TEXT: The Beast of  
  Karridan’s Hollow
  Phillip Larwood & Michael J. Cross
  
  The Beast of Karridan’s Hollow
  2
  The Beast of Karridan’s Hollow is a Traveller adventure for 
  four to six characters. It’s set in the small village of Karridan’s 
  Hollow in southeastern Dravelnar, a medieval kingdom in 
  the fantasy world of Netherell. The adventure includes a mix 
  of combat, roleplaying and investigatory skills, and players 
  must stay on their toes to survive some of the more grueling 
  encounters. The adventure also introduces some elements from 
  the Twilight Sector setting, including Scientifically Induced 
  Mutations (SIMs) and advanced technology such as laser pistols, 
  medikits and subdermal armor. (Referees can change or remove 
  these elements entirely to suit their own campaigns.)
  Contents
  Background  ........................................4
  Player Introduction .............................7
  Running this Adventure ................. 10
  Tracking Down Kristoff ................... 10
  Complications ................................ 11
  Complication One: .................................... 11
  Complication Two ..................................... 12
  A: Meeting Up With the Bandits ..... 13
  B: The Fate of Xavier Reynolds  ....... 14
  C: The Crash Site ............................. 16
  D. No Place to Call Home................. 16
  E. Children of the Blight ................. 17
  F:  A Meeting with Kristoff .............. 19
  Fighting the Ogre ...................................... 20
  G: The Angry Mob ........................... 20
  Conclusion ...................................... 21
  
  A Netherell Adventure
  3
  CREDITS 
  AUTHOR 
  Phillip Larwood & Michael J. Cross
  EDITING 
  Rob Vaux
  LAYOUT 
  John Lees 
  INTERIOR ILLUSTRATIONS 
  Emel Akiah 
  (Cover, pg 5, 8, 9, 13, 17, 19, 20)
  CARTOGRAPHY 
  John Lees 
  Twilight Sector: Netherell 
  The Beast of Karridan’s Hollow
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used according to the terms of the Traveller Logo 
  Licence version 1.0c. A copy of this licence can be obtained from Mongoose Publishing. The mention or reference to any company or product in 
  these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e) and 
  are not open content: All trademarks or registered trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines, locations, 
  characters, artwork and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as product identity (see above) any game mechanics are Open Game Content as defined in the 
  Open Gaming License version 1.0a section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  The Beast of Karridan’s Hollow is published by Terra/Sol Games LLC under the Open Game License version 1.0a, Copyright 2000 Wizards of the 
  Coast Inc.
  Terra/Sol Games LLC, the Terra/Sol Games logo and the Netherell logo are trademarks of Terra/Sol Games LLC © 2009 Terra/Sol Games.
  
  The Beast of Karridan’s Hollow
  4
  Background 
  The Archenar People’s Republic has long dabbled 
  in the creation of mutants for various military 
  applications. Their actions take place in the face 
  of continued public disapproval and scrutiny from 
  other galactic nations. Most of these SIMs began 
  life as military personnel who chose to serve the 
  APR and its socialist ideals, but others had no 
  choice in the matter. Criminals often served as the 
  subjects of the most terrible genetic experiments: 
  hardened killers who would otherwise be 
  executed or imprisoned for life.
  Recently, the APR has attempted to recreate the 
  process which produces the so-called Ogres 
  native to Netherell. The APR’s purpose in this 
  research is the creation of super-soldiers with 
  incredible size and strength and in many cases 
  Psionic abilities as well. These super-soldiers 
  would provide a real advantage to the APR armed 
  forces.
  The project was stuck for a long time as the 
  scientists sought to 
  create the conditions on a 
  laboratory ship that they 
  had observed in their 
  field research. When this 
  failed they resorted to ever 
  higher doses of psionic 
  drugs designed to trigger 
  the Ogre transformation 
  process. All they succeeded 
  in doing was burning 
  through a large number of 
  test subjects. Finally, they 
  realized that the planet 
  itself must somehow be 
  a part of the process. To 
  test this hypothesis they 
  set up a covert lab on the 
  Island of Skerathos (where 
  legends claim that more 
  of such transformations 
  occur than anywhere else) 
  and developed a protocol 
  similar to what they had 
  observed which created the Ogres on the island 
  (They took psionics, fed them large amounts of 
  psionic drugs and had them use their powers). 
  The new approach proved to be a phenomenal 
  success: one that the APR hoped to replicate on a 
  grand scale. 
  One of the unlucky prisoners to test the new 
  process was Kristoff Jenkus. Kristoff was a career 
  criminal in the APR underworld who sold guns 
  to political dissidents opposing the communist 
  regime. For several years Kristoff had evaded 
  the authorities and became something of a 
  personality in criminal circles, until the authorities 
  finally captured him and sentenced him to 
  life imprisonment. Kristoff firmly believed he 
  would rot in gaol or be sent to a gulag planet 
  for his actions, until the authorities offered him 
  a deal to escape his incarceration. He grabbed 
  at it with both hands, not initially aware of the 
  consequences. 
  Months later, Kristoff was subjected to 
  experimentation at a secure facility built on 
  the northern coast of Skerathos, created solely 
  for the Ogre experiments. He soon realized 
  what was intended for him; and thoughts of a 
  better life vanished, to be replaced by inhuman 
  torment. Kristoff witnessed subject after subject 
  succumbing to the rigors of 
  the experiments. Fearing it 
  was only a matter of time 
  until he too would suffer their 
  fate, he was relieved when 
  he was transferred planet 
  side. Once there though, he 
  was subjected to the APRs 
  transformation triggering 
  process. It worked and after a 
  long brutally painful process 
  Kristoff found himself a huge 
  creature, a caricature of a 
  human. He was hideously ugly 
  by human standards, however 
  he was now powerful both 
  physically and mentally, his 
  psionic skills having been 
  enhanced as well. He wasn’t yet 
  sure what his fate would be but 
  he was sure he was now very 
  valuable to the APR. Kristoff’s 
  worth to the reformists also 
  skyrocketed. The Reformists 
  have a number of adherents participating in the 
  APRs various research projects throughout the 
  Netherell system and they have been quick to 
  implement a plan to reactivate their asset. 
  Where do they come from?
  One of the odd things about the APR 
  is how in a communist totalitarian 
  state an anti-statist criminal like 
  Kristoff could survive at all in the 
  system. The truth like most things 
  political...is complicated. The APR’s 
  leadership is not a monolithic block 
  but a conglomeration of competing 
  factions. To one such faction, the 
  Reformists, Kristoff was and is a 
  useful idiot. A low level operative, 
  his gun running career conducted 
  with the backing and support of 
  this group. His arrest and sentence 
  represented a victory by the Hard 
  Line Communist faction over his 
  patron. The loss represented a far 
  greater defeat to Kristoff however 
  than it did to his patron.
  
  A Netherell Adventure
  5
  One of the researchers on Skerathos, Xavier 
  Reynolds, was the Reformist operative selected 
  to reactivate Kristoff. He was assigned to the 
  Skerathos Ogre experiments and filled Kristoff in 
  on the faction’s plan to secure his freedom and 
  bring him back into the Reformist fold. Kristoff 
  was surprised to find out that the Reformists had 
  operatives all over the system. In fact it caused 
  him to wonder if maybe they couldn’t have 
  rescued him before he was subjected to the hell 
  of the Ogre transformation process. 
  The goal of the reformists was to use Kristoff once 
  he was transferred from Netherell. The plan was 
  working beautifully until other circumstances 
  intervened.
  The Incarnator is an enigma wrapped in a riddle. 
  How his reasoning works is a mystery to the 
  Galactics of the APR every bit as much as it is to 
  the natives of Netherell. What is clear is that he 
  has some extraordinary powers one which based 
  on observation may well be the ability to see 
  future outcomes based on current choices. Or as a 
  native might say, “he can see the future”. That may 
  well be the reason that after his spys discovered 
  the APRs project on Skerathos he did not let their 
  success there go unchallenged. 
  When the APR vessel carrying Kristoff took off for 
  orbit, the Incarnator destroyed it. The resulting 
  crash spread debris throughout the eastern God 
  Bay region, the final pieces coming to rest in 
  Dravelnar.
  When Kristoff awoke from the crash, he realized 
  that he was the only survivor -- the crew were 
  either burnt beyond recognition or missing 
  altogether -- and the pinnace little more than 
  junk. He surmised that the Hard Liners must 
  have found out he had been contacted by the 
  Reformists and decided to take him out. He 
  believes this version of events even though it 
  doesn’t stand up to close examination. Knowing 
  that the APR would investigate the wreckage 
  the first chance they got, Kristoff grabbed what 
  he could and left, trudging through the wilds 
  towards a distant trail of smoke. For hours he 
  walked. Finally, he came upon a village, and was 
  surprised to see humans in simple cloth garb 
  farming the soil. They were perfect for the plan 
  he had concocted on his journey here. Kristoff 
  had resolved to carve out his own niche on this 
  little planet. Since his transformation he felt he fit 
  in better here than he did in the Known Galaxy. 
  His survival from the crash was nothing less than 
  miraculous, and he was suffused with a sense of 
  Emert Augustana was already regarded as a favorite of 
  The God King even before this latest summons. Owing to 
  the fact that he had been called for by name twice before 
  to take on tasks for the Incarnator. So when he was called 
  for a third time, something unparalled in the history of the 
  Temet-Kau, the leadership of that organization began to 
  worry. Was this young priest a threat to their hegemony? 
  The other young priests had already begun to whisper that 
  he was the chosen one and would someday be elevated 
  to the Pontificy by the God King himself bypassing the 
  Bishops Council. Such things worried the leadership.
  Emert felt the eyes on him from the minute he entered 
  the Holy See. The looks of respect and joy on the younger 
  priests’ faces and the worry, fear and angst on the faces 
  of those in authority. He understood both reactions and 
  feared both equally. He had done nothing to earn these 
  summonses. He had merely followed the teachings of his 
  God as best he could, as any number of pious and devout 
  members of the Temet-Kau did every day.
  Upon being ushered into the presence of His Magnificence 
  Emert felt the odd hollow form in the pit of his stomach 
  as it had every time he’d been in the presence of his 
  God. Emert was prostrate before the dais on which 
  the Incarnator stood staring blankly over the heads of 
  those before him, a giant in a giant room. Emert felt 
  the probing thoughts of The God King enter his mind; 
  “Emert Augustana will you once again serve me?” There 
  was no hesitation in Emert’s mind which replied with an 
  affirmative thought. His mind was flooded with the images 
  gathered on Skerathos by The God King’s spy’s. Most of all 
  though his mind was flooded with the image of a huge 
  ogre and the command; “Bring me this weapon”. 
  Audience with the God-King
  
  The Beast of Karridan’s Hollow
  6
  his inflated superiority. He’d contact the reformists 
  if he could and enlist their help if they were 
  interested, but he knew with some unwaivering 
  sense of foreknowledge, that his destiny lay on this 
  isolated world. One way or another he had made up 
  his mind to stay on Netherell and become a King!
  He hid in the woods, conducted some raids on 
  towns like (and including) Karridan’s Hollow, and 
  started building a base camp for himself. He also 
  began to build a tower to baffle any high-tech 
  detection efforts (using broken components from 
  the downed ship he picked from the wreckage). 
  He also rallied some of the local bandits to his side: 
  crude, desperate men easily cowed by his fearsome 
  form and high-tech weaponry. They believed him 
  to be some kind of ogre sorcerer. He promised that 
  if they helped him, he would make them mighty 
  warlords, armed with powerful magic that would 
  destroy their enemies. He attempted to contact 
  the residents of Karridan’s Hollow but they were 
  terrified by ‘The Ogre who speaks through a box 
  with a maiden’s voice’. Referring to the translation 
  program he uses to communicate with them via 
  a rather wonky computer scavenged from the 
  wreckage of the vessel.
  With new minions beneath him and a new purpose 
  in his life, Kristoff set out to gather the supplies 
  and people he needed. He stalks the local villages, 
  and waylays the refugees moving through the 
  area: kidnapping those he can put to work and 
  stealing foodstuffs and other supplies. Kristoff 
  sets his captives to work at a plateau in the center 
  of the forest: constructing a ‘Blackout’ tower that 
  he can use to prevent the satellites and sensor 
  nets from picking up his efforts. This was, after all, 
  what he had been doing for so many years as a 
  ‘criminal’ within the APR, and the wreckage bore 
  enough equipment to pull it off. While they build 
  the Blackout Tower, Kristoff has repaired the ship’s 
  communicators… something the natives believe is 
  a form of dark sorcery. When his equipment is ready 
  and the conditions are right (satellites unable to 
  spot his zone of the ground, favorable barometric 
  conditions etc.) Kristoff talks with his Reformist 
  allies.
  The people of the area think of the SIM as 
  something of a bogeyman and have become 
  increasingly frightened by his antics. This feeling 
  is exacerbated by the chaos currently gripping 
  Dravelnar. Many believe he is working some horrid 
  sorcery, but no one has the courage to go into 
  the forest and seek him out. Someone brave must 
  solve the problem and slay the fearsome ogre; the 
  Characters are just what the villagers have in mind.
  The Reformists on Kristoff Now 
  Following the destruction of their craft, 
  the Reformists have cooled considerably 
  on their original plan to take Kristoff off-
  world. They are aware that the destruction 
  of the ship was unusual, and they strongly 
  suspect (based on energy signatures taken 
  at the time and other fragments they have 
  been able to discover from the event) that 
  the Incarnator was involved. For now, the 
  Reformists have decided to wait. They have 
  sufficient assets on Netherell to keep an 
  eye on Kristoff, but their ability to sneak in 
  a interstellar vessel, or to co-opt an existing 
  ship from the hardliners, is relatively low. 
  In a few months they might be more 
  insistent, but for now they want to placate 
  the obviously deranged Kristoff, and have 
  agreed to his ‘order’ of weapons.
  What’s the Incarnator Up To?:
  The Incarnator has long been leery of APR 
  involvement on ‘his’ planet.  As such he 
  keeps a close eye on APR shenanigans.  
  When he got wind that they were 
  experimenting with Ogres on Skerathos he 
  was interested in  what they were trying to 
  accomplish. Before he had a chance to send 
  the Temet-Kau to investigate his spys told 
  him that the APR was going to transport 
  their first experiment off planet.  The 
  Incarnator wasn’t about to let that happen.  
  Using his God-like powers he reached out 
  and destroyed the shuttle as it tried to reach 
  orbit.
  However the Incarnator wasn’t interested 
  in just keeping the experiment (Kristoff) 
  from getting off world he also wanted to 
  get a look at this new ‘weapon’ the APR had 
  created.  To that end he protected the Ogre 
  just enough to insure he wouldn’t be killed 
  in the crash.  Now he has sent one of his 
  handpicked priests to retrieve his prize and 
  learn what secrets the APR has discovered.
  
  A Netherell Adventure
  7
  Player Introduction
  The Characters can become involved in this 
  adventure in a number of ways. Three possible 
  ideas are detailed below, though Referees are 
  free to make up their own if one of the following 
  doesn’t suit the needs of the campaign. 
   Λ
  The Characters are mercenaries for hire who 
  are contacted by the villagers to deal with 
  the problem of the ogre and his minions. This 
  is the default assumption of the adventure 
  and is reflected in the descriptions and 
  encounters below. 
   Λ
  The Characters are locals whose farms have 
  been attacked by Kristoff. They may have 
  family members taken away from them, and 
  some of the Characters might have knowledge 
  about the SIM or met him earlier. These 
  Characters possess more information about 
  Kristoff than most, but should also have a 
  more personal reason for stopping him. Local 
  Characters may also possess more knowledge 
  about the woods surrounding Karridan’s 
  Hollow and will need to talk to their Referee 
  about how much they actually know. 
   Λ
  The Characters are Galactics tasked with taking 
  Kristoff into custody. In order to do so, they 
  need to either infiltrate the local culture or 
  remain hidden from them, lest they expose 
  knowledge of the larger universe to the 
  Netherell natives and alert Kristoff to their 
  presence. The good news is that they will be 
  in an isolated locale. The bad news is that 
  they will need to fabricate a cover story, and 
  refrain from flashing any high-tech equipment 
  where any outsiders will see them. The 
  Blackout Tower that Kristoff has constructed 
  will prevent them from using most of their 
  communications gear, and some other high-
  tech goodies (drones and such), which should 
  keep the adventure interesting.  
  Whatever the reasons for the Characters arrival 
  in Karridan’s Hollow, they quickly discover that 
  the village lies in a shambles, and that bandits 
  and a fearsome magic-wielding ogre have been 
  harassing the settlement. As soon as Characters 
  approach the village they see the following: 
  As the quiet dirt road bends around a copse of 
  wild tangled trees, you notice a village in the 
  distance. At first glance, it seems just like any 
  other sleepy community, but as you draw nearer 
  you begin to see evidence of violence on the 
  town itself and a quiet desperation on the faces 
  of the residents.
  (For Netherell Locals) At first, you wonder 
  if the place has been visited by some of the 
  deformed creatures that come from the Blight, 
  but quickly the damage that you see reveals 
  itself as something different: circular holes in 
  stone and brick, scorch marks that were left 
  by no torch. Something here is different and 
  terrible in it’s own fashion. 
  (For Galactics) The local people appear to 
  have run into some kind of technology, most 
  likely some serious laser weapons by the 
  scorching and the precise holes made in the 
  rough materials that they use to construct their 
  dwellings. 
  Depending on the reason for Characters’ 
  presence, this scene will either be a new 
  experience or something they were anticipating. 
  The villagers are reluctant to talk about the events 
  in town to strangers, but open up to those who 
  succeed on a Difficult (–2) Persuade (Intelligence 
  or Social Standing) check. If the Characters can 
  get any villagers to speak to them, they hear 
  about the ogre’s vicious attacks and its power to 
  burn right through walls with its magic. They also 
  hear about multiple residents captured and taken 
  away by the ogre’s minions… presumably to a 
  fate worse than death.
  Characters who inspect the damage done to the 
  village notice several strange holes burnt into the 
  walls of dwellings, or fences and crops torn down 
  with savage intensity. They also notice a few old 
  bloodstains on some cobblestones with a Routine 
  (+0) Intelligence or Notice check.  Further signs 
  of violence would be a plus, something to  show 
  how the town has suffered from the Beast.
  Soon after their arrival in Karridan’s Hollow, the 
  Characters are greeted by Devanus Heloril, the 
  village elder. A weather-beaten man in his early 
  fifties suffering from a bad case of gout, Devanus 
  is desperate to end the threat to his village. He 
  calls for the Characters to speak with him in his 
  house (along with two or three younger men 
  wielding spears). Once inside, Devanus offers the 
  Characters a deal he hopes they won’t refuse.
  
  The Beast of Karridan’s Hollow
  8
  “Well Met travelers. I hoped to give you a more 
  cordial welcome, but alas Karridan’s Hollow is 
  suffering under the yoke of a dreadful beast – 
  an ogre that stalks our homes and has killed 
  brothers, fathers and sons in its rampage. On 
  top of that, it has claimed a number of villagers 
  as captives, dragging them deep into the forest. 
  The bandits in its employ harass and harry those 
  who attempt to seek help. 
  “You seem to be capable folk. Perhaps we could 
  come to a mutually beneficial arrangement that 
  can save Karridan’s Hollow from this blight?” 
  If the Characters are locals, they probably don’t 
  need any incentive beyond saving their homes, 
  families and friends, but for all others, Devanus 
  is willing to offer a payment of 300 gold coins 
  in total to defeat or drive away the ogre. He 
  also offers a bounty of 10 gold coins for each 
  bandit killed, but wants the Characters to focus 
  on getting rid of the ogre first. This treasure 
  represents the total savings of most of the 
  residents in the village, and includes a mix of 
  different coin types, jewelry and even some trade 
  goods. If compassionate Characters waive the 
  Some players who have played Traveller or in the Twilight Sector Setting before may be tempted to use 
  their knowledge of the wider Twilight Sector universe to make assumptions about the adventure and the 
  ogre’s menace (particularly after hearing about the strange weapon used by the ogre). While some level of 
  metagaming is impossible to fully stamp out, players should realize that this is a medieval fantasy setting and 
  play the game accordingly. 
  Of course, this may change if the Characters come from off-world; furthermore, the Referee can alter the 
  particulars to throw off whatever assumptions the players may have. That could make the game even more 
  surprising for those concerned. Regardless of the circumstances, feel free to ignore a small level of metagaming 
  unless it starts to derail the adventure or compromises the fun of other players. 
  Metagaming Players
  reward, Devanus actually acts suspicious and 
  attempts to reassure the Characters that he can 
  pay them. If they continue to balk at a reward, 
  Devanus appears truly surprised, and word of the 
  Characters’ generosity raises their Social Standing 
  by +2 while they are in the village. 
  If Characters try to swindle more out of Devanus, 
  he becomes irritated but raises the reward to 
  400 gold coins. He can go no higher than that, 
  however, and truthfully tells the Characters 
  that the villagers can’t afford it. He treats future 
  demands by the Characters with increasing 
  distaste and their reputation in the village drops 
  dramatically: decreasing their Social Standing by 
  –2 while they are there. 
  Devanus can describe the ogre attacking the town 
  in detail; he tells the Characters that the creature 
  differs from other ogres due to the strange metal 
  plates growing out of its skin and the metal tube 
  it wields that can shoot a red ray from its tip. He 
  points out that the metal tube made the holes 
  seen around town and that a baby unuk (a six-
  legged bison-like creature native to Netherell) 
  struck by the magical ray burst into flame. 
  
  A Netherell Adventure
  9
  The aftermath of one of Kristoff’s raids on the town demonstrates the kiind of mayhem the “Beast of Karridan’s Hollow” is capable of...
  
  The Beast of Karridan’s Hollow
  10
  Tracking Down Kristoff
  Running this Adventure
  This adventure is a series of encounters beginning with the initial one with the Leader of Karridan’s Hollow 
  Devanus Heloril. From that point on if they’ve accepted the Elder’s offer of employment they are trying to 
  track down Kristoff. There are a number of encounters that are possible during this process. These include an 
  Encounter with Bandits, discovering The Fate of Xavier Reynolds, the Crash Site of the Pinnace, meeting 
  the refugees in No place to call Home, or The Children of the Blight, or meeting Kristoff himself. Except for 
  meeting Kristoff these encounters can be used in any order that the referee sees fit. To add spice the referee 
  can also include the complications encounters with the Reformists and/or the Temet-Kau. 
  In his brief interaction with the people of Karridan’s 
  Hollow and subsequent rampages, Kristoff has not 
  bothered to keep his trail hidden, and following his 
  enormous footprints requires a Routine (+2) Track 
  (Education or Intelligence) check for Characters. 
  Since the tracks are easy to follow, Characters can 
  make an ordinary Survival or Intelligence check 
  to follow them instead, but in this case the check 
  increases to Difficult (–2). Under no circumstances 
  do any of the villagers travel with the Characters, 
  but one of them may be able to help the Characters 
  out by describing the surrounding area.
  Characters following Kristoff’s tracks soon leave 
  the village and head deeper into the surrounding 
  woodland…
  The players map of the Hollow and surrounding areas
  
  A Netherell Adventure
  11
  Here are several options to spice up this adventure. Referees can add any one of these 
  to make their adventures more interesting, or if the primary action starts to bog down
  High Tech Crossbows:
   Λ
  Hand Crossbow (TL 11), d6, Recoil: -1, Cost: 
  500cr  (5 cr/quarrel);  
   Λ
  Crossbow (Easy-Cock Repeater) (TL 11), 
  3d6+1, Recoil: 0, Cost: 250cr  (1 cr/quarrel);  
   Λ
  Grenades (TL 6), Treat as Frag Grenades TMB 
  pg. 101
  Although Kristoff continues to work on his 
  transmitter he has unwittingly managed to get off 
  a message that was received by his gun-running 
  reformist friends. The message described his 
  situation and his plans. To placate Kristoff and try 
  to get him “back on the ranch” they are bringing a 
  few weapons they had on hand (or could cobble 
  together using their high tech manufacturing 
  base) as an offering to help Kristoff with his plans. 
  Two Reformist agents have arrived in the general 
  vicinity of Karridan’s Hollow in a Heavy-duty Grav 
  Vehicle, loaded with Kristoff’s ‘order’. They don’t 
  have an exact fix on Kristoff’s location (thanks to 
  the Blackout Tower) and are therefore looking 
  for him just like the players. Because they do not 
  want to attract notice, they have left the Grav 
  Vehicle and are searching for Kristoff on foot in a 
  small group.
  These are not nice men, they are dissidents 
  living under a repressive regime. They will have 
  little time for locals beyond bullying them for 
  information on Kristoff’s location, although 
  with the obviously more savvy PCs they might 
  conscript (hire?) them to help them find Kristoff. 
  If the PCs are Galactics, the Reformist agents will 
  assume they are APR personnel and attempt 
  to silence them if they think they’ve been 
  compromised. Convincing them otherwise might 
  save the characters from being shot at, but will 
  certainly arouse the interests of the Reformists 
  who will want to know more about their story 
  (to see how they can be best made use of in their 
  own efforts).
  In their vehicle, the agents have a case with a 
  half-dozen modern (30th Century) crossbows with 
  120 bolts. They have another crate containing 12 
  hand crossbows with 240 bolts. There is one other 
  crate containing 24 hand grenades jury rigged 
  to look like they might have come from Perrain 
  (with a twisting knob on the top and rugged 
  appearance). 
  All the crossbows (normal and hand) are far 
  superior to those of local manufacture. The ease 
  of cocking and loading them reduces reload time 
  for these to one minor action and for the full size 
  crossbows eliminates recoil entirely. In addition 
  the quality of the bolts increases damage (see 
  chart). Kristoff wants his troops to be armed 
  better than any of the other locals, but not as 
  good as himself. 
  The Vessel also contains a working translation 
  system (to augment the decidedly glitchy one 
  that Kristoff uses now), a few components that 
  will help with the Blackout Tower’s power needs 
  thus making him more secure to keep him out 
  of the hands of the hardliners (something the 
  Reformists want as much as Kristoff), and some 
  backup power cells for Kristoff’s existing high-tech 
  weaponry.
  Complication One:
  A couple of Reformists arrive to deal with Kristoff. 
  Complications
  Reformists Operatives (2) 
  Criminal (Galactic)
  STR
  8
  INT
  8
  DEX
  9
  +1
  EDU
  6
  END
  6
  SOC
  4
  (-1)
  Skills:  Computers 0, Deception 1, Gun Combat 
  (Slug Rifle) 2, Investigate 1, Personal Combat 
  (Blades, Short) 1, Persuade 0, Stealth 1, 
  Streetwise 2, Recon 1, Flyer (Grav) 1
  Equipment: Cloth (5), Autorifle (3d6), Body Pistol 
  (3d6-3), TL 13 Radio Comm., TL12 Hand Computer 
  (with Translator) 
  
  The Beast of Karridan’s Hollow
  12
  The crash of Kristoff’s ship has prompted the 
  Incarnator to send a team to investigate. He did 
  not detect the death of the Ogre and so rightly 
  suspects he may have survived the crash. He 
  has sent one of his trusted Temet-Kau (Emert 
  Augustana) priests with a team of operatives to 
  ascertain the situation and more importantly to 
  recruit the Ogre to the Incarnator’s employ. Failing 
  that their orders are to kill Kristoff. 
  The Temet-Kau leader has some real sympathy 
  for the plight of Dravelnar. With locals or those 
  aiding the locals he will seek information about 
  the crash of Kristoff’s ship. He will be keen to hear 
  the stories of the Ogre recently arrived. He will 
  try and find out when exactly the Ogre showed 
  up in an attempt to piece together if Kristoff is 
  indeed the object of his mission. Emert will agree 
  to meet back up with the players and exchange 
  intelligence and could thus prove a useful tool for 
  the referee to impart information to floundering 
  player groups. 
  Remember that Emert is a powerful Magician-
  Zealot and would make a very difficult opponent 
  for the PCs. His purpose in the adventure is 
  to provide information, a complication and in 
  desperate need, snatch the PCs bacon from the 
  fire. As well, he alos provides a contact for the PCs 
  to use as an entry to other adventures that involve 
  the Incarnator (with or without Kristoff).
  Complication Two
  The Temet-Kau in search of Kristoff 
  Setheeral Soldiers (6) 
  Soldier
  STR
  10
  +1
  INT
  6
  DEX
  9
  +1
  EDU
  5
  (-1)
  END
  8
  SOC
  7
  Skills:  Archery 1, Athletics (Co-Ordination) 2, 
  Athletics (Endurance) 1, Personal Combat (Blades, 
  Long) 2, Ride 1, Stealth 1, Survival 1.
  Equipment: Chainmail 6(3), Long Sword (3d6), 
  Dagger (1d6+2)  
  Emert Augustana, 
  Temet-Kau Magician (Rank: Ideal) 
  Zealot
  STR
  5
  INT
  8
  DEX
  8
  EDU
  10
  +1
  END
  9
  +1
  SOC
  10
  +1
  Skills:  Alchemy 1, Ceremony 2, Channel 3, 
  Crossbow 1, Investigate 2, Personal Combat (Blunt 
  weapons, Hvy) 0, Ride 1 
  Psi: 15 (+3)
  Magic Houses: Battle 2, Glass 1, Life 1, Shields 2, 
  Whispers 2, Wind 1
  Equipment: Leather 2(1), Staff (2d6), Hand 
  Crossbow (1d6-3)
  Emert’s Tactics
  If it comes to a fight with the PCs, Emert isn’t here to cut a path of destruction through Dravelnar.  One of the 
  reasons he is favored by his god is that he stays focused on his task.  Destroying the PCs doesn’t advance him 
  towards accomplishing his task.  In fact learning what they might know is of far more importance to him.  So 
  in a fight with the PCs he will use some of his House of Whispers (Netherell pg. 67-68) skills to bring the PCs to 
  his side.  He will start with Empathy, if that doesn’t work he will progress to Sleep, disabling the PCs for later 
  questioning.  
  Make no mistake however if the PCs prove to troublesome he will resort to lethal force most liking using Blast 
  from the House of Battle (Netherell pg. 61).
  
  A Netherell Adventure
  13
  Bandits (4) 
  Soldier (Raider) 1
  STR
  8
  INT
  5
  (-1)
  DEX
  7
  EDU
  5
  (-1)
  END
  6
  SOC
  4
  (-1)
  Skills: Armor 1, Athletics 0, Personal Combat 
  (Blades, Light) 1, Language (Ghutt, Trade Tongue) 
  0, Stealth 1, Survival 0.
  Equipment: Short Sword (2d6), Studded Leather 
  (3) and 4d6 gold coins each. 
  Velfaran, Bandit Leader
  Soldier (Raider) 3
  STR
  9
  (+1)
  INT
  7
  END
  7
  EDU
  6
  DEX
  9
  (+1)
  SOC
  5
  (-1)
  Skills: Armor 2, Athletics (Strength) 1, Personal 
  Combat (Axes, Heavy) 1, Personal Combat (Spears, 
  Light) 1, Language (Ghutt, Trade Tongue) 0, 
  Stealth 1, Survival 1. 
  Equipment: Battleaxe (3d6+3), Chainmail (6) and 
  175 gold coins (bandit loot).
  At some point after they leave Karridan’s 
  Hollow (but definitely before their 
  encounter with Kristoff) the Characters 
  are accosted by a group of bandits....
  …one of many who have heard word of the 
  ogre and seek to join him. They are led by a vile 
  man with a thick mangy orange moustache and 
  rotting teeth named Velfaran. A former soldier 
  with Dravelnar’s army, Velfaran deserted his 
  posting shortly after the blight from the Graven 
  Abyss afflicted the southern half of the country 
  (see the Netherell Sourcebook for details). He 
  joined up with a group of like-minded men and 
  began attacking caravans from the woods west of 
  Karridan’s Hollow. 
  The bandits initially demand that the Characters 
  turn around and head out of the area, but they 
  quickly resort to combat if the Characters refuse. 
  There are a total of four bandits with Velfaran 
  and they follow the more experienced warrior’s 
  commands (Referees should feel free to adjust 
  this number based on the abilities of the PCs and 
  how stern a test the referee might wish to provide 
  them). None of them are ready for stiff resistance 
  however, and they flee once Velfaran is dead or 
  at least two other bandits have fallen. They will 
  eventually find their way to Kristoff and join his 
  forces. For his part, Velfaran fights to the death, as 
  he is too belligerent to do otherwise.   
  Aftermath:
  Velfaran and his men have roughly the same 
  knowledge as the villagers regarding the ogre, 
  but know that it lives deeper in the woods than 
  they do. If the bandits are brought back to the 
  village and handed to Devanus, they are hanged 
  the following day for past crimes.
  If the Characters try to track the bandits back 
  to their camp, they can do so with a Difficult 
  (–2) Track (Intelligence or Education) check. The 
  bandits’ camp lies roughly one mile north of 
  the ambush position (it moves frequently) and 
  the Characters can find another three bandits 
  waiting for the others to return. If the Characters 
  let any bandits escape and wait more than half 
  an hour before tracking them, the survivors pick 
  up their camp and begin moving: refusing to 
  stop until they are no longer being followed. 
  A: Meeting Up With the Bandits
  
  The Beast of Karridan’s Hollow
  14
  Giant Woodland Spider
  Pouncer/Forest Walker
  STR
  14
  (+2)
  DEX
  14
  (+2)
  END
  12
  (+2)
  INT
  1
  (-2)
  Insinct:  6    Pack 3
  Skills:  Athletics (Co-ordination) 2 (5 while climbing), 
  Natural (Teeth) 2, Recon 1, Stealth 2, Survival 1
  Weapons/Abilities: Teeth (2d6+2 plus poison), 
  Exoskeleton (4 Armor), poison (–2 DM, 1d6 
  Dexterity damage, any creature reduced to 0 
  Dexterity is paralyzed). 
  B: The Fate of Xavier Reynolds 
  Kristoff’s Reformist contact on Netherell, 
  Xavier died in the crash: his burning body 
  flung out of the spacecraft as it fell into 
  Netherell’s atmosphere. Unlike most of 
  the other’s however it didn’t completely 
  burn up in the atmosphere. It landed 
  in the trees a few miles from the main 
  crash site. Dead before he hit the canopy, 
  Xavier’s body now rests in the branches 
  of a large oak-like tree and has attracted 
  the attention of a giant woodland spider 
  that uses it as a handy lure for scavengers 
  such as birds and rodents. 
  At some point before the Characters reach the 
  ogre’s lair, they pass beneath the remains of 
  Xavier and can spot them with a Routine (+2) 
  Recon (Intelligence) check. If one of the Characters 
  succeeds on this check, read the following:
  As you walk through the gloomy depths of 
  the forest, a sudden flash of light catches your 
  eye from somewhere up above. You look up 
  to see a body dangling from the branches of 
  a large tree. The corpse is horribly disfigured 
  and burnt, yet patches of the body still wear 
  what looks like a strange silvery garment that 
  reflects the feeble light filtering through the 
  leaves.
  Xavier’s corpse hangs almost four meters in the 
  air in the branches of a particularly massive oak-
  like tree. Characters can climb the tree if they 
  wish; it only requires two Routine (+2) Athletics 
  (Coordination) checks to reach the body. Any 
  Character who falls takes 1d6 points of damage 
  for every two meters fallen.
  Once they reach Xavier’s body, the Characters can 
  loosen it from the branches with a Difficult (–2) 
  Athletics (Strength) check. Unfortunately, this also 
  draws the attention of the spider lurking in the 
  nearby trees; it races along the branches to attack 
  the offending Character. 
  Characters attacking while in the tree suffer a –2 
  DM penalty on all attack rolls; if struck for any 
  damage, they must make an automatic Difficult 
  (–2) Athletics (Dexterity) check or fall out of the 
  tree (taking falling damage as appropriate).
  The giant woodland spider is a monstrous 
  evolution of Netherell’s wildlife that dwells in the 
  forests of Dravelnar and Kovushu. It hunts equally 
  well through the forest canopy as it does on the 
  ground; it’s as big as a horse with patterned flesh 
  of varying shades of brown and yellow (allowing 
  it to camouflage its gigantic bulk with surprising 
  ease).
  The spider does not expect tough resistance and 
  skitters off once its Endurance reaches 3 or less. If 
  the Characters pursue the spider, it does its best 
  to destroy them. 
  Once the spider has been dealt with, the 
  Characters can investigate Xavier’s body. The 
  corpse is in bad shape and the exact cause of 
  death (the deep burns that cover the body) 
  can only be determined with a Difficult (–2) 
  Medic (Intelligence or Education) check. Even 
  though much of Xavier’s possessions have 
  been destroyed (including the vacc suit he was 
  wearing), Characters can still find two things of 
  interest on his body: an intact breather mask and 
  a hand computer (both of these items can be 
  found in the Traveller Core Rulebook). Neither 
  of these objects should make any sense to local 
  Characters, since they are considered advanced 
  technologies (see the Netherell Rulebook for 
  details). However, the potential usefulness of such 
  items (and their worth) is immeasurable.
  
  A Netherell Adventure
  15
  Referee’s Map for Karridan’s Hollow and the surrounding area
  
  The Beast of Karridan’s Hollow
  16
  Somewhere along the road outside of Karridan’s 
  Hollow the Players run into a large group of 
  people moving south. There are 60 or more 
  people, young and old pushing pulling and 
  carrying household items and supplies. Some are 
  loaded on carts, others on donkeys but most are 
  simply carried. They will be leery of the players 
  at first as they have not been welcomed by other 
  communities on their journey from the heartlands 
  of Dravelnar and they fear more of the same. If 
  the players in some way befriend them, at the 
  referee’s discretion they could be a source of 
  information on the whereabouts of Kristoff. 
  They might have even lost several of their 
  younger members to some of Kristoff’s press 
  gangs and are so eager for payback against the 
  fearsome Ogre.
  The purpose of this encounter is to impart to the 
  PCs the weight of the disaster that has struck 
  Dravelnar from the Blight and how it’s social fabric 
  is crumbling. The referee should play up the fear, 
  despair and guarded hope in the people’s faces as 
  they encounter the Players.
  D. No Place to Call Home
  Following Kristoff’s tracks, the Characters 
  eventually reach the crash site of the pinnace. 
  Once they do so, read the following information 
  to the players: 
  Suddenly the forest trail you have been 
  following ends in a scene of immeasurable 
  devastation. Acres of trees have been 
  flattened and burnt, creating a massive 
  clearing. A gigantic furrow has been gouged 
  into the soil as if by a titanic plough. Little of 
  the forest that once stood here remains, yet 
  what caused the destruction appears to be 
  gone… as if whisked away by the hands of a 
  god. 
  This is the site of a portion of the crashed vessel 
  used by the the Reformists to get Kristoff offworld. 
  While the destruction it caused would normally 
  be visible from Karridan’s Hollow, both the 
  weather (it was raining heavily) and the time that 
  it crashed (in the early hours of the morning) 
  meant that no one witnessed it. It also prevented 
  a potential forest fire.
  Kristoff has since returned to the crash site several 
  times and stripped it of anything worthwhile. Now 
  all that remains is the crash site itself and a few 
  pieces of twisted metal and melted plastic half 
  buried in the soil. The SIM’s captives have carted 
  away the rest to help him build his Blackout Tower. 
  Galactics with the proper equipment should also 
  be able to detect a slightly elevated radiation 
  count coming from the wreckage, which was 
  produced as a result of power plant sections which 
  fell within this wreckage.
  Characters who reach the crash site can make a 
  Very Difficult (–4) Recon (Intelligence) check to hear 
  a strange humming drone coming from off to the 
  north. These sounds come from Kristoff’s generator 
  (see below). If the characters are Galactics, they will 
  note that the sections ripped apart were to expose 
  circuitry that he went on to use for the construction 
  of his Blackout Tower, although the specific purpose 
  is not evident with what remains (they will know 
  however, that something was stripped from the 
  wreck). 
  C: The Crash Site
  Refugees from the Blight, Type I 
  Commoner (Farmer)
  STR
  6
  INT
  6
  DEX
  6
  EDU
  5
  (-1)
  END
  7
  SOC
  5
  (-1)
  Skills: Food Production 1, Personal Combat 
  (Spears, Light) 1, Track 1, Trade 0 
  Equipment: Makeshift Spears (2d6) 
  Refugees from the Blight, Type II
  Artisan
  STR
  5
  INT
  6
  DEX
  9
  +1
  EDU
  6
  END
  6
  SOC
  5
  (-1)
  Skills: Personal Combat (club, Light) 1, Persuade 0, 
  Streetwise 1, Trade 1
  Equipment: Makeshift club (d6) 
  
  A Netherell Adventure
  17
  The blight has exacted a terrible toll on the 
  people of Dravelnar, the worst thing it has done 
  however is take the countries children exposed to 
  the Blight’s weird radioactivity and turn them into 
  hideous creatures akin to zombies. Adults have 
  seldom been able to survive the transformation 
  process, but peculiarly children have a much 
  higher tolerance (their bodies are able to 
  acclimate before toxic levels are reached).
  Some of these creatures have been attracted to 
  the crash site because of its radioactivity. The site 
  is not radioactive enough to pose a problem for 
  the player characters unless they linger in close 
  proximity to it for a number of weeks, but it is still 
  higher than ‘normal’ background counts. 
  The Children that will be encountered are a mix of 
  teenagers and younger children. Some of whom 
  appear by size to be not more than 6 or 7 years old. 
  Other than size they look like frightful, shuffling 
  creatures with skin sloughing off them, watery 
  vacant eyes and tattered clothing. They possess a 
  feral intelligence and they survive by foraging off the 
  land. Eating what they find in their path including 
  carrion or living creatures that are unfortunate 
  enough to find themselves in the path of one of 
  these “Zombies”. It will be interesting to see what the 
  long-term survival prospects are for the “Zombies”. 
  The purpose of this encounter is to provide the 
  Players both a threat and a moral quandary. 
  Do they just eliminate the threat in the process 
  destroying children albeit grossly transfigured 
  ones, or do they seek a creative way to get around 
  the threat. Referees should play up the fact of the 
  size of the smaller “Zombies” and the apparent 
  youth of all of them. As always referees should feel 
  free to adjust the size of the “Zombie” group to 
  meet their requirements.
  E. Children of the Blight
  Blight Children, Older (5) 
  STR
  10
  (+1)
  INT
  2
  (-2)
  DEX
  4
  (-1)
  EDU
  2
  (-2)
  END
  12
  (+2)
  SOC
  0
  (-1)
  Skills: Unarmed Combat 1 (d6 damage+STR DM)
  Equipment: None 
  Blight Children, Younger (5) 
  STR
  6
  INT
  2
  (-2)
  DEX
  4
  (-1)
  EDU
  2
  (-2)
  END
  12
  (+2)
  SOC
  0
  (-1)
  Skills: Unarmed Combat 0 (d3+1 damage)
  Equipment: None
  
  The Beast of Karridan’s Hollow
  18
  
  A Netherell Adventure
  19
  f: A Meeting with Kristoff
  Whether the Characters are following Kristoff’s tracks or 
  the sound of humming coming from his site, they should 
  eventually reach his location: a camp located outside of 
  a cave in the side of a tree-covered hill that he has tried 
  to make as livable as possible given the circumstances. 
  Kristoff has erected several primitive tents based around 
  a central cooking pit, and fashioned a crude gate to 
  the cave entrance out of parts from the pinnace. There, 
  he keeps a growing number of captives to work on 
  his disturbance-creating “Blackout Tower” while he 
  continues to tinker with the signaling device. 
  The tower itself rises from the top of the hill, just above 
  the surrounding trees. It possesses a ramshackle 
  appearance – cobbled together from disparate pieces 
  of metal and wood, it appears structurally unsound in 
  places, but adequate for Kristoff’s purposes. 
  There are a total of 18 villagers in the cave, housed in 
  filthy conditions and fed on scraps. 12 are kept here at 
  all times, with the remaining six serving a rotating shift 
  under Kristoff’s watchful eye. Multiple bandits watch 
  them or loiter about the camp. The exact number 
  depends upon how stiff a challenge the Referee wishes 
  to impose upon the Characters.
  At any time, half a dozen kidnapped villagers will be 
  at the top of the hill working on the tower. (Kristoff 
  initially employed them to help strip the wrecked vessel 
  of components, but that phase of the operation has 
  passed.) It’s dangerous work – several captives have 
  fallen to their death from the tower top already – but 
  Kristoff and his underlings can always hunt for more. A 
  trio of bandits keeps a close eye on the working captives, 
  while Kristoff himself occasionally arrives to provide 
  direction and punish workers who slack off. 
  When the Characters first see Kristoff, read or 
  paraphrase the following:
  A faint trail leads up the side of the hill for several 
  dozen meters before arriving at the base of a broad 
  ledge covered in toppled boulders and a set of tents 
  constructed from animal hides and ropes. The dark 
  opening to a cave sits nearby, blocked by a crude 
  portcullis composed of some strange kind of metal. 
  As series of ropes and ladders ascend from the sides of 
  the cave entrance to the top of the nearby hill, where 
  multiple villagers and several bandits are building a 
  tall, crude tower. Several other bandits lounge about 
  the campsite in various states of relaxation. Striding 
  up and down before the cave entrance is a monstrous 
  giant dressed in torn silvery clothing, angrily berating 
  a gray metallic box.
  Kristoff and/or the bandits must make a Difficult 
  (–2) Recon (Intelligence) check to notice the 
  Characters. Otherwise, Kristoff continues his 
  enraged ranting for another minute before 
  slumping against the hill with a sullen expression 
  on his face. If anyone notices the Characters or 
  they make their presence known, the bandits take 
  up defensive positions among the boulders and 
  wait for their foes to make the next move. 
  Kristoff does not attack the Characters unless 
  they attack him first or attempt to approach the 
  campsite. He immediately ascertains that they 
  are cut from sterner stuff than the local peasants 
  and wants to make a deal. If the Characters take 
  a non-aggressive stance and try to talk with him, 
  they experience “The Ogre who speaks through 
  a box with a maiden’s voice” for themselves. 
  Communication can still be difficult with Kristoff 
  as the wonky computer provides far from perfect 
  translations of either side of a conversation. 
  Referees should play this up to provide the players 
  a non-combat challenge. 
  At this point it should become clear to the 
  Characters that they are not dealing with an 
  ordinary ogre. Ultimately, the success or failure of 
  communication attempts with Kristoff should be 
  based around roleplaying rather than rolls.
  Communicating with Kristoff is a delicate 
  procedure given his fragile mental state, and if he 
  fails to understand them he becomes agitated and 
  motions for them to leave with his weapon. If the 
  Characters refuse to leave or make any aggressive 
  motions towards him, he shoots and combat 
  ensues as detailed below. 
  If the Characters succeed in understanding 
  Kristoff, he indicates a willingness to bargain. 
  They can leave and never return, and he’ll allow 
  them safe passage through the forest. Alternately, 
  he offers them a place in his burgeoning “army:” 
  demonstrating the power of his magic by using his 
  psionic ability to move objects. They may even be 
  able to negotiate for the release of the villagers… 
  if they agree to take the villagers’ place during 
  the final stages of the tower’s construction. It may 
  present a tempting offer to the right (or wrong) 
  sort of Character. Of course, even if the Characters 
  decide not to attack the ogre, events may still force 
  them into combat (see the Angry Mob scenario 
  detailed below). 
  
  The Beast of Karridan’s Hollow
  20
  Fighting the Ogre
  Kristoff Jenkus, Ogre SIM
  Rogue (Thief)
  STR
  16
  (+3)
  INT
  9
  (+1)
  END
  7
  EDU
  8
  DEX
  15
  (+3)
  SOC
  4
  (-1)
  Skills: Carouse 0, Engineering (Electronics) 4, Gun 
  Combat (Energy Pistol) 2, Mechanic 3, Personal 
  Combat (Bludgeon, Heavy) 2, Recon 2, Stealth 1, 
  Streetwise 2, Trade (Commercial Construction) 2
  PSI: 11 (+1)
  Awareness (or Noetics in Twilight Sector) 3, Telekinesis 
  4. Telepathy 1
  Equipment: Laser Pistol 3d6+3 (TL 11), Massive Club 
  4d6, Endurance Augment +2, Strength Augment +2, 
  Subdermal Armor, Thick Skin and Rags (total of 5), 
  one magazine clip with 20 shots remaining, a hodge-
  podge of electronics and mechanical tools, a personal 
  computer gauntlet (TL11 Computer 2).
  While he does not want to expend unnecessary resources, 
  Kristoff is fairly frustrated at the rate of his repairs, and 
  he has a huge superiority complex when it comes to the 
  locals. He quickly resorts to combat if pushed too far. 
  Kristoff’s first action in combat is to fire his laser pistol at 
  those closing with him or actively using psionic powers 
  against him in combat. He then resorts to using his club to 
  batter nearby enemies, retreating up the hillside if he takes 
  too much damage and fleeing once his Endurance drops 
  to less than one-quarter of its original value. If cornered, 
  Kristoff falls to his knees and surrenders, precipitating the 
  Angry Mob scenario described below if the Characters 
  decide to let him live. 
  Other than the communication device itself and some junk 
  that is of little obvious usefulness (including a portable 
  generator, the main object the Characters can retrieve 
  from Kristoff is his laser pistol. Though it has very few shots 
  left, some Referees will be hesitant to let such a highly 
  advanced weapon into his or her campaign. In this case 
  you are free to remove the pistol entirely, have it break 
  during the battle or simply have it run out of charges, 
  leaving behind a wondrous but harmless artifact. 
  Use the statistics in Section A for the bandits; adjust their 
  number to make a fitting challenge for the Characters. Stats 
  for the villagers can be found in “The Angry Mob,” below.
  
  A Netherell Adventure
  21
  Depending on the events of the final encounter, the 
  story may continue in several different directions if the 
  Referee wishes. Below are three of the most likely. 
   Λ
  If the Characters kill Kristoff and his minions, they are 
  free to take his weapons and equipment, and are paid 
  for a job well done. Devanus is also pleased that they 
  dealt with the bandits and pays them for every bandit 
  they killed or captured. In addition, the Characters 
  are treated like heroes and their Social Standing in 
  Karridan’s Hollow and the surrounding area increases 
  by +2.
   Λ
  If the Characters let Kristoff live and killed any 
  villagers in the process Devanus is suitably horrified 
  and refuses to pay them anything. He also bans them 
  from setting foot in Karridan’s Hollow ever again, 
  threatening them with harm if they do (even if he is 
  genuinely scared of them). Kristoff for his part thanks 
  the Characters for their aid and offers further aid in 
  the future, lending them his knowledge of advanced 
  technology and his size and strength. Of course this 
  does not come without its risks and Characters may 
  find themselves on the wrong side of the local rulers 
  or militia once they realize what a threat he truly 
  poses. 
   Λ
  If the Characters manage to convince the mob that 
  Kristoff is simply misunderstood and let him be (a 
  monumental task but not impossible) Kristoff tries to 
  make amends by protecting the town from further 
  harm… if he can get his tower completed within a 
  fortnight. In this case Devanus gratefully pays the 
  Characters the 300 gold coins for ending the threat 
  and whatever coin he owes them for the bandits. Of 
  course this also likely deprives the Characters of the 
  laser pistol and/or Kristoff’s services, but is the price 
  they have to pay for being peacemakers.
  Regardless of the Characters’ ultimate decision, if 
  they don’t stop or kill Kristoff, he will complete his 
  construction and make regular contact with his 
  suppliers by the time the next full moon rises. They 
  will bring him several crates of weapons, which he 
  pays for with his ill-gotten spoils, and then disperse 
  these to his underlings. Within a few weeks, he will 
  have the core of a powerful fighting force, which he 
  intends to use to conquer his own kingdom. 
  He starts with the nearby villages: demonstrating his 
  powers and offering safety in return for their fealty. 
  Most of them agree wholeheartedly, with a few 
  of the younger villagers offering to join his “army.” 
  (Devanus agrees only reluctantly, having seen 
  first-hand what Kristoff’s ambitions are. At the first 
  opportunity, he begins organizing a resistance… 
  one which could derail Kristoff’s plans if allowed 
  to grow to fruition.) In the course of a few months, 
  Kristoff carves out enough territory and recruits 
  enough men to challenge Dravelnar itself. Stopping 
  him – assuming it can be done at all – will prove 
  extremely difficult without outside help.
   Λ
  Emert Augustana the Temet-Kau priest would be a 
  great contact for anyone attempting to resist Kristoff 
  and his attempts to create his own little kingdom.
  If the Characters spare Kristoff’s life or do not attack the 
  ogre at all, they are not out of the woods completely. An 
  angry mob of villagers has decided to follow their trail 
  and witness the ogre’s death first hand. When they come 
  upon the campsite and find the ogre alive, their rage 
  takes over and they try to kill Kristoff… along with any 
  Characters on the scene, who they perceive as traitors 
  and accomplices. 
  Characters can prevent this potential bloodbath from 
  occurring with a Very Difficult (–4) Bluff or Persuade 
  (Intelligence or Social Standing) check and some swift 
  roleplaying. Canny or resourceful players may potentially 
  receive some bonuses to this check depending on the 
  strength of their arguments or lies. However, any failure 
  on this check only serves to infuriate the crowd and they 
  attack, targeting Kristoff first and then any Characters 
  who sided with him. 
  The villagers are all simple peasants and farmers, and present 
  little challenge individually. Still, their numbers make this 
  encounter potentially dangerous for the Characters, even 
  with Kristoff’s help. Thankfully, despite their numbers, the 
  villagers are disorganized and run off once more than a 
  third of their number are killed. Of course, this has potential 
  repercussions for the Characters if the Referee plans to 
  continue the adventure beyond its end. 
  Angry Mob Participants
  Commoner (Farmer)
  STR
  8
  INT
  6
  DEX
  7
  EDU
  5
  (-1)
  END
  8
  SOC
  5
  (-1)
  Skills: Food Production 1, Personal Combat 
  (Spears, Light) 1, Track 1, Trade 0 
  Equipment: Makeshift Spears (2d6) or Torches 
  (1d6 fire damage) 
  G: The Angry Mob
  Conclusion
  
  The Beast of Karridan’s Hollow
  22
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