  So be reminded that sub-
  missions of articles and artwork from you, the LA 
  player, will always be sought and appreciated.  It’s 
  your creative abilities we showcase here, not our abil-
  ity to format blocks of text. 
   
  And speaking of showcasing…  There are 
  several things of note within the pages before you that 
  I’m happy to present.  The biggest is, quite literally, 
  the RANDOM ENCOUNTERS column.  Within are 
  three scenarios that I just had to keep together, rather 
  than splitting them between issues, simply because 
  they compliment each other so well. Pouring out of the 
  mind of Chris Clark, these present a small sampling of 
  his Seas of Hazgar Campaign.  I certainly hope to see 
  more within the pages of The Portal, but I also heard 
  rumblings that the material may be commercially pro-
  duced sometime in the future.  Either way the LA 
  community wins, so keep it coming Chris! 
  Also on the block, we provide you the reader 
  (and the novice in particular) with an as “up-to-date” 
  listing of LA products as possible.  I didn’t want to 
  include future products in the list because production 
  timetables are often fluid, being changed continually, 
  and I would hate to get your hopes up only to see 
  them dashed. 
  Presented too are more treasures of extraordi-
  nary nature, and a few creatures to test the mettle of 
  your avatars as well!  I do hope you enjoy them. 
   
  As I’m sure that editorials are the least inter-
  esting of things to read in any magazine I’m going to 
  put an end to these ramblings and let you move on to 
  ‘the good stuff’.  
  But before I forget, since you won’t be seeing 
  another issue from us for another couple months yet I 
  would like to take this opportunity to wish each and 
  everyone of you a blessed year’s end, and may the 
  year to follow provide you with happiness and all that 
  you would hope for in the future 
   
   
  For just about any question, comment, criti-
  cism, or suggestion… feel free to drop an e-mail to: 
   
          portal_ezine@hotmail.com 
   
  Best Regards to all  
  and Happy Gaming, 
   
  Jerry Leonard 
   
   
  MERRY CHRISTMAS  
  and  
  HAPPY NEW YEAR  
  to ALL ! 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  4 
   
   
   
  THE MARKETPLACE 
   
  EDITOR’S NOTE: The LEJENDARY ADVENTURE™ Role Playing Game system by Gary Gygax 
  has been out in the public eye for several years now, and for those who may be unsure of what products have 
  been published and are available, and especially for those who are new to the game, we present the following 
  lists to bring you up to date.  If the “tone” sounds like it is addressing one new to LA, or the novice… well, it is: 
  LEJENDARY ADVENTURE™ QUICK START RULES 
   
   
  If one were investigating the LA Game for the first time, I would personally recommend beginning here, 
  with the “Quick Start” Rules.  A FREE, downloadable and compact document, the Lejendary Adventure 
  Quick-Start Rules is a heavily abbreviated digest of completely playable rules for the Lejendary Adventure 
  game. The document contains sample characters, a quick overview of some of the more pertinent rules, and a 
  mini-adventure (The Red-faced Devils) for use with the quick-start rules. It has inside everything one needs to 
  get a taste of the LA game!  
   
   
  The document is in .PDF format, 22 pages in length, and has a file size of approximately 676 KB. Inter-
  ested parties may download the .PDF at the following locations: 
   
  Lejendary.com:   
  http://www.lejendary.com/la/template.php?page=misc&style=blaze 
   
  Dragonsfoot.org:   
  http://www.dragonsfoot.org/php/archive.php3?sectioninit=LA&fileid=80&watchfile= 
   
   
  Troll Lord Games also has their own version of this same document (at 1.85 MB and 19 pages) at the 
  following URL:  
  http://www.trolllord.com/newsite/lejendary/laqs.html 
  TROLL LORD GAMES 
  http://www.trolllord.com/newsite/ 
   
   
  After you’ve tried out the Quick Start Rules, if you find that Lejendary Adventure is something that you 
  may find great enjoyment in playing, and you’re not sure if you want to invest in the full rules just yet, the Trolls 
  have published a ‘lite’ version of LA: The ESSENTIALS Boxed Set.  There is considerably more information 
  contained within the boxed set.  So much so that it is enough to fuel fairly lengthy campaigns without feeling 
  like you’re missing anything. 
   
   
  “LA-LITE” CORE RULES BOOKS 
   
  TLG 3350(A)  
  LA ESSENTIALS Rulebook 
   
   
   
   
  83 pages  
   
  $9.95 
  TLG 3350(B)  
  LA ESSENTIALS Bestiary 
   
   
   
   
  70 pages  
   
  $9.95 
  TLG 3350(C)  
  LA ESSENTIALS Adventure (Moon Slaves- by Chris Clark)  
  12 page .PDF download 
  $1.95 
  TLG 3350       
  LA ESSENTIALS Boxed Set - by Gary Gygax 
   
   
  Boxed Set 
   
  $29.95 
   
   
  So far the Trolls have also published a supplement to LA Essentials, Living the Legend, expanding the 
  Bestiary & including another top-notch adventure, as well as a few adventure modules: 
   
   
  ACCESSORIES/ADVENTURE MODULES 
   
  TLG 3375 
  Living the Legend (Adventure/ESS. Bestiary) - by Gary Gygax  
  120 pages 
   
  $19.95 
  TLG 3335 
  Hall of Many Panes (dual stat- d20/LA) - by Gary Gygax  
  Box Set (3 books) 264 pages total  $39.95 
  TLG 3010 
  The Hermit (dual stat- d20/LA) - by Gary Gygax   
   
  64 pages  
   
  $13.95 
  TLG 3377 
  Fish for Breakfast - by Greg Ellis   
   
   
   
  24 pages  
   
  $8.95 
   
   
   
  While you’re perusing/pillaging the shelves of Troll Lord Games, keep in mind that they also publish the 
  series of ‘Gygaxian Fantasy World’ books.  Only a couple have information specifically related to LA, but the 
  whole series is worth having in your collection as there is a huge amount of useful & creative information within 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  5 
   
   
  their pages, no matter what RPG you play.  Be sure to check them out. 
   
  Future products to keep a look out for from the Trolls is the full set of LA rules in hardback format.  Initially 
  published by Hekaforge Productions (see below), the Trolls have taken on the task of revamping them, adding a 
  slew of new information to the game that has been created by Gary Gygax, et.al. since the first rule books were 
  printed.  Hope they show up soon! ☺ 
  HEKAFORGE PRODUCTIONS 
  http://www.fuzzyheroes.com/index.html 
   
  Sometimes, the first shall be last (well, almost last).  Hekaforge Productions, a division of Inner City Games De-
  signs, published the original rulebooks along with a host of support products that followed. And there is still 
  more to come from this stalwart company… assuming the extraordinary chains that hold the meister to the forge 
  remain intact of course! 
   
   
  ORIGINAL CORE RULES 
   
  Sad to say, the ‘Full Version’ of the Core Rules are no longer in print by HFP.  HOWEVER… as of this writing, 
  there are "Limited quantities still available". Collectors and players who want copies of these should get ‘em 
  while they last: 
   
  HFP1001  
  The Lejendary Rules for All Players - Author's Edition** 
  HFP1002 
  The Lejendary Rules for All Players - Premier Edition = !!! SOLD OUT !!! 
  HFP1003  
  The Lejendary Rules for All Players - Standard Edition** 
   
  HFP1004  
  Lejend Master's Lore - Author's Edition** 
  HFP1005  
  Lejend Master's Lore - Premier Edition** 
  HFP1006  
  Lejend Master's Lore - Standard Edition** 
   
  HFP1007  
  Beasts of Lejend - Author's Edition** 
  HFP1008  
  Beasts of Lejend -Premier Edition** 
  HFP1009  
  Beasts of Lejend - Standard Edition** 
    
   
  ** PLEASE NOTE: According to Hekaforge Productions, all pricing for the above products is special as these 
  are remaindered, but they are below original list. 
   
   
  As stated earlier, Troll Lord Games is somewhere in the process of developing the new hardback rule-
  books.  I have no idea what their timetable is, so if the Hekaforge rulebooks are gone and the new ones aren’t out 
  yet, fear not, as the HFP versions appear periodically in such places as E-Bay and the marketplaces of some fan-
  tasy RPG forums. Sometimes diligence pays off. 
   
   
  Core Rules aside, HFP also keeps in stock the following aids, accessories, and adventures with more to 
  come down the road, so be sure to check them out: 
   
   
  ACCESSORIES/ADVENTURE MODULES 
   
  HFP1010 
  Lejend Master’s Screen (+ Module- Cavalcade)  
  24 pages  
  Accessory 
  $14.95 
  HFP1011 
  Enclave- by Chris Clark   
   
   
  52 pages  
  Adventure  
  $12.95 
  HFP1012 
  The Lejendary Road- by Jon Creffield  
   
  48 pages  
  Adventure  
  $12.95 
  HFP1013 
  The Dance of the Fairie Ring- by Jon Creffield  
  64 pages  
  Adventure  
  $12.95 
  HFP1014 
  The Mouth of the Marsh- by Jon Creffield  
  60 pages  
  Adventure  
  $12.95 
  HFP1015 
  Terekaptra, Lost City of the Utiss- by Chris Clark 42 pages  
  Adventure  
  $15.95 
   
  HFP3000 
  Avatar Record Sheets  
   
   
   
  36/pad  
  Playing Aid  
  $12.95 
   
  HFP1101 
  Gazetteer- by Gary Gygax  
   
   
  96 pages  
  Sourcebook  
  $14.95 
  HFP1102 
  Noble Kings and Dark Lands- by Gary Gygax  
  136 pages 
  Sourcebook  
  $19.95 
  HFP1103 
  The Exotic Realms of Hazgar- by Gary Gygax 
  110 pages 
  Sourcebook  
  $19.95 
   
  HFP1500 
  The Eye of Glory  
   
   
   
  184 pages 
  Novel/paperback $12.95 
   
   
  This brings us now to the last bit of LA goodness that is presently available to those who hunger for it... 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  6 
   
   
  LEJENDS™ MAGAZINE 
  ONLY AVAILABLE from LEJENDARY.COM at the following URL: 
   
  http://www.lejendary.com/la/template.php?page=purchase&style=blaze 
   
   
  For a while, fans of the Lejendary Adventure RPG had a magazine to call their own, but circumstances 
  eventually led Total Reality Studios to close their doors, thus ending a fine run.  Now even though it is no longer 
  in print one can still acquire all sixteen issues in .PDF format from Chris Smith at lejendary.com (see web ad-
  dress above).  This magazine was filled to the brim with all sorts of great stuff, including many great scenarios/
  adventures, so if you don’t have these then I would strongly recommend them. 
   
   
  LEJENDS MAGAZINE (Electronic PDF) 
    
     
  TRSV101 
  Volume I, Issue 1 
  $2.95 
  TRSV102 
  Volume I, Issue 2 
  $2.95 
  TRSV103 
  Volume I, Issue 3 
  $2.95 
  TRSV104 
  Volume I, Issue 4 
  $2.95 
  TRSV105 
  Volume I, Issue 5 
  $2.95 
  TRSV106 
  Volume I, Issue 6 
  $2.95 
  TRSV107 
  Volume I, Issue 7 
  $2.95 
  TRSV108 
  Volume I, Issue 8 
  $2.95 
  TRSV109 
  Volume I, Issue 9 
  $2.95 
  TRSV110 
  Volume I, Issue 10 
  $2.95 
  TRSV111 
  Volume I, Issue 11 
  $2.95 
  TRSV112 
  Volume I, Issue 12 
  $2.95 
   
  TRSV201 
  Volume II, Issue 1 
  $7.50 
  TRSV202 
  Volume II, Issue 2 
  $7.50 
  TRSV203 
  Volume II, Issue 3 
  $7.50 
  TRSV204 
  Volume II, Issue 4 
  $7.50 
   
   
   
  So now we are at the end of all that exists for the Lejendary Adventure RPG….  
   
   
  Yeah, right.   
   
   
  Did I mention the fan sites and forums? No? How neglectful of me. Suffice to say there is plenty going 
  on regarding LA and its community of players & producers on the web.  Players are always coming up with new 
  things and, between Troll Lord Games and Hekaforge Productions, I expect to be able to add a whole bunch 
  more items to our list here in a couple years. 
   
   
  So until next time, be sure to visit the websites and pages listed, check out all the great products, and 
  show everyone your support. 
  Visit These Fine Forums  and Join In the Myriad Discussions Regarding the  
  LEJENDARY ADVENTURE™ RPG…  
  Or Start Your Own Topics At : 
   
  Lejendary.com   
  http://www.lejendary.com/forums/phpBB2/ 
   
   
  Troll Lord Games   
   
  http://www.freeyabb.com/phpbb/index.php?mforum=trolllordgames 
   
   
  Dragonsfoot.org   
  http://www.dragonsfoot.org/forums/    
  ((Look for the “Lejendary Things” sub-forum)) 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  7 
   
   
  THE EXTRAORDINARY LIFE 
   
  Lejendary Earth is home to a great many magics, including artifacts and relics of tremendous power.  
  But sometimes it’s the little things that helps one weather the storm we call ‘the adventurers life’…  Presented 
  for you now are several new low to mid-grade items, including a few tasty ones, that your avatars may find 
  some use of in a pinch. 
  Finnarol’s Flashy Stones   
  (Very Minimal) 
   
  Usually found in groups of 10-20, Flashy Stones are 
  perfectly round, marble-sized stones that have been 
  infused with Extraordinary Energy causing them to 
  flash with a silent explosion of light (think of a single 
  flash from a powerful strobe light) when thrown force-
  fully against a hard surface. In full daylight, anyone 
  within a thirty foot radius of the activated stone who 
  witnesses the flash will “see spots” for 1-4 ABCs, 
  causing a loss of visual acuity (20-30 penalty to Preci-
  sion/Weapons Ability) for same amount of time. A 
  successful check against Speed BR x 2 will negate the 
  effect (i.e. had head turned away, etc.) At night, any-
  one within a thirty foot radius of the activated stone 
  witnessing the flash will be blinded for 1-4 ABCs, 
  while anyone within 31 to 60 feet of the flash will suf-
  fer the ‘daylight’ effects as noted above.  A successful 
  check against Speed BR x 2 will either reduce or ne-
  gate the effects caused by the stone. 
  Jerry Leonard 
  Aragund’s Serpent Sticks  
  (Very Minimal) 
   
  Made of willow branches about eight inches long the 
  thickness of a pinky finger, carved with arcane sym-
  bols and imbued with Extraordinary energy, these 
  items allow the possessor to call forth a jet-black viper 
  that conforms to the statistics of an Asp of normal 
  sort.  The energy is activated by bending the serpent 
  stick in half and throwing to the ground, after which 
  the snake appears instantaneously and proceeds to 
  seek out and attack the possessor’s nearest foe, to a 
  limit of twenty foot radius from where the snake ap-
  peared.  After a successful attack by the viper or two 
  minutes realtime have passed, whichever occurs first, 
  the energy is spent and the snake reverts to the form of 
  a bent, useless stick. Serpent Sticks are normally 
  found in groups of 3-6. 
  Jerry Leonard 
  Claws of the Eagle   
  (Very Minimal) 
   
  These are paper cut-out figures of swooping birds of 
  prey that are about six inches square when unfolded, 
  and most always discovered/appearing in pairs.  The 
  Extraordinary energy contained in each object creates 
  a simulacrum of a large eagle.  Stat-wise, the Health 
  of the eagles are half of the norm (5), with the other 
  statistics remaining unchanged from that of eagles of 
  normal sort, that being; 35 Precision, 30/15 Speed 
  (flying/attacking), causing 1-12 + 1-10 (variable) 
  Harm from a successful swooping attack or 1-6/1-8 
  (beak/talons) from a standard attack, and having 2 
  points of protection (or 10%). 
   
  To activate the energy of these objects, the user only 
  has to crumple the paper and throw them in the air 
  where the simulacrums are to appear.  The eagles then 
  appear instantaneously and remain, attacking the near-
  est foe until it is slain or one minute realtime has 
  passed, whichever occurs first.  After the energy of the 
  item has been spent, only a crumpled piece of paper 
  will remain. 
  Jerry Leonard 
  Sending Feather   
  (Very Minimal) 
   
  Sending Feathers are dove or pigeon feathers that have 
  been imbued with Extraordinary energies allowing the 
  possessor to call forth a ‘homing’ bird for the purpose 
  of delivering messages.  After writing a short message 
  in need of delivery, the possessor wraps the message 
  around the feather and speaks a command word.  In-
  stantaneously, a dove or carrier pigeon appears with 
  the message already attached to one of its legs.  By 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  8 
   
   
  concentrating on the bird, the possessor can instruct it, 
  giving visual directions and impressing a mental im-
  age of the intended recipient of the message.  If the 
  one activating the sending feather cannot visualize the 
  journey to the carrier’s destination and or the recipi-
  ent, the bird reverts back to the form of a feather.  The 
  range for delivering a message is at a maximum of 
  thirty miles.  Once a message has been successfully 
  delivered the bird will wait for a reply message to be 
  attached to its leg. Once one has been attached, or the 
  recipient shoos the bird away, the carrier will return 
  unerringly to its ‘owner’, either to be deactivated or 
  sent with another message.  A Sending Feather in bird 
  form can be destroyed just as a bird of similar, normal 
  sort. 
  Jerry Leonard 
  Yueng's Monocle 
  (Strong) 
   
  When this monocle is worn it conveys the following 
  abilities: 
   
  Constant: The wearer can decipher any written lan-
  guage as though it were their native tongue. The 
  wearer can see at a distance that is three times the hu-
  man norm. (LM's adjust this for races as needed, 
  though never more than 3x human norm) The wearer 
  can see in darkness as though it were moonlight. 
   
  Once per Day: The wearer can see invisible objects/
  creatures as though they were not so concealed. The 
  wearer can see through any arcane alteration of ap-
  pearance and divine the subjects true form. The wearer 
  can, with extreme accuracy, appraise the value of any 
  antiquity or art object examined. 
   
  The monocle is plain in appearance, silver rimmed on 
  a silver chain with no obvious arcane markings denot-
  ing its abilities. 
  Spencer Wright 
  Sreccums Wallflower Preserve 
  (Ambrosia - Good) 
   
  A 
  preternaturally 
  energized 
  comestible 
  created 
  through Alchemia Ability.  When encountered, this 
  substance is usually contained within a small jar hold-
  ing approximately 10 ounces, and each one-ounce por-
  tion, when consumed, will confer the following effect; 
   
  When ingested, this jelly will enable the consumer, 
  along with all that he wears and normally carries to 
  transform into the likeness of a wallflower amoeboid. 
  Egon’s Sticky-sweet Syrup 
  (Nectar - Good) 
   
  Appearing in containers of eight ounce capacity, this 
  magically energized liquid will, upon consuming a 
  single one-ounce draught, convey to the imbiber the 
  capacity to secrete a sticky substance from the pores 
  of the skin, either from specific areas such as the 
  hands and feet or all over the body. The adhesive 
  qualities are such that objects grasped or stuck to the 
  skin cannot be dislodged/taken away unless the con-
  sumer specifically wishes to release it, or the user can 
  climb up walls and even across ceilings with the agil-
  ity of a spider (Speed being one-half of the user’s nor-
  mal Speed BR). When the consumer no longer has use 
  of the adhesive substances on his skin, or a portion 
  thereof, with but a thought the secretions will change 
  to something akin to perspiration. The effect/capacity 
  persists for one hour.   
  Devon Whitmore 
  Seaside Bubbly 
  (Nectar - Good) 
   
  A liquid that, if consumed in a one-ounce draught, 
  temporarily allows the drinker to breathe normally in 
  areas or environments that, if unaided, would result in 
  suffocation or drowning.  The consumer may remain 
  for extended periods of time within these typically 
  hostile environments without being affected by the 
  lack of breathable air.  For example remaining under-
  water, being buried alive, or traveling through poison-
  ous gas does not provide a threat, at least as far as 
  breathing is concerned, until the effects wear off. The 
  effect persists for one hour. 
  Devon Whitmore 
  After changing, the consumer still retains their own 
  Health BR and any Harm received while in 
  ’wallflower’ form stays with the consumer after re-
  verting back to original form. The consumer possesses 
  all the abilities of said creature (i.e. movement/speed, 
  sensory ability, camouflage, and pseudopod-like ap-
  pendages) with the exception of the acid secretion that 
  the wallflower uses on the attack. The capacity to 
  change back and forth remains active for two hours. 
  Devon Whitmore 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  9 
   
   
  Murderous Remainder  
  Unquiet Spirit 
   
  Appearing: 1 (more may appear) 
   
  H/FW: 30 special   P: 40   S: 8 
   
  Attack: Contact with Living (Touch) The spirit 
  touches a living humanoid, this attack bypasses all 
  armor and protections save those of the Theurgy based 
  or Supernatural type. Upon contact the spirit will in-
  flict one of the following each ABC. 
   
  • 
  13-16 Harm to Health BR, victim aged three 
  years. 
  • 
  8-12 Harm to Precision BR, victim aged two 
  years. 
  • 
  3-5 Harm to Speed BR, victim aged one year. 
  • 
  Deathly Wail for 17-20 Harm 20’ radius 
   
   
  When Harm is inflicted it is temporarily added 
  to the appropriate BR of the spirit. This addition lasts 
  for one full day. One point will remain permanently 
  added to the H/FW BR of the spirit if the victim is 
  slain by the Murderous Remainder. 
   
  All BR points lost to the Murderous Remain-
  der are not permanent and will return per normal. 
  However, if an avatar flees from this spirit, there is a 
  small chance (2% per BR) that all points drained are 
  permanently lost. The years of life lost do not return in 
  any case. 
   
  Defense: A Murderous Remainder is not affected by 
  mundane attacks. It possesses 8 points of protection 
  against Preternatural and Supernatural forms of attack.  
   
  The spirit is bound to a specific area and can-
  not leave it. It likewise is unable to manifest itself in 
  daylight. This spirit can only be truly destroyed/laid to 
  rest by Theurgy powers, all other attacks will only 
  result in the spirit becoming immaterial for a period of 
  hours equal to its Health BR. After that period of time 
  has passed the spirit will re-manifest within its speci-
  fied confine. 
   
  THE  MENAGERIE 
   
  The world of Lejendary Earth, as well as the countless matrices that adjoin and/or coexist side by side 
  with it, is awash with a massive variety of flora and fauna… Mundane, Extraordinary, malign or benign.  Set 
  within these pages are those that are encountered and recorded by stalwart adventurers, such as yourself.   
  Take note and remember– Forewarned is Forearmed. 
   
  Murderous Remainders in General 
   
   
  These spirits are the product of a violent mur-
  der where the spirit of the victim lingers to visit mis-
  ery upon the living and hopefully its murderer. If by 
  chance the murderer is present the spirit will focus all 
  of its attacks against him/her to the exclusion of all 
  else. If the name the spirit held in life is known there 
  is a chance (LM’s discretion) that a Theurgist can 
  compel the spirit to name its murderer. 
   
  Murderous Remainders appear as wispy, shad-
  owy humanoid forms that are featureless and exude 
  cold. 
  Spencer Wright 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  10 
   
   
  Bile Seeker 
  Appearing:  
         1 or more 
   
  H: 2/4/8 special     
  P: 10 
     
  S: 6 
   
  Attack: Burrow/Secretion: The bile seeker is gener-
  ally consumed first, but once that is done the bile 
  seeker travels through the stomach and intestinal tract 
  eventually nesting in the gallbladder where it will 
  slowly, over five days, completely consume the vic-
  tim’s gallbladder by secreting a potent toxin. This will 
  result in the growth of the bile seeker by 100% effec-
  tively doubling its Health BR. If the victim is still liv-
  ing after the first five days the bile seeker will then 
  move on to the liver where it will again nest, consum-
  ing the residual bile in the liver until the liver is bro-
  ken down and doubling yet again it’s Health BR. 
  While the gallbladder is consumed the victim will suf-
  fer 3-5 VT Harm per day for the first five days. This 
  Harm cannot not be recovered from normal rest and 
  can only be restored by magical means on a daily ba-
  sis. As the liver is consumed over the second five days 
  the victim will suffer 6-8 VT Harm per day for the 
  next five days and, as above, it will take magical heal-
  ing to restore any lost Health. Within a few hours of 
  the livers consumption an untreated victim will finally 
  expire. Along the way there will be symptoms of se-
  vere stomach pain, nausea, vomiting, jaundice, the 
  inability to eat virtually anything, dehydration. Note 
  that once the bile seeker is nested it is near impossible 
  to remove with mundane ‘surgery’ and will, in almost 
  all cases, result in the death of the victim if not treated 
  through extraordinary means. (LM’s discretion natu-
  rally) 
   
  As mentioned, without extraordinary treat-
  ment the consumption of gallbladder and liver will 
  lead to a painful and inevitable death for the victim, 
  taking a protracted period of time... two weeks at the 
  most (LM’s discretion).  Harm inflicted from the bile 
  seeker may be restored through the use of extraordi-
  nary items or Theurgical Powers, such as Heal, but 
  this will not destroy the cause itself.  However, de-
  struction of the bile seeker can be accomplished 
  through the use of Banish Sickness or Exterminate 
  Internal Parasites and, if caught in time (i.e., before 
  death), Restore Body can be used to repair or replace 
  the gallbladder and/or liver.  There may also exist 
  some herbal remedies that can remove internal para-
  sites like the bile seeker, but that is left to the LM to 
  decide. 
   
  **NOTE: Bile Seekers are most usually introduced to 
  the victim through food and or drink, though they can 
  sometimes enter through opens wounds and the like. 
   
  Defense: The bile seeker is very small. In fact it is 
  almost undetectable in casual observation. It has no 
  special protections. 
   
  Bile Seekers in General 
   
  Bile Seekers are small grayish parasitic worms slightly 
  larger than a weevil prior to nesting. They are gener-
  ally found in swampy and wetland regions. Of course, 
  they are also a favored tool of assassins and other per-
  sons of low repute. Bile Seekers are hard to come by 
  and command a premium in price. 
  Spencer Wright 
   
  Mana Motes  
  (Black, Red, Blue, Swarm) 
  Appearing: Usually 1, 10% chance for 1d3 additional 
  Motes 
  H: 50-80    P: 50-80    S: 12-18 (Attacking) 28 
  (Flying) 
   
  Common Traits: Not harmed by mundane weapons 
  or items. Total immunity to VT Harm. Regenerates 5 
  Health/ABC. Residual arcane energies provide a con-
  stant 15 points of protection against all Harm. 
   
   
   
   
  Black  
        Motes 
   
   
   
  Attacks: 
   
  Negative Energy Ray (1/ABC, 30’ range) 1-
  30 Supernatural Energy Harm, bypasses mundane and 
  Preternatural protections. Also ages the target by 3 
  years for every 5 Harm inflicted. 
   
  Arcane Void (Constant 60’ Radius) All ex-
  Illus. by M. Albrect 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  11 
   
   
  traordinary activations and items are affected as fol-
  lows: 
  • 
  Grades I-V (Very Minimal-Good)- Requires dou-
  ble the AEPs to activate and produces only half 
  the result in Harm or effect. 
  • 
  Grades VI-VIII (Very Good-Very Strong)- Re-
  quires treble the AEPs to activate and produces 
  only one third the result in Harm or effect.  
  • 
  Grades IX and X (Major and Extreme)- Activa-
  tions will not function at all.  
  • 
  Grades XI and XII (Extreme + and Extreme ++)- 
  The potency of these are such that they work as 
  normal.  
  • 
  Attacks using Preternatural and Supernatural 
  weapons or items are only half effective. 
   
  Defense:  
  Black motes can absorb up to twice their 
  Health BR in activation energies before they suffer 
  any Harm from said activations.  
   
   
   
   
   
  Red Motes 
   
   
   
   
  Attacks:  
   
  Flame Lash (1/ABC, 30’ range) 1-30 Super-
  natural Flame Harm, bypasses mundane and Preter-
  natural protections. Supernatural protections are only 
  half effective unless specifically warded against flame. 
   
  Immolate (once each odd ABC, area of effect 
  40’ radius) 2-60 Supernatural Flame Harm, bypasses 
  mundane and Preternatural protections. Supernatural 
  protections are only half effective unless specifically 
  warded against flame. 
   
  Defense:  
  Attacks using Preternatural and Supernatural 
  weapons or items are only half effective unless specifi-
  cally warded to inflict cold/frost Harm, in which case 
  they inflict full Harm. Weapons, items or activations 
  of a fiery nature inflict no Harm whatsoever and, in 
  fact, heal the mote for 30% of the Harm total 
  ‘inflicted’ from said weapons, items or activations, but 
  never to exceed the initial Health BR of the mote. 
   
   
   
  Blue Motes 
   
   
   
   
   
   
   
   
   
  Attacks:  
   
  Forked Lightning (1/ABC, one or more targets 
  with in 20’ of the mote in any direction with a maxi-
  mum two forks per target) produces 2d4 forks that in-
  flict 1-12 Supernatural Harm each, bypassing mun-
  dane and Preternatural protections. 
  Defense:  
  Preternatural weapons and items have no ef-
  fect; Supernatural weapons inflict only half Harm. 
   
   
   
   
   
  Swarm Motes 
   
   
   
   
   
  Attacks:  
   
  Beguile (Continuous)- A dazzlingly hypnotic 
  array of small colored motes swarm and swirl in a cap-
  tivating fashion. All who gaze upon the swarm are 
  beguiled. The effect is not permanent, lasting 1-4 
  ABCs. (Avoidance is possible at the discretion of the 
  LM) Those so beguiled are not capable of action and 
  are at significant bonus to be hit. Once beguiled (or if 
  the initial beguile attempt was successfully avoided) 
  an avatar cannot be beguiled again. 
   
  Lifeleech: (Continuous)- The mote swarm will 
  move to engulf any beguiled avatar(s) up to a radius of 
  20’. All avatars so engulfed by the swarm have their 
  Health leeched away at the rate of 1-20 per ABC. This 
  drain bypasses all forms of armor and protections not 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  12 
   
   
  of the most extreme supernatural type (Grades X, XI, 
  and XII). 
  Defense:  
  Mote swarms are not affected by mundane 
  weapons. Preternatural and Supernatural weapons and 
  or items inflict only half Harm. Activation energies 
  inflict their full Harm. 
   
  Mana Motes in General 
  Mana motes are the unanticipated byproducts 
  of supremely powerful arcane activations. The LM 
  can decide the frequency of possible mote creation in 
  his/her game so long as that frequency is lower than 
  one percent on grade X or higher activations. Mana 
  Motes can be encountered anywhere but are obviously 
  quite rare. Motes act more on instinct rather than any 
  actual intelligence, possessing only a low animal level 
  of awareness. Because of this they have been known 
  to attack their erstwhile creators upon being brought 
  into existence or simply flittering away.  
  Mana Motes appear as vibrantly colored 
  crackling orbs of energy that flutter and dart through 
  the air. They are practically noiseless, save for a dull 
  hum that can only be detected at very close range (10’ 
  or less). At that range anyone approaching a mana 
  mote will feel their skin crawl and hair begin to stand 
  on end. 
  Spencer Wright 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  13 
   
   
  usable in whatever fashion works best for your game. 
   
  AREA MAP 
   
   
  The Hunter’s Camp map (see next page) cov-
  ers a circular area of about six miles in diameter, while 
  the camp proper is actually much smaller than it ap-
  pears on the map, measuring a mere 200 yards in 
  depth with a width of cleared (deforested) area vary-
  ing from 20 to 40 yards .  The entire region depicted is 
  otherwise heavily forested, although game trails also 
  dominate the landscape, allowing humanoid progress 
  at a fairly rapid pace for those with experience 
  (Abilities related to) in the woods.  Those without ex-
  perience will find the woods confusing and a barrier to 
  normal movement.  They might also, at the discretion 
  of the Lejend Master, become quite easily lost.  The 
  trail that leads towards town from the Hunter’s camp 
  is a wide trail that has been lined with bits of gravel, 
  and so is easily discernible even to the least skilled at 
  navigating woodlands. 
   
  RANDOM ENCOUNTERS 
   
  Excerpted Scenarios From Chris Clark’s 
   
  “SEAS OF HAZGAR” 
   
   
   
   
   
   
   
   
   
   
  Campaign 
   
  ED. Note: Christopher Clark is busily embroiled in a campaign starter nestled securely within the 
  confines of the Lejendary Earth gaming world.   He has sent Portals a selection of the micro-
  adventures for publication, but has told us that these adventures will be linked in the finished cam-
  paign.  These adventures do play well individually, however, and we leave it to you, the reader, to de-
  termine whether they should be used immediately, or only after their relationship to the entire cam-
  paign set up is known.  Sorry to put the onus on you, but, as always, the Lejend Master is king. 
  SCENARIO 1: The Hunter’s Camp  
   
   
  An introductory adventure resource for Lejendary Adventure  ™ campaigns 
   
  By Christopher Clark 
  © Copyright 2006 
  All rights reserved 
   
  The Hunter’s Camp is a ready-made area that 
  can be tossed in as a random encounter area for any 
  party of avatars that is exploring a temperate or conif-
  erous forest throughout Varan or Hazgar, possibly 
  even Anatis or southern Hyubraz.  It is designed with 
  few specialty encounters for this purpose, and it is 
  hoped that this will allow ready adaptation by all Le-
  jend Masters wishing to use it.  It is further designed 
  without direction; the avatars will determine in what 
  order, or in what fashion, they approach the encoun-
  ters detailed herein, perhaps with a bit of persuasion 
  from their resident Lejend Master. 
   
  It may also be used by LMs should their play-
  ers avatars wish to join a hunting party (for whatever 
  reason) in order to obtain in-game employment.  It is 
  for this reason that the non-avatar characters are de-
  tailed in terms of their likes and dislikes rather than 
  simply their abilities and weaponry/equipment.  This 
  is the first in a series I am working on that will be con-
  joined into a small campaign setting; but again, these 
  individual expostulations are designed to be flexible – 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  14 
   
   
   
   
   
  The following encounters will be randomly 
  discovered every 100 yards of travel within the area 
  outside of the hunter’s camp (Area C&D), and are di-
  vided into two sets of differing encounter types: Ag-
  gressive and Hunt encounters.  Hunt encounters re-
  quire only a successful check against an avatar’s Hunt 
  or related Ability, while aggressive encounters should 
  be handled by the Lejend Master as combative en-
  counters, with attacks and initiative as per a normal 
  monstrous encounter.  Avatars may choose to ignore 
  Hunt encounters, but will be attacked by Aggressive 
  encounters. 
   
  As the forest in which this module is set is 
  sparsely populated with humanoid creatures, encoun-
  ters here may occur more frequently in the woods than 
  you, as Lejend Master, may find your player’s avatars 
  are used to.  If such is the case, please feel free to 
  adapt the frequency with which the avatars will en-
  counter woodland creatures.  Otherwise, the Lejend 
  Master should roll a percentile for every 100 yards of 
  forest traversed by the avatars, and consult the chart 
  that follows.  Note also that these encounters are 
  predicated upon a daytime exploration of the forest. 
   
  AREA MAP : Hunter’s Camp 
  RANDOM ENCOUNTERS 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  15 
   
   
  Standard Forest Description 
  For the ease of the Lejend Master, a standard 
  description is here provided for any party traveling the 
  woods.  The description assumes a daytime explora-
  tion, as the forests are far more dangerous, and confus-
  ing, after dark. 
   Random Encounters:  General  
   
  % Die Roll 
  Encounter 
           BoL Ref page# 
   
    01-69       Hunt Encounter  (see Hunt Table at right) 
    70-73     Bear, various*  
   
   
  9 
    74-75     Big Flying Beetle 
   
   
  28 
    76-78     Boar, wild 
   
   
   
  9 
    79-80     Burnbush 
   
   
   
  30 
    81-83     Cougar/lynx (1 in 20 will be a sable) 
  10 
    84 
      Gryf  
   
   
   
  41 
    85-86     Hookthorne Shrub 
   
   
  42 
    87-88     Leplog Log 
   
   
   
  43 
    89 
      Susquash 
   
   
   
  77 
    90-92     Stag#  
   
   
   
  6 
    93-94     Unicorn 
   
   
   
  70 
    95-97     Wolf, various*  
   
   
  19 
    98-99     Wolverine 
   
   
   
  19 
    00 
      Werebeast * 
   
   
   
  71 
   
  * 
  The Lejend Master may choose what creature of 
  this type is most appropriate to the adventure or campaign 
  being run, with the werebeasts being Canine, Feline, Glut-
  ton or Ursine.  
   
  #  
  This animal should have the statistics of a large 
  male deer or elk. 
   Random Encounters:  Hunt 
   
   % 
  Encounter       Feeds* 
  Tasty(?)**         Pelt 
   Die  
   
   
   
   
              Value 
   Roll 
   
   01-06   Badger  
  2 
       1 
   
     $1 
   07-12   Beaver  
  2 
       2 
   
     $5 
   13-25   Deer 
   
  12 
       4 
   
     $20 
   26-31   Duck  
  2 
       6 
   
     n/a 
   32-35   Ferret  
  1 
       1 
   
     $1 
   36-37   Fox 
   
  1 
       1 
   
     $35 
   38-43   Pheasant 
  2 
       10 
   
     n/a 
   44-51   Muskrat 
  1 
       1 
   
     $5 
   52-61   Opossum 
  2 
       2 
           2 for $1 
   62-73   Rabbit  
  1 
       5 
   
     $2 
   74-83   Racoon  
  2 
       2 
   
     $3 
   84-85   Skunk  
  n/a 
       yuk  
     $1 
   86-93   Squirrel 
  1 
       4 
           5 for $1 
   94-00   Woodchuck 
  2 
       3 
   
     $1 
   
  * 
  Number denotes the number of meals for one per-
  son that the animal can provide. 
   
  ** 
  The “Tasty” statistic is used to describe the palat-
  ability of the creature when cooked.  Skunk are inedible, 
  Badger, Ferret, Fox and Muskrat are unpleasant but can be 
  eaten, while pheasant is a delicacy.  The higher the num-
  ber, the better tasting the animal, and the fewer the spices 
  required in order to get others to eat the meat.  Tastier meat 
  may also be sold more readily in any nearby town, pro-
  vided that pains are taken to preserve its freshness. 
  The sunlight here is dappled and 
  shadowy, as the obviously ancient trees of 
  this forest absorb much of it before it can 
  penetrate to the level of the ground.  This 
  lack of sunlight leaves much of the forest 
  floor barren, and bushes and scrub appear 
  only at the sites of fallen trees, which are 
  rare.  Animal sounds are prevalent, from the 
  twittering of songbirds to the raucous 
  screech of the hawk, and the scuffling noises 
  of small animals scurrying through the un-
  dergrowth.  In spite of the gloom, the forest 
  seems quite healthy, and you almost feel the 
  intruder in this natural nirvana. 
   
  The trees are of prodigious height 
  and girth, most towering to more than 50 
  feet, and with trunks that would require the 
  use of two men’s arms to encircle.  Pine nee-
  dles and the occasional leaf pile cover the 
  forest floor and dampen any sounds made by 
  your intrusion.  Roots protrude through this 
  carpet on occasion, but it is the roots that are 
  instead covered by it that cause you to occa-
  sionally stumble.  It is quite obvious that this 
  forest, or at least this portion of it, has been 
  but little disturbed by the depredations of hu-
  manoid kind.  
  GENERAL ENCOUNTER AREAS 
   
   
  The following areas on the map have special 
  significance, and are here described in detail. 
   
  A) The Spring 
   
  The ‘Spring’ is actually a spring-fed pond 
  covering about an acre of land.  The water here is both 
  fresh and pure, and is used as a resource by both the 
  hunters and the wildlife of the area.  Although of no 
  great size, the pond is also quite rocky and deep.  Pan 
  fish are therefore plentiful, as are waterfowl.  As a 
  result of such, older (aging) predators often resort to 
  ambush attacks at this pond, making its demesne, on 
  those occasions, a hazardous place.  A typical encoun-
  ter with one of these decrepit encounters will involve a 
  solitary beast with the following statistics (for exam-
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  16 
   
   
  ple): 
  Ancient Cougar 
  H: 28 P: 40 
  S:13  
  Attacks: 1 dual paw rake for 1-6+ 3 Harm, 
  and a bite for 1-20 
  Defense: Rheumatoid arthritis has reduced the 
  defense of this creature to a mere 5 points.  
  The pelt of this cat is still somewhat valuable, 
  and will bring $41-$60 ($40+d20) in the near-
  est village. 
   
   
  The depth of the spring is such that it never 
  freezes solid, even in the harshest of winters.  It is 
  likely that it empties its waters as it acquires them: 
  underground. 
   
  B) The Cave 
   
  About 2 miles north of the actual camp lies a 
  limestone outcropping that is the home of a small cave 
  system.    The cave is frequented only by the local 
  hunters of this region, and the occasional predator 
  seeking refuge from the elements.  Those with miner-
  alogy (Geourgy Ability, or perhaps Evaluation Ability 
  at a stretch) skills will note, however, that the cave 
  also contains an outcropping of smokey topaz crystals.  
  These crystals may be mined at the rate of 2 crystals 
  per hour, and, in their unpolished state, will bring 
  $101-$200 ($100+d%) per crystal.  A total of 60 crys-
  tals may be mined before the lode is played out.   
   
  The local hunters (especially Torgen, see Area 
  D) will also remark that a rock formation near the 
  back of the complex looks rather sinister if viewed in 
  the proper light.  Orswen and Larmon (see Area C) 
  call this formation “the Temptress” as they feel it 
  looks like the form of a rather seductive and well-
  endowed young woman stretched supine upon the 
  rock face. Larmon will tell this tale with little provo-
  cation if he is accompanying the party as they explore 
  this cave, although Orswen will make some ribald 
  jokes at his expense when he does so.   
   
  Avatars with Panprobability, Theurgy, Arcana 
  or Sorcery ability will find the rock formation unset-
  tling, and the use of any activation energy to investi-
  gate the formation will result in an opening of the 
  ‘nearly open’ dimensional portal the rock formation 
  actually represents.  If opened, the formation will 
  come to life, the portal closing immediately thereafter, 
  but causing the avatars to confront “The She-demon 
  of Namrir” (see below). 
  NEW CREATURE 
  The She-demon of Namrir 
  H: 55 P: 50 
  S: 16 
   
  Attacks: The She-demon attacks twice per ABC by attempting to rake her opponents with the adamantine-tipped 
  glove-claws that she wears on her hands.  These weapons provide a supernatural bonus of +10% to the She-demon’s at-
  tacks, and ignore all but supernatural forms of armor.  A successful attack by one of these hideous appendages cause a 
  mere 1-6 points of Harm, but on each successive ABC the She-demon is able to draw psychically upon the health of the 
  injured victim, vampirically transferring 1 point of health unto herself.  Physical contact is not required for this draining to 
  continue, and even those escaping the clutches of the She-demon will feel the continued sapping of their health over time.  
  Only when the She-demon is killed, and the gloves removed from her person will the drain of Health cease. 
   
  Defense: The She-demon is not a true denizen of the nether reaches, but is instead a malformed forest spirit that 
  became trapped between dimensions.  As such she receives 4 points of protection against all but supernatural attacks. 
   
  Appearance: Measuring a scant five feet in height, the She-demon is dressed in a short leaf-damasked  shift that 
  exposes one shoulder and is dotted with sparkling brown and green gems.  Her figure is quite curvaceous but her expres-
  sion is one of both rage and hunger, and the avatars will find her awakened presentation far less seductive than its rocky 
  origin had suggested.  She is unshod, and bears only her glove-claws as equipment. 
   
  Treasure: Supernatural Demon Gloves-  These are the She-demon’s gloves and they may be recovered and 
  used by the avatars.  If worn as a pair, they retain their full abilities, granting a bonus of 10% to all attacks, and ignoring all 
  but supernatural forms of armor.  They will also transfer one point of Health from any victim successfully attacked in com-
  bat should so much as a single point of Harm be caused by the initial attack.  The process of Health transfer continues until 
  the gloves are removed from the avatar, or the avatar dies in combat.  The gloves will not transfer further health to a de-
  ceased avatar (although they did to the She-demon until removed).  Due to the somewhat vile nature of these gloves, any 
  avatar attempting to wear them must make an Avoidance Roll against their current health when first donning them.  Failure 
  indicates that the gloves have rejected the avatar, and they will begin to feed upon the health of the avatar at the rate of 1-6 
  (1d6) points of Health per ABC until they are removed.  The gloves are black, with a glossy, translucent finish.  Four  tal-
  ons of razor-sharp black metal extend a full six inches from the knuckles of the gloves. These Talons are slim, nearly in-
  visible when the wearer’s hand is open, but readily apparent when the hands wearing them are balled into fists. 
   
  The semi-precious gems (garnets and turquoise) from the dress of the She-demon, should the avatars remove the 
  dress, are worth $1100. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  17 
   
   
  C) Summer Huts 
   
  Two low buildings with thatched roofs border 
  the western edge of a large clearing that also contains 
  a more substantial structure about 20 yards to the 
  northeast (see area D). They are constructed of wood 
  and mud wattle (other than the roofs) and wooden 
  doors with simple rope-drawbar latches bar your view 
  of the interior.  They seem sturdy, but lightly con-
  structed, and are obviously not intended for any pro-
  longed use.  Each has a fieldstone chimney that rises 
  to some ten feet from the forest floor, this still clearing 
  the low roof of each building by more than a foot.  
  You notice that smoke comes from one of the chim-
  neys, and the fine smell of burning hickory wood. 
   
  The two buildings are used only during the 
  summer months by the local hunters, providing some 
  shelter from wind and rain, and, more importantly, 
  some security against the predators that prowl the 
  woods by night.  They have dirt floors and no win-
  dows, but firewood is always found within.  It is an 
  unspoken law that any may use the firewood, but that 
  before leaving the area, the wood is to be replaced.  
  Beyond this stacked firewood, there is no furniture 
  within the summer huts. 
   
  The hut that has a fire going also contains two 
  hunters, Orswen Torg and Larmon Updike.  They are 
  drying venison over the smokey fire in the hearth in 
  order to preserve it for later sale. 
   
   
  Orswen Borg 
  H: 51 P: 37 
  S: 12 
   
  Abilities:  Hunt (61), Ranging (58), Archery (51), 
  Rustic (43), Weapons (28), Nomadic (22) 
  Defense:    Orswen has a sturdy leather utility suit that 
  provides him with 7 points of armor protection. 
  Arms:        Orswen carries a short sword, a long knife, 
  and a strongbow. 
   
  Appearance: Orswen is a human and stands nearly 
  six feet in height.   He has a rangy yet powerful build 
  (210 pounds) and lithe, graceful movements.  He 
  wears soft-soled leather boots and while not stealthy, 
  makes little noise as he traverses the forest. 
   
  Demeanor:  Orswen is 37 years old, and is beginning 
  to tire of the outdoor life, especially during the winter.   
  He is fastidious with his money as a result, and will 
  make frequent trips to Namrir in order to exchange his 
  hunting trophies for cash.  The innkeeper in Namrir is 
  a close friend of Orswen, and is keeping his money 
  safely sequestered for him.  Orswen is polite to strang-
  ers, and friendly, as he sees any new acquaintance as a 
  potential customer for either his skills, or his kills. 
  Larmon Updike 
  H: 46 P: 45 
  S: 13 
   
  Abilities: Stealth (81), Weapons(73), Ranging (58), 
  Savagery( 56), Archery (37), Rustic (26) 
  Defense:  Larmon wears standard woolen pants but 
  sturdy studded leather armor that provides him with 7 
  points of armor protection. 
  Arms:     Larmon carries a light crossbow, a rapier, 
  and a bandolier of knives (6).   
   
  Appearance: Larmon is a mixed breed human 
  (Orswen will swear there is Kobold in his ancestry 
  when Larmon isn’t listening) standing 5’ 5” in height 
  and weighing a spare 140 pounds.  His movements are 
  graceful, almost catlike, and little escapes his con-
  stantly shifting gaze.   
   
  Demeanor:   Close-lipped and introspective, Larmon 
  is yet quite confident and prideful, and will react if 
  sufficiently provoked.  He dresses in dun clothing and 
  wears his leather armor whenever he is out of doors.  
   
   
   
  Larmon is not terribly handy with a bow, but 
  has some prowess with a thrown blade.  He will not 
  speak of his previous life, but his friend Orswen will 
  remark, in confidence, that he believes Larmon is lay-
  ing low in the forest, pretending the part of a career 
  hunter until he can escape his past. 
   
  Orswen will offer to hunt with avatars, show-
  ing them the various lairs of the forest and congregat-
  ing points of its creatures, but will expect either to be 
  paid or granted a portion of the kills made by the ava-
  tars should he provide them this assistance.  Larmon 
  will go along with his friend, begrudgingly, but will 
  offer no assistance unless prodded by Orswen. 
   
   
   
  D) Winter Cabin 
   
  The northeastern corner of the clearing con-
  tains a substantial structure made from stone and logs 
  that is both larger and sturdier (by far) than the sum-
  mer huts located to the south.  It has an 18-foot stone 
  chimney, and a thatched roof, but it also has two win-
  dows and an attic-loft that functions as a second floor 
  sleeping area.  The floor is made from rough-sawn-
  wood, and the interior contains both several ham-
  mocks and a table and chairs.  While not luxurious, it 
  is obvious that this cabin is designed for use year-
  round. 
   
  Avatars entering the cabin will either find its 
  current occupant (at the discretion of the LM), Torgen 
  Rath, or some of his supplies including: 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  18 
   
   
  Torgen Rath 
  H: 57 P: 51 
  S: 14 
   
  Abilities:  Hunt (81), Archery (71), Ranging (68), 
  Stealth (53) Rustic (43), Weapons (38)  
  Defense:    Torgen has an enchanted leather utility suit 
  that provides him with 10 points of armor protection 
  against normal and preternatural attacks. 
  Arms:   Torgen carries a double-bitted battleaxe 
  across his back, a long knife, and a strongbow. 
   
  Appearance: Torgen is a human and stands six feet 
  two inches in height.   He has a solid and powerful 
  build (290 pounds) and is quite fast on his feet.  He 
  wears soft-soled leather boots and is dangerously 
  stealthy, appearing often without warning as if from 
  the very floor of the forest. 
   
  Demeanor:  Torgen is 41 years old, and loves the 
  woods (see Area E below).   He is free with his 
  money, and easygoing, although cautious of strangers.  
  He makes infrequent trips to Namrir in order to ex-
  change his hunting trophies for supplies. Torgen is 
  polite but reserved, and will need to be drawn out by 
  the avatars before he will befriend them. 
  Clothing repair kit 
  Soap 
  3 square yards of canvas 
  Cooking utensils 
  Hammer and nails 
  Wood saw 
  Axe 
  Spade 
  Three flasks lamp oil 
  A bulseye lantern 
  Tinder box 
  Two coils of 50’ of rope. 
  Several butchering knives and a cleaver 
  One bag of acorns 
  One bag of wild potatoes and carrots 
  A leather drawstring pouch with 5 turquoise 
          gems worth $45, $70, $90, 100, and 
          $110, respectively. 
  Whetstone 
  Three bowstrings 
  Longbow. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  19 
   
   
   
  During most of the day, unless it is raining, 
  Torgen will be out foraging in the forest for game.  In 
  bad weather, or in the evening, he will be found within 
  the cabin, and will greet visiting avatars cautiously, 
  but with good grace.  He will inform the avatars that 
  the cabin is there for the use of all of the hunters in the 
  forest, but will request that they leave his possessions 
  unmolested. 
   
  Torgen will offer to hunt with the avatars as 
  well, and, if asked, will take on apprentices.  He is 
  currently the most skilled hunter in the area, and those 
  working under his guidance may learn the Hunt Abil-
  ity if sufficient time is spent so doing.  For each day 
  pent hunting with Torgen, the avatar should make a 
  check against their Health statistic, with success indi-
  cating that the avatar has improved their Hunt Ability 
  by 1% (or added the Hunt Ability at 1%).  Avatars 
  may increase their Hunt Ability by as much as 4% 
  (maximum) by working with Torgen in this fashion. 
   
  Torgen will also split equally the spoils of any 
  hunt in which he was a participant, preserving the 
  meat and preparing the hides for the tannery in Nam-
  rir.  When sufficient pelts and preserved meats have 
  been taken from the forest, Torgen will build a sledge 
  to take the pelts back to Namrir for sale. 
   
  Torgen has been a hunter his entire life, and 
  loves the life that hunting provides him.  He spends 
  much of the winter hunting these woods, even when 
  other hunters retreat to the warmth and safety of 
  nearby Namrir.  He is quiet, and introspective, but will 
  discuss his knowledge of the forest, and the areas de-
  tailed here (he is familiar with all of them, although he 
  knows nothing of the She-demon in area B).  He also 
  will relate that there are occasional problems with in-
  trusion and raiding by Dunnies from the Ulbor Hills to 
  the northeast.  He will also caution the avatars to steer 
  clear of the clearing demarked as area E (on the map) 
  as it is a place of no value, but great evil.  He will re-
  mark that, “… the bones of bears may be plainly seen 
  there, and anything that can kill a bear is better left 
  undisturbed.” 
   
  Torgen is also a staunch naturalist and will 
  despise any avatars that he feels have taken too many 
  trophies, or too many of any one kind of animal from 
  the woods.  He is also well aware of the cougars in 
  area F, but has been unable to do anything about them 
  on his own. 
   
  The cabinets within the cabin contain several 
  pounds of salt, and several bottles of serviceable ma-
  ple vinegar. 
   
   
   
  E) Dryad’s Clearing 
   
  Any avatars approaching this area will see a 
  single majestic oak tree standing atop a grassy knoll.  
  The knoll covers an area about 60 feet in diameter, 
  and the grass surrounding the tree is littered with 
  bones. Those with Hunt, Rustic or other related abili-
  ties will note that the bones are those of large bears, 
  and those without the ability to identify animal re-
  mains will readily mistake these bones for those of 
  humanoids.  Other than the solitary tree, and the atten-
  dant bones, the area appears deserted. 
   
  The tree is actually an enchanted version of a 
  typical oak tree, and is the home of a Dryad: 
   
  NEW CREATURE 
  Dryad 
  H: 60 P: 50 
  S: 15 
   
   
  Attacks: The Dryad has only one truly effective 
  means of attack; illusion.  The Dryad is capable of creating 
  both auditory and visual illusions of anything up to 40 
  square feet in size (a small drake, wyvern, cave bear, etc.).  
  The Lejend Master is encouraged to explore his imagination 
  in regards to the illusion used by the Dryad.  These illusions 
  are highly effective, and only those avatars attempting to 
  see through them will receive an Avoidance Roll (against 
  their current health).   Those successfully piercing the illu-
  sion will still hear and see it, but will understand that the 
  illusion has no substance. 
   
   
  NOTE:  As the Dryad is capable of multi-level 
  auditory and visual illusion, other avatars should not be 
  alerted to the fact when one of their number has penetrated 
  the ruse, and the Lejend Master is encouraged to engage in 
  clandestine communications with his players in order to 
  ensure this.  Should an avatar pierce the illusion, the Lejend 
  Master is encouraged to make his or her further actions be-
  lievable within the scope of the illusion.  “Your companion 
  is bravely fighting the drake, but appears not to heed your 
  calls,” that sort of thing. 
   
  Those failing to disbelieve the illusion will take 
  standard Harm from its attacks, although the Lejend Master 
  should keep track of this Harm as it, too, is illusory.  Ava-
  tars defeated by the phantom monster (whatever it might 
  be) will awaken later in the Winter Cabin, with Torgen 
  pouring a placebo healing potion down their throats. He will 
  reply that its, “…lucky he got them out of there in time.” 
   
  The Dryad will also be seen by any avatar piercing 
  the illusion as a scantily clad maiden of slight build about 
  five feet in height.  The Dryad will defend herself if at-
  tacked, but will be at a loss and fearful once her illusion has 
  been pierced.  All Dryads carry small daggers that strike for 
  1-4 points of Harm. 
   
  Defense: Dryads have 7 points of preternatural armor pro-
  tection. 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  20 
   
   
   
  Torgen pierced the illusion of the Dryad many 
  years ago, and is deeply in love with her, a love the 
  Dryad returns.  He lives mainly in the forest, visiting 
  Namrir only for supplies and commerce, as a result.  
  The Dryad, for her part, protects the last of the en-
  chanted oaks that once grew throughout the forest, and 
  will not leave its bower.   In order to discourage the 
  curious, Torgen spreads the bones of the bears he oc-
  casionally kills near the base of the tree.  
   
  The wood of this oak is capable of making 
  preternatural staffs and bows, and is therefore highly 
  prized by weapon makers, and those with knowledge 
  of the arcane.  Should any avatar possess Alchemy or 
  Arcane ability, they should make a check against that 
  ability to see if they recognize the special properties of 
  the tree.  If chopped down, the value of the wood this 
  tree will provide is $14,000 - $19,000 ($13,000 + 
  1d6X$1,000).  If the avatars foil the Dryad’s subter-
  fuge, she can be persuaded to give them several 
  branches from the tree that she had hoped to plant.  
  Even these small pieces of the tree are capable (with a 
  superior bowyer) of becoming +5%-+15% preternatu-
  ral strong- or longbows.  The raw value of the limbs is 
  $1100-$1600, and neither the Dryad nor Torgen will 
  bear any ill will towards the avatars, should they deign 
  to keep secret the location of the Dryad’s tree. 
   
  If either the tree or the Dryad are killed, how-
  ever, Torgen will become the bitter enemy of the ava-
  tar party, and will hunt them in the forest like beasts.  
  Should the avatars attempt to fell the tree, both Torgen 
  and the Dryad will attack mercilessly. 
   
  F) Feral Cougar’s Den 
   
  A cave formed by loose boulders here shelters 
  a mid-sized pack of cougars that have become infected 
  by some evil or disease that has caused them to be-
  come feral and needlessly violent.  Unlike normal cou-
  gars that hunt only for sustenance, these cougars hunt 
  for sport, and Torgen has seen them kill, leaving the 
  carcass of their kill uneaten.    There are six Cougars 
  in all, five of which are females. 
   
  Female Cougars 
  H: 35 P: 45 
   S: 19 
   
  Attacks:  A paw rake for 1-8 + 3-5 Harm, and 
  a bite for 1-20 Harm. 
  Defense:  The female cougars receive 7 points 
  of armor protection due to their agility. 
   
   
   
  And one large male… 
   
   
   
   
  Male Cougar 
  H: 45 P: 50 
   S: 19 
   
  Attacks:  A paw rake for 1-12 + 3-5 Harm, 
  and a bite for 1-20 +2 Harm 
  Defense:  The male cougar receives 6 points 
  of armor protection due to his agility. 
   
   
  The cougars do indeed have a disease, and the 
  Lejend Master should determine whether the disease is 
  of malign or natural origin, and whether it can be 
  transmitted to humanoids.  The pelts of these cougars 
  are worth a minimum of $100 each and may be worth 
  as much as $300 each if carefully skinned by a skilled 
  craftsman. 
   
  LEJEND MASTER’S ADVENTURE  
  SEEDS 
   
   
  Many expansions of the material provided are 
  possible, and are left to the discretion of the Lejend 
  Master crafting a tale for his players.  A few ideas are 
  here suggested for the benefit of the Lejend Master. 
   
  • 
  Orswen and Larmon could very well be hiding 
  from assassins, or other forces of either evil or 
  good intent that the avatars may decide to help or 
  hinder. 
  • 
  Orswen and Larmon may be agents of either a 
  benevolent or malign government and are in the 
  forest searching for a rumored artifact or power 
  source. 
  • 
  The Dryad may not be what Torgen thinks she is. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  21 
   
   
  • 
  Torgen may be a pirate captain previously hunted, 
  and still wanted, by the various constabularies of 
  nearby cities or nations. 
  • 
  The disease infecting the cougars could be of ex-
  tra-dimensional origin, or be a form of lycan-
  thrope, or perhaps even something more dire. 
   
  As I have used this particular resource (The 
  Hunter’s Camp) as one of the starting points for my 
  personal campaign, those reading will see which of the 
  above I have put to use, although it is entirely possible 
  that a story line not explored above might also present 
  itself.  The use you make of this material is, of course, 
  your own.  See you at the Inn.  
  SCENARIO 2: The Trapper’s Camp  
   
   
  An introductory adventure resource for Lejendary Adventure  ™ campaigns 
   
  By Christopher Clark 
  © Copyright 2006 
  All rights reserved 
   
  The Trapper’s Camp is a ready-made area that 
  can be tossed in as a random encounter area for any 
  party of avatars that is exploring a temperate or conif-
  erous forest throughout Varan or Hazgar, possibly 
  even Anatis or southern Hyubraz.  It is designed with 
  few specialty encounters for this purpose, and it is 
  hoped that this will allow ready adaptation by all Le-
  jend Masters wishing to use it.  It is further designed 
  without direction; the avatars will determine in what 
  order, or in what fashion, they approach the encoun-
  ters detailed herein, perhaps with a bit of persuasion 
  from their resident Lejend Master. 
   
  It may also be used by LMs should their play-
  ers avatars wish to learn or gain employment via trap-
  ping, or if they require raw animal hides garnered via 
  trapping for any specific or general purpose.  It is for 
  this reason that the non-avatar characters are detailed 
  in terms of their likes and dislikes rather than simply 
  their abilities and weaponry/equipment.  This is the 
  second in a series I am working on that will be con-
  joined into a small campaign setting; but again, these 
  individual expostulations are designed to be flexible – 
  usable in whatever fashion works best for your game. 
   
  AREA MAP 
   
   
  The Trapper’s Camp map (see page 22) cov-
  ers a circular area of about ten miles in diameter, 
  while the camp proper is actually much smaller than it 
  appears on the map, measuring a mere 100 yards in 
  depth with a width of cleared (deforested) area vary-
  ing from 20 to 40 yards .  The northeast quadrant of 
  the map is rockier, with sparser growth and fewer 
  trees as the land rises to embrace some hills that are 
  five to six miles farther northeast. The rest of the re-
  gion depicted is otherwise heavily forested, although 
  game trails also dominate the landscape, allowing hu-
  manoid progress at a fairly rapid pace for those with 
  experience (Abilities related to) in the woods.  Those 
  without experience will find the woods confusing and 
  a barrier to normal movement.  They might also, at the 
  discretion of the Lejend Master, become quite easily 
  lost.  The trail that leads towards town from the Trap-
  per’s camp is a wide trail that has been lined with bits 
  of gravel, and so is easily discernible even to the least 
  skilled at navigating woodlands. 
   
  RANDOM ENCOUNTERS 
   
   
  The following encounters will be randomly 
  discovered every 100 yards of travel within the area 
  outside of the hunter’s camp (Area C&D), and are 
  divided into two sets of differing encounter types: Ag-
  gressive and Hunt encounters.  Hunt encounters re-
  quire only a successful check against an avatar’s Hunt 
  or related Ability, while aggressive encounters should 
  be handled by the Lejend Master as combative en-
  counters, with attacks and initiative as per a normal 
  monstrous encounter.  Avatars may choose to ignore 
  Hunt encounters, but will be attacked by Aggressive 
  encounters. 
   
  As the forest in which this module is set is 
  sparsely populated with humanoid creatures, encoun-
  ters here may occur more frequently than in the woods 
  that you, as Lejend Master, may find your player’s 
  avatars are used to.  If such is the case, please feel free 
  to adapt the frequency with which the avatars will en-
  counter woodland creatures.  Otherwise, the Lejend 
  Master should roll a percentile for every 100 yards of 
  forest traversed by the avatars, and consult the chart 
  that follows.  Note also that these encounters are 
  predicated upon a daytime exploration of the forest. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  22 
   
   
  If the avatars explore the northeast quadrant, 
  the explanation should read: 
  Random Encounters:  General  
   
  % Die Roll 
  Encounter 
           BoL Ref page# 
   
  01-69 
   
  Hunt Encounter  (see table below) 
  70-73 
   
  Bear, various* 
   
   
  9 
  74-77 
   
  Boar, wild 
   
   
  9 
  76-78 
   
  Burnbush 
   
   
  30 
  79-80 
   
  Bullthistle 
   
   
  29 
  81-83 
   
  Cougar  
   
   
  10 
  84-85 
   
  Gryf 
   
   
   
  41 
  86-88 
   
  Hookthorne Shrub 
   
  42 
  87-88 
   
  Susquash 
   
   
  77 
  89-97 
   
  Wolf, various* 
   
   
  19 
  98-99 
   
  Wolverine 
   
   
  19 
  00 
   
  Werebeast  
   
   
  71 
   
  * 
  The Lejend Master may choose what creature of 
  this type is most appropriate to the adventure or campaign 
  being run, with the werebeasts being Canine, Feline, Glut-
  ton or Ursine.  
   
  #  
  This animal should have the statistics of a large 
  male deer or elk. 
  Random Encounters:  Hunt 
   
     % 
  Encounter       Feeds* 
  Tasty(?)**         Pelt 
     Die  
   
   
   
   
              Value 
    Roll 
   
    01-06    Badger 
  2  
      1 
   
  $1 
    07-12    Beaver  
  2 
      2 
   
  $5 
    13-31    Deer  
  12 
      4 
   
  $20 
    32-35    Ferret  
  1 
      1 
   
  $1 
    36-37    Fox 
   
  1 
      1 
   
  $35 
    38-43    Goat, mountain 2 
      10 
   
  $5 
    44-51    Muskrat 
  1 
      1 
   
  $5 
    52-61    Opossum 
  2 
      2 
        2 for $1 
    62-73    Rabbit  
  1 
      5 
   
  $2 
    74-83    Racoon 
  2 
      2 
   
  $3 
    84-85    Skunk  
  n/a 
      yuk 
   
  $1 
    86-93    Squirrel 
  1 
      4 
        5 for $1 
    94-00    Woodchuck 
  2 
      3 
   
  $1 
   
  * 
  Number denotes the number of meals for one per-
  son that the animal can provide. 
   
  ** 
  The “Tasty” statistic is used to describe the palat-
  ability of the creature when cooked.  Skunk are inedible, 
  Badger, Ferret, Fox and Muskrat are unpleasant but can be 
  eaten, while pheasant is a delicacy.  The higher the num-
  ber, the better tasting the animal, and the fewer the spices 
  required in order to get others to eat the meat.  Tastier meat 
  may also be sold more readily in any nearby town, pro-
  vided that pains are taken to preserve its freshness. 
  The sunlight here is dappled and 
  shadowy, as the obviously ancient trees of 
  this forest absorb much of it before it can 
  penetrate to the level of the ground.  This 
  lack of sunlight leaves much of the forest 
  floor barren, and bushes and scrub appear 
  only at the sites of fallen trees, which are 
  rare.  Animal sounds are prevalent, from the 
  twittering of songbirds to the raucous 
  screech of the hawk, and the scuffling noises 
  of small animals scurrying through the un-
  dergrowth.  In spite of the gloom, the forest 
  seems quite healthy, and you almost feel the 
  intruder in this natural nirvana. 
  The trees are of prodigious height 
  and girth, most towering to more than 50 
  feet, and with trunks that would require the 
  use of two men’s arms to encircle.  Pine nee-
  dles and the occasional leaf pile cover the 
  forest floor and dampen any sounds made by 
  your intrusion.  Roots protrude through this 
  carpet on occasion, but it is the roots that 
  are instead covered by it that cause you to 
  occasionally stumble.  It is quite obvious that 
  this forest, or at least this portion of it, has 
  been but little disturbed by the depredations 
  of humanoid kind. 
  Standard Forest Description 
  For the ease of the Lejend Master, a standard 
  description is here provided for any party traveling the 
  woods.  The description assumes a daytime explora-
  tion, as the forests are far more dangerous, and confus-
  ing, after dark. 
   
  The ground here is rockier, and the 
  tree cover less dense than the forest to the 
  south.  Sunlight reaches the ground, and 
  scrub bushes and trees intersperse the pines 
  that still dominate the landscape.  The going, 
  if anything, is more difficult due to this un-
  derbrush.  Animal sounds are less prevalent, 
  especially the sounds of birds, although 
  noises in the undergrowth are still common. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  23 
   
   
  AREA MAP : Trapper’s Camp 
  GENERAL ENCOUNTER AREAS 
   
  A: Forest Lake 
   
  A small lake (approximately 1.5 square miles) 
  here covers the forest floor, its edges ringed by cat-
  tails, its verge swampy and soft.  Poplar and cedar 
  trees grow right to the edge of the cattails, and the 
  only easy access to the water appears to be from the 
  east.  From the eastern edge of the pond, a small rocky 
  trail leads off further east, although the rocks have 
  obviously been placed only at the edge of the pond to 
  ease access to the water.  The trail becomes mere dirt 
  after no more than forty feet.   
   
  Ducks and waterfowl, scarce throughout the 
  rest of this region, abound here.  The noise is quite 
  raucous, and gives the impression that there are no 
  predators about.  The water is palatable, if a bit stale, 
  and is obviously used by local foragers in these woods 
  as a water supply. 
   
  The Susquash actually placed the rocks that 
  allow access to the water, and will watch, carefully, 
  any that use the site to gain access to the lake.  Those 
  that only come for water will remain unmolested, but 
  the Susquash will attack any that attempt to hunt the 
  ducks, geese or other waterfowl that make the lake 
  their summer home.  The Susquash here are neither 
  highly intelligent, nor highly organized, but they do 
  have a liking for the local fauna, especially birds, and 
  consider them pets. 
  Susquash Sentry 
  H: 66 P: 56 
  S: 10/20 (moving) 
  Attacks: The sentry strikes for 2-8+17-20 
  Harm with his massive claws.  He can also 
  paralyze with his stare, terrorize with his wail, 
  and blend seamlessly into the surrounding 
  foliage (see Beasts of Lejend page#77). 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  24 
   
   
  Defense: Susquash receive 11 points of pre-
  ternatural armor protection. 
   
  B) Trapper’s Lean-to 
   
  A crude lean-to lies near the western edge of a 
  clearing here.  The lean-to is about 6 feet wide and 
  deep, and only five feet in height.  Beneath it lies a 
  tarp-covered lump that occupies about half the space 
  beneath the lean-to.  Its edges have been secured to the 
  ground by large stakes.  A strange wooden construc-
  tion leans against the southern edge of the lean-to. 
  (Avatars with Rustic or similar ability will recognize it 
  as a travois).  As you view the area, you hear a voice 
  from the northern edge of the clearing, 
   
   
  “Hail and well met.  Who joins my camp-
  site?” 
   
   
  The figure so hailing is Signy Ravenhair, a 
  human female dressed in close-fitting black leathers 
  that cover her from knees to nape.  
   
  Signy will offer to help the avatars set traps, 
  and will instruct them in Tricks Ability, with the ava-
  tars gaining 1% in this ability for every three days 
  they spend setting traps in the forest with Signy, or 
  adding this amount to the ability if already possessed.  
  No avatar may either gain or raise their Tricks ability 
  by more than 3% overall by studying with Signy.   
  Signy sets her traps near the clear cut area (area “E”). 
   
  Avatars spending more than one day at 
  Signy’s camp will discover a well –concealed but 
  marked grave several yards past the western edge of 
  the clearing.  (Those with Theurgy Ability will recog-
  nize Otmansk ceremonial burial).  If asked, Signy will 
  remark that a “scallywag tried poachin’ me traps, so I 
  set him to lay to or shove.  I guess you can tell his 
  choice.” 
   
  Rogue Order avatars will immediately recog-
  nize this strange language/construction as pirates cant.  
  Others with Urbane, Pantology, or like abilities may 
  also recognize the cant, at the discretion of the Lejend 
  Master.  Certainly, all avatars will feel the pronounce-
  ment to be out of character for the otherwise friendly 
  Signy. 
   
   
  C: Trapper’s Camp 
   
  There is a small creek here, and a clearing 
  with three tents.   Behind these tents is a cart sized pile 
  of dense and fragrant pine boughs, obviously freshly 
  cut.  The creek leads off to the east, but it is shallow 
  and no more than two feet wide as it meanders its way 
  along a pebble-strewn bed.  The tents are clean but 
  worn, and their drawstrings have been tied, barring 
  any view of their interiors.  A number of fist-sized 
  rocks encircling an area of fresh ash give evidence of 
  a recent campfire, and it would appear that this camp 
  is recent and perhaps even occupied. 
   
  The camp is indeed occupied, although all, 
  some or none of the residents may be out in the woods 
  checking their traps when the avatar party arrives.  
  Signy Ravenhair 
  H: 87 P: 65 
  S:16 
   
  Abilities:  Waterfaring (85), Pretense (71), Weapons
  (63), Stealth(52), Commerce (45), Rustic(38), Tricks 
  (33) 
  Arms: She is armed with a throwing axe, a longsword 
  in a leather sheath, and a long knife secured only by a 
  stout leather belt at her waist.   
  Defense:  Leather, half armor (6 pts) 
   
  Appearance: She wears thigh-high black leather 
  boots that seem somehow out of place in the forest, 
  but that match her ensemble perfectly.   She is a stun-
  ning 5 foot 7 inches tall of muscular but shapely 
  build, and with long black hair flowing about her 
  shoulders.  She would be a great beauty but even at a 
  distance a disfiguring scar can be seen cutting across 
  her left cheek just below her eye.   
   
  Deneanor: If pressed on any personal matter, Signy 
  will become defensive, fleeing if the situation war-
  rants it and disappearing into the woods.  She will 
  return for her belongings beneath the tarp (some 
  $1200 in animal skins) some days later, but will keep 
  the avatars under close observation.   Should the party 
  attempt to steal her belongings she will attack. 
   
  Signy was, until recently, a pirate and the 
  leader of a group of renegade Ksarvinians that raided 
  along the Olejan coast in retribution for an Olejan raid 
  that destroyed their village some five years past.  She 
  is currently hiding in the forest, playing the part of a 
  simple trapper, as she is aware that agents of Olejan 
  have been sent to find and either capture or kill her.  
  She plans to collect some furs, cash them in at Namrir 
  at the end of the season, and hire out her sword to the 
  first caravan leaving for Pilchin where she hopes to 
  either get a spot on an outbound crew, or with luck, as 
  the captain of a vessel.  Eventually, she hopes to cap-
  ture another (and better) vessel as a prize, or purchase 
  one with her savings from far Zamurshan, where she 
  has been told the shipwrights skills far surpass those 
  of the Ksarvinians.  She is known to those searching 
  for her, and those pirates who either fear or respect 
  her, as Captain Raven.  She will not use this name 
  unless she gains the complete confidence of the avatar 
  party, and feels they are life-long friends. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  25 
   
   
  The inhabitants of this camp are: 
   
  Bostwick will impart all that he knows of his 
  friend Jorgen, as he feels that Jorgen won’t mind, and 
  will encourage the avatars to trap or hunt with Jorgen, 
  as he, “…occasionally entertains partners in his busi-
  ness.”  He will also tell the avatars that he feels 
  Jorgen’s boisterous attitude is the result of his ances-
  try.  “That guy has dwarf in him if ya asks me.  No 
  ‘tother  reason for him to be so loud.” 
   
  Bostwick will say nothing of the encamp-
  ments other inhabitant, Ernst (see below). 
  Bostwick Andur 
  H: 47 P: 41 
  S: 13 
   
  Abilities: Tricks (73), Rustic (60), Ranging (52), Pre-
  tense (48), Savagery (31), Weapons (29) 
  Attack: 32 (plus weapon bonus) to hit, +10 Harm 
  Arms: 
     Long Knife: 3-20 P Harm; Range 1; Spd 3, Bonus 0 
     Hand/Belt Axe: 2-20 P Harm; Range 1; Spd 4, Bonus 10 
   
  Defense:  Bostwick’s heavy fur cloak provides him 
  with 6 points of armor protection against all normal 
  attacks. 
   
  Appearance:  Bostwick is 5’10” tall and of rangy 
  build, with dark hair4 and eyes.  He wears sturdy cot-
  ton pants and a thin cotton shirt covered by a cloak of 
  beaver skins.  He also wears a beaver skin cap and 
  calf-length buckskin boots.  Whenever he is not relax-
  ing, Bostwick also carries a leather shoulder satchel 
  beneath his cloak in which he carries those items he 
  finds needful while navigating the woods including: 
   
      25’ of thin (but strong) rope + small folding grapple, 
       small metal saw, tinder box, soap, bandages and a small  
       jar of healing salve, fishing line and three small hooks,  
       hand trowel, small hand mirror, small copper pan, 3 iron  
       spikes wrapped in a cotton rag, small spyglass.  
   
  Demeanor:  Bostwick is friendly, if reserved, but 
  guards his words carefully.  His replies will not be 
  terribly enlightening to those asking questions of him, 
  and he will always appear evasive to newcomers, an-
  swering only as an attempt to understand the motiva-
  tions and plans of others.  Bostwick is a lifelong 
  woodsman and trapper, but feels he has never re-
  ceived the true value of his labors.  Bostwick feels 
  that merchants pay too little for his furs and ask too 
  much for supplies, and that his fellow trappers seek 
  not so much to help him as to learn his secrets.  He 
  will, however, befriend avatars that bring food for a 
  communal supper, and will share his meager supplies 
  with those who do.  He will warn the avatar party that 
  he has seen Dunnies in the woods, and will caution 
  them that it is best to hide and wait until these trou-
  blemakers pass by rather than confronting them, as 
  they are very clever, and delight in harmful practical 
  jokes.  He wants no hangers-on for his trapping expe-
  dition(s), and will caution the avatars to stay away 
  from any traps that they find in the woods – that he 
  has, “… seen men killed for less than poaching an 
  honest man’s living.” For all of his preaching about 
  the work of ‘honest men’, Bostwick is not above us-
  ing his Pretense Ability when selling furs to the mer-
  chants of any nearby town or village. 
  Jorgen Frundle 
  H: 49 P:39 
  S: 13 
  Abilities: Ranging (72), Tricks (64) , Stealth (51), 
  Rustic( 47), Weapons(33), Planning (24) 
  Attack: 32 (plus weapon bonus) to hit, +10 Harm 
  Arms: 
     Long Knife: 3-20 P Harm; Range 1; Spd 3, Bonus 0 
     Hand/Belt Axe: 2-20 P Harm; Range 1; Spd 4, Bonus 10 
   
  Defense:   Jorgens’ Buckskins are too soft to add 
  much real defense in combat, although they do pro-
  vide him with 5 points of protection from non-Shock 
  (normal) Harm. 
  Appearance:  Jorgen is 5’6” in height and of stocky 
  build running slightly to fat.  He has long curly red 
  hair and green eyes, and wears buckskins over his 
  entire body, with soft moccasins on his feet.  A slim 
  rucksack carries his immediate supplies (worn as a 
  backpack), and he keeps his knife, war hammer, and a 
  large wineskin at his belt. 
   
  Demeanor: Jorgen is exceedingly friendly, and if in 
  camp when the avatars arrive (Lejend Master’s 
  choice), will greet them with a loud “Hallooo!” and a 
  toothy grin.  He is a fairly successful trapper, and has 
  been earning his living in the woods for the last six 
  years (Jorgen is 25 years of age).  He will indeed help 
  the avatars to learn trapping in the woods if they are 
  willing, although studying under Jorgen will yield the 
  avatars a gain of only 1% in this ability for every 
  three days they spend setting traps in the forest with 
  him, and with a maximum gain in Tricks ability of 
  2%. 
   
  Jorgen is suspicious of Ernst, and will say so 
  (“Something is unright with that man…”), but will tell 
  no further tales about his campmates, stating instead 
  that it is impolite to speak of others when they are not 
  present.  He knows that there are Susquash in the area, 
  and that it is best to steer clear of them.  He also has 
  seen Dunnies from time to time, but will mention that 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  26 
   
   
  he avoids them in the same manner that Bostwick 
  does.  He will also relate to the avatars that he plans to 
  head back to a nearby village within a couple of days 
  as he has had great success trapping beaver, muskrat, 
  and fox in the forest, and that his travois is nearly full.  
  He will show the avatars his cache (hidden beneath the 
  pine boughs behind the tents) if they ask. 
   
  Jorgen is a bit lonely, and will pay particular 
  attention to any female avatars in the party. 
   
  Ernst is a spy for a neighboring kingdom 
  (Olejan in the Seas of Hazgar campaign), and has been 
  sent into the forest both to study the activity of its hu-
  man inhabitants, and to stir up trouble for the local 
  villages using the Dunnies to the north.  The rubies he 
  Ernst Scarfeld    
   
  7th Rank Rogue 
  H: 52 P: 45 
  S: 15 
   
  Abilities: Pretense (76), Weapons (61), Stealth (59), 
  Tricks (48), Scrutiny (36), Luck (22), Rustic (19) 
   
  Attack: 61(plus weapon bonus) to hit, +4 Harm 
  Arms:  
       Rapier: 3-20 P Harm; Range 4, Bonus 20 
       Long Knife: 3-20 P Harm; Range 1; Spd 3, Bonus 0 
       Belt Axe: 2-20 P Harm; Range 1; Spd 4, Bonus 10 
   
  Defense: Ernst wears a full suit of enchanted leather 
  that provides him with 10 points of protection against 
  all but supernaturally derived Harm. 
   
  Appearance: Ernst is 5’10” tall of slight but wiry 
  build who moves swiftly and with catlike grace.  He 
  is bald with gray eyes and has a scar near his right 
  eye.  Those with Chivalry or related skill (Urbane?) 
  will recognize it as a dueling scar. He carries his ra-
  pier in a scabbard at his waist, his long knife in a boot 
  sheath, and his axe on a belt loop.  His hard soled 
  knee-high leather boots are out of place for a woods-
  man.  Ernst also carries a small satchel around his 
  neck containing a flask of wine and some food, but it 
  is obvious that the satchel is not part of his normal kit 
  as he is constantly re-adjusting its position.  A tiny 
  pouch on his belt contains $7500 in rubies, but it is 
  small enough that it will escape the casual notice of 
  any of the avatars, and certainly its contents will re-
  main secret except under extraordinary circumstances. 
   
  Demeanor: Ernst is gruff, offering little in the way of 
  conversation but often asking pointed questions and 
  fixing the object of those questions with an intense 
  stare.  He keeps to himself, and will become annoyed 
  if followed or watched for any length of time.  He 
  seems intently interested in the avatars and their ac-
  tivities. 
  carries are used for bribes, and he has a small cache of 
  coins sequestered in a boot pouch as well for bribing 
  the local hunters and townspeople to be his eyes and 
  ears.  Currently, two hunters and one lumberjack are 
  under his employ (Orswen Borg ,Larmon Updike and 
  Karl Cutter in the Seas of Hazgar campaign).  Ernst 
  also has a leather backpack sequestered in his tent 
  containing an offer from Linjor Ames (Olejan advisor 
  to King Svein II) written in Dunnie (Ernst knows what 
  the letter says but cannot read them), a small vial of 
  deadly contact poison, two Gareggy’s Energetic Eggs
  ( Dun Egg of Destruction and Beige Egg of Blinding), 
  and a Messenger Dove. 
   
  It is left to the Lejend Master to determine the 
  NEW ITEM 
  Messenger Dove  
  Good 
   
   
  This is a small crystalline bird that is created by an En-
  chanter of high rank and that is attuned to a specific indi-
  vidual at the time of its creation.  The Messenger Dove is 
  the given to another individual for later use as a long-range 
  means of communication.  When used, the possessor 
  speaks a command word (indicted by a rune carved into its 
  form) to the bird followed by any message up to three min-
  utes in length, then throwing the bird into the air.  The bird 
  will unerringly return to the original owner at the rate of 80 
  miles per hour.  Upon arrival, the bird will speak its mes-
  sage in the voice of the one that sent the message, thereaf-
  ter shattering into useless dust.  A large and perfect quartz 
  crystal is required for the manufacture of this item. 
   
  An Enchanter using Loviatskya’s Infallible Energy Analy-
  sis or similar activation is able to discern not only the ar-
  cane nature and properties of a Messenger Dove, but will 
  also be able to tell the name of the person to which it is 
  attuned. 
  person to whom Ernst’s Messenger Dove is attuned, 
  although it is attuned to Linjor Ames, the advisor of 
  King Svein II of Olejan in the Seas of Hazgar cam-
  paign.  The Lejend Master may likewise decide if a 
  message has already been recorded on the item by 
  Ernst, although given the function of the item this is 
  unlikely (though possible). 
   
   
  Ernst makes frequent trips south to town, but 
  actually doubles back and meets with the Dunnies at a 
  cave about five miles to the northeast.  He has already 
  negotiated a deal that will cause the Dunnies to attack 
  in Area E, or the camp if the avatars stay. 
   
  Ernst has managed to broker a tentative deal 
  with the Dunnies, and has bet them that they can not 
  capture and torture the other trappers of this area with-
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  27 
   
   
  out one or more of them managing to escape. He has 
  wagered a healthy sum with the local Dunnie Boss 
  that they will be unable to do so.  Ernst has decided 
  that any offer of alliance, such as that described in the 
  dispatch he has to the Dunnies from Linjor Ames, 
  would be a waste of time as they are far too intractable 
  a species. He has instead decided to try and attract far 
  more valuable and powerful allies. 
   
  Ernst has made contact with a band of Ulfs in 
  the Ulbor Hills as well, and hopes to make use of them 
  to destroy the village of Namrir.  The band is of far 
  greater size than he realizes, and their leader is cur-
  rently amused by his offers and bribes.  The Ulfs plan 
  on accepting Ernst’s tribute, and then destroying the 
  humans to the south anyway, perhaps making an ex-
  ample of Ernst unless it appears that further gain 
  might be garnered from his continuing existence.  
  Ernst is, of course, unaware of the Ulf’s plans. 
   
  Other Camp Notes:    The pile of pine boughs have a 
  very strong scent and in fact are hiding the cache of 
  Bostwick and Jorgen; a stack of pelts that they have 
  accumulated over the last week.  The pelts are salted 
  and uncured, but have only a slight odor. Bostwick 
  and Jorgen obviously have some skill in preparing raw 
  skins for transit and storage. 
   
  • 
  Bostwick and Jorgen generally eat dinner together 
  at dusk; Ernst joins them about half the time. 
   
  • 
  Should the avatar party spend more than three 
  days in this camp (even should  they be out hunt-
  ing or trapping during the day), the Dunnies from 
  Area E will attack the camp (see area E) hoping to 
  kill the avatars, as well as Jorgen and Bostwick.  
  Ernst will, of course, miraculously escape. 
   
  • 
  Ernst is aware that his government is looking for 
  Signy Ravenhair (Captain Raven), but, although 
  he has made her acquaintance, he has not recog-
  nized her as the criminal wanted by his employers.  
  Should she be in the company of the avatars when 
  they enter Area E, or the Dunnies attack the camp 
  at Area C, Ernst will recognize her and will 
  scream for the Dunnies to capture her alive.  Signy 
  (if present) will then realize her predicament (that 
  Ernst has recognized her true identity) and will 
  kill him during the ensuing combat.  If the avatars 
  are at that time unaware of her true identity, she 
  will then, after the battle, slip away to hide in the 
  woods.  The Lejend Master may also decide, at his 
  discretion, to allow Ernst to live to further pursue 
  the fleeing pirate, either with, or in opposition, to 
  the avatar party. 
   
  D) Susquash Lair 
   
  This area is dominated by several small 
  mounds that rise no more than ten feet from the forest 
  floor.  There are fewer trees here, although it is not 
  actually a clearing or cleared area.  Avatars with for-
  estry-related abilities (Ranging, Rustic, Hunt, etc.) 
  will note that, given the increased sunlight here, there 
  should be but are not more bushes in the area, but it 
  otherwise appears normal and uninhabited. 
   
  In reality, several of the mounds contain care-
  fully concealed entrances that lead to the lair of the 
  local Susquash that inhabit this forest.  The Susquash 
  will detect the presence of the party long before they 
  arrive at this clearing unless they are using great 
  stealth, and will hide from the avatar party unless they 
  are carrying duck carcasses or more than five dead 
  animal carcasses of any kind.  In that event, the 
  Susquash will attack. 
   
   
  (3) Male Susquash 
  H: 69, 71, 73   P: 70   S: 10 (att.) 20 (mov.) 
   
  Attacks: Males strike for 1-12+21-25 Harm 
  Defense: Susquash receive 11 points of armor 
  protection from all but supernatural attacks.   
   
  (5) Female Susquash 
  H: 57(x3), 60, 61  P: 60  S:10 (att.) 20 (mov.) 
   
  Attacks: Females strike for 2-8+17-20 Harm. 
  Defense: Female Susquash receive 11 points 
  of armor protection from all but supernatural 
  attacks.   
   
  (4) Immature Susquash 
  H: 45(x2), 50, 52  P: 55  S: 10 (att.) 20 (mov.) 
   
  Attacks:  Young strike for 1-6+17-20 Harm. 
  Defense: These young Susquash receive 9 
  points of armor protection from all but super-
  natural attacks.   
   
  Susquash are immune to non-Extraordinary cold, and 
  receive only half damage from Extraordinary cold-
  based attacks. They also have many special abilities 
  that they may use at the discretion of the Lejend Mas-
  ter.  See Beasts of Lejend page #77 for details. 
   
   
  The lair contains several wooden clubs and 
  stone knives as well as 70 pounds of dried fruits and 
  meats.  Animal skins are also abundant but have obvi-
  ously been used as bedding by these creatures.  The 
  somewhat worn pelts are still of value, however, and 
  will bring $400 if cleaned and then sold at the local 
  village. 
   
  If the Susquash here are left unmolested, they 
  will provide an unexpected ally for the party when the 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  28 
   
   
  Dunnies attack in Area E. 
   
  E) Clear Cut Area 
   
  This area has been recently clear cut, and will 
  stand out as unnatural to even the least skilled woods-
  men in the avatar party.  As they approach, describe it 
  thus: 
  arc 20 feet long by 4 feet wide when released causing 
  all within that area that fail to make Avoidance Roll 
  vs. their current Precision BR to suffer 3-20 points of 
  Harm and be knocked to the ground. 
   
   
  Once the first of these traps has been trig-
  gered, the Dunnies will add to the confusion by attack-
  ing.  Each area marked “DG” on the map contains a 
  skirmish group of four Dunnies that will either attack 
  those not affected by one of the traps using one of 
  their special abilities (see below), or will throw rocks, 
  hatchets, or small spears at those that have fallen prey 
  to the traps. 
  Several yards ahead the forest suddenly 
  thins.  A quick scrutiny of the area reveals to 
  you that some great natural, or perhaps man-
  made, disaster has impacted this area of the 
  forest.   Many of the trees lie shattered on the 
  ground, the branches left intact or partially 
  lopped off, and large portions of the ground 
  have been disturbed as though by a great 
  digging machine or perhaps a badger of phe-
  nomenal size.  The roughly square area thus 
  denuded covers approximately 140 feet from 
  north to south, and 200 feet from east to 
  west. 
   
  If any of the party employ Scutiny, Rustic, 
  Tricks or other applicable Ability while surveying the 
  scene, add: 
  The trees have obviously, and maliciously, 
  been cut. 
   
  Avatars with tricks ability also have a chance 
  of discerning the various traps left by the Dunnies if 
  they look carefully before physically entering the 
  trapped area.  The Dunnies are quite clever, however, 
  and a penalty of -25% should be added to any check 
  made of this nature.  The traps left behind in the clear-
  ing are demarked by the P(s) and T(s) marked on the 
  map (see page 28), and have the following functions: 
   
  P:  
  These are pit traps that have been carefully 
  concealed with dirt, turf, and pine needles.  They are 8 
  feet deep, and their bottoms have been lined with 
  small, unfixed caltrops.  Those falling into these pits 
  will suffer from 1-6 (roll 1d6) attacks from these cal-
  trops (75% chance of success) when they first fall into 
  one of these pits, and a single attack from the remain-
  ing caltrops (at a 25% chance for success) for any 
  failed attempt to extricate themselves from one of 
  these pits.  Each successful ‘hit’ by a caltrop causes 
  the loss of 10% of the victim’s movement (and penal-
  izes their ability to escape the pit) and 1-3 points of 
  Harm. 
   
  T:  
  These areas contain trip wires that will release 
  large swing logs that are suspended from the few re-
  maining trees in the area.  Each log will describe an 
  DUNNIE ATTACK GROUPS 
  General Statistics 
  Dunnies (4) 
  H: 22,22,26,27  
  P: 40 
   
  S:18 
   
  Attack: If not using a special ability (see below) 
  the Dunnies will attack with thrown rocks, hatch-
  ets, and small spears (40% chance for success 
  causing 1-12 Harm per attack).  Dunnies are able 
  to attack twice per ABC. 
   
  Special Abilities: 
  The Dunnies will delight in the chaos that results 
  from their traps, and will seek to accentuate this 
  chaos by using any of the following abilities: 
   
  • 
  Cause all non-Dunnies within 10 feet to suffer 
  from an immediate spate of hiccups, reducing 
  all ability use by 10%. 
  • 
  Cause all non-Dunnies within 10 feet to suffer 
  from an immediate spate of sneezing, barring 
  any other activity for one ABC. 
  • 
  Cause any single opponent within 20 feet to 
  stumble and sprawl prone for one ABC 
  (possibly triggering a trap). 
  • 
  Create 10-100 small caltrops in a one-hex 
  area .  These small caltrops have only a 5% 
  chance (per caltrop) for successful attack, but 
  cause 1-3 points of Harm and a 10% reduction 
  in the movement of the victim. 
   
  Defense:  Dunnies receive 8 points of armor pro-
  tection against all but supernatural attacks.  They 
  will further call a cloying wall of vapors into be-
  ing within one ABC if the battle seems to be turn-
  ing against them.  Once this wall of vapor has 
  been generated, the Dunnies only thoughts will be 
  of escape. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  29 
   
   
   
  The area marked “S” on the map is the hiding 
  place of a group of Susquash (the three males from 
  Area D) that will aid the party if they have either not 
  yet been discovered in Area D, or were left unmo-
  lested.  A stray hatchet from the Dunnies will kill a 
  duck that flies into the area, enraging the Susquash 
  who will then attack with vengeance.  Once the Dun-
  nies depart, the Susquash will fade into the forest, 
  leaving no trace. 
   
  Should the avatars defeat or drive off the Dun-
  nies, Ernst (if he is still present – LM’s choice) will 
  proclaim loudly his part in helping vanquish the Dun-
  nies before departing rapidly into the forest.  A quick 
  check of the dead Dunnies thereafter will reveal sev-
  eral of the rubies he carries.  The avatars may or may 
  not (LM’s choice) recognize the source of these ru-
  bies, but in any case, their value is from $2000-$4200 
  if sold at a nearby town or village. 
   
  LEJEND MASTER’S ADVENTURE 
  SEEDS 
  • 
  As the avatars are meant to defeat the raiding 
  Dunnies, the Lejend Master may choose to have 
  an Ulf reviewing the area E battle from a distant 
  hill or outcropping.  An Ulf seen by Ernst, who 
  hopes to gain their aid, and possibly by a member 
  of the avatar party, thus raising questions of fur-
  ther problems from the north. 
   
  • 
  The Lejend Master may decide to further explore 
  the ‘manhunt’ for Captain Raven by Ernst and 
  possibly other agents from his country (Olejan in 
  the Seas of Hazgar campaign).  Captain Raven 
  will of course prove a completely loyal and true 
  friend to any that help her avoid capture. 
  • 
  The Dunnies may decide, once defeated, to retali-
  ate by attacking the local town or village. 
   
  • 
  The Susquash may decide that all other human-
  oids are the enemy, and rampage through the local 
  town, as well as any future avatar camps. 
  • 
  Captain Raven may 
  decide to try and hire 
  the avatar party on as 
  her next “crew”… and 
  thereafter 
  proceed 
  from the forest to a 
  nearby port to attain a 
  vessel and re-start her 
  roguish career. 
   
   
   
   
  The 
  author 
  has 
  used this particular re-
  source, 
  The 
  Trapper’s 
  Camp, as one of the start-
  ing points for his personal 
  campaign, The Seas of 
  Hazgar. It is entirely pos-
  sible that a story line not 
  explored above might also 
  present itself.  The use you 
  make of this material is, of 
  course, your own.  See you 
  at the Inn... 
  MAP: AREA E (Ambush Site) 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  30 
   
   
   
  The Logger’s Camp is a ready-made area that can be tossed in as a random encounter area for any party 
  of avatars that is exploring a temperate or coniferous forest throughout Varan or Hazgar, possibly even Anatis or 
  southern Hyubraz.  It is designed with few specialty encounters for this purpose, and it is hoped that this will 
  allow ready adaptation by all Lejend Masters wishing to use it.  It is further designed without direction; the ava-
  tars will determine in what order, or in what fashion, they approach the encounters detailed herein, perhaps with 
  a bit of persuasion from their resident Lejend Master. 
   
  This is a ‘social adventure’; there is no trail to follow, nor a single evil-nasty-bad guy behind what is 
  occurring at the camp – The adventure is the interaction between the lumberjacks and loggers that work here, 
  with a few mysteries to be solved for good measure.  Do not despair, there is some combat to be had, but the 
  treasures gained may not take forms with which your players are familiar. 
  AREA MAP 
   
  The Logger’s Camp map covers a circular 
  area of about one mile in diameter, while the camp 
  proper is actually measures about a half mile in cir-
  cumference .  The entire region depicted is otherwise 
  densely forested, with little game, allowing humanoid 
  progress only for those with experience (Abilities re-
  lated to) in the woods.  Those without experience will 
  find the woods a near impenetrable barrier.  They 
  might also, at the discretion of the Lejend Master, be-
  come quite easily lost.  The trail that leads towards 
  town from the Logger’s camp is a wide trail that has 
  been lined with bits of gravel, and so is easily dis-
  cernible even to the least skilled at navigating wood-
  lands. 
  Standard Forest Description 
   
  The forested area outside at the periphery of 
  the cleared space that contains the logging camp con-
  tains an excessively dense growth of lodge-pole pine, 
  fir, and other evergreen trees.  It is for this very reason 
  that Arne chose to locate his camp in this area.  Pas-
  sage through these woods is nearly impossible, even 
  for those with forestry skills.  This density also keeps 
  large animals out of the area, and the commotion 
  caused by the logging operations keeps the smaller 
  animals to a minimum.  The average tree felled in this 
  area stands 35-40 feet in height, and bears a trunk di-
  ameter of 2-4 feet. 
   
  GENERAL ENCOUNTER AREAS 
   
   
  The following areas on the map have special 
  significance, and are here described in detail. 
  SCENARIO 3: The Logger’s Camp  
   
   
  An introductory adventure resource for Lejendary Adventure  ™ campaigns 
   
  By Christopher Clark 
  © Copyright 2006 
  All rights reserved 
   
  A)The Mess Hall 
   
  The Mess hall is a log cabin structure with a 
  thatch roof measuring 20’ in length and 40’ in depth.  
  Its interior is divided into two 20’X20’ areas; the for-
  ward area (where the two entrance doors are located) 
  being occupied by two large dining tables and 
  benches, as well as several barrels of weak wine, and 
  the back area containing the cooking area, the stoves, 
  hearths, and supplies.  The Mess Hall is run by 
  “Cookie” Swenson, a mute that works for Arne. 
   
  B) The Bunkhouse 
   
  The bunkhouse is a log cabin structure with a 
  thatch roof measuring 30’ in length and 20’ in depth.  
  It has windows every eight feet (at the head of each 
  double-bunk bed), and bunk beds line the interior 
  walls, providing sleeping area for up to twelve log-
  gers.  Two sturdy wooden chests lie at the foot of each 
  bunk bed that provide storage for whoever sleeps in 
  those bunks.  The storage chests are considered the 
  inviolable domain of each individual logger, and no 
  one looks into or opens another man’s chest.  Like the 
  mess hall, the bunkhouse has a sturdy oak entrance 
  door at each end. 
   
  C) The Log Wagons and Mules 
   
  About 20 yards south of the bunkhouse stand 
  4 large lumber wagons, each about 40 feet in length 
  and bearing three axles. The wagons have slatted sides 
  that extend to a full seven feet in height, and the 
  squared logs/ are stored in these after they have had 
  their bark and round edges removed on the saw (Area 
  E).   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  31 
   
   
  The wagons will be partially filled when the avatars 
  arrive, (the degree of which is left to the Lejend Mas-
  ter), but, once filled, the carts are driven back to town  
  by 4-mule teams.  The mules are left tethered to stakes 
  to the east (left) of these gigantic carts, and are cared 
  for by Cookie during the day. 
   
  Hakon has created a well-crafted and carefully 
  concealed compartment under one of the wagons 
  measuring about six inches square and with a depth of 
  about four inches.  Within this compartment are Rah-
  jid’s ring, Magnus’ golden neck chain, Olav’s jeweled 
  gloves, and Gunnar’s bracelet. 
   
  Snakes occasionally like to spend their days 
  beneath the wagons in the open air and comforting 
  shade. 
   
  D) The Saw 
   
  At the edge of the stumps left by the trees 
  felled this season is the mechanical apparatus of the 
  AREA MAP: Logger’s Camp 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  32 
   
   
  camp: a large open-bladed trimming saw.  Measuring 
  forty feet in length, and with a blade that stand five 
  feet above the bed of the saw, this is a truly massive 
  piece of equipment.  A gear and flywheel system is 
  crank operated by two workers, setting the blade spin-
  ning at about 900 rpm. A third worker pushes the mas-
  sive trunks along a grooved track while a fourth 
  worker pulls on the same massive trunk.  These four, 
  in turn lift the denuded tree trunks either onto the wag-
  ons or back into position for a second, third, and 
  fourth cut while the crank operators take a breather 
  between cuttings.  
   
  The saw is a truly formidable device, and 
  horseplay anywhere near it is poorly tolerated by both 
  Arne and his crew. 
   
  E) Untrimmed Timber Pile 
   
  20 feet to the west of the Saw lies the pile of 
  fallen trees awaiting processing, A single worker here 
  denudes each trunk of its limbs, placing those of us-
  able size in a wagon for transport, and those that are 
  too small in a pile that helps to shelter the mules be-
  tween trips to town.  At any given time there are from 
  3 to 8 trees in this pile.  Once the pile has grown to 8 
  trees awaiting trimming, loggers are pulled from fell-
  ing operations to help operate the saw and prepare the 
  trunks for processing. 
   
  THE CHALLENGE SYSTEM 
   
   
  The logging camp can be rough, as would be 
  any place where a large group of men work at a dan-
  gerous job in close quarters.  As a result, disputes do 
  arise, and they need to be settled by less than fatal 
  means in order that the work of the camp continues 
  undisrupted.  The logging camp here has developed 
  the Challenge system of resolving disputes, and its 
  rules are listed below. 
   
  Any member of the logging team may chal-
  lenge another if he has what the foreman (Arne) feels 
  is good cause: 1) An accusation of theft, 2) A careless 
  mistake during work that endangers lives, or 3) A 
  slanderous or insulting pronouncement by one worker 
  concerning another.    The challenge is given, in the 
  presence of other loggers, to the individual having 
  committed the offense.  It may then be either refused 
  (with an admission of guilt and an apology) or ac-
  cepted.  The challenge is always a fight, but with the 
  logger accepting the challenge choosing the type of 
  fight from one of the following: 
   
  • 
  Bare knuckles: The two combatants are stripped 
  to the waist and fight (any style) in a cleared space 
  without weapons.   
  • 
  Logs: The two combatants are stripped to the 
  waist and fight (any style) in a cleared space using 
  only logs as weapons.  The logs may be thrown or 
  used as clubs, and fists and feet may be used as 
  well. 
  • 
  Axe Handles: The two combatants are stripped to 
  the waist and fight (any style) in a cleared space 
  using axe handles (use club statistics) as weapons.   
  • 
  Tethered: The forearms of the two combatants 
  are tied together with a leather thong and the com-
  batants are stripped to the waist and fight (any 
  style)in a cleared space using any of the three 
  methods described above: bare knuckles, logs, or 
  axe handles. 
   
   
  No other fighting is allowed, and any logger 
  found violating this rule will be immediately set upon 
  by the other loggers, tied up and left in the bunkhouse 
  (area B) until it is time to return to town.  (See Lejend 
  Master’s Lore, pages 127-131 for details on unarmed 
  combat). 
   
  THE LOGGING CREW 
   
   
  The logging crew consists currently of nine 
  individuals, 8 standard workers and a foreman.  They 
  are somewhat underhanded, and will gladly add any 
  avatar skilled with an axe to the logging crew.  The 
  entire crew lives for days at the logging site, returning 
  to town about once every six days to turn in their lum-
  ber (4 large wagons full – see Area C) and to buy sup-
  plies and relax in town.  Each man has a bunk in the 
  Bunkhouse (Area “B”) and a small locking chest that 
  sits at the foot of the bunk.  Women are not currently 
  accepted (see Arne Ivarson) into the logging crew, 
  although this could be changed by a talented female 
  avatar. 
   
  Details of the crew are provided on the fol-
  lowing pages. 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  33 
   
   
   
  Logger Camp NAC 
   
  Arne Ivarson  
  (Foreman) 
   
  H: 51 P: 47 
  S: 12 
   
  Abilities:  
   
   
  Planning:  
  68 
   
  Evaluation:  
  48  
   
  Weapons:  
  62 
   
  Mechanics:  
  31  
   
  Physique:  
  52  
   
  Archery:  
  29 
   
  Attack: 68 (plus weapon bonus) to hit, +5 Harm 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0 
  Hand/Belt Axe: 2-20 P Harm; Range 1; Speed 4, Bonus 10 
   
  Defense: Arne’s clothing is lightweight, but his speed and agility provide him with 3 points of armor pro-
  tection. 
   
  Appearance: Arne stands six feet in height and his robust build weighs 250 pounds.  He wears heavy cot-
  ton pants and a shirt, and hard leather boots protect him from his toes to his knees.  Arne is 35 years old, 
  with curling sandy hair, and the seamed face of a man who has spent his years amongst the elements.  
   
  Demeanor: Arne is a chauvinist, and feels that woman have no place in the ‘man’s world’ that is a logging 
  camp.  As such he refuses to hire women, at least thus far, although he might if he was thoroughly im-
  pressed by a woman that could handle an axe with impunity (an avatar with a high score in Weapons Abil-
  ity). He is literate, and can both speak and write in common.  He also speaks a bit of Dwarf and Ilf. 
   
  Arne started logging at the tender age of 16, and formed his own crew at age 23.  He believes that 
  logging is a profession for true men, and so allows his crew to settle their differences like without the inter-
  vention of courts or magistrates.  He pays his workers $32 a day and provides them with both room and 
  board while at the logging site.  He is distrustful of both women and alfar.  Each wagonload of lumber nets 
  Arne about $800 upon delivery to the local sawmill, and contains the trunks and large branches of 10-14 
  trees weighing in at between 4 and 5 tons (depending on the size of the trees cut). Arne has been successful 
  for several years but keeps his saved earnings at his winter house in town near the lumber yard.  
   
   
  Equipment in Chest/Locker: 
   
   
  Arne’s Locker/Chest stands out from the others in the bunkhouse as it is made of iron and secured 
  with a large iron padlock.  Within it he keeps: 
   
       A leather satchel with $3200 in gold coins (payroll) 
       A bottle of vintage brandy ($50) 
       A healing potion capable of restoring 20 Health to an individual.  There are three doses in this bottle. 
       A preternatural crossbow that adds +10% to its user’s attacks 
       (4) enchanted crossbow bolts that add +10% to their user’s attacks 
       A leather-bound accounting book with the records of the logging camp 
       Ink and quills for writing. 
       Soap 
       Shaving gear 
       Cooking utensils 
       A jar of healing salve (7 doses, restores 3 points of Health and prevents normal disease). 
       Bandages 
       Spare clothing (cotton – 3 sets) 
       An ankle length leather ‘duster’ coat for inclement weather 
       A small cedarwood box containing (8) pinches of al Forzoul’s Air Dust (see Lejend Master’s Lore  
            page#44) 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  34 
   
   
   
  Logger Camp NAC 
   
  Cookie Swenson 
   
   
  (Normally found in the Mess Hall, Area A) 
   
  H: 48 P: 42 
  S: 12 
   
  Abilities:  
   
   
  Rustic:   
  62  
   
  Weapons:   
  39  
   
  Urbane:   
  51  
   
  Pantology:   
  32  
   
  Scrutiny:   
  45  
   
  Planning:   
  21 
   
   
  Attack: 39 (plus weapon bonus) to hit 
   
  Arms: Cleaver: 3-20 P Harm: Range 1; Speed 4; Bonus 0 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0  
   
  Defense:  Cookie wears a cotton apron over cotton pants and shirt and ankle-length leather boots.  This 
  garb offers him a scant 2 points of armor protection against normal attacks 
    
  Appearance:  Cookie is of average height (5’8”) and is somewhat portly (255 pounds). His large and 
  friendly face is surrounded by a retreating shock of red hair, and the center of Cookie’s head is completely 
  bald.  Cookie laughs and smiles a lot both with his mouth and his green eyes. 
   
  Demeanor:  Cookie generally sleeps in the bunkhouse as he goes to bed earlier than most of the crew, and 
  awakens before them. He is a great favorite with most of the crew, and they tell him their secrets as they 
  feel his inability to talk will prevent him from retelling those secrets.  Cookie is literate in common how-
  ever, and is therefore readily able to communicate (via writing) when he wants. 
   
   
  Equipment in Chest/Locker: 
   
  Cookie’s Locker/ Chest is located in the Mess Hall and is secured with an iron padlock. Within it he keeps: 
   
       A leather money belt with $611 in mixed coins, and a compartment with a $2300 jeweled bracelet he  
                hopes to give to “just the right girl”. Several of the other loggers know of his treasure and intent. 
       Four spare cotton shirts  
       Four spare cotton pants  
       Spare leather boots 
       Tinder box 
       Leather backpack 
       Several small pots and pans 
       Cooking utensils 
       One 5# box of pepper (spice) 
       One 5# box of Oregano (spice) 
       Red woolen cloak with hood (fine quality) 
       2 Spare woolen blankets 
       Inks, quills and parchment 
       A 1-pint bottle of pure grain alcohol. 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  35 
   
   
  Logger Camp NAC 
   
  Gunnar  Torstein  
   
  H: 53 P: 43 
  S: 12 
   
  Abilities:  
   
   
  Weapons:  
   
  62  
   
  Hunt:   
  36 
   
  Unarmed Combat:  
  48  
   
  Physique:  
  29 
   
  Ranging:  
   
  42  
   
  Archery:  
  22 
   
  Attack: 66 (plus weapon bonus) to hit, +3 Harm 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0 (2 when thrown) 
   
  Defense:  Gunnar’s clothing is lightweight, but his speed and agility provide him with 3 points of armor 
  protection, while his Unarmed Combat Ability boosts his total armor protection to 7 points. 
   
  Appearance:  Gunnar stands 5’8” in height and his stocky build has him weighing in at roughly 200 
  pounds.  He wears heavy cotton pants and a shirt, and hard leather boots protect him from his toes to his 
  calves.  Gunnar is 24 years old, with black hair, and a fair complexion.  
   
  Demeanor:  Gunnar has worked a number of jobs during his young life, day laborer, hunter, cook, etc., 
  but joined Arne’s logging crew last summer.  He likes the pay and the work, but is something of a hot-
  head.  Over-proud of his logging skills, he is quick to find fault with others when accidents occur, and his 
  temper is both violent and hair-triggered.  He is completely loyal to Arne, however, and will accept both 
  orders and rebuke from him with no argument.  Gunnar has made and participated in several Challenges 
  over the last year and a half, and prefers bare knuckles when fighting.  Gunnar is upset over the loss of a 
  silver bracelet from his locker valued at $400.  He is certain that it was stolen, but has no idea who the 
  culprit might be, and so has not yet issued an accusation or challenge.  He has told Arne of the theft. 
   
   
  Equipment in Chest/Locker: 
   
  Gunnar’s Locker/Chest is secured with a large bronze padlock.  Within it he keeps: 
   
  A small canvas drawstring satchel with $300 in mixed coins  
  Soap 
  Shaving gear 
  A spare woolen blanket 
  Spare clothing (cotton – 3 sets) 
  A leather poncho and wide-brimmed hat for inclement weather 
  A deck of playing cards and two bone dice 
  Tinder box 
  Tin of black pepper and a tin of salt 
  Sewing kit 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  36 
   
   
  Logger Camp NAC 
   
  Eirik Knutzen 
   
  H: 51 P: 40 
  S: 14 
   
  Abilities:  
   
   
  Rustic:   
  70 
  Hunt:   
  42 
   
  Weapons:  
  61 
  Mechanics:  
  36  
   
  Pantology:  
  50 
  Physique:  
  21 
   
  Attack: 61 (plus weapon bonus) to hit, +2 Harm 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0 (2 when thrown) 
   
  Defense:  Eirik wears buckskins and leather boots that provide him with 4 points of armor protection 
  against normal attacks.  
   
  Appearance:  Eirik stands 5’10” in height and is of rangy build weighing in at roughly 190 pounds.  He 
  wears buckskin pants and shirt, and leather boots protect him from his toes to his calves.  Eirik is 29 
  years old, with reddish brown hair, and a fair complexion.  
   
  Demeanor:  Eirik can read and write common, and is a reserved man who rarely smiles and says little. 
  Although, when he does speak it is in a friendly and fair fashion.  A farmer until three years ago, his farm 
  was destroyed and his family killed during a raid from a rival nation (Olejan in the Seas of Hazgar cam-
  paign).  He wandered aimlessly in the woods for several months, finally arriving in the local village 
  where Arne spends his winters (Namrir in the Seas of Hazgar campaign).  Arne took him in and offered 
  him a job the following spring with his logging crew.  Eirik is well respected by most of the men on the 
  crew (especially Arne), who do not press him for conversation or the details of his past, although the de-
  mise of his family and home is known by all within the camp.  Arne treats him like he is his father and 
  will deal harshly with any avatar or NAC that he feels is treating Eirik improperly.   
   
  Eirik often spends his weekends in town relaxing by simply sleeping in his room at the inn, and 
  so has saved much of his money.  Eirik is ashamed of the fact that he has an innate dislike for Stanil, al-
  though he can not explain his reasons for these feelings.  He gives Stanil a wide berth. 
   
   
  Equipment in Chest/Locker: 
   
  Eirik’s Locker/Chest is secured with a large bronze padlock.  Within it he keeps: 
   
  A small canvas drawstring satchel with $710 in mixed coins  
  Soap 
  Shaving gear 
  A spare woolen blanket 
  A golden ring set with a green beryl valued at $1200 (his wedding ring) 
  Spare clothing (deer/buckskin – 3 sets) 
  One set of fancy clothes (silk) 
  A leather coat (waist length) and wide-brimmed hat for inclement weather 
  A framed portrait of a young woman and child done in oil. (his dead wife and child) 
  Tinder box 
  Sewing kit 
  A prayer book  (Byelobog – Otmansk pantheon) 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  37 
   
   
  Logger Camp NAC 
   
  Olav Snurre  
    
  H: 66 P: 40 
  S: 11 
   
  Abilities:  
   
  Physique:  
  73 
  Hunt:   
  31 
   
  Weapons:  
  62 
  Rustic:   
  26 
   
  Luck:   
  43 
  Archery:  
  20 
   
  Attack: 64 (plus weapon bonus) to hit, +7 Harm 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0 (2 when thrown) 
   
  Defense:  Olav wears heavy buckskins and leather boots that provide him with 6 points of armor protec-
  tion against normal attacks.  
   
  Appearance:  Olav stands 6’6” in height and is of powerful build weighing in at roughly 325 pounds.  
  He wears black buckskin pants and shirt, and leather boots protect him from his toes to his knees.  Olav 
  is 23 years old, with dark brown hair, and a swarthy complexion. Many of the other loggers feel that 
  Olav has some Oaf blood in his ancestry. 
   
  Demeanor:  Olav is a lovable idiot with a friendly personality and a somewhat low IQ that loves to play 
  darts.  He is constantly looking for an opponent after sundown, although his low archery skill and enor-
  mous strength make the other residents of the bunk house quite nervous whenever someone agrees to 
  play.    Honest and simple as a child of six to seven years, Olav is still upset over the loss of his jeweled 
  gloves that have been missing since last week.  Vidar believes that they have been stolen, but Stanil has 
  convinced Olav that they have merely been misplaced.  The loss of the gloves has caused Olav to scar 
  and bruise his hands a bit, as his muscle and sinew is stronger than his skin, and many of the logging 
  crew find the loss of the gloves to be a serious matter as a result. 
   
   
  Equipment in Chest/Locker: 
   
  Olav’s Locker/Chest is secured with a twisted piece of iron that he is able to unbend to open his locker, 
  although the average person cannot (Check v.Physique Ability).  Within it he keeps: 
   
  A leather purse with $400 in mixed coins  
  Soap 
  Shaving gear 
  A large spare woolen blanket 
  Spare clothing (brown buckskin – 3 sets) 
  One set of cotton clothes  
  1 pair extra boots, leather, ankle high 
  A leather coat (ankle length with hood) for inclement weather 
  Tinder box 
  Sewing kit 
  6 darts and a round target board. 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  38 
   
   
  Logger Camp NAC 
  Vidar Liefson  
   
  H: 55 P: 43 
  S: 13 
   
  Abilities:  
   
  Weapons:  
  64 
  Stealth:  
   
  36 
   
  Hunt:   
  52 
  Unarmed Combat:  
  29 
   
  Archery:  
  43 
  Physique:  
   
  20 
   
  Attack: 70 (plus weapon bonus) to hit, +2 Harm 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0 (2 when thrown) 
  Hand/Belt Axe: 2-20 P Harm; Range 1; Speed 4, Bonus 10 
   
  Defense: Vidar wears a studded leather jerkin  that provides him with 7 points of armor protection 
  against normal attacks.  
   
  Appearance: Vidar stands 5’11” in height and is of muscular build weighing in at roughly 225 pounds.  
  He wears heavy cotton pants and a leather shirt, and leather boots protect him from his toes to his knees.  
  Vidar is 21 years old, with blond hair, and a ruddy complexion.  
   
  Demeanor:  Vidar feels he is the best at everything, and though good natured, is a braggart.  He pulls his 
  weight with the others on the crew, however, and pays his bets when his mouth gets the better of him 
  (and he challenges one of the more experienced loggers to a contest of some kind), so the other loggers 
  put up with his bravado.  He is also loyal to a fault, and considers all but Rahjid, John Black, and Stanil 
  to be his buddies.  He bears these three no ill will, but as they are new to the crew, he feels they have yet 
  to earn his complete, unwavering loyalty.  Vidar is also known to be quite handy with the ladies when the 
  crew makes its way into town. There are often arguments over prowess between Vidar and Gunnar, al-
  though these have only once risen to the level of a challenge, and that was some time ago. 
   
   
  Equipment in Chest/Locker: 
   
  Vidar’s Locker/ Chest is secured with a large bronze combination padlock.  Within it he keeps: 
   
  A leather wallet with $110 in mixed coins  
  Soap 
  A large spare cotton blanket 
  A large canvas tarp 
  A mallet and four iron spikes 
  Two pair of pants 
  One set of cotton clothes  
  Tinder box 
  Short bow and 12 arrows 
  Canvas poncho 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  39 
   
   
  Logger Camp NAC 
  Harald  Ulfrsen  
   
  H: 49 P: 45 
  S: 12 
   
  Abilities:  
   
  Weapons:  
  61 
  Pantology:  
  36 
   
  Hunt:   
  48 
  Urbane:  
  29 
   
  Archery:  
  43 
  Divination:  
  20 
   
  Attack: 65 (plus weapon bonus) to hit 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0 (2 when thrown) 
  Knife (thrown): 1-20 P Harm; Range 50; Speed 2, Bonus 5 
   
  Defense: Harald wears a heavy cotton utility suit and leather gloves that provide him with 6 points of 
  armor protection against normal attacks.  
   
  Appearance:  Harald stands 5’9” in height and is of average build weighing in at roughly 195 pounds.  
  He wears a green heavy cotton utility suit, and leather boots protect him from his toes to just above his 
  ankles.  Harald is 34 years old, with blond hair, and a tan complexion.  
   
  Demeanor:  Mild mannered and a good listener, Harald’s only vice is a love of drink which he imbibes 
  in copious quantities whenever the crew makes its way into town.  Harald has an agreement with Arne 
  that his drinking will never impinge on his work, and so he never drinks in camp, but often has a hang-
  over after the crew stays in town to drop off the fruits of their labors.  Harald is a confirmed bachelor, 
  and winters in the local town.  He is very honest, but also has a great sense of decorum and will say little 
  about others unless he feels a matter of honor is at stake. 
   
   
  Equipment in Chest/Locker: 
   
  Harald’s Locker/ Chest is secured with a large bronze padlock.  Within it he keeps: 
   
  A cloth money belt with $260 in mixed coins 
  Soap 
  A large spare cotton blanket 
  A large cotton towel 
  Two spare utility suits 
  Tinder box 
  A bandolier with (6) throwing knives 
  Canvas poncho 
  A silver ring worth $60 
  A silver neck chain worth $125 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  40 
   
   
  Logger Camp NAC 
   
  Magnus Morton   Noble, 8th Rank  
   
  H: 55 P: 43 
  S: 13 
   
  Abilities:  
   
  Chivalry:  
  61 
  Hunt:   
  45 
   
  Weapons:  
  54 
  Evaluation:  
  28 
   
  Physique:  
  34 
  Ranging:  
  20 
   
  Attack: 66 (plus weapon bonus) to hit, +3 Harm 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm; Range 1; Speed 3, Bonus 0  
  Long Sword: 4-20 P Harm; Range 3; Speed 4, Bonus 10 
   
  Defense:  Magnus wears a leather chest protector and chaps that provide him with 6 points of armor pro-
  tection against normal attacks.  
   
  Appearance:  Magnus stands 5’10” in height and is of muscular build weighing in at roughly 235 
  pounds.  He wears heavy cotton pants and a cotton shirt covered by a leather chest protector, long leather 
  gloves, and leather boots which protect him from his toes to his knees.  Magnus is 19 years old, with jet 
  black hair, chiseled features, and a pale complexion.  
   
  Demeanor:  Magnus is the son of a Ksarvinian woman and Duke Osol of Osolivo, Tygeoumi.  Raised in 
  the royal courts, Magnus evidently failed his lessons in court etiquette and decorum as one day just after 
  his 17th birthday he mentioned to a rather pretty girl that he might one day be Duke.  A drugged meal 
  followed, and young Magnus found himself on a deserted shore with little but the clothes on his back and 
  a leather wallet.  Initially bent on revenge, Magnus’ attitude softened when he discovered that the purse 
  contained a rather sizable pension and a letter of sincere regret from the Duke… and his mother.  Magnus 
  traveled north on the money until it ran low, and then decided to try his hand at logging with Arne’s 
  crew.  Not much older, but considerably wiser, Magnus now hopes to rebuild his fortunes and eventually 
  become a merchant.  He is thoughtful, humorous, and well educated.  Magnus treats others as equals, and 
  is well-liked amongst the crew.  He recently had a golden neck chain with a gold medallion depicting his 
  family’s crest engraved upon it stolen, and while he has made it known that he is seeking the thief, he has 
  yet to accuse anyone. 
   
   
  Equipment in Chest/Locker: 
   
  Magnus Locker/ Chest is secured with an iron padlock.  Within it he keeps: 
   
  A leather wallet with $730 in mixed coins  
  Soap 
  Perfumed balm 
  Shaving kit  
  A canvas tent 
  A mallet and eight iron spikes 
  Two pair of cotton pants 
  Three cotton shirts  
  Tinder box 
  Spit and cooking gear 
  Leather backpack 
  Woolen cloak with hood (fine quality) 
  Spare shoes of fine quality 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  41 
   
   
  Logger Camp NAC 
   
  Hakon Tryggr  
   
  H: 47 P: 48 
  S: 15 
   
  Abilities:  
   
  Stealth:  
  78  
  Stealing:  
  45 
   
  Pretense:  
  61  
  Evaluation:  
  28 
   
  Weapons:  
  54  
  Urbane:  
  20 
   
  Attack: 54 (plus weapon bonus) to hit 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm + 21-25 VT; Range 1; Speed 3, Bonus 0  
  Long Sword: 4-20 P Harm; Range 3; Speed 4, Bonus 10 
   
  Defense:  Hakon wears  full leather armor that he has tailored to appear to be more colloquial and rustic.  
  This armor provides him with 8 points of armor protection against normal attacks. 
    
  Appearance:  Hakon stands 5’7” in height and is of wiry build.  He weighs a scant 165 pounds, but his 
  skill with an axe makes up for his lack of mass.  He wears leather pants, shirt, and gloves, and leather 
  boots protect him to his knees.  Hakon is 35 years old, with dirty black hair, soft facial features, and a 
  pale complexion.  
   
  Demeanor:  Hakon  stumbled upon Arne’s logging camp while running from the servant’s of a magis-
  trate in a town several days hard riding from the camp.  His horse, exhausted, died, leaving him with few 
  options.  Hakon is a flattering devil, and managed to wheedle his way into the logging crew in late spring 
  (about 10 weeks ago).  His is close-lipped, offering few opinions, but will proffer hollow compliments to 
  his fellow workers at every opportunity.  The rest of the crew, with the exception of Stanil, (who com-
  pletely distrusts the man), find him strange but capable of doing his share of the work.  They accept his 
  compliments with grace, but rarely include him in their debates on philosophy, politics, or women. 
   
  Hakon is responsible for the thefts in camp, and has in fact sequestered the items within a hidden 
  compartment he has created in one of the lumber wagons.  If discovered he will at first deny any wrong-
  doing, and then flee if trapped.  Hakon hopes to conceal his crimes until they reach town (Namrir in the 
  Seas of Hazgar campaign) where he hopes to pawn the goods, purchase a steed, and flee farther to the 
  west before he is discovered by those searching for him.  In the meanwhile, Hakon hopes to sow the 
  seeds of distrust amongst his fellow loggers, thus obviating any suspicions that might fall upon him. 
   
   
  Equipment in Chest/Locker: 
   
  Hakon’s Locker/ Chest is secured with an intricate iron padlock (-10% to pick).  Within it he keeps 
   
  A leather wallet with $166 in mixed coins  
  Soap 
  Small pot of grease  
  Small vial of poison 
  Actors makeup and case 
  Two pair of black leather pants 
  Three leather shirts  
  Tinder box 
  Lock-picking tools 
  Leather backpack 
  Black woolen cloak with hood (fine quality) 
  Leather moccasins (soft) 
  A small vial of acid 
  A small sealed steel box containing powdered black lotus (sleeping draught) 
  Long sword in black leather sheath 
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  42 
   
   
   
  Logger Camp NAC 
   
  Rahjid Lamar  
  (Rahjid the Razor) 
   
  H: 54 P: 47 
  S: 13 
   
  Abilities:  
   
  Waterfaring:  73 
  Stealing:  
  43 
   
  Weapons:  
  66 
  Urbane:  
  34 
   
  Archery:  
  52 
  Luck:   
  23 
   
  Attack: 71 (plus weapon bonus) to hit 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm + 21-25 VT; Range 1 (30 if thrown); Speed 3, Bonus 0 (4 if thrown) 
  Cutlass: 4-20 P Harm; Range 3; Speed 4, Bonus 10 
   
  Defense: Rahjid wears a shirt of ring mail that extends to just past his waist. This armor provides him 
  with 7 points of armor protection against normal attacks. 
    
  Appearance: Rahjid is short but powerful, standing 5’6” in height and weighing 185 pounds.  He dresses 
  in a padded cotton shirt and leather pants , with his ring mail worn as an over-shirt and cinched about his 
  middle with a black leather belt.  He also wears calf-high leather boots.  Rahjid is 31 years old, with long 
  black hair, and intense gray eyes that stare forth from a face seamed with dueling scars.   
   
  Demeanor:  Rahjid is skilled with weapons of all kinds, and the axe is no exception, and so he was able 
  to easily gain employment with Arne two years ago.  He jokes regularly, and in ribald fashion, but will 
  speak but little of his past.  Rahjid is an ex-pirate that is searching for the captain he loyally served, one 
  Captain Raven, a woman.  He came looking in this area two years ago as he had gained information that 
  the raven-haired captain was headed in this direction, but has yet to discover her whereabouts.  Rahjid is 
  well-liked by the rest of the crew if not completely trusted (due to his reluctance to discuss his past).  The 
  other loggers will comment that he spends much of his time in town asking after information concerning 
  a dark-haired beauty he refers to as “Raven”.  He will, of course, ask any avatars concerning information 
  about dark-haired woman, although he will do so quite carefully as both he (to a lesser extent) and his 
  former captain are wanted by agents of a foreign government (Olejan in the Seas of Hazgar campaign) 
  for acts of piracy (see Stanil Weider below).  He knows John Black as a former crewmate, and will occa-
  sionally be seen speaking privately with him in a furtive manner. 
   
  Rahjid recently had a silver ring depicting a skull with diamond eyes (approximate value $1850), 
  the symbol of his old pirate crewmates, stolen from his personal belongings.  He plans to discover the 
  identity of the thief  and retrieve the  ring, but on his own terms.  He currently suspects Stanil, but has no 
  basis to press this claim and so is biding his time.   
   
  Should Rahjid discover the whereabouts of his former captain, he plans to warn her that agents of 
  the law are closing in, and to help her escape their grasp.  
   
   
  Equipment in Chest/Locker: 
   
  Rahjid’s Locker/ Chest is secured with an iron padlock . Within it he keeps: 
   
  A leather money belt  with $285 in mixed coins;   
  Black woolen cloak with hood (fine quality) 
  A bottle of strong scent;  
   
   
   
  1 pair black leather hip boots  
  A small leather pouch filled with  
   
   
  A polished steel cutlass 
   
  multi-colored glass hair beads;  
   
  Whetstone 
  A small brass compass;  
   
   
   
  Leather backpack 
  A small brass spyglass (6X telescopic);  
   
  Lock-picking tools 
  Two pair of black leather pants 
  Three padded cotton shirts  
  1 silk shirt 
  Tinder box 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  43 
   
   
  Logger Camp NAC 
   
  John Black   
  (Blackhearted John) 
   
  H: 58 P: 44 
  S: 14 
   
  Abilities:  
   
  Waterfaring:  71 
  Pretense:  
  47 
   
  Weapons:  
  68 
  Evaluation:  
  36 
   
  Stealing:  
  60 
  Urbane:  
  27 
   
  Attack: 68 (plus weapon bonus) to hit 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm + 21-25 VT; Range 1 (30 if thrown); Speed 3, Bonus 0 (4 if thrown) 
  Rapier: 3-20 P Harm; Range 4; Speed 3, Bonus 20 
   
  Defense:  John wears leather garments that are supple (not armor) and a Shielding Ring (20%/2 Oppo-
  nents) that provide him with a combined protection of 11 points of armor protection against normal at-
  tacks from up to two opponents at once, and 7 points of armor protection against any further opponents 
  in the same combat. 
    
  Appearance:  John is tall and athletic, standing 5’10” in height and weighing 225 pounds.  He dresses in 
  a leather shirt and pants, and wears a silver ring depicting a skull with diamond eyes on his left hand.  He 
  also wears calf-high leather boots.  John is 37 years old, bald with a black beard, and has a soft-featured 
  baby face that invites trust.  
   
  Demeanor:  A former pirate and crewmate of Rahjid’s, John is a habitual liar to all that are not members 
  of a (maritime) crew on which he is serving.  John feels that ‘landlubbers’ are beneath his contempt, and 
  so will tell them exactly what he feels they need to hear, making good use of his Pretense Ability.  The 
  other crewmembers, with the exception of Rahjid, find him to be a flatterer and distance themselves from 
  him to some extent, although many would call him friend if asked. 
   
  John also wants to discover the whereabouts of his former captain (the woman known as Captain 
  Raven) and is using his former crewmate, Rahjid, to help him do so.  John hopes to locate the captain, 
  and then turn her in to the authorities for the reward, which is sizable.  This will of course earn the undy-
  ing enmity of Rahjid, but John feels more than capable of handling that situation when it arises. 
   
  Equipment in Chest/Locker: 
   
  John’s Locker/ Chest is secured with an iron padlock . Within it he keeps: 
   
  A leather money belt with $63 in mixed coins  
  Scented soap  
  Two pair of  black leather pants 
  Two leather shirts  
  Tinder box 
  Lock-picking tools 
  Leather backpack 
  Black woolen cloak with hood (fine quality) 
   1 pair black leather hip boots 
  A polished steel rapier with scabbard 
  Whetstone 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  44 
   
   
  Logger Camp NAC 
  Stanil Weider  
   
  H: 51 P: 49 
  S: 14 
   
  Abilities:  
   
  Tricks:   
  71 
  Weapons:  
  45 
   
  Stealth:  
  64 
  Pretense:  
  39 
   
  Scrutiny:  
  56 
  Urbane:  
  27 
   
  Attack: 68 (plus weapon bonus) to hit 
   
  Arms: Axe (chopping): 5-20 P Harm: Range 2; Speed 5; Bonus 5 
  Long Knife: 3-20 P Harm + 21-25 VT; Range 1 (30 if thrown); Speed 3, Bonus 0 (4 if thrown) 
  Rapier: 3-20 P Harm; Range 4; Speed 3, Bonus 20 
   
  Defense:  Stanil wears a cotton utility suit that provides him 5 points of armor protection against normal 
  attacks 
    
  Appearance:  Stanil is swarthy and of average height and build, but with an intelligent and thoughtful 
  look.  He dresses in a cotton utility suit, and calf-high leather boots. Stanil is 30 years old, with brown 
  curling hair, and has a chiseled and intelligent face that invites trust.   
   
  Demeanor: Stanil is an agent for a foreign government (Olejan in the Seas of Hazgar campaign) sent 
  here on the trail of the wanted criminal, Captain Raven, that Rahjid and John Black once served.  He is 
  friendly, but asks a lot of questions, and is tight-lipped concerning his origins and past.  He is free with 
  his money in town, and will often encourage those that frequent its pubs to drink as much as they want… 
  so long as they will agree to amuse him with their ‘banter’.  Stanil is fairly certain that Rahjid and John 
  are two of the criminals on his list, but hopes to bide his time and have them lead him to the elusive Cap-
  tain Raven.  Stanil has been with the logging crew only this season, and although he is well-liked due to 
  his generosity in town, few of the other men fully trust him.  Stanil has also given orders to help prepare 
  for an allied attack on the local town (Namrir in the Seas of Hazgar campaign), but he has no further in-
  formation than this and has been told to expect a visit from other agents with instructions on how to pro-
  ceed in this regard. 
   
  Equipment in Chest/Locker: 
   
  Stanil’s Locker/ Chest is secured with an iron padlock. Within it he keeps: 
   
  A leather money belt with $981 in mixed coins, and a compartment with $4500 in small rubies 
   
  Two spare cotton utility suits;   
   
   
  Tinder box 
  Black woolen cloak with hood (fine quality); 
   
  Lock-picking tools 
  Soft leather moccasins;  
   
   
   
  Leather backpack 
  1 pair black leather knee-length boots;  
   
  Small spool of fine wire (50 feet, 100# test) 
  Small jar of grease; 
   
   
   
   
  Two iron pitons with eye 
  4 small iron caltrops; 
   
   
   
   
  Broadsword 
   
  Small glass vial with one dose ingestive poison (VT of 55-60 and incapacitation for one day if not fatal) 
  Small vial of virulent contact poison (VT of 25-30 Harm per measure, vial contains 4 measures) 
  Small wooden box of powdered poison antidote 
   
  Iron sealing ring with the blazon of a foreign government (Olejan in the Seas of Hazgar campaign) 
  Rolled parchment with the description of someone called “Captain Raven”, a female ex-pirate. 
   
  A ceramic jar filled with 6 doses of Nymord’s Mystifying Makeup (Lejend Master’s Lore page#74) 
  A Pit Pit (Lejend Master’s Lore page#76) 
  An Eye of Hawks in a small leather case Makeup (Lejend Master’s Lore page#56) 
   
  
  THE PORTAL Magazine    Vol. I, Issue 2 
  45 
   
   
  LEJEND MASTER ADVENTURE 
  SEEDS 
   
   
  Many expansions of the material provided are 
  possible, and are left to the discretion of the Lejend 
  Master crafting a tale for his players.  A few ideas are 
  here suggested for the benefit of the Lejend Master. 
   
  • 
  Stanil knows his contact, Ernst, but dies not as yet 
  know that he is in the area.  Ernst’s job is to coor-
  dinate an attack on the local town and surrounding 
  farms and encampments using the local Dunnies 
  and other notorious Alfar local inhabitants as well 
  as a contingent of standard troops that will arrive 
  at his location near the end of summer. 
  • 
  Rahjid, or Rahjid and John Black may discover 
  that their old pirate captain is masquerading as a 
  trapper to the north.  Conversely, their captain 
  may decide to clandestinely contact them having 
  learned of their logging jobs from sources in a 
  nearby town.  The Lejend Master may further de-
  cide that this creates a rather potent dynamic as 
  Stanil gets wind of it, John Black decides tio profit 
  by it, and the many guises of these NACs are re-
  moved. 
  • 
  The theft situation in the camp has about reached 
  its boiling point, and the avatars will be obvious 
  targets as they are new to the camp, but will also 
  be alibied by their absence at the time of the 
  thefts.  A single further theft could cause any 
  number of Challenges, accusations or even all-out 
  chaos within the camp. 
  • 
  A renegade faction from Tygeoumi may decide to 
  contact Magnus and convince him to return home 
  and claim his birthright (Dukedom).   
  • 
  Even a simple careless mistake or un-cautious 
  word might lead to an incident involving a Chal-
  lenge between one of your player’s avatars and 
  one the logging camp’s NACs.  This, of course 
  would be merely the start of the adventure if the 
  logger were injured sufficiently to put Arne’s op-
  eration at risk… 
   
   
  The avatars may arrive to join the crew, stum-
  ble upon them and be invited to join the loggers for 
  supper, or any number of other introductory scenarios, 
  all at the discretion of the Lejend Master.  Remember, 
  however, that the loggers already have a reasonably 
  complicated social interaction, and that any new ideas 
  or inquiries could easily upset the delicate balance of 
  the Logger’s Camp. 
   
   
  For All of Your  
   
   
  LEJENDARY ADVENTURE™  
   
   
   
   
   
   
   
   
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  THE PORTAL Magazine    Vol. I, Issue 2 
  46 
   
   
   
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SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Gary Gygax Collection/Gary Gygax's Lejendary Adventure (osr)/Lejendary Adventure Periodicals/Portal/Portal  #2 (LejAdv).pdf