TEXT: #CO(?$
  
  I
  Introduction
  TALES
  OF THE
  LOREMASTERS II r`"
  II
  Short Adventures
  1-Pegasus in the Mountains
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  2-Underground with the Gnolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  3-Giant Scorpions of the Desert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..4
  4-Revenant of the Battlefield
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..5
  5-The Forest Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  6-Demon Warrior of the Seacoast . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..7
  7-Arctic Hazards
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..7
  8-Sphinx of the Desert Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..11
  9-Underground Perils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..12
  10-Basilisk of the Wasteland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  III
  Under the Sword
  I -Introductory Note . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . ..16
  2-The War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..16
  3-The Conquest
  . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . ..17
  4-Encounters
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..18
  5-Adventure Scenarios in Forvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  VI
  Tables and Charts
  I-Index To Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  2 "Rolemaster Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  3-Fantasy Hero Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  TABLE OF CONTENTS
  CREDITS
  Author/ Designer : Tom Kane
  Editor/Developer: John D . Ruemmler
  Cover Art : David Martin
  Interior Art : Paul Jaquays
  Layouts : Ellisa Martin
  Project Specific Contributions : Series Editor: John D .
  Ruemmler ;
  Content Editor : Terry K . Amthor;
  Pagemaking : Suzanne Hamilton Young, Kevin Andrew
  Dalton ; Layout : Eileen Smith, Cheryl Kief;
  Cover
  Graphics : I . Haines Sprunt ;
  Editorial Contributions: S.
  Coleman Charlton, Chad Brinkley, C . Charleton;
  Proofreading : Preston Maxwell Bennett Eisenhower IV .
  ICE MANAGEMENT -Production Manager: Terry Amthor;
  Sales &
  Customer Service Manager: Deane Begiebing;
  Art Director: Richard
  Britton;
  Editing & Development Manager: Coleman Charlton ;
  President: Peter Fenlon; CEO: Bruce Neidlinger;
  Controller : Kurt
  Rasmussen .
  ICE STAFF-Licensing: Kurt Fischer ;
  Print Buyer: Bill Downs; Pro-
  duction Layout Coordinator : Eileen Smith ;
  Production Software
  Coordinator: Leo LaDell; Art & Graphics Staff: Bart Bishop;
  Editing & Development Staff: Terry Amthor, Kevin Barrett, Rob Bell,
  Chad Brinkley, Pete Fenlon, Leo LaDell, Jessica Ney, John Ruemmler ;
  Production Staff: Cheryl Kief, Jennifer Kleine, Paula Peters, Helen
  Storey, Laura Tuley, Suzanne Young, Andrew Christensen, Kevin
  Dalton, Kevin Williams .
  Operations Staff: Marc Rainey ;
  Sales &
  Customer Service Staff: John Brunkhart, Heidi Heffner, Becky Pope,
  Shipping Staff: John "Frat" Breckenridge, Robert "Crennie" Crenshaw,
  David "Big Dave" Johnson, Corey Wicks.
  Copyright © 1989 by Iron Crown Enterprises . All rights reserved . No reproduction of transmissions is permitted in any form, whether
  electronic, mechanical or manual, without the express permission of the Publisher .
  Produced and distributed by Iron Crown Enterprises, Inc ., P.O . Box 1605, Charlottesville, VA, 22902 . Phone : 804-295-3918 ; FAX : 804-
  977-4811 . First U.S . Edition : 1989 .
  Stock #6008
  ISBN 1-55806-034-0
  
  Shadow World
  Even in great tales, little things matter. A surprise encounter
  may imperil the heroes' quest. A shortcut through the woods may
  entangle them in a mage's dark scheme, which might mushroom
  into an epic adventure of its own.
  To keep these things from
  surprising the Gamerriaster, this book offers many short scenarios
  to fill any gaps in a larger campaign.
  For ease of reference,
  scenarios are classified by terrain and creature in Part IV . In Part
  III, an extended adventure, "Under The Sword," provides a set of
  connected encounters in a conquered land .
  Each adventure scenario begins with general descriptions ofthe
  terrain and area. Specific information about the region's races and
  beasts follows . Game statistics for creatures and NPCs appear in
  Master Tables at the end of the book, for quick reference . GMs
  wishing to set the adventures on theplanet ofKulthea wouldbe wise
  to consult ICE's Shadow World Master Atlas (#6000) .
  A NOTE ON THE ENCOUNTERS
  The following sections contain brief encounters to enliven
  sudden meetings or unexpected detours in play . With little modi-
  fication, they could become crucial parts of larger tales.
  Each
  adventure also stands alone .
  DIFFICULTY MODIFIERS
  Tasks in Shadow World modules are often described in terms
  of Difficulty Modifiers.
  Each term corresponds to a numerical
  modifier in Rolemaster or Fantasy Hero .
  Term
  RM
  FH
  Term,
  RM
  FH
  Routine . . . . . . . . . . . . . . . +30
  . . . . . +4
  Very Hard
  . . . . . . . . . . . -20 . . . . . -2
  Easy
  . . . . . . . . . . . . . . . . . . . +20
  . . . . . +2
  Extremely Hard .-30 . . . . . -4
  Light . . . . . . . . . . . . . . . . . . .+10
  . . . ..+1
  Sheer Folly . . . . . . . . . . -50 . . . . . -6
  Medium . . . . . . . . . . . . . . . . ±0
  . . . ..±0
  Absurd . . . . . . . . . . . . . . . . -70 . . . . . -8
  Hard
  . . . . . . . . . . . . . . . . . . . . -10
  . . . . . . -1
  Insane . . . . . . . . . . . . . . . . -100 . ..-10
  PART I
  " INTRODUCTION
  11
  y
  Iluyl~
  v,
  AuFl;avs;~dw ~
  y
  a,Ilk
  Note : Tales of the Loremasters II gives Rolemaster Companion professions for some characters, this chart provides the corresponding ChL
  professions . A = Arms ; E = Essence; C = Channeling ; M = Mentalism.
  RMC Prof. (Realm) . . . . . . . . . . . . . . . . . . . . . RM Prof.
  RMC Prof. (Realm) . . . . . . . . . . . . . . . . . . . . . RM Prof.
  RMC Prof. (Realm) . . . . . . . . . . . . . . . . . . .
  . . RM Prof.
  Archmage (C-E-M) . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . Mystic
  Delver (A-E) .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . Bard
  Noble Warrior (A-M) . . . . . . . . . . . . . . .. . . . . . . . . Ranger
  Assassin (A) . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .. . . . . . . . . Rogue
  Dervish (A-C) . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . Monk
  Paladin (A-C)
  . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . Ranger
  Barbarian (A) . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . Fighter
  Dream Lord (E) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Illusionist
  (The) Professional (A) . . . . . . . . . . .
  . . . . . .. . . . No Prof.
  Bashkar (A)
  . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .. . . . . . . . Fighter
  Druid (C) . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . ..Animist
  Runemaster (E) . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . Alchemist
  Beastmaster (A-E) . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . Ranger
  Duelist (A) . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . .. . . . .Fighter
  Sage (M)
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . .Seer
  Bounty Hunter (A) . .. . . . . . . . . . . . . . . . . . . . . . . . . . . Fighter
  Farmer (A) . . .
  . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .No Prof.
  Sailor (A)
  . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . .. . . . . . . . . . Rogue
  Burglar (A) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . Thief
  Gypsy (A) .
  . . . . . . . . . . . . . . . . . . . . .. . . ... . . .. . . . . . . . . .. . Rogue
  Scholar (A)
  . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . No Prof.
  Cavalier (A) . . . . . . . . . . . .. . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . Fighter
  High War . Monk (A)
  . . . . . . . . . . . . . Warrior Monk
  Shaman (C)
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animist
  Chaotic Lord (A-C) . . . . . . . . . . . . . . . . . . . . . . . . . . . Ranger
  Macabre (A-E-C) . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . Sorceror
  Sleuth (A-C) . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . Bard
  Conjuror (E) . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . Magician
  Magus (C-E)
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . .Mystic
  Trader (A) . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . .Rogue
  Crafter (E or C or M) . . . . . .
  . . . . . . . . . . . . . . . . . No Prof.
  Montebanc (A-M)
  . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . Bard
  Warlock (C-M) . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . Astrologer
  Craftsman (A) . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . No Prof.
  Moon Mage (A-C) . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . Monk
  Warrior (A) . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . Fighter
  Crystal Mage (E-C) . . . . . . . . . . . . . . . . . . . . . .. . . Sorceror
  Necromancer (E-C)
  . . . . . . . .
  . . . . . . . . . . . . . . . . . Sorceror
  Warrior Mage (A-E) . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . .Bard
  Dancer (A) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Warrior Monk
  Nightblade (A-M)
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . Monk
  Witch (E-C) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . Sorceror
  
  Tales of the Loremasters II
  PART II
  " SHORT ADVENTURES
  1 9PEGASUS IN THE
  When the Gargoyles attack, one flies to each side of the gap and
  dash about, preventing a landing .
  The third pursues Starbreeze
  MOUNTAINS
  through the airwith a weightedlasso. The Pegasus tries to fly down
  A mountain pass ends in a sheer cliff, looking over the fluffy
  into the valley and escape into the trees . Of course, this puts any
  riders far off course and separates him from the rest of his party. If
  tops of clouds to a ridge in the distance, where the trail continues .
  the PCs fight the Gargoyles, Starbreeze willcarry them in battle, but
  A few stunted trees grow on the other side . Reddish alpine grass
  she cannot use her natural attacks while mounted .
  grows between the rocks, and scattered flowers spring from the
  cracks . Travellers must fly to continue .
  GMNote : treat the lasso asa bola butassume thatany critical
  Indeed, most do fly! A Pegasus Mare lives here, and she gladly
  results in Starbreeze being roped . Once she is lassoed, the
  gives rides to good-hearted passersby, lifting them from one peak
  Gargoyle can drag her to his companions, who will tie the
  to the other . The Winged Horse is a light sorrel with reddish
  Pegasus down .
  feathers .
  She appears whenever adventurers arrive at the gap,
  prancing justabove the stones until she finds an ideal place to land .
  2*UNDERGROUND WITH
  One ofher legs juts out atan odd angle ; it was broken ten years ago
  THE GNOLLS
  when she tried to fly through a hurricane . The Pegasus thought she
  would die until an Animist found her and fused the bone with
  Hidden in the rock and Hard to spot, a vaulted cavern juts off
  magical herbs . The leg was too shattered to heal properly, so she
  from a larger underground passage leading to the outside . Here,
  cannot gallop or land on rough stones .
  miners search for agates beneath the gray dust . The only entrances
  Since the human healed her leg, this Pegasus has tried to reward
  to the cave are the main one and an escape chute leading to another
  wingless peoples . Travellers know her as "Starbreeze" and depend
  level far below . A group offifty Gnolls lives here, hiding from the
  on her help. She cannot speak but understands whatpeople say, and
  outside world .
  has learned to gaze sadly until people give her foods which do not
  GNOLLS
  grow in the mountains, such as apples, carrots, and lumps ofsugar .
  In return, she ferries them across the gap, gliding on currents
  Gnolls are tiny wrinkled people whose bright eyes peerout over
  between the two mountains.
  In her home meadow high in the
  long noses .
  This group supports itself by stealing from other
  mountains, the Mare has stashed 55 gp, two +10 broadswords, six
  underground creatures and leaving agates (ofgreater value) in their
  +5 arrows, two +5 shields and a +10 chain shirt, all left behind as
  place. The chamber is bare stone, but the Gnolls have created
  thanks byadventurers eitherinjured or travelling ingreathaste . The
  illusionary walls, furniture and curtains throughout the lair . The
  Pegasus has no use for any of the items and will part with them in
  tribe's five Illusionists take turns maintaining the spells, and each
  return for food . [Two +1 accuracy Broadswords, six +1 accuracy
  prefers different layouts . Therefore, the floorplan mayappeartobe
  arrows, two +1 DCV shields and one +1 DCV chain shirt .]
  completely different at different times, depending on the whims of
  When PCs encounter Starbreeze, they unwittingly help her
  its designers . (A treasure of agates and other gems lies wrapped in
  enemies . Three Gargoyles want to capture her, since any Pegasus
  rags and hidden in a neat hole two feet deep beneath a Hard to
  can be sold for as much as 50 gold pieces .
  Slave-traders want
  perceive covering of rock and dirt in the -center of the central
  Starbreeze because she is accustomed to carrying riders ; they hope
  chamber ; the gems total 10gp.) [This entrance is hard to locate .
  to ambush the Pegasus while someone is riding her, hampering her
  Have characters searching makeperception rolls at-2 to -5, depend-
  movements . PCs may note a few rocks which vaguely resemble
  ing on the illusionist .]
  human figures, but the Gargoyles are Extremely Hard to see
  Thick curtains of rootlets and moss cover the entrances to this
  beforehand . (They will not leave their cover until Starbreeze is in
  lair . The Gnomes protect these curtains with an alarm system that
  the air .
  Hidden deep within the dark, dismal lair of the trio of
  does not alert would-be intruders . They weave threads into the
  Gargoyles are mounds ofshiny armor scraps (worth nothing), three
  growth which connect with a wet sponge on the ceiling . When
  +5 shortswords, two +5 daggers andcoins totaling 80gp.) [Three +l
  someone snags the thread, it squeezes the sponge, releasing water .
  Accuracy Shortswords, two +1 accuracy daggers .]
  Gnolls note which sponge dripped and hurry out the other exit to
  avoid meeting intruders . The person who entered hears only the
  trickle of water, common in underground regions .
  
  Shadow World
  All illusionary walls vanish when the Illusionistflees, so invad-
  Gnolls themselves might prove tobe morethanjust a bother. Ifthey
  ers will find an abandoned cave . They may discover a few of the
  decide to "trade"agates fora PC's favorite magic weapon or the last
  Gnolls' belongings in the dust : a cistem ofwater, an old boot, a few
  bottle of water, PCsmay be forced to fight or to try to steal back the
  hammers andother tools. Gnolls customarily sweep gray dust over
  item - from a race of beings who devote themselves to staying
  loose
  _
  "
  .1
  " scrape
  -
  ,
  hidden and unnoticed.
  1
  / worth of gems.
  After this discovery, they will not easily
  GM Note: to locate statistics for the Gnolls and any other
  "
  more valuables
  "
  ,
  help .
  NPCs mentioned in this book, turn to the tables in Part IV .
  r
  lilt
  step into . Characters must explore the room or use spells to learn
  PCs may pass the Gnoll lair many times without noticing it.
  its true size .
  "
  --
  -
  "
  Am/"
  /
  music offlutes coming from the wall near its entrance . The Gnolls
  ITOILMill 10M Ills
  I
  allow newcomers (outsiders) to join them .
  befriend these diminutive beings
  with similar gaudy colors . Gnolls eat and dance wildly and may
  3*GIANT SCORPIONS OF
  PCsmight
  "
  _ a sanctuary
  THE DESERT
  on long underground expeditions. They may also use the Gnolls'
  Asea ofdunes stretches out under a cruel sun, the sand running
  chute to reach deep cavern levels and passages without making a
  for unseen miles through the desert . Dunes are stable on their
  more dangerous trek through otherunexplored areas. However, the
  windward slope,butthe lee side slides away whenever anyone steps
  "
  blow
  "
  "
  "
  south.
  PCs can walk along the top of a dune safely, an Easy
  a Hard maneuver, may fall .
  [Climbing roll at-1]
  GIANT SCORPION
  THE GEMSTINGS
  Two Giant Scorpions hunt in these dunes . Since the Gemstings
  are built to climb the crumbling sand, they walk along the lee side
  of a dune, waiting for victims to approach the edge . Their move-
  ment is soundless, and they are Extremely Hard to see until PCs
  look over the side . Whenever anyone approaches the brink, the
  Scorpions try to grab him in their pincers.
  Then they strike
  repeatedly, injecting a 6th level respiratory poison, until their
  victims are either rescuedor succumb to thepoison . [.5d6 NNd kill,
  does body ; the defense is being immune to poison or not taking
  body from the scorpion's sting .]
  Gemstings cling to the dune's side like flies, reaching over the
  cliff with claws and stinger . Only two PCs at a time can stand to
  fight them . To reach their sides and rear, an attacker would have to
  cling to the crumbling dune with them .
  The Gemstings will
  withdraw down the slope when armed adventurers press forward,
  so that PCs may step too far and tumble . If the victims turn to run,
  the Gemstings will try to grab them with pincers and hold them
  back . To counter theGiant Scorpions, PCs must either fight or flee,
  and neither choice is easy!
  A character who steps on the lee edge of a dune must make a
  Hard static maneuver roll to avoid falling twenty feet . (Treat the
  fall as a 30 OB attack on the Fall/Crush Attack Table in AL&CL, p
  58) . Horses and other quadrapeds suffer 60 OB attacks, a result
  which increases to 90 OB ifthe beasts are carrying riders . When a
  victim successfully maneuvers to avoid falling, he must still spend
  one roundrecovering his balance . [Characters on the lee edge must
  make Dexterity rolls notto fall . Falling characters take 3d6 normal
  damage, 1 .5d6 if they make a succesful breakfall roll .
  Falling
  horses take 4d6, 6d6 if carrying riders . GMs may decide that a PC
  orahorse taking halfofitstotal body in one blow may breakor sever
  a limb .]
  
  Tales of the Loremasters Il
  5
  4 9REVENANT OF THE
  to avoid capture . He has a duty to destroy the enemy looters that he
  travels with, buthe has not figured out how to do so without risking
  BATTLEFIELD
  his life . If the other pillagers got in a fight, he might turn to attack
  This battlefield is now a peaceful if trampled meadow, with no
  them . Otherwise, he plans to ask a party ofadventurers to help him
  startling features except a burned hut . Two armies recently fought
  escape, offering them his battlefield loot in return . He has a suit of
  here and moved on, as the victor pushed into the foe's homeland .
  excellent +10 chainmail and an engraved +5 sword worth five gp .
  Only their tracks, a few fighters standing watch, and the scarred
  Aror's suit ofchainmailhas notbeenenchanted butgives the wearer
  earth remain .
  a bonus: +10 maneuvering in Armor rolls .
  [Broadsword, +1
  accuracy . Thechainmail gives the wearer +l DCV and allows him/
  THE TALE
  her to act as ifhis combat load were one level lower. See page 86
  The victors lefta few guards on thebattlefield, to welcome other
  of Fantasy Hero.]
  fighters as they ride home to celebrate the triumph, and to assist
  GRIMO
  supply caravans if foraging becomes too difficult .
  At first, the
  Grimo wants this group to remain on the battlefield with the
  group was pleased to be left behind . Staying on the battlefield gave
  Revenant . He drew the poorest lot when the group divided spoils,
  them extra time to search for loot and to pick the best spoils . Now
  and now he hopes that the Revenant will kill the other people . Then
  they desperately want to leave, for an evil Spirit walks the battle-
  he can take the booty they claimed . Naturally, the Undead frighten
  field, rising each night to avenge its death .
  him, but he has not yet seen the Spirit. Grimo argues against every
  THE BATTLEFIELD
  plan anyone offers to flee the area, calling such actions treasonous
  andcowardly . However, iftheRevenant attacked him, he would be
  When PCs enter the battlefield, they meet Burad and his follow-
  terrified . Then, ifhe survived the attack,Grimo wouldbe more than
  ers picking through the grass for unclaimed loot . The fighters will
  willing to help the others escape- and to go with them . Grimo
  be friendly - if PCs are- and will allow the characters to spend
  does not say much except to complain about his share or try to lure
  the night with them, seeking safety in numbers . (They have fifty
  the others to death . He is a dark-eyed, vengeful man who sulks
  man-days worth of food .) Aror and Grimo may approach the party
  quietlymost of the time . IfPCs givehim an opportunity, hewill rob
  for help with their plots .
  Around the evening campfire, the
  them . His booty includes three leather purses worth three cp each
  followers discuss their ideas for dealing with the Revenant . Plans
  and an ordinarv dauer and shortsword
  range fromfighting the Revenant to fleeing into the woods, suppos-
  edly chasing enemies . Some suggestions are jokes . However, if
  VERIX
  PCs encourage them to act, Burad and his men might carry out an
  Eachday there is a30% chance thatVerix, a foppishcommander
  attack . Buradwill offerhis swordReaveras areward to anyone who
  from the winning side, will ride to this battlefield with five squires .
  defeats the Revenant .
  Verix is an old nobleman who no longer fights but wants to
  celebrate the victory . He expects people to bow before him . Burad
  ON THE FIELD
  and his people must show Sir Verix the battlefield and flatter him,
  No bodies are left on the field, but one can find abandoned
  while keeping the Revenant away . If anyone offends Sir Verix, or
  weapons . Searchers can locate 3-30 spent arrows, 3-30 spent bolts
  if the group has fled, the noble will send his many armed squires to
  for a light crossbow, 3-30 bolts for a heavy crossbow,
  1-10
  track the miscreants and to hang them as traitors .
  (The squires
  longswords, 1-10 battleaxes, 1-10 lances, and 3-30 silver pieces.
  might be bribed to lie to their master and to leave the party alone,
  Horseshoes and odd bits of metal also litter the meadow.
  for 5gp.)
  BURAD
  THE REVENANT WARRIOR
  An old man named Burad leads the group of battlefield guards .
  The Revenant rises each evening at sundown and wanders the
  He was once a mounted fighter, but when he grew too old to fight,
  battlefield . He is the Spirit of Dugal, the commander of the losing
  Burad had no estate to retire upon . Therefore, he stayed with his
  side . When he saw his army fleeing, Dugal stood on a high hill,
  lord, overseeing inexperienced fighters in battle . Burad wants to
  calling out that he would fall on his sword in shame before he lethis
  leave the battlefield, but hecannot bring himselfto disobey his lord,
  men retreat . The fleeing troops ignored him, forcing him to fulfill
  even though the noble did not know of the presence ofa Revenant
  his vow of suicide . Dugal hates the enemy and despises his own
  Spirit .
  men for letting him die . If defeated in combat, he will retire for the
  Burad took an enchanted sword named the Reaver as his share
  night only to reappear in twenty-five hours . Only magic weapons
  of the loot, not knowing that the weapon once belonged to the
  with a 10 OB or more can damage him ; to destroy the Revenant
  Revenant Warrior. Burad's strength is further enhanced by the
  requires a thrust to the hilt with his own sword, Reaver .
  [The
  three young pages who serve under him and are devoted to him,
  revenant has +20 Def against non-magic weapons .]
  although they quake at the thought ofthe Ghost, which has already
  slain five of their comrades. Each of the pages owns 100sp of loot.
  REAVER's EFFECTS
  Two soldiers in Burad's contingent, Aror and Grimo, are less loyal
  The sword known as Reaver sticks in the wound, delivering 3-
  than the frightened pages .
  30 hits per round as long as the wielder holds onto it (a Hard
  maneuver with St as a bonus), or until the opponent dies . Then the
  AROR
  sword is easily removed. [Reaver=1 .5d6 HKA with an additional
  Aror pretends to be a little known supply officer, disqualified
  .5d6 NND kill, does body, based on having hit with the sword in
  from fighting because of a limp. Actually he fought as a crossbow-
  combat ; continuous attack as long as the wieldercontinues to make
  man on the losing side and was trampled by his own fleeing army .
  STR rolls at -1, Independent focus = Sword.
  16 real points (58
  By the time he could stand,.he knew it would be impossible to catch
  active) .]
  them . Thus, Aror threw away his crossbow and ininPri the
  
  (,
  Shadow World
  5 THE FOREST DEMON
  This Demon has used its dark powers to learn extra spell lists .
  The wicked entity may cast spells from all Evil Channeling base
  White birches mix with pine trees in this grove. Long ago, a
  lists, the Illusion Mastery Illusionist base list, the Invisible Ways
  magician tried to summon a Demon Slave here, but the creature
  closed Essence list and the Minor Illusions Essence open list. The
  broke free of the magician's "grasp." It now stalks weaker prey in
  Demon normally has 26 power points . However, it must spend 20
  this dappled forest. The beastprovedtobe amaster ofillusions and
  PP creating illusions .
  a connoisseur of the unspeakable . The Demon inflicts night terrors
  GM Note: The Demon's illusions lastfor 13 rounds . The
  on Men and plays cruel tricks upon them with a malignance born of
  creature begins this encounter under an Unseen spell.
  Its
  the Pales .
  Illusion spells are asfollows :
  THE DEMON
  The Demon of the Fourth Pale appears as a very tall creature of
  a light blue hue with ripplingmuscles, three small horns in his head
  andonly onenostril . The cleverentity is usuallyinvisible when PCs
  first meet it . His prehensile tail is as biting and dangerous as a whip
  in skilled and powerful hands.
  The Demon is sly, first distracting prey with fevered hallucina-
  tions, then striking them down as they watch . His illusions cannot
  move unless he concentrates solely upon them . He can also turn his
  attentions from one illusions to another and back, but he cannot
  control two at once . If PCs stay together, they may not notice this
  shortcoming, but should characters split up, only one illusion at a
  timecanmove "realistically." Shouldcharacters tryto carryimmobile
  illusionary objects, their hands will simply pass through them .
  THE ILLUSIONS
  As characters approach the Demon, they may have the follow-
  ing illusionary encounters :
  First, a deer lies on the ground with two arrows piercing its
  abdomen . The wounded animal heaves in one direction, then
  another, kicking and oozing blood .
  It makes no sound, and the
  blood cannot be smelled . No matter what characters do, they can
  neither heal nor kill the deer . Nor can they pull the arrows out ; the
  distinctive arrows have black feathers and small skulls engraved
  along the shaft .
  Second, ablackarrowhurtles throughthe air, barely missing the
  adventurers . It strikes abirch with a thunk, and arunny green liquid
  trickles fromthe arrowhead . People who try to touchit have the odd
  sensation that they cannot put their hands on the arrow . It cannot
  be felt .
  Third, the PCs come upon the corpse of a young maiden, lying
  face-down in the leaves . She wears a white silk dress and smells of
  spicy perfume . The lovely girl's face is sorrowful, and her eyes are
  closed peacefully. Anyone who lifts her finds a bow beneath her
  body, butno sign ofwhat caused her death . Thegirlcarries a quiver
  strapped to her leg .
  Inside are five of the black, skull-adorned
  arrows .
  AFTER THE LAST ILLUSION
  Once the party examines this last illusion, the Demon tears into
  .
  the party wildly, striking from behind .
  Attacking renders the
  creature visible . All illusionary objects become frozen in place,
  since their master is no longer concentrating on them . The Demon
  has no thought but to destroy .
  The Demon owns a small hoard of treasure, taken from other
  victims . It keeps the items stuffed down the throat of a real deer
  carcass which has never been gutted. The treasure includes a
  platinum piece worth 10gp and a magical dagger of long strokes,
  which strikes as a +10 longsword and returns to the wielder if
  dropped, once per day . [Dagger ofLong Strokes . 1d6+1 HKA . +1
  Accuracy . Teleport up to 1,250" (only on dagger, only to bring
  dagger to owner's hand, only ifdaggerwas dropped, Once per day) .
  Independent Focus = Dagger. Real cost is 12 points (87 active
  points) .]
  " The Demon creates the illusion with a Phantasm II spell, and
  the entity itselffeels real to the touch
  .
  " The arrows are a Phantasm 11 spell . They look and sound
  real.
  " The woman is a Phantasm 111 spell . She smells, looks and
  feels "real."
  (Demon magic = 30 point V.P.P.P . No roll .
  Usable only to
  create evil effects which damage an opponent's health orfor
  detects related to good/evil. 50 real points (60 active). 23
  Elemental Control = "illusionary magic."
  A . Invisibility to all visions . 0 endurance . Not while attacking .
  B . 4.5d6 Images . 0 endurance . Persistent . Always on .
  C. 9d6 Images. Requiresfull concentration . (4 end)
  Cost ofillusionary magic = 50 real points (135 active
  points) .]
  DEMON WARRIOR
  
  6*DEMON WARRIOR OF
  THE SEACOAST
  Rocky headlands push into the frothing sea here, and driftwood
  lies everywhere . A grey sand beach lines the water's edge . A
  Warrior haunts this region, endlessly seeking enemies to slay,
  pursuing fame among the murderous people of its native plane .
  Tales of the Loremasters 11
  7
  SEACOAST: HAUNT OF THE HALF-DEMON
  THE TALE
  The Half-demon'sbloodlustis rooted in its sense ofhonor: those
  who defy the codes of battle defile the gods of War themselves .
  Justifiably, the Warrior kills them as swiftly as possible, to blot out
  their blasphemy . Two jet-black dogs run up and down the beach,
  barking as if mad. The Demon Dogs of the Half-demon's kennel
  run towards PCs, panting and foaming with hunger, but they do not
  attack until their master so orders .
  The Demon Warrior surveys his victims from behind cover .
  PCs may notice him, aHardPerception roll . The Demon resembles
  a half-naked warrior with a hairy chest, crouching in a coiled
  position, his hands frozenin a menacingclaw gesture . Actually,the
  beast is protecting himselfbehind an invisible stone, feeling forthe
  edge with his hands . As the party approaches, he stands and shouts,
  "Follow me or learn the priceofshame! "Then he turns his back and
  walks away . This is a test of the PCs' honor. If they attack from
  behind, the warrior knows he is dealing with churls .
  The Warrior has driven rows of 10' stakes into the ground,
  forming a series ofbarriers . He then cast a spell of invisibility uppn
  them, so that people will bump into them . To complete the trap, the
  Anyone who tries to fire arrows or other missiles through the
  Demon planted short invisible spikes in front of the poles, for
  Demon's invisibles poles ofprotection does so at a -90 penalty [-9
  victims to step on . To lure victims, the Warrior nimbly walks
  OCV] . PCs who dash forward to attack must make a Sheer Folly
  among the poles after challenging the party, so that anybody who
  moving maneuveror step on the stakes,takinga 10OB attackon the
  charges up to stab him in the back may crash into poles and step on
  Dagger Attack Table (One-handed Slashing Weapon) in AL/CL,
  spikes, Very Hard to avoid . All obstacles become visible when
  p17 . [PCs must makeaDex roll at -7 or step on 1d6 spikes fora total
  characters touch them .
  damage of .5d6 Kill applied to the feet. If not using hit locations,
  If characters pass this test, the Demon walks out along the
  assume 1 body and 1-6 stun for stepping on the spikes.]
  headland and leaps to a black rock which rises from the crashing
  water. He turns to duel his opponents here . The warrior issues a
  7 9ARCTIC HAZARDS
  challenge to a PC . He demands an honorable fight on the rock
  Endless open tundra-not ice, but tough grasses and solid mud
  where there is no room for devious maneuvers . They will fight until
  - cover the ground, stretching to the horizon . A light frosting of
  one duellist dies or surrenders . A surviving loser must perform one
  snow, just enough to let sleds move easily, covers the grass .
  service for the winner and give up all possessions but arms . The
  Although one seems to be able to see for miles, the rolling land
  warrior then beckons his opponent . After a solemnbow, he attacks .
  obscures distant objects at a few hundred yards .
  Caribou pass
  Should the PC surrender, he must dive into the chill waters to
  through here every year, grazing on the tundra grasses and running
  bring up oysters . Acharmedjellyfish lurks in these waters and will
  from pursuing polar bears .
  The Madook -tribe of hunters also
  attack all swimmers . The Demon will not yield until nearly dead .
  wanders these plains, living off the herds and the tundra.
  Then it will give up its treasure honestly and perform one service .
  The Demon does notduel scum who refuse to fightfair; instead,
  THE METEORITE
  he calls the Dogs, which leapon the party, devouring hisflesh while
  An iron meteorite rests among hills in the northern reaches of
  their master cuts other people down like sea-chaff.
  In an uncon-
  this plain, 100 miles from the trading post where most travellers
  strained battle, the Demon will use its Invisibility power to get
  enterthe tundra. The tribesmen treasure the stone, their only source
  behind PCs, treating them with the same treachery they displayed .
  of metal (aside from unpredictable traders). Hunters also want it:
  The Demon owns a finely crafted magical +10 sword, a magic
  meteoric iron is known for its magical properties . Two hundred
  +5 shield and a polished ceramicjar worth ten gp, which holds 100
  years ago, when traders first appeared from foreign lands, a Ma-
  gp. His treasure also includes eight laurel wreaths from various
  dook shaman called an Elemental Guardian of Air to protect the
  fencing matches, which are not worth money, but allow wearers to
  meteorite, fearing that hunters would drag it away or chip at it,
  pose as great champions ofthe people . The Demon Warriorcarries
  ruining its powers and forcing the tribes into dependency on
  his sword, but the other treasure is invisible and scattered on the
  southern smiths . Today, shamendo notremember this incident, but
  beach. Nobody can find it without his help or some magical means
  they know that the "Old Wind" protects the stone and will not let
  of seeing the unseen .
  [The sword is a +1 accuracy weapon;the
  uninitiated men approach .
  shield adds one DCV on top of its normal bonus]
  GM Note : PCs will take damagefrom the bitter weather here
  unless they dress properly .
  (Game details appear in the
  statisticssectiondescribing the effectsofcold .) Assume thatall
  NPCs wear warm clothing .
  Pole Forest
  
  ~~/ IIII
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  Akruk, the Wagging-
  ENCOUNTERS
  "Every magician knows that iron from the heavens forms a
  The tundra is an open expanse with few notable features .
  repository for the Essence and can absorb powerful spells . It's a
  However, PCs may have several encounters as they move across it,
  precious thing," he says ominously, "and some would kill for it."
  probably in the following order.
  Bembley also offers some very bad advice about polar bears,
  warning that thebears will kill ifleft hungry . Therefore, one should
  THE TRADING POST
  pacify them with food. This works for caravans coming from the
  Several traders own cabins at the edge of the tundra and barter
  south, who can carry great quantities of seal meat and fish for the
  with the tribesmen as well as hunt . These hardy people depend on
  few polar bears they meet. On the open plain, food only attracts
  each other's hospitality to survive in the arctic . Visitors stay here
  more bears, and nobody can feed them all .
  whenever they wish, although they must share their food and
  Thechieftraderdoes nothavemuchmoney . Nativesbartertheir
  anything they bring in from the tundra .
  Despite the outward
  skins for steel tools, and his employers do not pay him well. He
  friendliness, one hunter, a man named Vilmy, does not welcome
  owns a whole storehouse offood, enough for about 600 man-days,
  adventurers . At any cost, Vilmy wants to recover themeteorite and
  and replenished each time a merchant caravan rides up from
  may even hire assassins to dispose of competitors .
  warmer lands . A chest in Bembley'sbedroom holds 200 sp .
  BEMBLEY, CHIEF TRADER
  His trading post offers the following items for sale or barter:
  Bembley is thechieftrader . He buys furs from thefew tribes and
  500 white fox furs (20 sp each)
  hunters who venture onto the plain. They sell him polar bear hides
  " 100 polar bear hides (20 by each)
  and pelts from the rare white fox . He appears aged and limps from
  " 200 wolf skins (1 cp each)
  " 15 sets of cold-weather clothing (1 gp each)
  an injury where his foot was caught in a bear-trap .
  Bembley
  " 100 knives (3 sp each)
  amiably allows guests to sleep in his cabin and to take provisions
  " 20 harpoons (25 byeach)
  from his supplies .
  " assorted hammers and other small tools (13 by each)
  Bembley pretends to know all about these arctic plains and
  " three dogsleds (6 gp each)
  offers as much information as listeners want to hear . Actually, he
  " thirty huskies (1 gp each) .
  has only rarely ventured beyond this trading post and gets most of
  Bembley feeds the dogs slightly too well . They are not used to
  his stories from other traders who bring supplies to the little town .
  hard work and will only pull sleds at about 5 miles per hour, instead
  He likes to ramble on about a great stone ofsolid iron which lies on
  ofthe usual 7.5 mph . Each sled requires five dogs andcan carry 450
  the plains where it fell from the sky centuries ago .
  pounds .
  
  Tales of-the Loremasters II
  9
  VILMY'S SECRET
  IfPCs accuse Akruk oftrying to poison them, he will deny any
  Vilmy the greedy hunter lives in a cabin nearby .
  Several of
  such motive, but he can eventually be frightened into accusing
  Vilmy's friends ventured across the tundra some time back, but he
  Vilmy . He does not know why Vilmy wants the PCs dead . As PCs
  will nottalkaboutthem. Vilmy owes Bembley 30sp becausehe lost
  talkfurthertoAkruk, he may babble thatVilmy's son, Adua, has led
  a set of ten trading knives on a recent hunting trip.
  Although
  an expedition north and has not returned for weeks . He suggests
  Bembley does not particularly need the money, he reminds Vilmy
  that Vilmy may blame the PCs for their disappearance .
  of it constantly, slightly amused that the hunter could lose ten
  Each time that Akruk, Wagging-Dog-Tail, meets someone, he
  knives on the open grass . Vilmy mayjoke about this occasionally,
  introduces himselfwith his full name, even though he hates it . The
  but he quickly tires of it. Then he snaps, "What do you know of it!"
  lore of his tribe warns that one cannot discard one's name without
  This black-bearded hunter is snide and avaricious . He looks young,
  changing one's destiny, and usually for the worse .
  There is no
  but actually he is in his forties .
  danger if other people abbreviate the name, so Akruk will be
  Vilmy did not misplace the knives . While on the tundra, his
  delighted if PCs omit the "Wagging-Dog-Tail" from his title. (He
  party met a clan of ice tribesmen who desperately needed steel
  could not bear to kill them then .) After this formality, he would
  blades but had nothing to pay with . This left Vilmy and his friends
  entertain the party without malice and warn them that Vilmy wants
  afraid to help them, lest all the tribes might expect such gifts . The
  them dead . If they ask why, he will provide the explanations given
  clan finally "traded" for their knives with information .
  They
  above . Once the party leaves, Akruk tells Vilmy that they ate the
  claimed to know where the meteorite rests . The iron stone is one
  liver but it failed to injure them . Vilmy will suspect the truth, but
  hundred miles into the tundra, they reported, concealed in a set of
  Akruk will give him the long, inscrutable stare of a hunter and
  rocky hills .
  Although the meteorite is not hidden, someone who
  eventually Vilmy will let the "transgression" go and will notpunish
  does not know where to look could walk forever amid storms and
  Akruk .
  sunglare without finding it .
  And, they added, tribal legend also
  Akruk lives in a hide tent, which he moves almost every night.
  warns that the "Old Wind" lurks near the stone and drives intruders
  Several sides of polar-bear meat are stored inside, wrapped in
  away . Vilmy tries to conceal this whole episode. If anyone learns,
  leather and frozen . He owns a dogsled, six dogs, spear, dagger and
  he would have to give out all his party's information because a
  a bag of metal trinkets and bits of cloth .
  His dogs are properly
  hunter's ethics forbids secrecy.
  trained and perform far better than Bembley's .
  Vilmy's party is currently lost on the tundra; fifteen days have
  BEGGING BEARS
  elapsedsince they left. He knows that they have been gone too long,
  The party meets a bearalmost as soon as it enters theplains . The
  but hopes that his friends are merely dragging back a heavy piece
  huge white-furred beast approaches, snarling with greed, and
  ofiron, and hedoes not want anyonetofindthemand ask for a share.
  circles the party for hours advancing closer
  It will not leave
  il
  ,
  .
  um,
  1
  d'i
  PC f
  igorous y
  scourages
  s rom gon
  i g into the p 1
  t ne punter v
  ams .
  PCs give it at least half a man/day's worth of meat . If PCs feed the
  He tells them that the game has been hunted to extinction, and there
  bear, there is an 80% chance that 1-10 more bears appear the
  isnothingelse to gain . Bembley would contradicthim ifhe said that
  following evening, also expecting food. The bears will all fight
  nobody was hunting now, but he tries to imply that his friends are
  back ifPCs attack them. (See the Creature Table in the rear for the
  simply gathering their traps and preparing to leave .
  bears' stats .) If characters try to ignore these bears, the animals
  If the PCs insist on exploring the tundra, Vilmy will order them
  become frantic when the see people eating and leap into the camp,
  killed . He arranges the attack by sprinkling a rare tundra-grass into
  knocking people down to gobble their food . (Each bear will eat 2
  his fireplace at noon, sending pink smoke puffing up the chimney .
  man days of food .) Keep track of how much food the PCs manage
  This is a signal to Akruk that the next foreigners to visit him will be
  to keep away from the bears .
  foes . Then Akruk will poison the PCs .
  AKRUK, THE WAGGING-DOG-TAIL
  THE MUD
  Akruk the tribesman wanders these plains, dressed in the wool
  This softtundra slows all movementtohalf-normal rates . When
  cloaks of "southern" lands and tribal leggings of white polar-bear
  the PCs travel fifty miles into the tundra, they see a human figure
  fur. Vilmy visited the ice tribes while Akruk was young . Akruk
  in the distance, pacing . A trader named Silat waits impatiently in
  became fascinated by the "southerners," with their strange metals
  this area.
  of copper and bronze . He constantly tried to copy their ways and
  Silattraveled withthe party who sought to find themeteorite . At
  tofindthings to trade for theirpossessions andeven their trash . The
  this plain the group decided to leave some of their food behind, so
  other tribesmen ridiculed Akruk's slavish devotion to strangers,
  that they could carry more iron when they found it andrecovertheir
  and they gave him the name "Wagging-Dog-Tail ." Their taunting
  food later . They left Silat to guard it . He is tired of waiting in this
  grew worse until Akruk fled, to live outside the traders' post on
  dismal place and does not dare either return to camp or look for his
  handouts .
  comrades, lest they be unable to find him and starve . His dogsled
  Vilmy has ordered Akruk to serve as his assassin . The young
  still containsthirty man-days worth of food, andhe guards six sled-
  tribesman does not feel guilty about his "service," since he is only
  dogs .
  killing foreigners . Akruk envies the southern people, but he does
  Silat angrily
  ,asks PCs what they want . He knows thatVilmy did
  not consider them fully human .
  Furthermore, he hopes that by
  not send them and assumes that they are robbers . Ifthe PCs mention
  killing a southerner he can prove that he is not utterly a "wagging
  the meteorite, he glares for a moment and will attack at the moment
  tail" to them, and he will recover the respect of his tribe .
  when PCs seem least alert, probably as they cook a meal or sleep at
  night. (Silat's stats are given in the Master NPC Table in the back
  PCS MEET AKRUK
  ofthis book .) IfthePCs seem to have otherbusiness anddonotseem
  When PCs have walked for a day, they meet Akruk . He walks
  to know of the meteorite, Silat merely treats them rudely and
  the tundra, hunting for food with his steel-tipped spear. According
  complains about staying at the depot.
  As time passes, he may
  to Vilmy's plan, he will invite them to his tent for the evening and
  describe the quest for the meteorite along with his grievances . But
  entertain them there with tea and cooked polar-bear livers, organs
  Silat refuses to give anybody his food . The best one can hope for
  saturated with poisons .
  from the sullen Silat is silence .
  
  10
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  .
  knowledge.
  Instead, he listens, to see what PCs might be plotting in their own
  Ch t°w=V~,s"w
  _
  _
  - .
  "
  .
  .
  .
  .
  1
  .
  " 1
  work the iron and make tools.
  Akkak fears that the mysterious
  southerners may overpower or outwit the stone's guardian . There-
  .- , he relies on fear to keep them away .
  He says little, only
  dropping an ominous word occasionally .
  THE CANNIBAL-
  MADOOK
  GHOUL
  THE
  There is a 90% chance that adventurers will meet this creature
  after travelling aboutninety miles . They canalready see blackhills
  THE MADOOK
  in the distance .
  .
  . the hills of the iron stone . Hills of danger and
  A clan of twenty tribesmen called the Madook roams this plain,
  trouble . It seems thatone member ofVilmy's party went madfrom
  hunting reindeer and polar bear and moving with the game . Only
  hunger, atethecorpses ofhis own companionsand grew to liketheir
  Madook shamans know metallurgy, and they depend on the mete-
  flesh .
  .
  . and to wantmore . Soon afterward, he killed anotherparty
  orite for ore .
  The rest buy what they need from the "southern
  member for meat, and the remaining hunters slew him with cursed
  people," who come from the PCs' homelands .
  harpoons . The cannibal stays on as a Ghoul, wandering the plains,
  The tribe travels discreetly ; PCs may nevernotice more than the
  eating meat raw and preferring the flesh of humans . This creature
  remains of its camp. There is an 80% chance that the PCs will not
  walks toward victims, its hands hanging limp . Itmakes no threat or
  encounter the tribe unless they purposely trail the Madook. No
  sound and appears human .
  It nearly bumps into a PC and then
  Madook will use any language other than theirindecipherable tribal
  attacks, madly clawing and biting at the throat .
  tongue . There is only a 20% chance that theclan will fightPCs, but
  THE METEORITE
  they always mistrust strangers, and they are accustomed to dealing
  Stony hills and the walls ofa vast crater rise around the meteor-
  with traders who demand a price for everything they offer . There-
  fore, they do the same. The tribe give PCs anything they express an
  ite . Icy stones and treacherous slopes make walking dangerous .
  interest in, but unless the party gives some equally valuable present
  The stone itself is a twisted black thing, contrasting with the snow .
  in return, they will snatch their gifts back . The Madook want any
  Shiny patches score the surfacewhere people have chipped pieces
  tool made of metal or cloth (as opposed to fur), flints and food .
  away, but the remaining iron stone weighs over 5000 pounds .
  Despite this merchant's instinct, they will not let people starve for
  A group of five men wander these hills, hunters from Vilmy's
  lack of trade goods .
  band who finally found the meteorite . Vilmy's son, Auda, leads
  The Madooks' features can barely be seen throughtheir furs and
  them . He is a tall somber man who speaks the Madook language .
  capes . They generally wearwhite skins, covering all with a poncho
  The other four are frightened apprentice-hunters who are trapped .
  of sealskin, to break the wind . They dress for protection from the
  These adventurers managed to remove a 500-pound chunk of the
  sun as much as the cold. Madook have almost white hair and pale
  meteorite, but they cannot leave to sell their prize . It seems thatthe
  blue or green eyes, along with pallid skin, adapted to synthesize
  "Old Wind" did not hurt them, but killed their dogs and shattered
  vitamin D .
  Their long noses burn brown and peel even after
  the sled, leaving them with no way to transport their food or the
  lifetimes on the ice .
  meteorite . They cannot carry enough to journey back to the base
  camp and have stayed with their supplies, hoping for rescue .
  Although a little food is left, this party has triedto save it . They have
  barely eaten for a week. Onemember of the party became maniacal
  three days ago, and they had to kill him .
  (He is now the Ghoul
  described above.)
  
  Obviously, these hunters want to join with the PCs and to find
  g . SPHINX OF THE DESERT
  a way back to the tradingpost . They hurry to the party, shouting that
  they are friends of Vilmy and Akruk, hoping that one of those
  RUINS
  people sent the PCs as rescuers . Ofcourse, this may anger the PCs
  Sandclouds roll endlessly overthese dunes, drivenby themagic
  whom Akruk tried to poison . The hunters have enough food left for
  of a long forgotten power. An occasional palm stump or bit of
  three-man-days, although they would make it last for six . Despite
  worked stone protrudesfrom the earth, blasted by grit. Ofthe proud
  their straits, they willingly share with PCs, hoping for help .
  towers which once rose here, only a few spires and a bubbling oasis
  The "Old Wind" will remain quiet and invisible until PCs try to
  remain unburied. One inhabitant survives : a Sphinx lives by the
  leave . He is an Air Guardian, called by Madook shamen to protect
  water, bitterly decrying humanity .
  the iron stone . When the party prepares to leave, the Guardian
  attacks, using the same tactics which worked so well against
  THE TALE
  Vilmy's party, hurtling down as a hurricane, killing dogs,dbreaking
  Men once studied the elemental Essence of Wind and Earth
  sleds and dashing people over slopes .
  here, in temple-libraries surrounded by uni-horned idols . These
  If PCs survive and bring pieces of the meteorite to civilized
  statues gave their followers mastery over local weather . But they
  lands, they can sell them for one gp per pound .
  also posssessed another, more profitable power .
  Their crafters
  ASSORTED GM NOTES
  made them of iron and placed them to touch an underground vein
  Characters who fall in the hills, due to fumbles, failed Moving
  of intensely magnetic ore . Adepts could rub needles against them
  maneuvers, wind attacks etc ., take a 10 OB attack from the Fall/
  to create Lode-charms, seemingly magical devices which pointed
  Crush Attack Table (on p58 ofChL/CaL ) . Assume that sleds have
  north . Mariners and desert travellers will gladly pay fortunes for
  10 concussion hits to see if they break. [3d6 normal damage from
  these enchanted tools .
  falls in the hills .]
  Such magic must be honored with due solemnity . Followers
  Polar bearliver may be treated as a level three reduction poison.
  annointed the Sphinx to defend the sanctity of the statues, serving
  Weapons made from the meteorite iron gain no special bonus
  as a sage, priestess, guard, and tester of initiates . But after time, the
  unless enchanted . When magical spells are cast on them, they gain
  Adepts died . Their heirs hawked Lode-charms with no more grace
  double the combat bonus that the spell would have given ordinary
  and solemnity than a horse merchants selling his nags . These new
  metal. The iron may also be required for certain magical amulets
  wizards abandoned piety and study, defiling the library to a point
  or other charms, at the GM's discretion .
  [Treat as a rare spell
  where the Sphinx's oath of guardianship compelled her to destroy
  component .]
  them . She has spent the years since then brooding about humanity,
  resolving neverto let that ignorant race learn ofthe existence ofthe
  EFFECTS OF THE COLD
  Lode again .
  However, she
  still worships the Lode-guardians
  Any character who does not wear warm clothing in this region
  (statues) . If they guide an intruder toward the sacred direction of
  suffers a cold critical each day. [Characters take one body for each
  North, she will accept him as a guest .
  day they go unprotected in the cold . This damage can not be recov-
  The grim Sphinx keeps her favorite things from the temple near
  ered normally until the character moves into a warm place of rest .]
  the pool . She owns four leather codexes of lore worth 100 gold
  coinsand two fist-sizedmagneticfigurinesoffour-leggedmen with
  THE METEORITE
  one horn in theirforeheads . These devices scoot about andbutt each
  0
  200'
  other with their horns when placed on a smooth surface because of
  their magneticforces . A wizard would offertengold coins for them .
  Curio-seekers, gulliblemagic-dealersandnobleswhocollectmarvels
  might pay ten times that .
  The solemn Sphinx, whose thirty foot wingspan is a cause for
  concern to those wishing to outfox or outwit her, wears a diamond
  diadem, a crown which heightens her magical powers .
  (The
  diamonds in the diadem are worth 100 gp in civilization .) The
  diadem also acts as a x2 spell multiplier for Mentalism .
  [+20
  endurance, usable only for spells .
  Independent Focus=Crown.
  Real cost is 3 points (10 active) .]
  Over time, sand has engulfed the temple, covering it up to the
  horns of the watchful statues, which now look like ebony daggers
  i
  thrust up from theearth. Each exerts a powerful iferraticnorth-pole
  O
  a
  magnetic attraction . These horns shine like black mirrors, reflect-
  _
  y~
  ing the grains which blow against them. An attentive observercan
  '%
  "
  ~~
  discern words in the random patterns which continually scroll out
  \
  ,
  -
  ~~~
  lore of the Essence, mostly dealing with "Lode Fields," and the
  icy,
  ° \
  \ ~
  sentence, "My north points skyward." If PCs read the magic lore,
  assume that the playercharacters now know asmuch about magnet-
  ism as do the players who control them .
  of
  Z
  ,.
  z
  y
  s ~l///lu~p
  400' \ X200'
  w
  ~~s
  '~,
  y,~lllpll
  I 400'
  ~nw~gnl 003`
  111110 200'
  N
  Tales of the Loremasters 77
  11
  
  12
  Shadow World
  DESERT RUINS
  Obviously,the partyneeds a compass ofsome sort . This ismore
  complicated than it sounds, since they do not know whichend ofthe
  magnetized sword is the north-pole and which is south . The Lode-
  statues provide a solution . Since their north ends point upward, one
  can calibrate homemade compasses with them . As GM, pay close
  attention to what the PCs do . Like poles repel ; opposites attract.
  Therefore, the end of the sword which veers away from the Lode-
  idol is a north pole, seeking directional north . If the adventurers do
  not think this through, they will probably travel in precisely the
  wrong direction.
  Once the adventurers leave, the Sphinx will stalk them . She
  patrols an arc around the East, West and South, which means that
  if the party walks straight north for fifteen miles, it escapes .
  Otherwise, she locates victims with her Mentalism powers . She
  uses a Direction, Imi/L spell . Whenever people cross the Sphinx's
  search radius, she stoops from the dust to devour them .
  AN EXTENDED SCENARIO
  The GM could use this encounter as a gate to an underground
  adventure, set in the buried city . Adventurers must reckon with the
  resentful Sphinx each time they enter or leave the ruins . She will
  allow explorers to visitthe old city ifthey seem respectfully attuned
  to the Lode-idols, but she harbors a grudge against humanity. The
  Sphinx attacks any new hirelings the party brings on later expedi-
  tions, claiming that the statues never approved of them and that it
  is impossible to arrange a fair test now because the party could tell
  them how to pass it . However, the recitation of another amusing
  poem could save the party from a ferocious attack .
  LO MILES 1
  9 *UNDERGROUND PERILS
  Adventurers discover this cave in natural tunnels far below
  ground, first detecting the cave's hidden mouth as an arctic chill in
  The Sphinx also owns several haunches of camel, which she
  utter blackness . The cold surges out like a sword-blow . Tunnels
  would like to supplement with Man-flesh . She sits by the oasis,
  form a natural refrigerator, where carbon dioxide wells up from
  sharpening her lion claws in the sand . When anyone approaches,
  volcanic action miles below the earth and expands rapidly, draining
  she calls, "Ha, my dears! You'll find thatpresumption bearsaprice,
  heat in the process .
  The expanding gas lowers temperatures
  a cost which fools find high. This is the Pool of the Magic Lodes,
  drastically . Oxygen wafts in from other chambers, keeping the
  whose horns are North . You must go North if you hope to leave .
  atmosphere breathable .
  Can you find the way?" However the party answers, she demands
  THE COLD
  the recitation of a rhymed poem and a sword. If the poem pleases
  her, the Sphinx will effortlessly grasp the hilt of the sword in her
  The cold has these game effects : anyone in the cavern complex
  girlish jaw and strike several ringing blows against a Lode-horn .
  suffers a -30 on Quickness, a -30 on Moving maneuvers and a -10
  This action magnetizes theblade . The sphinxthen explains,"Some
  on OB due to numbness. Furs and insulation cut these penalties in
  trust the heavens to guide them . Stars grow faint in desert storms .
  half; wet skin doubles them . In addition, characters without warm
  Ihaveblessed your sword with theLode ; if you are wise, it will lead
  clothing suffer a cold critical each hour, or every half-hour if wet.
  you North . Otherwise, your lifeblood runs in forfeit ." She refuses
  [Characters in the cold act as if they have five points fewer DEX.
  to explain more than the facts that they are intruders in a shrine of
  This loss affects all rolls and DEX-based skills but not Speed . If
  North, and that she will eatthem ifthey defile itby travelling South,
  PCs are wet, they act at -10 DEX and -1 speed ; if they wear in
  Eastor West. If the party resists or ifthe poem bores or antagonizes
  insulated clothes or skins, they act at -2 DEX. ]
  her (perhaps by insulting the statues or the beauty of the desert), the
  PHANTOMS
  Sphinx will pounce on them, attacking with all her fury .
  The Sphinx casts the Mentalism spell Mind Store on party
  The smallest fires can heat these enclosed chambers . However,
  members, to track them . [30 point V.P.P.P ., No roll, Detects Only,
  heat presents a new peril . Phantoms are drawn to the flames . The
  Only to locate people whom have entered into her presence .] She
  Undead spirits look like shimmering, transluscent faces floating in
  shoos people away from her oasis . If they can travel straight North
  the darkness, the agonies of their deaths apparent in their tortured
  for fifteen miles, they may return and drink afterward. Otherwise,
  visages . PCs with past links to the Undeadfirst may see a Phantom
  she reminds them, "You need not thirst long." The Sphinx knows
  as a "floating" limbless torso eaten away by disease . Phantoms
  considerable lore too, which she only shares with creatures who
  cannotbite the living but can terrorize a group and drain 1 Con pt ./
  pass the navigational test.
  round with their touch .
  Only magic weapons can damage or
  dissuade them .
  
  If the party lights a fire or carries lighted torches, they have a
  3. Ice Chute. Thistunnel begins level but swiftly turnsdownward,
  30% chance of encountering a Phantom every 15 minutes . Body
  becoming a vertical chute, its walls lined with filmy frost. An
  heat alone gives explorers a 10% (non-cumulative) chance of
  underground stream rolls by below, constantly wearing away the
  meeting one, while fiery magic orexplosions automatically attract
  ice which blankets it . Anybody who walks into this tunnel must
  1-4 Phantoms . Characters willing to face Phantoms can heat any
  make a Very Hard moving maneuver [-3 DEX roll] or slip into the
  room to a comfortable temperature by lighting a fire which lasts
  pit . Not only do victims crash into the ice, they may also break
  fifteen minutes .
  This prevents cold damage but automatically
  through it and find themselves in the stream .
  If they press bare
  attracts 1-4 of the frightening Undead spirits per hour.
  hands against the walls to arresttheirfall, they may summon an alert
  Phantom . Anyone who reaches the bottom alive may crawl along
  ENCOUNTERS
  the stream to other rooms, in a three-foot high gap between ice and
  The following specific encounters are indicated on the map .
  ceiling.
  1 . Cave-in . This stony corridor slopes downward, and the walls
  slope up toaceiling, 200' above . Warm breezes circulate, pumping
  oxygen into the complex . Slush and ice layer the walls, dripping
  waist-thick icicles from invisible heights . There is a 50% chance
  that bypassers disturb one, burying themselves beneath an ice-and-
  rock slide .
  When a slide occurs, everyone within the chamber suffers an
  attack on the Fall/Crush Attack table (p58 of AL&CL) at 50 OB .
  The force sweeps victims down the slope and covers them with
  slush and snow. Characters may dig themselves out by passing a
  Very Hard static maneuver roll modified by Strength . This check
  must be repeated every minute . However, avalanche victims must
  pass a Light Perception roll to dig in the right direction . The GM
  makes this check in secret, before PCs attempt to tunnel their way
  out . Escaped adventurers can find and rescue others by passing a
  Sheer Folly Perception roll . This requires one minute per attempt .
  If victims cannot get out, they run out of air after 1-10 minutes .
  After this, characters must pass a Hard static maneuver roll modi-
  fied by Constitution every minute or suffocate. [Characters suffer
  5d6 normal damage unless they can dive for cover and escape the
  chamber . PCs buried in deris are treated as if they were in a 4d6,
  4 defentangle . Free characters may attemptto help theirfriends, but
  must make a PER roll at -7 to detect them (-2 if their friends are
  yelling for help) . After 2-12 minutes, characters must start making
  CON rolls every minute, -1 to the roll for eachminute after the first.
  Charactersfailinga roll take one body andsix stun . Characters must
  continue making rolls until free or dead .]
  2. Gas Vent . Chilly winds gust from this narrow tunnel . Lights
  dance in its depths, casting gleams on the icy floor . Explorers can
  barely fit into the passage, but an icy crust helps lubricate it . The
  carbon dioxide which cools the complex issues from this pipe,
  snuffing torches to mere coals .
  Adventurers notice no physical
  effects for the first 1000 feet, but then they begin to gasp .
  The
  carbon dioxide suffocates anyone who goes another 3000'. A Will
  Of The Wisp glimmers at this fatal point, gleefully feeding on
  doomed freebooters .
  Movement in the tunnel has the followingeffects : aPC can walk
  into the tunnel at 1/4 normal speed. Adventurers must pass Sheer
  Folly moving maneuvers to turn around [-7 dex roll] and can only
  proceed at 1/8 speed when leaving the tunnel . Pay attention to what
  ordercharactersenter, since one stuck explorer can block the whole
  party's path . PCs can hold their breath in this gas for five seconds
  per point of Constitution . After that, they must pass a Hard static
  maneuverroll modified by Constitution every minute or suffocate .
  [Characters may hold their breath for 10 seconds per point of
  constitution . After that, they must make constitution checks at -1
  per turn or take one body . Characters must keep making checks
  until they leave the area or die.]
  Tales of the Loremasters 11
  13
  GM Note : the lead character must pass a Hard perception
  check to stop beforefalling into this pit. Penalize by -50 ifthe
  party does not use a light source . Thefall causes a 100 OB
  attack on the Fall/Crush Attack Table, p58 ofAL&CL . The
  water also soaks the victim, increasing colddamage . Victims
  willinvoluntarily grasp atthe wallastheydrop . Anyone doing
  so with bare hands automaticallybeckons toa Phantom unless
  he specifically asks to attempt a Very Hard Static maneuver
  modified by SelfDiscipline to restrain himself. Characters
  crawling in the cramped stream-tunnel move at 114 normal
  speed
  . They suffer a -50 on all Moving maneuvers and a -30
  on OB . [Lead Characters must make Perception checks at -1,
  -5 ifthere is no light source . Falling into the pit does a IOd6
  normal attack to the character and gets him wet. Attempts to
  resist beckoning are EGO rolls made at -3.]
  
  14
  Shadow World
  .
  . t
  .
  ; ;; .
  r
  "
  :7_7?"-
  When anyone disturbs him, he shrinks in alarm, knowing that he is
  '
  daggerand willslash the mummies free in battle. (Purlock's dagger
  -
  ='-<~
  is +l0and can paralyzeone Undead creatureperday . This paralysis
  `
  takes effect when the user scores acritical against his victim. [ld6-
  `
  1 HKA at + 1 accuracy . 4d6 entangle, takes nodamage from attacks,
  only affects undead, 1 use per day . Independent focus = dagger .
  4 . Cache. Anything can be turned to profit somehow, even ice
  caves . A thief, or more specifically, agreedyroguenamed Purlock,
  exploits this cavern.
  He sells ice chips to cooks and others,
  "magically" storing meat for butchers and preserves dissection
  samples for magicians. Grooves and abrasions coverthe crust over
  the stream, where Purlock has chipped away ice. Purlock's frozen
  cache sits in neat rows on the bank . A small coffer contains 100
  silver coins and gems worth 10gp . Meat hangs from the roof,
  comprising enough sausage, ham, chicken and butchered beef to
  feed 100 people for a day .
  The thief also stores more deadly carcasses : he robs graves and
  sells the corpses to evil wizards . Some customers content them-
  selves by dissecting ordinary bodies, but the wealthiest pay their
  highest fees for the Guardians of tombs, whose spirits defend their
  sanctuaries. Purlock stores three Mummies in an unmarked stone
  vault, the door tied shut with - knotted cords .
  The Guardians
  mindlessly attack whomever they can .
  There is a 10% chance that Purlock himselfwill be here, in this
  cavern . The thief is heavy-set, with a blond bang ofhair tousled in
  his hood. He dresses in thick beaver-skin, wrapping the outer layer
  with burlap to protect his valuable furs from abrasion .
  Real cost is 8 points (70 active)] The thief prefers to avoid
  bloodshed with bargains . Purlockgrew up a burglar's son andfeels
  no compunction about stealing, but he is bluntly honest in personal
  dealings . If intruders insist, he may allow them to share his chilling
  chamber and the profits of storing perishables here.
  Purlock
  treasures faithful partners . When people betray him, he tries to lure
  them into one of this network's deathtraps .
  GMNote: You maywish to change Purlock into some infamous
  thieffrom your campaign. Thus, adventurers may learn ofthe
  cache at #4 in other scenarios . They might come here to rob
  it,protect it, or to deliveranew item to its hoard . Furthermore,
  ifthey expect to meet other people here, they could be espe-
  cially vulnerable to the Will OfThe Wisp .
  WASTELAND OF THE BASILISK
  v
  .
  .
  000
  20'
  \\\
  , iliplrv///0lll
  4
  W.1,~ t
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  10 " BASILISK OF THE
  WASTELAND
  Boulders and worn logs lie scattered over this plain .
  Dark,
  swirling pools make walking hazardous, and algaeflecks the water,
  giving it the look of poxed flesh . Limestone statues stand among
  the rocks, some cleft as if by a knife . No animals dare live in these
  ruined woodlands, for a Basilisk has claimed this clearing and
  coerced Men into cutting down the few trees which remained,
  leaving nowhere to hide .
  THE BASILISK AND HIS HOARD
  The Basilisk looks like a large serpent, thirtyfeet longfrom head
  to tail, with the head and talons of a grotesque rooster . Any who
  glimpse it turn to stone . Rumor is that the beast hatched from a
  hen's egg laid in a Dragon's nest . The Basilisk then petrified its
  foster-mother and keeps herhoard under a log . The hoard includes
  1,000 silver coins, 100 gold coins, a brass helmet encrusted with
  garnets worth 100 gp, and a black rod tipped with fringe of beige
  silk, which acts as a Wand Of Sleep . (A Wand of Sleep causes all
  targets in a 30 degree arc and within 50' to fall into a natural sleep
  if they fail an RR .
  The Wand will function 40 times before
  becoming useless.) The Basilisk lives tormented by its hateful
  appearance and bastard birth . It rages from place to place, burning
  with self-pity and fiery, almost-tearful pride. [Wand ofSleep =5d6
  NNd, Area of Effect Cone ; defense is Mental or Power Defence or
  a Constitution of20 or higher. 40 uses before the wand is useless .
  Gestures . Independent Focus = Wand . Real cost is 21 points (75
  active) .]
  '
  The Basilisk stalks people insatiably .
  It petrifies victims and
  trades in their stony remains . The people it turns to stone frequently
  soften into life again, and the Basilisk tantalizes victims' friends
  with this thought, warning that it can release them . . . or shatter the
  stone, leaving only a maimed hulk. This fell creature subsists on
  ransoms from its statues' relatives . Sometimes hatred overpowers
  it, and the Basilisk refuses to accept a fee or sets one that can never
  be raised . Shows of sentiment kindle its wrath .
  Statues of Men and animals stand everywhere in this waste,
  most cracked beyond hope . Corpses float in pools, statues which
  returned to flesh after cracking .
  The Basilisk's dragon foster-
  mother sits curled beneath a ledge, cracked beyond any hope of
  revival but still stone . Two stonecutter's infants lie in unlikely
  poses, where their mothers dropped them in terror . They will return
  to life in one month unless shattered while in the statue state . (The
  Basilisk took a great horde offood as ransom to spare the children
  but thus far has refused to return them to their frantic parents .)
  Another statue depicts an armored horseman, his nose riddled
  withcracks . He is Hadrac the Bright, a warriorwho encountered the
  stonecutter mothers while riding to the service ofhis lord . Hadrac
  fought gallantly to save the children but failed . His lordhonorably
  refused to bargain with the monster. The Basilisk plans to shatter
  Hadrac one piece at a time until somebody offers a ransom worth
  at least 100 gold coins . (Hadrac will revive within one week.) The
  beast will petrify him again unless someone intervenes .
  Hadrac is a thoughtful man and would feel humiliated- and
  indebted - if anyone paid the Basilisk for his life . Hadrac might
  serve his benefactor for one year as thanks . However, he would
  insist that his master take him on a noble quest to wash away the
  shame of bartering with the Basilisk .
  Tales of the Loremasters 11
  1 5
  When the party approaches this area, it encounters animals
  chased from their old homes by the Basilisk . Two brown bears and
  a family ofdeer lurk around the edge ofthe wasteland. Hunger and
  terror have made them them desperate ; the bears will attack the
  adventurers for their rations if the party shows any signs of having
  food . Once the party enters the Basilisk's terrain, the animals flee .
  Mounts and tame beasts will flee too, unless restrained.
  The Basilisk will attack the party on sight, then bargain overthe
  first victims who turn to stone . It spits out requests for food, gold
  and enchanted items, rewarding both complaints and honest offers
  with harsher demands .
  Restraining a horse requires a successful Hard Static maneuver
  check, modified by StFength . Restraining a dog or other social
  animal requires a Hard check modified by Presence. [Restraining
  a Horse requires either a presence attack ofthe Pre +10 level, or an
  AnimalHandlerroll at
  Restraining Domesticated Animals other
  then horses requires a Presence attack of the 1x level or an Animal
  Handler roll .]
  
  16
  Shadow
  World
  Under The Sword is set in Forvers, a mountain town on the continent of Jaiman . Townsfolk are suffering under
  the oppression of a foreign army; the land and people are held inthe iron grip ofa conqueror. Local vendettas simmer
  while the invaders impose their alien laws . Meanwhile, a larger and subtler war goes on .
  1 e INTRODUCTORY NOTE
  THE TOWN OF FORVERS
  This longer scenario provides numerous encounters . GMs can
  Forvers lies in a rugged country, where bluffs rise into moun-
  set medium-length adventures at Forvers or place it on the game's
  tains, and the town's independent folk pay little heed to the world
  periphery, to add flavor to areas which the PCs visit occasionally.
  beyond . Peaks ofblack stone and lowerridgesofgray rock channel
  The GM should feel free to change languages, geography and the
  roads and streams into craggy valleys . Leafy trees cover the lower
  identity of major figures to mesh with other adventures . If your
  elevations . They become pines as one climbs and finally dwindle
  milieu already includes a rising empire, you may wish to substitute
  to a few hardy evergreens, strangled by the stony earth and huge
  it for the Host . Under The Sword is written for a setting in the Grey
  boulders . Three valleys converge at Forvers, and several streams
  Mountains, on northern Jaiman, but it may be placed in any
  deposit rich topsoil here .
  mountainous region that suits your campaign .
  Cold winds howl through the Forvers year `round. The highest
  peaks are laden with snow, but valleys grow hot in the summer.
  Precipitation occurs throughout the year . This scenario begins in
  late fall .
  PART III
  " UNDER THE SWORD
  AN EXTENDED ADVENTURE
  Ir
  _
  THE TOWN OF FORVERS
  WEATHER CHART
  Month
  Temperature
  Precipitation
  Tiralin(spring)
  40-55
  Very Heavy
  Arin (summer)
  60-80
  Moderate
  Norin (fall)
  45-60
  Heavy
  Akrin (winter)
  25-30
  Moderate
  Ilarin (winter/spring)
  30-40
  Moderate
  w
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  v I I~~
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  ~
  s
  .
  t
  0
  ;
  mostcooperate and settle community matters at moots . Farmers in
  !~/
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  2 *THE WAR
  In the plains below, other powers clash over Forvers . The land
  belonged to a larger empiremanyyears ago and now, aftercenturies
  of freedom, Duma Thray, the Imperial Potentate, has taken it back.
  The struggle to oppose himflared last spring, whenClanlords swept
  into the Imperial Domain . After a bitter winter, they needed fresh
  fields to graze their herds . Incensed by their action, the Potentate
  proclaimed it an act of war . He quickly raised a Host and marched
  against the Clanlords . They withdrew willingly, since, by then, the
  grass was high in their own lands .
  
  Clanlords come from a warrior people who once conquered
  The Clanlords have now returned to their home plains, leaving
  these lands . In the years since, their people have turned to peaceful
  warriors and scouts in several strongpoints in the mountains,just in
  pursuits, living in semi-nomadic Clans, raising sheep and noble
  case the Host pursues them. Most Clanlords doubtthat the Imperial
  horses . Clan headmen can muster an army which outnumbers the
  soldiers can feed themselves in hostileterrain . Certainly,reasonthe
  Host, but they prefer quick little wars where only afew heroes fight,
  locals, the Potentate's forces must leave when winter makes food
  and the loser concedes after a raid or two, allowing both sides to
  scarce . Meanwhile, O'erhost Grana has fortified himself at For-
  return to their livestock .
  vers . The Ahtu have gathered a great deal ofoffoodto support him .
  The Potentate mocks such restraint. As he views the situation,
  (They know who owns stockpiles and which farms have a surplus.)
  his empire is civilization, with orderly laws, merchants, cities and
  Grana plans to wait until winter bites at the exposed Clanlords and
  a standing army-orHost-ofsubstantialnumbers . The Imperial
  thePotentate sends reinforcements . Then he will crushthe Clanlord
  Host acquires troops by force . When it conquers a town, soldiers
  outposts piecemeal, striking each valley in turn . Forvers provides
  seize slaves from the population. The slaves carry army supplies
  a perfectpositionforthe assault . He can crush one enemy and move
  and even fight for the Host, using wooden spears . The Host suffers
  through the valleys to another faster than Clanlords can unite their
  remarkably few mutinies, since they do not arm the slaves until
  troops across the mountains . Then, with the mountains secure, he
  battle begins . When enemies charge, the slaves have no choice
  can thrust into the plains next spring .
  except to fight back or die . Afterward, soldiers of the Host easily
  disarm the weary survivors . Slaves who distinguish themselves are
  sometimes invited tojoin the Host itself and to be paid a warrior's
  wage .
  The Host uses slaves and warriors to form a freeman infantry .
  These warriors call themselves Brownboots, because their gray
  boots quickly become caked with mud . Typical Brownboots fight
  in rigid leather armor with wooden shields and carry broadswords .
  (Those who can afford stronger armor buy it .) This does not always
  make them safer, since officers assign these troops to lead attacks
  and to stand guard duty in times of danger .
  Children of Brownboots can become Equans, the army elite .
  They grow up in the Potentate's barracks, learning nothing but the
  intricacies of making war . These soldiers ride well, wielding both
  shortbows and swords . Finally, nobles ofthe Potentate's court lead
  the army as O'erhosts . A man named Grana commands this
  particular force .
  3 *THE CONQUEST
  Tales of the Loremasters II
  1 7
  EMPIRE OF THE CLANLORDS
  . .I .
  . . .
  When the Potentate's Host reached Forvers, it brought peace .
  The soldiers ofthe Host finally quelled the traditional feud between
  Forvers' two largest families, the Hasir and the Ahtu . The Ahtu
  family, which is the largergroup,continually try to seize farms from
  the its rival . The Hasir retaliate by employing witchcraft and black
  magic, casting wicked spells upon their rivals . The Hasir also own
  the town smithy and deny Ahtu metalwork. Just a year before the
  Host came, the brothers who led the Ahtu clan, Bakarand Gregkor,
  slew Mahda, the Hasir's patriarch . People expected his daughters
  to seek blood-revenge, and they dreaded the outcome of the fight .
  Instead, the Hasir girls avenged their kin by conjuring droughts,
  plagues and thunderous landslides .
  '-
  Then the retreating Clanlords passed through the town . Two
  days later, Brownboots marched into Forvers, and Ahtu lined the
  p
  streets to greet them . Bakar Ahtu soon recognized the Potentate as
  his rightful lord .
  In return, O'erhost Grana proclaimed Bakar
  Mayor, O'erlord, Caretaker and Dutiful Magistrate over the For-
  vers . Naturally, Grana and Bakar suppressed the Hasir and appar-
  While the Potentate keeps peace, the people support him ;
  ently negated any curses .
  seemingly, only the threat of disastercould provoke a rebellion . At
  The invaders care nothing about local feuds . What they desire
  the Gamemaster's option, guerrillas could force the people to fight
  is a powerful local chieftain to pacify the town ; they selected Bakar
  for them by continually disrupting the Host's system of order and
  Ahtu because his faction of warriors appeared strongest . He must
  offering a more attractive peace for their supporters . This strategy
  avoid pushing his rivals into rebellion . Ifthe Hasir can upset Ahtu,
  could workonly aftermonths ofvictories overboththe Host and the
  O'erhost Grana will offer them shares of the town. The Sons Of
  Country Watch (see Farms, #3) . Otherwise, Bakar will obey the
  Hasirdespise the invaders thoroughlyfor supporting their rival, but
  O'erhost, and the people will obey Bakar . And so will Forvers
  they cannot afford to fight the Host. Whoever wields power must
  remain a fief of the Potentate, forever .
  accommodate the ruling invaders .
  
  18
  Shadow World
  These folk doggedly ignore the affairs of the Host and its
  4 9ENCOUNTERS
  enemies and resent Gregkor's taxes ; above all, they prize stability.
  These encounters are keyed to the MapofForvers and Environs .
  Most farmers abhor the feuding and feel grateful that the Ahtu has
  finally managed to impose peace . Thirty percent ofthem are loyal
  IN THE TOWN OF FORVERS
  Ahtu. Anotherfifteenpercent trace their ancestry to the Hasir clan.
  (Gregkor has taxed them most severely but despite their com-
  1 . Picket posts . Watchmen hide in these hillside copses . Two
  plaints, they fear the Host toodeeply to rebel . Ifadventurers suggest
  Brownboots man each post, armed with broadswords, full chain
  subversion, there is a 20% chance that the native folk direct the PCs
  mail and enormous bows . The lookouts fire red message arrows to
  to the Hasir Manor (#9), a 70% chance that they will refuse to
  warn headquarters about attackers ; their bows can fire message
  cooperate, and a 10% chance that they will warn Baradar (#5) to
  arrows up to 1,000yards . Otherpicketsrelay the messages from the
  avoid reprisals .
  fringes to the headquarters . (Message-bows should be treated like
  Most farmers are worried about Vanya Hasir, "the Star Witch"
  any others in combat .) The guards will stop small groups and
  who prophecied against the Host and then disappeared when it
  demand to know their business . Then one of them will escort the
  invaded, supposedly vanishing in a burst of falling stars . Farmers
  newcomers to eitherthe headquarters (Camp of the O'erhost, #6) as
  accuse her of burning houses, cursing men with smallpox and
  prisoners or to Ahtu Farm (#2) to pay levies .
  unleashingbeasts ofthe netherworld to rob theirhomes . No matter
  2 . Depot (Ahtu Farm) . The Legion collects tribute from mer-
  what troubles the Forvers, the farmersblame Vanyaand her agents.
  chants andjourneyers at this stone farmhouse . Bins of grain stand
  Ifthe party steals, attacks anyone or speaks againstthe invaders, the
  in rows by its footpath as dirt-streaked cattle bellow from nearby
  farmers shout that Vanya has sent them with her dark magic . They
  fields and pens . There is enough food here for 20 people to eat over
  will then raise the Country Watch to capture the PCs .
  three months .
  Every able-bodied man belongs to the Country Watch, which
  Ten Brownboots in chain shirts with greaves sprawl by the
  forms whenever anyone shouts the traditional warning of "Mayhar
  booty . They leap to their feet when anybody approaches, in casehe
  - Arise! Mayhar- Arise!". A group of 2-20 farmers will gather
  might be an officer, directing visitors to Gregkor Ahtu, in the
  within 1-6 hours, but they will flee if their quarry is armed and
  farmhouse . Ahtu is a muscular man who gazes at guests with cold
  resists .
  The Host has ordered the Watchmen to deposit their
  blue eyes . The tax collector dresses in elaborate jewelled tunics
  weapons in a central armory (see #5), and it takes an hour for the
  worth ten gold pieces and carries a purse of fifty gold coins . His
  militiamen to arm themselves for combat.
  Most wear leather
  personal larder contains ten gold pieces worth of the finest wines,
  jerkins and fight with slings and long spears. After unlocking their
  cheeses, eating utensils and apples .
  weapons, five patrols of twenty Watchmen each will comb the
  Gregkor keeps his hand near his sword, when he does not
  entire cleared area (everything within two miles of the armory) .
  actually carry it drawn. Truly, he reasons, anybody might want to
  If the farmers catch a transgressor, a debate will break out and
  kill the chief tax collector of the Legion . When they took control
  intensify . Some farmers will want to lynch the prisoners . Others
  ofthe region, the invaders demanded a native forthisjob, since they
  think that "there could be trouble" unless they give prisoners to the
  need someone who knows the local people and can tell who might
  Host. A third group may claim that since the miscreants obviously
  be hiding gold or other wealth from the bite ofthe tax man . Bakar
  acted under a spell from Vanya, nobody can hold them completely
  chose Gregkorforthis unpopular position to keep prevent him from
  responsible.
  They may want to interrogate prisoners with the
  becoming a rival . The Legion assigns him quotas of recruits and
  established custom of sawing off fingers until the victims reveal
  commodities to gather by whatever means he can .
  where the witch that enchanted them hides . When they kill Vanya,
  Gregkor pursues his task zealously . He punishes tax resistors
  they reason, the spell will be broken and they can let theirprisoners
  with moral fervor because he wants to think ofhimself as a hero, a
  go .
  Prisoners may be allowed to participate in the debate . By
  man who sacrificed his own popularity to prevent the conquerors
  passing an Interaction andInfluence Static maneuver roll at -10, an
  from despoiling Forvers . They would have stolen everything, he
  adventurer may convince the mob to choose whichever fate he
  tells himself . Gregkor never leaves anyone destitute and assesses
  prefers . [Persuasion roll at -1 .]
  most people a tax based upon two-thirds of their belongings . He
  A band of six youths will try to exploit the fear of Vanya to
  seizes anything which appears magical forBaradar (see Footman's
  conceal its own thefts . They call themselves the Night Sky Band.
  Camp, #5) . There is a 60%chancethat he conscripts armed fighters
  Members wear black masks and leave white pebbles at the site of
  for the Brownboots . (Recruits go to the Footman's Camp at #5) .
  each crime, to symbolize the stars which give Vanya her power.
  His guards enforce these decrees . Bribes do not interest Gregkor
  Most people attribute their work to Vanya's familiars, although a
  because he can take whatever he wants .
  If anyone threatens or
  few skeptics suspect the truth . The bandits are all young men with
  insults him, he will seize everything the troublemaker owns and
  new-formed beards, the sons of local farmers . These thieves hide
  mark that person forinduction as a slave. On the otherhand, people
  their booty at the abandoned Mill (#4) . They consider themselves
  who strike him as sympathetic-especially women-can usually
  extremely clever.
  convince him to grantthem special favors . (Ahtu secretly despises
  This group steals livestock and tools from barns and also
  the Potentate and wants reassurances that he is no coward.)
  waylays anyone who walks alone after dark in the farm area.
  3. Farms . The Forvers Valley is covered by a fertile topsoil . Fields
  Attackers wield cudgels with protruding nails . The farmers would
  and farmhouses cover the central region, with the gardens more
  be delighted if anyone captured these burglars unharmed, for then
  widely spaced inthe rockyfoothills . Poorerfarmers live around the
  the crimes wouldcease and the boys wouldbe chastised . However,
  periphery in stone huts, raising goats and sheep . This region shows
  few farmers would readily believe their sons' assurances that
  no sign oftheinvasion except for afew burned farms. GregkorAhtu
  Vanya was not involved in the thefts and robberies .
  has seized some cattle, taxed the harvest and burned the houses of
  Hasir, but most people have enough stores to last the winter.
  
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  Shadow World
  4 . TheMill . A brook trickles incessantly fromthe ledges above this
  The PCs can learn personal anecdotes about anyone in the Host
  abandoned mill, and mosses creep over its walls . Hordes ofcrows
  by talking with this slave, andhe can help them contact anyonethey
  assemble here, picking grains of wheat from the floorboards while
  wish . He does steal occasionally, usually to amuse friends or get
  they wait forthe Host to fight its next battle . The farmers shun this
  something for a profitable swap . Someday, Gerom plans to find an
  eerie site . Local thieves (see area #3) conceal a strongbox in the
  ally who can cajole Baradar into releasing him .
  mosses, with 100 copper coins, ten silver pieces and a gold ring
  A slave who calls himself "One-Eye" might also speak with
  worth five gold coins inside .
  adventurers . Puzzlingly, hehas two blueeyes and smilingly refuses
  Crow-sentries caw warnings when anyone approaches the Mill .
  to explain hisnickname . One-Eyehates servitudeand tells theparty
  Over the next few minutes - as PCs approach - all 200 crows
  exaggerated stories about his sufferings and the Host's terrible
  straggle to the scene, impatient for battle . A band of 3-30 crows
  plans . He wants to escape. Ifadventurers spurn him, he may attack
  attaches itself to any character who wears armor or carries a
  one of them with a homemade knife . When "One-Eye" fights, he
  glittering steel weapon . The crows follow whomever they select
  always aims for the victim's eyesocket.
  everywhere, beaks agape, claws gesticulating . They croak when-
  Ten Brownboots watch the slave barn at all times, armed with
  ever they see someone new . Obviously, this makes that person
  whips and broadswords
  .
  They will quickly intervene to stop
  conspicuousand unpopular. Ifthe people ofForversalready dislike
  uprisings orescapes . Guards can whip slaves at will and hang them
  him, they now feel certain that he serves Vanya (#11), and the
  with permission from Commander Baradar. They keep the slaves'
  Watch may arrest him . This band ofcrows makes it impossible to
  spears in a locked shed, 100' from the barn . The Country Watch
  sneak up on anything . Fortunately, they also clamor if anything is
  deposits its weapons here too (see #3, Farms) .
  about to surprise the party .
  A spellcaster with the power to
  A tall, husky soldier named Baradar commands this remote
  commune with animalkind could make bargains with the birds : the
  outpost . He lives in the master's room of the largest farmhouse,
  crows might serve as scouts or fighters in return for the promise of
  with a featherbed and private washroom . The troops ofthe outpost
  booty won in battle .
  obey him without question ; he controls the Footmens' Purse of
  Anybody who enters the Mill must make a Hard moving
  3,000 gold coins .
  Baradar is short, fierce and self-assured . He
  maneuver to avoid falling through the rotten floorboards to the
  serves the Host as a Sorcerer and ordered Gregkor to confiscate
  grindstones 20' below . Treat the fall as an OB 50 attack on the Fall/
  enchanted charms for him, knowing that the farm families often
  Crush Attack Table (p58 ofAL&CL) . This crash sends the crows
  keep such thingsforheirlooms . Bakarand the O'erhost forbade this
  into a frenzy . [Characters must make PER rolls at -3 to notice the
  tax, to avoid inciting the people, yet Baradar collected it anyway .
  floor . PCs with Architecture or woodworking need only make a
  He reasons that sorcery is a perilous art, not meant for peasant folk .
  PER roll at
  Characters who step on the rotten sections of floor
  If anyone captures Vanya (#11) for his private interrogation,
  board must make a Dex roll at -2 not to fall . Falling PCs take a total
  Baradar would pay 1,000 gold coins . The commander disobeys
  of 4d6 normal physical damage .]
  some of his superiors' orders and feels slightly squeamish about
  Whenever anyone bleeds, the crows descend upon him, retreat-
  blood, but he insists that his troops obey every ritual of military
  ingonly when wounded themselves . Spellcasters might make them
  discipline .
  promise to fight on a particular side, but their lust for carrion
  Baradar hides his illegally taxed charms in a leather case .
  If
  overrides these bargains . They attack weakenedpeople indiscrimi-
  anybody should reveal the existence ofthe charms, O'erhost Grana
  nately .
  would reduce Baradar to a slave. Thus, the local commander will
  5 . Footmans' Camp . The stream widens, and a few cattails rise
  agree to almost any kind of blackmail demands to protect this
  on one bank. Several farmers have built houses by the water and
  secret. His collection of magic items includes three useless copper
  ringed the area with a stout rail fence .
  Gregkor has recently
  rings with mystic signs, a knotted cord which supposedly binds a
  requisitioned the area for the Host's infantry, and one hundred
  curse to theHasirfamily and athumbnail-sized orbofblackmarble,
  Brownboots live in the farmhouses .
  with tiny letters graven on it.
  They read "Bilestone, meal of
  The Host has locked 110 thralls in the barn ; the slaves wear
  vengeance." A gummy bile flecks the hollows of the engraving and
  white woolen tunicswith an iron waistband . In turn, the Host chains
  cannot be scraped out . The stone remains inert until swallowed.
  these bands togetherwhen they bring outtheslaves who are allowed
  Then it lodges in one's stomach, not interfering with bodily proc-
  to walkfreely otherwise . Seventy of these prisoners have travelled
  esses, but imbuing theuserwith the ability to strike one AwfulBlow
  with the Host for years, earning full ration privileges and hoping to
  per week . (The Awful Blow is an automatic critical for whatever
  become Brownboots someday. They serve the Host loyally .
  weaponthe wielderuses . In addition, the attackergains a +30bonus
  The other forty slaves come from local farms, thirty-five being
  to OB.) This attack always hits and may not kill the victim, but it
  members of the Hasir family whom Gregkor ordered conscripted
  inevitably causesexcruciating pain . Ifthe target dies from the blow
  for hiding their herds from taxation . The experienced slaves know
  or in an ensuing battle, he returns as a Revenant, intent on slashing
  that the Host needs at least 125 bearers and will certainly capture
  the stone from his killer's viscera . The only way to escape is to kill
  more men, soon .
  theRevenant ortoemitthe stone, not aneasytask . [Bilestone, Meal
  One thrall, Gerom, cheerfully introduces himself to everyone.
  of Vengeance : +10accuracy, +1d6 HKA. With a .5d6 Transforma-
  He is dark, with a broad, gleaming smile . This likeable man once
  tion attack into a Revenant, uncontrolled continuous, 0 Endurance .
  held the rank of Brownboot, but Baradar (see below) caught him
  Based on accuracy and kill, Trigger = victim dies ; Attack continues
  prowling "disrespectfully" in Bakar's mansion and ordered him
  until the corpse is transformed . One use per week . Independent
  punished . Everyone in the Hostknows and likes Gerom, who offers
  Focus = Bilestone.
  Bilestone must be swallowed for effects to
  the soldiers anything they want - for the right price .
  Gerom
  operate . Real Cost is 12 real points (70 active) .]
  currently owns : a wad of pinesap-chew, two blankets, a caltrop, a
  If this stone is removed, the Revenant vanishes . Unfortunately,
  candle, three feet of wire and an oilcloth tarp .
  He wants the
  the stone traps itself in the user's bile ducts . One must ingest a
  following items in return : torches, tinderboxes, waterskins and
  potent herb called Foolscabbage to remove it. A searcher can find
  daggers .
  Foolscabbage by making an Extremely Hard Static maneuver .
  
  6 . Camp Of The O'erhost. A grassy hill rises at the center of
  Bakar made his youngerbrother Gregkor tax collector, leaving
  Forvers valley, capped with bare stone and a brick watchtower .
  himself the sole patriarch of the Ahtu clan and Mayor of Forvers .
  O'erhost Grana seized this strategic site for his headquarters .
  He is a quiet man who can wait foropportunities . His bristling hair
  Horses graze in the field, 120 in all . The Host keeps 500 man-days
  and wiry brows give him an angry visage, which grows ominous as
  of rations in the tower .
  he speaks in his soft, measured tone. MayorAhtu assertshis power
  Twenty Brownboots and a hundred Equans man this camp.
  judiciously, knowing how easily the Host could seize his town . He
  These rough and battle-scarred soldiers thrive on looting and
  collects luxuries and punishes the Hasir when he can. If powerful
  cruelty . Every man owns booty ; the Equans possess a total of 350
  adventurers visit his home, Mayor Ahtu gives them sumptuous
  silver coins along with stolen candles, skins of wine, tools andother
  feasts, jeweled rings worth 10 gold pieces each and other minor
  personal items . These men fight frequent duels over the slightest
  gifts . Bakar needs henchmen who do not serve the Host . He wants
  insults .
  Host regulations limit their non-battlefield weapons to
  information about Vanya's prophecies andO'erhostGrana'splans .
  whips and require the duel to end when either soldier submits, to
  Also, a rumor reached him that Baradar (see Footman's Camp, #5)
  prevent deaths . Most fighters cheat by salting their lashes . (This
  unleashed an old curse of the Hasir. If this could affect his family,
  allows them to do twice normal damage, but the extra injuries wear
  Bakar wants the curse lifted or destroyed .
  off after 1-10 minutes .) Yet beneath their callousness, the Equans
  Bakar's wife Melalil paces the halls in soft flowing robes, her
  know fierce, naive pride . They love their Host and live to bring
  blackcurls loose on herbackand wideeyes downcast . She does not
  fame and glory to it .
  share her husband's patience .
  Melalil was 15 when her father
  married her to the elder Ahtu and now, ten years later, she wants
  either the wealth he promised or the bliss of romantic marriage.
  Melalil hopes to shock her calm and imperturbable husband . Spies
  might convince her to help them sneak into the Ahtu mansion or to
  plot a raid against the Host . Melalil may join in the plot intending
  O'erhost Grana lives in the highest room ofthe tall brick tower .
  The commander keeps no furniture but a weapons stand, a wooden
  palletanda lockedironchest holding 1,000gold coins,ten emeralds
  worth 100 goldcoins each and a silver chain worth 500 gold coins .
  Grana is a scowling, quiet man ofan average height and wears half
  plate, withhis austere, clean-shavenface visible in an angularhelm .
  The Potentate and army are his career - nearly his religion . He
  knows no compassion for the locals or opposing forces .
  Grana
  ignores supplicants unless they offer him something the Host
  wants, such as slaves, reports of fighting, power over citizens or
  information about rebellious Hasir . Hepays agents exactly whathe
  must, never more .
  If anyone continues begging for favors once
  Grana finishes with him, Equans will roughly drag the whiner
  away .
  7 .
  Bakar's Mansion .
  This stone manor sits on a small hill
  surrounded by a wooden palisade.
  Several crooked apple trees
  stand inside the stockade gates . One hundred tenant farmers tend
  the surrounding lands . The Mayor of Forvers lives here with his
  wife Melalil and two young sons, Cheaga and Juga . They own
  tapestries worth 100 gold pieces, a chest of goldjewelry worth 300
  gold pieces, elaborate hardwood furniture and a brass fountain
  shaped like two fish, the wonder of Forvers .
  An Equan of the Host named Wilke manages Bakar's affairs .
  Fifteen Brownboots in full chain serve under him, ostensibly
  protecting the Ahtu estates .
  This manager finds Bakar's wife
  attractive, and, although he suppresses his temptations, he hovers
  around her protectively . Wilke never actually disobeys Bakar, but
  he insures that the Ahtu rule Forvers the way O'erhost Grana
  intends . When people bring petitions against the Host, Wilke tries
  to intercept the troublemakers before they meet his master.
  If
  anyone offends Wilke, his Brownboots arrest that person and take
  him to#5 as a slave, unless Bakarpersonallyintervenes . The Mayor
  seldom countermands the Host except to help his own family and
  servants .
  Tales of the Loremasters 11
  21
  ~,=
  , .
  . .
  WN WON"
  ,.Z,
  , -
  make a dedicated subversive out of her.
  a
  5
  MA"I
  131 re);b`1~111t11i5`1Y110i~~`l :if~y
  
  22
  8.
  Forvers Town .
  The earth grows muddy and bare from
  trampling as one approaches Forvers Village .
  Bakar's 15 Brownboots (see above) arrest criminals inside the
  city, and people in need of help can also muster the Watch
  (described under Farms, #3 above) . Prominent places in the town
  are noted below :
  A. Cooper's shop . Malar works hard here, making barrels of
  all sizes .
  B . Mason's shop . Something of a wit, Jaklee labors here,
  dispensing wisdom as well as bricks .
  C .
  Cobbler . Dhakar the cobbler cannot keep up with the
  Host's demand for boots . He owns a chest of 20 gold coins in
  payment.
  The cobbler eagerly seeks apprentices or hired
  servants to nail footgear . Dhakar is a tough man in a fair fight
  but keeps only an old sword above the fireplace .
  D. Market Square.
  Dried footprints prove that this is a
  popular market, but farmers have already sold the year's last
  harvest .
  E . Livery Stable. Most people ofForvers cross the street to
  avoid walking past Balka's livery stable .
  A lout, Balka
  unabashedly steals horses . The Watch caught him leading a
  whole herd of "missing" animals out of town several months
  ago, and a Moot sentenced him to hang on Midwinter's Day .
  Then the Host came .
  Balka had formerly sold the Equans
  stolen horses at bargain prices, and they coerced Bakar into
  Shadow World
  freeing the livery-trader. Balkadespises being shunned, since
  he is a gregarious man . He will definitely want to talk with the
  party . The horse-trader knows all about the Clanlords and the
  Host .
  He deeply respects the Clansmen's skill at horse-
  breeding, but he wants the invaders to prosper, since they keep
  him alive . He owns three horses which the Equans rejected as
  lame . If PCs need horses, he tries to sell the hobbled mares for
  "a mere 45 silver pieces" each . (An adventurer must pass a
  Very Hard static maneuver check to notice the horse's handi-
  cap before paying for it.)
  F . Fox's Hole Inn . This earth-roofed building stands at the
  center of town, its doors open all day long . In sunny weather,
  the Innkeeper unfolds shutters along the Inn's sides, allowing
  bypassers to buy drinks from the street. Soldiers of the Host
  drink here whenever they collect their pay, driving up prices .
  The local farmers come anyway, mostly because Gregkor
  taxed away their private stocks of drink and meat.
  Prices for common comestibles are :
  Beer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 tin pieces
  Brandy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..22 tin pieces
  Cider
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 tin pieces
  Wine (Wild Grapes) . . . . . . . . . . . . . . . . . . . . . . ..13 tin pieces
  Bread (Loaf) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 tin pieces
  Chicken (Meal with vegetables) . . . ..30 tin pieces
  Mutton (Meal with vegetables) . . . . . ..10 silver pieces
  Beef (Meal with vegetables) . . . . . . . . . . . 20 silver pieces or more
  
  Tales of the Loremasters II
  23
  Gregkor's taxes left the Inn with onlyafew cows . Therefore,
  G. Tovish Hasir, White & Black Smitheries . Smoke billows
  it sells only one roast per evening, to the highest bidder. An
  from this building's brick chimneys .
  Tovish Hasir mans a
  Equan usually wins the bidding contest, to the local farmers'
  forge here, where he does armoring, farrier-work, intricate
  envy . The roast bidding always could start a fight and occa-
  white-metal smithery and jewel-cutting. He can make any
  sionally does .
  common weapon orpiece of armor. (Gregkor Ahtu plundered
  A night's lodging in a small dirty room costs 2 copperpieces .
  the shop's gems and cash, but he left the shop's forges and
  Groups of Brownboots monopolize the tables by the bar .
  furnaces . He then seized the shop apprentices as slaves butleft
  Locals form small anxious groups in corners . They resent the
  Tovish himself to avoid inviting all the Hasir to rebel.)
  soldiers who come laden with pay and take local people's
  Tovish is consumed by bitterness . Mahda has destined him
  traditional seats . Hasir and Ahtu often find themselves sitting
  to laborover a hot forge, working far from the manor, catering
  together in this chaos, which adds to the tension .
  to strange customers and even Ahtu. Meanwhile, his siblings
  Atany given time, there willbe 3-30Brownboots here, along
  have received the farm and learned some magic.
  Until re-
  with 1-10 Equans, 1-10 Ahtu, l-2 Hasir and 1-10 farmers from
  cently, he received healthy compensation for his work. Then,
  nonaligned families.
  in a fitofpique, Gregkor took it all away . Tovish knew that his
  The Inn's larder holds 120 man/days food .
  Its safe holds
  ancestors owned a charm of revenge, but when he asked his
  1,000 tin coins and200 silver pieces . Two to tenbarmaids help
  sister Nataya (see #9) about it, he learned that she actually
  to serve guests .
  offered it to the tax collector. That struck Tovish as cowardly
  andungrateful . He burns for power, topunish the Ahtu and his
  Fazil the Innkeeper is a plump young man who prides
  own family as well . The smith would treat his kin magnani-
  himself on hospitality .
  He greets each patron personally,
  mously, but he wants them to bow before him, as the one true
  calling the men "Brother" and women, "Dear,"when he cannot
  hero of their clan .
  remembertheirnames . His traditionofexchanging songs after
  dinner is now perilous, because despite the Inn's prohibition
  against feud-songs, the Brownboots love provocative ditties .
  Hasir and Ahtu teach them ballads lampooning rival families,
  and they obligingly sing them, pretending not to realize who
  the song's characters are .
  Fazil prevents constant fighting by befriending the
  Brownboots . He gives them barrels of ale to sneak back to
  camp in return for their help suppressing fights and drunks .
  The soldiers relishthis chance to manhandlelocals . Whenever
  anyone looks intoxicated or angry, they eagerly leap on the
  offender and chase him out .
  One man always sits alone, away from the soldiers and
  natives . He introduces himself to adventurers as Bamabus, a
  hunter, and invites them tojoin him. Barnabus wears a vest of
  chainmail and cropshis thick brownhair forahelm . Iftheparty
  agrees to talk with him, he questions them for some time,
  possibly spread overseveral visits tothebar. Shouldthey seem
  hostile to theHost orthe Ahtu, he smiles and encourages them .
  He may ask them to commit petty thefts and ifthey do, will pay
  a few silver coins for the booty . (Bamabus carries a purse of
  200 silver pieces.) He may finally identify himselfas a spy for
  Tovish sells smithwork, but refuses to accept silver pieces
  the Clanlords and ask to hire the PCs, if they prove feisty and
  for anything costing over five silver pieces . Why should he,
  quick-witted .
  since Gregkor will take it? When adventurers want his serv-
  Bamabus is indeed a spy, but not for the Clanlords . O'erhost
  ices, he appraises them and slyly suggests that Bakar Ahtu
  Grana uses him to root out rebels and genuine agents ofrevolt
  must have more work than he can manage, ruling the whole
  and rebellion . If he finds any, he secretly consults with Bakar .
  town .
  The smith remains discreet .
  Whether adventurers
  Unless Bakar has some particular reason to forbid it, a band of
  support the Host or despise it, he tries not to offend them .
  30 Brownboots will plan to ambush the party within the next
  However, he currently hopes to contact the O'erhost or one of
  two days and to bring them in chains to the O'erhost at #6 . If
  his commanders and to win a powerful local office . Perhaps
  Bakar refuses permission, Bamabus must use subtler means .
  the Country Watch needs a commander, or maybe the Mayor
  He orders "The best of the best for my best," which is a coded
  should delegate his power of judgment to serve as a special
  signal to Fazil . The Innkeeper then poisons the party's next
  magistrate . Tovish uses adventurers to spy, to attempt to as-
  drinks with hairrot .
  (See the Herb and Poison Chart for a
  sassinate Ahtu and to introduce him to contacts in the Host.
  description of the effects of hairrot .)
  The smith could offer the Host his metalwork skills or to sug-
  gest the location ofVanya Hasir (#11) . He would gladly betray
  anyone- including both his family and the adventurers .
  
  24
  Shadow World
  OUTSIDE THE TOWN OF FORVERS
  9. Hasir Manor. A table of black rock projects from the hillside,
  '' .
  ,
  wrapped in cozy screens ofdense pine forest . The HasirFamily has
  built its stronghold here ; they own a round tower of red stone,
  dappled by watermarks . Thirty goatherds with distant ties to the
  Hasir family also live on this land, serving the clan. Olden and
  Sandro, Mahda's two sons, abide here as well, but their sister
  Nataya, the eldest Hasir at 39 years of age, rules this manor .
  The Hasir own 600 goats along with enough preserved food to
  feed fifty people for one year. They keep three treasure-chests on
  the tower's highest level, hidden underheaps of rough mohairyarn .
  Two contain lengths of silver-and-onyx chain which canbe cut into
  belts, bracelets or necklaces . Altogether, thisjewelry could sell for
  500 gold pieces . The third chest contains two moonstones which
  boostAstrology andthree straight, silvery swordblades without hilt
  oromament. The moonstones act as+3 spell adders for Astrologers
  and the blades are +20 broadswords .
  [Broadswords are of +3
  accuracy ; the moonstones are +30 endurance, usable only for
  Astrological-relatedmagic, Independent Focus=Moonstone . Real
  cost is 4 points (15 active) .] Gregkor officially appropriated this
  manor to the Host for abarracks . When O'erhost Grana and Bakar
  discussed the matter, they decided that evicting Nataya and her
  siblings might provoke a rebellion among Hasir peasants . Instead,
  they sent ten Brownboots here to act as spies . These men live in
  private rooms and dine at Nataya's table .
  One soldier marches tomeet the O'erhost each day with a report .
  Although Grana picked his most clever scouts for this assignment,
  these men now assist Nataya more than the Host, for she has
  bewitched them with Mentalism and cunning kindnesses . The
  Hasir thwart eavesdroppers by feeling for their mental presence,
  while dominating their minds to spread lies and win favors. The
  "spies" live in such luxury that they would scarcely object to any of
  her schemes if they knew of them .
  I
  VANYA
  seems
  -
  trusted
  -d
  . .
  _-
  _
  sI
  -
  ,
  ,
  -
  ,
  OWM
  o
  loo
  -
  ,y . .~v.,
  ~- ~Ir
  `
  -
  _
  _
  ~hll~ll''
  .
  c_~lni
  _
  __
  she might also pay adventurers to protect them .
  insulate
  ,
  her family in this
  __C~
  -do-
  -
  -
  gleaming eyes and teeth . Violent men meet violent ends, Nataya
  In battle, they can wield the magic swords described above andmay
  -
  somebody
  -
  _
  - Hasir do not yet know that Baradar in #5 has the stone,
  actually punishes its user with ahideous curse (see #5) . If any new
  but they would also enjoy seeing him eat it.) These boys might
  -
  -
  too,
  _
  m
  _
  I
  :
  '
  many of whom who cannot accept her patience and serenity as
  passes, tinted with frost .
  Little vegetation grows on these wind-
  genuine.
  swept hills . Rows of scarredand toppled tombstones marchtoward
  the summit . Both warring families ofthe Forvers have buried their
  fallen here ; no small thing like death can bury such a feud.
  Whichever family prevails in the town, their rivals will certainly
  rise to challenge them.
  
  Tales of the Loremasters II
  25
  The Host posts two pickets to watch the countryside from this
  When the party passes the ambush site, PCs finds the road
  rugged hilltop . Soldiers have learned that it is wise not to disturb
  blocked by sharp stakes driven into the dirt . Vanya and the ten
  thehaunts . The warriorsalso suspect thatmore dangerous"spooks"
  warriors will emerge from thickets behind them, shortbows drawn
  live on the adjacent hill . Bentham, the elder guard, insists that they
  and ready . One soldier will demand food in a stern voice, listing
  lurk near the road with their armor off, ready to flee . Abell, his
  exactly what each adventurer carries, for Vanya "watched" the
  younger companion, believes in following orders . He never misses
  party packing its bags with a Vision Guide spell . The same magic
  an opportunity to call Bentham a coward, but healso lacks the nerve
  warned her how to counter any ruse the party attempts . Although
  to defy the experienced warrior'swisdom . In battle, the twopickets
  these spies fight when forced to, they do not like to kill . (They may
  fire arrows to warn other guards . (See #1 .) The two soldiers would
  actually befriend former victims, like the PCs.) Vanya's Intuition
  '
  greatly appreciate companions to share their danger.
  If a party
  spells tell her what adventurers might join her cause, and she
  approaches peacefully, they will begin a conversation, chattering
  warmly entreats them to help her spy upon the Potentate's forces .
  with nervous relief. They know about the Winter March, and a
  The Clanlord soldiers relish their role as bandits and swap stories
  discreet questioner could pry any secret out of them .
  In fact,
  with adventurers . They have a purse of 20 corals worth 10 gold
  Bentham may invite adventurers to camp here for the night . Abell
  pieces each, a reward for informers .
  will certainly ask for somebody to climb the hills with him and to
  12. Clanlord Towns . (Not pictured on the Map of Forvers and
  survey the landscape .
  Environs) The valleys run north, separated by ridges which rise to
  While Bakar Ahtu rules over the town, Cold Dame Hasir rules
  barren, gray, rocky crests . Several towns lie forty-five miles further
  this hilltop . (Months ago, Dame Hasir froze to death in the woods
  north, beyond the Host's control . About 200 citizens live in each
  while fleeing Ahtu pursuers, and her children perished with her.)
  hamlet.
  Here, people assume that the war is over, at least until
  Now Ice Skeletons, they stalk the cemetery day and night, figures
  summer, because in these lands, warriors make peace after each
  of bone, pallid against the black hilltop . They surround whoever
  campaign to return to their families . Clanlord Riders follow this
  dares enter their domain and send up an eerie keen to the intruders
  tradition . Roughly fifty Riders live in each town, husbanding herds
  of their fate. Victims can escape harm or even win these spirits as
  of sheep and trying to forget about the war .
  allies by swearing to slay Ahtu . But the Skeletons will close to kill
  whoever refuses this oath . If anyone breaks his vow to the Cold
  LORD MIKAL's ESTATE
  Dame, she will bring her brood and seek revenge, striking at a
  (Not shown on the map of Forvers and Environs .)
  moment when the oathbreaker seems helpless, preferably when
  Lord Mikal commands the Clanlords and lives in a wooden
  camped alone in the cold . If struck down and bashed to pieces, the
  stockade at area A on the Empire Map, along with 40 underlings,
  Ice Skeletons reform themselves in quieter moments and are sdon
  breeding the Clanlords' herd of 350 horses . They love these beasts
  up to their gruesome tricks again .
  like children, notjust as steeds in war . The horsebreeders own one
  If the Hasir regain power in the region, Grandfather Ahtu will
  enchanted bridle which allows a horse to speak the tongues ofMen .
  ascend from his barrow, dressed in ablack shroud . Ahtu the Eldest
  Their horses desire only to graze freely . Mikal would like to oblige
  is a Barrow Wight, an Undead being with glowing eyes who seeks
  his steeds . The Clanlord commander stands an imposing six feet
  visitors andcommands them to leadhim to the Hasirand to help slay
  tall . He pauses before each sentence, regarding his audience from
  them. After the attack is accomplished, he may slay anyone else the
  beneath thickdarkbrows . Ifadventurers approach Mikal, they will
  party names as enemies . Grandfather Ahtu will attack anyone who
  find him reluctant to make military maneuvers, although he may
  refuses to cooperate with him, casting a paralyzing spell upon them
  pay them for information or to conduct a guerrilla raid on some
  with his touch .
  -
  outpost of the Potentate's . The Clanlords have a chest of200 gold
  11 . The Witch's Home . This ridge rises toabarren stony crest ; tall
  coins for buying food and services . Lord Mikal will reward the
  pine trees blanket its lower slopes . Pockets of filthy snow survive
  most glorious heroes with foals .
  year-round in its higher crevices .
  Here lives Vanya Hasir in a
  simple thatched shelter on the north edge, concealing herself from
  5 *ADVENTURE SCENARIOS
  the Ahtu, the invaders and her own family . Her plain face and
  IN FORVERS
  braided brown hair contrast with the burning eyes of a visionary .
  Vanya clearly reads the signs of times . She despises the potentate,
  . The party passes through Forvers by accident, perhaps hoping to
  `
  knowing that he plans to enslave her people . Despite her family's
  undertake a lucrative or exciting quest from some fellow-adven-
  pleas for restraint, Vanya spoke openly throughout Forvers, con-
  turer at the Fox's Hole Inn . When they enter the town, Gregkor
  demning the host andwarning againstcollaboration . Ofcourse, the
  conscripts the warriors . Tovish, Olden or Sandro may help them
  "
  Ahtu found a Hasir's prophecy unpersuasive . Vanya finally ap-
  escape, in return for assistance raiding the Ahtu . The escape will
  pealed to the Clanlords and sent them information about the Host's
  drags them into the feuds of Forvers .
  movements . When the invaders took power, Bakarordered Vanya's
  , As friends ofthe Clanlords or enemiesoftyrannny, the party could
  arrest. She renounced her family and fled to the mountains, to avoid
  try to free Forvers from the Host .
  giving the Host a pretext for slaughtering the Hasir .
  Vanya yearns to flee these war-torn hills, but she remains to spy
  " An eminent wizard hires the party to visit Forvers . He wants to
  for the Clanlords, outofdevotion to the Hasirfamily. Ten warriors
  learn the loreofthe SpiritWorld andbelieves that Vanya Hasir can
  of the Clanlords protect her, arming themselves with leather jer-
  help, possibly by giving him the legendary Bile Stone, said to
  kins, short horsebows and pole arms . These soldiers enjoy impro-
  smite foes down and then revive them as horrors . The wizard
  vising weapons and once hoped to raise a band of farmers armed
  knows and cares nothing about feuds or wars . When the party
  with home-made weapons . Vanya assured her protectors that the
  finally finds her amid the upheaval, she will refuse to help their
  timid hill people would never unite under them, a fact which leads
  sponsor until the Ahtu fall .
  these troops to dismiss the local people as cowards . The Ten feed
  themselves by waylaying timid farmers .
  
  26
  Shadow World
  I "INDEX TO ADVENTURES
  The following index summarizes the type and danger of each
  encounter presented in this book . GMs may use it to select an
  encounter appropriate for the type ofterrain PCs are in, the type of
  monster they are likely to meet, or the strength of opposing force
  they must counter.
  PART IV
  " TABLES AND CHARTS
  HOW TO USE THE INDEX
  For example, if the party is in the desert and needs a random
  adventure, the GM will find two miscellaneous desert encounters :
  Parts 11, 3 and Part 11, 8 . The entry also shows that the scenario
  presented in Part 11, 8 of this book contains a tough sphinx, while
  the adventure detailed in Part 11, 3 involves a pair of strong
  gemstings . If the party is weakened by disease or battle, a sphinx
  might kill them, so the GM might be wise to select the encounter
  detailed in Part 11, 3 .
  This summary is presented as a suggestion only . Any of these
  encounters could be adapted to different terrain, where the danger
  would vary with the PCs' intent . For example, a Dragon is safe
  enough if it likes you .
  The strengths of various encounters are rated on the following
  scale,taken from ICE's CreaturesAndTreasures : Weak, Average,
  Strong, Tough, Powerful, and Mighty . Since these scenarios are
  intended as brief encounters, they are not as deadly as those
  presented in other adventures, like Demons of the Burning Night
  and Kingdom ofthe Desert Jewel.
  Encounter Terrain
  Hazard
  Strength
  P
  Part 11, 1
  Mountains
  Pegasus and
  Average
  Gargoyles
  Gnolls
  Weak
  Gemsting
  Strong
  People and
  Tough
  Revenant
  Part 11, 5
  Forest
  Demon of the
  Powerful
  Fourth Pale
  Part 11, 6
  Sea Coast
  Half-demon
  Tough
  Part 11, 7
  Arctic
  Assorted
  Avg-Powerful*
  Obstacles
  Part 11, 8
  Desert Ruins
  Sphinx
  Tough
  Part 11, 9
  Underground
  Assorted
  Avg-Powerful*
  Obstacles
  Part 11, 10
  Wasteland
  Basilisk
  Tough
  Part III
  semi-populated Guards
  Weak*
  mountains
  Ahtu Farm
  Tax Collector
  Tough*
  Farms
  Militia and
  Average*
  Thieves
  Mill
  Crows
  Average*
  Slaves and
  Tough*
  Soldiers
  Mayor
  Tough*
  Town
  Assorted
  Strong*
  Mentalist
  Tough*
  Undead
  Tough*
  Witch and
  Tough*
  Bandits
  Horsemen
  Tough .*
  11,2
  Underground
  Part 11, 3
  Desert
  Part 11, 4
  Meadow
  *Will not harm PCs who behave responsibly, but extremely
  dangerous if mishandled .
  
  2 "ROLEMASTER CHARTS
  Name
  LA
  Hits
  AT(DB)
  Akkak
  7
  35
  3(20)
  N
  N
  30sp
  5s1
  25
  Animist . Knows the following spell lists, all to 10th level : Nature's Movement, Plant Mastery, Animal Mastery, Herb Mastery, Nature's Lore, Nature's Protection,
  Barrier Law, Weather Ways, Lofty Movements, Concussion's Ways. Co40, Ag55, SD60, MOO, Re56, St34, -Qu45, Pr56, Em64, In90 .
  Akruk
  5
  70
  3(30)
  N
  N
  80sp
  80sb
  COO, Ag55, SD20, Me56, Re46, St94, Qu61, Pr45, Em64, In45 .
  Aror
  2
  30
  13(30)
  Aror does not carry his hcb with him.
  Auda
  5
  65
  3(30)
  Co89, Ag65, SD70, Me40, Re36, St94, Qu65, Pr56, Em54, In60.
  Balka
  2
  20
  1(15)
  Barmaids
  Bamabus
  Bentham
  Bembley
  Co91, Ag45, SD50, Me35, Re56, St64, Qu45, Pr45, Em53, In54 .
  Brownboots (150)
  Burad
  Cheaga
  Clanlords
  Equans (100)
  OB +50 with whip
  .
  Night Sky Band (6)
  One-Eye
  Madook (20)
  Melalil
  SD40, Co55, Ag75, Me59, Re67, St48, Qu77, Pr75, In55, Em50.
  Tales of the Loremasters II
  27
  ROLEMASTER MASTER NPC CHART
  N
  Grandfather Ahtu
  15
  145
  1(90)
  N
  N
  35da
  Touch casts "paralysis" Spell or "sleep" spell or drains 5 Con ptslmd; -25
  Melee Ob
  Missle Ob
  Mov M
  50hcb
  80sp
  8016
  15
  Bakar
  12
  130
  10(30)
  N
  N
  160bs
  160sb
  10
  SD90, Co65, Ag55, Me59, Re67, St78, Qu67, Pr65, Em50, In55 .
  35ss
  30sb
  Baradar
  10
  35
  1(5)
  N
  N
  30da
  -
  5
  Knows the following spell lists to 10th level: Lofty Movements, Concussion's Ways, Lieht's Way . Essence Hand, Spell Wall, Lesser Illusions, Soul Destruction,
  Gas Destruction, Solid Destruction, FluidDestruction, Mind Destruction, Flesh Destruction . He knows Spirit Mastery to 5th level .
  1
  20
  1(10)
  N
  N
  35St
  -
  0
  8
  100
  13(30)
  N
  N
  105bs
  105sb
  10
  4
  55
  1(30)
  Y10
  N
  70bs
  701b
  1
  25
  3(30)
  N
  N
  35da
  351cb
  2
  35
  10*(30)
  Y5
  N
  70bs
  2516
  5
  10
  115
  17(30)
  N
  N
  1151s
  115sb
  35
  1
  10
  1(15)
  N
  N
  lost
  10da
  0
  10(30)
  N
  N
  40bs
  401b
  15(30)
  Ylo
  N
  70ml
  70sb
  Farmers and Other
  Folk of Forvers (1,000)
  1
  20
  1(10)
  N
  N
  35pa
  -
  0
  Fazil
  1
  25
  1(30)
  N
  N
  35da
  35da
  5
  Gerom
  3
  25
  1(15)
  N
  N
  45St
  Thief.
  Gnolls
  2
  40
  3(30)
  N
  N
  20ha
  losl
  15
  Gnoll Illusionists (5)
  7
  25
  1(10)
  N
  N
  20ha
  -
  25
  Level : 5 Skill Ranks in Hiding and Adrenal Moves, Speed . Know following spell lists to 10th level : Illusion Mastery,Mind Sense Molding, Guises, Light Mold-
  ing, Feel-Taste-Smell, Sound Molding and Detecting Ways.
  Grana
  15
  155
  20(35)
  Y25
  N
  140ml
  140sb
  20
  SD70, Co55 . Ag65, Me49, Re65, St98, Qu85, Pr85, In50, Em40 . Grana's shortbow is enchanted to +10.
  Gregkor
  7
  100
  13(30)
  N
  N
  105ss
  85sb
  20
  Grimo
  5
  50
  5(30)
  N
  N
  75ss
  75sb
  10
  Hadrac
  3
  45
  19(30)
  N
  N
  60ml
  60sb
  5
  Hunters (5)
  1
  30
  3(10)
  N
  N
  30sp
  401cb
  Juga
  1
  10
  1(15)
  N
  N
  lost
  -
  Mikal
  16
  155
  10(45)
  N
  N
  145m1
  1451b
  15
  SD50, Co65, Ag65, Me59, Re45, St99, Qu97, Pr75, 100, Em65 . Mikal owns a magical +10 lance which can shrink from normal size to a short stabbing spear in
  close combat . Its damage remains the same .
  1(20)
  N
  N
  50cl***
  30da
  5
  1(30)
  N
  N
  70ss
  70sb
  2
  40
  3(30)
  N
  N
  35sp
  35sb
  10
  3
  20
  1(20)
  N
  N
  40da
  40da
  5
  Nataya
  10
  45
  1(10)
  N
  N
  50da
  -
  5
  Knows the following spell lists to 20th level : Presence, MindMerge, Mind Control, Sense Control . She knows the following lists to 10th level : Mind Attack, Mind
  Speech, Cloaking, Attack Avoidance, Mind's Door, Mind's Mastery. SD95, Co65, Ag55, Me59, Re67, St45, Qu67, Pr95, In77, Em60.
  
  28
  Shadow World
  Name
  Lvl
  Hits
  AT(DB)
  Olden
  5
  65
  15(30)
  Y15
  N
  80bs
  801b
  10
  OB does not include broadsword's +20 bonus .
  Pages (3)
  1
  25
  5(10)
  N
  N
  35ss
  35sb
  Pickets (18)
  3
  45
  10(20)
  Y10
  N
  60bs
  601b
  Purlock
  7
  65
  10(15)
  N
  N
  85da
  60sl
  Sandro
  5
  70
  15(30)
  Y10
  N
  90bs
  701b
  10
  OB does not include broadsword's +20 bonus .
  Silat
  1
  25
  5(20)
  N
  N
  30sp
  401cb
  5
  Fighter . Co96, Ag75, SD53, Me46, Re57, St66, Qu48, Pr65, Em43, In62 .
  Slaves (110)
  1
  25
  1(10)
  Squires (5)
  3
  65
  5(10)
  Fighters with Perception, Stalking and Ambush skills at 5th level .
  Tovish
  -
  8
  110
  6(40)
  SD60, Co55, Ag55, Me69, Re57, St90, Qu90, Pr30, M45, Em47 .
  Harriot
  9
  R
  Tribesmen
  3
  45
  3(10)
  N
  N
  60sp
  60sb
  Vanya
  7
  30
  1(30)
  N
  N
  20da
  Knows the following spell lists to 10th level_ Time's Bridge, Holy Vision, Starlights, Starsense, Weather Ways, Barrier Law, Delving, Damage Resistance and
  Brilliance . She knows Calm Spirits to 5th level . SD60, Co65, Ag85, Me89, Re67, St40, Qu75, POO, 105, Em67 .
  Vanya's Guards (10)
  3
  45
  5(20)
  N
  N
  60pa
  65sb
  10
  Verix
  1
  15
  5(10)
  N
  N
  351s
  351b
  5
  Vilmy
  7
  95
  3(20)
  N
  N
  95sp
  951cb
  Co85, Ag67, SI)49, Me36, Re63, St96, Qu54, Pr46, Em56, ln47 .
  * Elite Brownboots may own heavier armor .
  ** Unarmed with AT 1 until they get to the Armory.
  *** Whenever these clubs cause damage, the victim suffers one extra point due to nails .
  Melee Ob
  35St
  -
  80sp
  801b
  125wh
  901b
  Watchmen (100)
  1
  30
  1**10
  N
  N
  40sp
  30s1
  5
  Wilke
  10
  115
  15(30)
  Y25
  N
  115m1
  115bs
  15
  ROLEMASTER HERB AND POISON CHART
  Name
  Code
  Form
  Prep/Apply
  Cost
  Effect
  Missle Ob
  Mov M
  Foolscabbage
  c-M-7
  Leaf
  Ingest
  logp
  Violent nausea and vomiting (-50 to OB and maneuvers
  for 1-10 hours) . Purges the system of all poisons and
  foreign objects .
  t
  Ingest
  l00gp
  Severe circulatory poison . Beginning in 5-50 rds, discolora-
  tion and and chills ; incapacitating headaches (no activity; 1-10
  hits/rd until unconsciousness or coma) .
  
  Bears (2)
  Hasir
  Crows
  Deer
  Demon
  13
  Demon Dogs
  4
  Gargoyle
  Gemstings
  Ghoul
  Goats
  Guardian
  Half-demon
  Horses
  Ice Skeletons
  Jellyfish
  Mummies
  Phantom
  2
  Polar Bear
  10
  Revenant
  Sled Dogs
  Sphinx
  11
  80
  Starbreeze
  6
  140
  Will OfThe Wisp
  6
  130
  Tales of the Loremasters II
  2 9
  ROLEMASTER MASTER BEAST CHART
  Base
  Max Pace/
  Speed
  Size/
  t Casts base Mentalist spells to 15th level . Owns a x2 Mentalist spell multiplier .
  ** 45MBa[cold]/10'R fear, after 3 mds drains 2 Con pts/rnd in 10'R ; unaffected by puncture Grits; fire does double damage.
  tt after 3 mds drains 2 Con pus/md in 10'R ; unaffected by puncture Grits ; fire does double damage .
  Outlook
  Type
  Lvl
  Rate
  MN Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
  10
  90
  Spt/20
  MF/MF
  L/I
  230
  8(30)
  85LGr60/65LCI
  1-2
  Aggressive
  5
  40
  Run/0
  MD/MF
  M/I
  70
  1(35)
  special**
  1
  Protect
  Dash/30
  FA/FA
  S/-
  60
  1(60)
  SPi50/SCI50/20MC1
  200
  Normal
  Dash/20
  VF/FA
  M/I
  55
  3(30)
  20SHo80/OOSts20
  3
  Timid
  160
  Dash/40
  BF/FA
  L/LA
  155
  4(60)
  60wp(tail)/70LBa/901s***
  1
  Cruel(SU)
  120
  Dash/20
  FA/FA
  M/I
  70
  3(30)
  50MBi/60MBa/90LBi§
  2
  Hungry(VL)
  FSpt/30
  MF/FA
  M/-
  80
  16(35)
  60LCV40MBi/501asso
  I
  Greedy(IN)
  Run/10
  MFNF
  M/I
  85
  12(40)
  60LPi(2x)/80LSt
  2
  Hungry(NO)
  3
  65
  Spt/20
  MF/MF
  M/I
  70
  4(20)
  80MBa/100SC1$
  1-5
  Protect(No)
  2
  80
  Dash/10
  FA/FA
  M/I
  45
  3(45)
  80MBa100
  1-20
  Normal
  -/MF
  L/LA#
  180
  3(60)
  special£
  1
  Protect(AA)
  Dash/20
  MF/FA
  M/LA
  120
  11(50)
  1101s/specialU
  1
  Cruel(VH)
  3
  90
  Dash/20
  MF/FA
  L/-
  150
  3(40)
  70MCr
  3-120
  Normal
  3
  60
  Spt/O
  MD/MF
  M/I#
  50
  1(35)
  45MBa[cold]/10'R feartt
  8
  Berserk(NO)
  Walk/O
  IN/IN
  T/-
  2
  1(30)
  touch inflicts I-10 hits
  1-100
  Passive
  FSpt/O
  SL/MF
  M/II#
  100
  8(30)
  70LBal00/120LGr
  3
  Protect(IN)
  50
  FSpt/10
  SL/MD
  M/I#
  40
  1(20)
  30SBolt/(1 Con Pt/md .)
  1-4
  Inquis .(LI)
  90
  Spt/10
  MF/MF
  L/I
  230
  8(30)
  85LGr/65LCI
  1-5
  Aggressive.
  Spt/O
  VS/MD
  M/I#
  65
  7(25)
  401s/special¥
  1-2
  Berserk(MD)
  Dash/30
  FA/FA
  S/-
  50
  3(60)
  60SBi
  30
  Normal
  FSpt/20
  MFNF
  L/-
  300
  11(70)
  150 LCl/110HBa/Specialt
  1
  Playful(VH)
  Dash/40
  VF/FA
  L/I
  150
  3(40)
  50MBa/60MTs
  1
  Timid(AV)
  FSpt/20
  VF/MF
  M/LA#
  80
  1(100)
  Body is 50C Cold Ball
  1
  Cruel(MD)
  *** The Demon uses its tail as a whip for double damage and fights with a Dagger of Long Strokes . The round after it achieves a critical with its bash, it may make
  a 1301-Cr attack .
  § When Demon Dogs achieve a critical, they attack in the next round by breathing a 30OB firecone, up toten times per day . Reduce the severity of all criticals against
  these Dogs by one level .
  $ When this Ghoul scores a critical, it also makes a 45 OB attack with its spear in the sameround . There is a 50% chance that any wound this creature causes becomes
  infected with a level 6 bubonic disease
  . Characters must make a RR upon seeing theGhoul attack orrun in fear. Ghouls do notdie forever untiltheirbodies are burned.
  Otherwise, this creature "drops" after losing all its hits but regenerates them at a rate of one every ten minutes .
  £ (The "Old Wind") The Guardian is a whirlwind . Characters must make a Resistance Roll to leave or enter its 5' radius successfully . Hurtling winds cause a -50 to
  all Moving maneuvers and force characters to make an Easy maneuver or be hurled over a slope (taking a 10 OB attack on the Fall/Crush Attack Table, p58 ofAL/
  CL) . This causes characters one hit damage/round due to cold. The creature may also cast spells from the Air Law list, with 38 power points
  . Its whirlwinds cause
  double concussion damage due to the cold
  .
  d2 The Demon can spit 40' once per minute, causing damage like that of a 40 OB firebolt . His powers let him turn any portable object invisible, or to become invisible
  himself, although attacking makes him visible . He wields a +5 sword. The Demonshield adds +10 to the wielder's DB as well as normal shield bonuses .
  V Onlymagical weaponsharmaRevenant. The touch of aRevenant forces the victim to make a resistance roll at-10 or lose 3 Co points each round . A Revenant knows
  all Soul, Mind and Flesh Destruction spell lists to 5th level . Note that it can only be permanently killed by burning or by holy weapons . The Revenant regenerates
  other damage at the rate of one concussion hit per ten minutes.
  
  30
  Shadow World
  3 *FANTASY HERO CHARTS
  FANTASY HERO MASTER NPC TABLE
  Name
  STR
  DEX
  CON
  BODY
  INT
  PRE
  tPD
  rPD
  tED
  Abell
  11
  14
  11
  11
  11
  13
  4
  1
  4
  1
  3
  5
  30
  6
  5
  21)6k
  7"
  Akkak
  7
  11
  8
  11
  13
  12
  4
  3
  4
  2
  2
  4
  20
  5
  5
  3d6
  6"
  Spells : 30 points active in any nature related magic.
  Akruk
  18
  12
  17
  14
  Aror
  12
  11
  15
  12
  10
  10
  Aror has a Heavy Crossbow (OCV = 6) but does not usually carry it.
  Auda
  18
  13
  16
  13
  8
  11
  7
  3
  5
  2
  3
  7
  33
  6
  5
  Bakar
  15
  11
  12
  16
  12
  12
  9
  5
  7
  4
  3
  6
  35
  8
  5
  Balka
  Barmaids
  9
  11
  11
  10
  10
  10
  3
  1
  3
  1
  2
  4
  21
  5
  4
  3d6
  6"
  Barnabus
  13
  15
  14
  13
  10
  11
  10
  6
  7
  4
  3
  7
  30
  8
  6
  2d6K
  7"
  1.5d6K
  1d6-1 K
  1 .5d6K
  2d6K
  2176
  2d6K
  2d6K
  Bentham
  Bembley
  Brownboot
  Burad
  Cheaga
  Clanlords
  Equans
  15
  14
  13
  12
  11
  1
  13
  15
  uans have a Familiarity with Whips and +1 OCV with them .
  1.5d6K
  1d6-1K
  Gerom
  11
  14
  11
  11
  13
  10
  4
  1
  4
  1
  3
  5
  25
  6
  6
  ld6-1K
  6"
  Gnolls
  13
  14
  13
  12
  10
  10
  7
  2
  5
  1
  3
  6
  29
  5
  6
  4d6
  7"
  3d6
  7"
  GnollIllusionists
  11
  11
  13
  11
  13
  11
  4
  1
  4
  1
  2
  Spells: 40 points active in mental illusions and images
  . Note that all Gnolls have Stealth and Concealment at 12- .
  Grana
  20
  15
  11
  14
  12
  17
  14
  9
  11
  9
  3
  7
  35
  8
  6
  2d6+1K
  6"
  Enchanted +1 accuracy Shortbow.
  Grandfather Ahtu
  20
  14
  18
  17
  10
  20
  10
  2
  Special : Touch does 2d6 Entangle (doesn't stop attacks), 4d6 and vs immune to cold and a I d6 con drain.
  SPD
  REC
  STUN OCV
  DCV
  DMG MOVE
  Gregkor
  13
  14
  15
  12
  11
  13
  11
  6
  8
  Grimo
  Hadrac
  Hunters (5)
  Juga
  9
  11
  11
  10
  10
  10
  4
  1
  4
  1
  2
  4
  23
  5
  5
  Mikal
  20
  14
  13
  18
  10
  15
  12
  5
  8
  4
  4
  8
  40
  10
  7
  Special : Mikal fights with a medium lance that can shrink from normal size to the size of a short stabbing spear .
  Night Sky Band (6)
  11
  11
  13
  10
  11
  10
  4
  1
  4
  1
  3
  One Eye
  Madook (20)
  13
  11
  15
  11
  10
  10
  6
  2
  4
  1
  3
  6
  28
  5
  5
  Melalil
  9
  15
  11
  10
  11
  15
  3
  1
  3
  1
  3
  4
  22
  6
  5
  Nataya
  8
  11
  13
  Spells : 40 active points in mental powers .
  Olden
  15
  15
  14
  13
  Pages (3)
  11
  11
  11
  Pickets
  Purlock
  11
  12
  12
  6
  9
  5
  3
  6
  31
  7
  5
  1 .5d6K
  7"
  11
  10
  11
  3
  1
  3
  1
  2
  4
  24
  5
  5
  1d6-1K
  7"
  1.5d6K
  6"
  ld6-1K
  7"
  2d6+1K
  1.5D6K
  2d6K
  6"
  2d6K
  8"
  1 .5d6K
  7"
  ld6K
  6"
  1d6+1K
  ld6+IK
  ld6+1K
  1 .5d6K
  3d6
  6"
  2d6+1K
  7"
  1d6K
  7"
  Id6+1K
  7"
  ld6+1K
  8"
  ld6-1K
  6"
  1d6-1K
  6"
  
  Name
  STR
  DEX
  CON
  BODY
  INT
  PRE
  WD
  rPD
  tED
  rED
  SPD
  REC
  STUN OCV
  DCV
  DMG MOVE
  Sandro
  15
  Silat
  13
  Slaves
  Squires
  13
  14
  15
  15
  13
  10
  11
  13
  7
  9
  6
  3
  7
  34
  7
  5
  2d6K
  6"
  15
  19
  11
  9
  12
  8
  2
  6
  1
  2
  8
  31
  6
  5
  5d6
  6"
  4d6
  1.5d6K
  12
  Vanya
  8
  17
  13
  11
  15
  Spells : 40 active points in weather/nature and spirit magic .
  Vanya's Guards
  15
  14
  15
  12
  10
  Vilmy
  19
  15
  16
  15
  Verix
  Watchmen
  Wilke
  Name
  Form
  Prep/Apply
  Cost
  Effect
  Harriot
  Root
  Ingest
  Tales of the Loremasters II
  31
  Perception (13-), Stealth and Concealment at 12- .
  Tovish
  18
  11
  11
  16
  13
  5
  7
  3
  4
  2
  4
  6
  34
  7
  6
  id6K
  7"
  Tribesmen
  13
  14
  13
  13
  10
  10
  7
  2
  4
  1
  3
  6
  30
  6
  5
  1.5d6K
  7"
  Id6-1K
  7"
  FANTASY HERO HERB AND POISON CHART
  Foolscabbage
  Leaf
  Ingest
  logp
  Violent Nausea .
  (-5 to all actions and skills for 2-12 hours)
  Purges the system of all poisons and foreign objects .
  Circulatory Poison . Id6 NNd Kill, does body, lasts for
  two turns. Defense = Immune to poison/Consitution over 25 .
  FANTASY HERO BEAST CHART
  Id6+1K
  6"
  5
  2d6K
  7"
  1 .5d6K
  1 .5d6K
  1 .5d6k
  Name
  STR
  DEX
  CON BODY
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC STUN
  OCV
  DCV
  DAM
  MOVE
  Basilisk
  20
  11
  18
  15
  15
  13
  5
  13
  5
  3
  8
  40
  6
  5
  Id6+1K
  8"
  Gaze Attack = 8d6 Transformation into Stone, 7 OCV, wears off in 30 days, must have eye to eye contact. Hissing =+15 Presence, only for causing fear .
  Bears(2)
  23
  15
  18
  12
  20
  11
  2
  7
  1
  3
  10
  33
  6
  5
  2xld6 or2d6-2
  +10 Presence . Fear only. Additional 5d6 damage when bear hits with both claws (bear hug) .
  Cold Dame Hasir
  15
  15
  20
  14
  30
  10
  7
  7
  3
  4
  7
  35
  7
  6
  2d6 RKA
  8"
  ld6 Constitution drain in a 2 hex radius surrounding the creature. Double Body and Stun from Fire based attacks.
  Crows (200)
  -20
  18
  3
  2
  8
  2
  0
  2
  0
  4
  1
  4
  Deer (3)
  Demon
  8
  23
  20
  10
  The Demon may attack with its tail as if it were a Whip .
  Demon Dogs(2)
  15
  18
  15
  12
  15
  Fire Breathing = ld6 RKA, Cone Effect, 10 times per day .
  I pip .
  1
  Id6+1K
  i
  ld6+1K
  1
  2xld6K
  1
  Ghoul
  15
  14
  23
  12
  15
  8
  2
  5
  0
  3
  8
  None
  5
  5
  1 .5d6K
  Ghouls are undead and therefore, Automatons
  . When the ghoul does body with his spear, there is a 50% chance of the character contracting a plague.
  Plague = Lose Id6 of STR, CON, and Body per day until cured.
  '
  Whirlwind (special)
  Gargoyle
  15
  15
  13
  10
  20
  7
  2
  5
  2
  3
  9
  25
  6
  5
  2x.5d6K
  10"
  Gemstings
  15
  17
  15
  11
  20
  7
  1
  4
  1
  3
  6
  25
  6
  6
  1d6K
  7"
  When a Gemsting does body to a character, it injects the following poison : = 1/2d6 NND Killing Attack, does body . Defense = Immunity to poison or not taking
  body from the sting .
  Goats
  8
  8
  8
  7
  8
  3
  0
  1
  0
  2
  4
  11
  3
  3
  1d6
  6"
  30
  23
  19
  15
  20
  12
  0
  12
  0
  5
  10
  40
  8
  8
  6d6 .
  10"
  Characters must make a STR vs . STR roll in order to enter or leave the area . Characters roll against a 50 STR . PCs inside the Whirlwind are at -6 to dex rolls and
  attacks and take 2d6 attack per turn due to cold. This attack can not be recovered from while in the cold. Spells : 30 points active in any spells relating to Wind/Air.
  Horses
  25
  15
  20
  16
  20
  5
  0
  4
  0
  3
  9
  40
  5
  5
  2x.5d6K
  18"
  Riders add 3 to their horsemanship rolls due to proper training . Lame Horses have only 10 body and move at 7" instead of 18 ."
  
  32
  Shadow World
  Name
  STIR
  DEX
  CON BODY PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC STUN
  OCV
  DCV
  DAM
  MOVE
  Ice Skeletons
  10
  11
  13
  10
  10
  4
  4
  4
  4
  2
  5
  None
  5
  5
  1d6+1K
  6"
  Skeletons are undead and are treated as Automatons . Skeletons drain Id6 Con per phase in a 2 hex radius. Ice Skeletons take 2x body from fire-based attacks.
  Jellyfish
  8
  11
  13
  10
  10
  5
  1
  3
  0
  2
  5
  21
  4
  4
  1 d6K
  Mummies (3)
  25
  10
  25
  18
  18
  10
  3
  4
  1
  2
  10
  44
  7
  4
  6d6
  Takes double stun and body from tire-based attacks .
  Half-Demon
  23
  20
  19
  14
  15
  13
  5
  8
  4
  4
  9
  36
  9
  7
  2d6+1K
  8"
  Invisibility at will . +1 accuracy sword and a +1 DCV magic shield . Acidic Spit = ld6 RKA, effects 4 phases . Usable once per minute .
  Polar Bear
  30
  20
  20
  18
  30
  12
  2
  8
  1
  3
  10
  48
  8
  7
  2xld6+1K
  Revenant
  13
  -
  14
  13
  10
  18
  8
  2
  8
  2
  3
  7
  None
  7
  7
  1d6+1K
  +20 Def against nonmagical weapons
  . Automaton status
  . 1 body Regeneration/turn. Characters touching a Revenant lose ld6 CON, BODY, INT And EGO.
  Sled Dogs
  13
  14
  15
  10
  15
  6
  0
  3
  30 sled dogs at the trading post (area A) while Akurk owns six (area B).
  Sphinx
  40
  15
  28
  25
  30
  13
  6
  "11
  30 point V.P.P.P
  . only for detecting people who have been in the Sphinx's presence .
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  Will of the Wisp
  0
  11
  23
  15
  20
  0
  0
  5
  0
  2
  5
  26
  4
  4
  Special .
  8 Body Desolidification . Affected by spells and magic weapons . 4d6 cold attack, area effect 4 hexes, affects solid .
  25
  21
  25
  15
  25
  9
  3
  9
  3
  5
  15
  41
  9
  9
  2x.5d6K or 6d6
  11"
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SOURCE: textdata/thevault/Shadow World/Shadow World Tales of the Loremasters Book II.pdf