TEXT: 0001
  MH-11 
  From the producer of the Flatiron Marvel Map
  Unofficial Game Adventure
  AN AGE UNDREAMED OF!
  By Tom Plassa
  Kulan Gath has come and Manhattan will never be the same!  Can your heroes survive . . .
  AN AGE UNDREAMED OF?
  Right here is where the legalese goes, but this product is a labor of 
  fanboydom and no profit has been made from it.  It is to be shared with 
  others who enjoy the classic TSR Marvel Superheroes RPG, for free.  
  Material & artwork within has been borrowed from the original Marvel 
  Comics Uncanny X-Men #190 & 191..
  The names and likenesses of characters herein are ficticious and do
  not really exist.  You do not really have super powers and Kulan Gath
  is not a real Hyborean sorceror and he will not come after you. . . at least,
  I don’t THINK he will.  I mean, I suppose anything’s possible, you know?
  
  2
  Unofficial Game Adventure
  An Age Undreamed Of!
  By Tom Plassa... Inspired by 
  Marvel Comics
  Contents
  Introduction ..........................................................................................3
  The Player Characters .........................................................................4
  Non-Player Characters ......................................................................10
  About Hyborean Manhattan ..............................................................31
  Chapter 1  An Age Undreamed of! ...................................................38
  Chapter 2  The Magik Touch! ............................................................44
  The Inner City Alley Map ...................................................................47
  Chapter 3  Forgotten Knowledge! ....................................................48
  Chapter 4  When You’re a Stranger. . . .............................................51
  The Great Marketplace Map ..............................................................56 
  Chapter 5  Access Denied! ...............................................................57
  Chapter 6 Open Sesame! ..................................................................62
  Kulan Gath’s Throneroom Map ........................................................68
  Extra Encounters! ..............................................................................69
  Original credits for issue a 190 & 191
  Writer: Chris Claremont
  Artists: John Romita Jr. Dan Green
  Colorist: Glynis Wein
  Letterer: Tom Orzechowski
  Editor: Anne Nocenti
  Editor In Cheif: Jim Shooter
  Interior Illustrations by Marvel Comics
  Module layout, Typography, Cartography & Writ-
  ing by Tom Plassa
  TSR Inc.
  P.O. Box 756
  Lake Geneva. WI
  53147
  TSR, Inc.
  PRODUCTS OF YOUR IMAGINATION
  This book is protected under the copyright laws of the United Stales 0f America. Any reproduction or other unauthorized use of the material or art·
  work contained herein is prohibited without the express written consent of TSR Inc. and Marvel Entertainment Group. Distributed to the book trade
  in the United States by Random House Inc. and in Canada by Random House of Canada, ltd. Distributed to the toy and hobby trade by regional
  distributors. The names of characters used herein are fictitious and do not refer to any persons Iiving or dead. Any descriptions including similarities
  to persons living or dead are merely coincidental. All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Entertainment
  Group 
  Inc., 
  and 
  are 
  used 
  with 
  permission. 
  MARVEL 
  SUPER 
  HEROES, 
  MARVEL 
  SUPER 
  VILLAINS. 
  AVENGERS. 
  SPIDER-MAN.
  FANTASTIC FOUR, ALISON BLAIRE. ROBERT KEllY, SECOND BROTHERHOOD OF EVIL MUTANTS, CHARLES XAVIER. MOIRA MACTAGGERT,
  PROJECT 
  WIDEAWAKE. 
  JUDGE 
  PETRIE. 
  VALERIE 
  COOPER. 
  FRANK 
  LOWELL, 
  RAVEN 
  OARKHOLME, 
  HENRY 
  PETER 
  GYRICH.
  MYSTIQUE, SENTINEL, MARK IV. MARK V. MARK VI. ALPHA SENTINEL, OMEGA SENTINEL, S.H.I.E.LO .. SEBASTIAN SHAW, NICK FURY.
  X-FACTOR. 
  DAREDEVIL, 
  HUU<:WANOA 
  MAXIMOFF, 
  SCARLET 
  WITCH. 
  VISION, 
  FRANKUN 
  RICHARDS, 
  NIMROD, 
  DOCTOR 
  STRANGE.
  CAPTAlN AMERICA, COLOSSUS. BEN GRIMM. IRON MAN. ASGARDIAN, and WOLVERINE and the distinctive likenesses thereof are trademarks
  of the Marvel Entertainment Group Inc. C 1987 Marvel Enlertainmenl Group Inc. All Rights Reserved. The TSR logo and PRODUCTS OF
  YOUR IMAGINATION are trademarks owned by TSR Inc. Game design copyright 0 1987TSR Inc. All Rights Reserved. Printed in the U.S.A.
  
  INTRODUCTION
  ‘Between the time when the oceans 
  drank Atlantis and the rise of the 
  sons of Aryas, there was an age 
  undreamed of. . .’ -The Wizard
  The military has come to New York 
  in full force after a strange mystical 
  barrier has erected itself around the 
  island of Manhattan, transform-
  ing the teeming metropolis into a 
  Hyborean realm of barbarians and 
  magic. In Washington DC, there is 
  an emergency meeting with Na-
  tional Security at the White House. 
  There, Valerie Cooper briefs those 
  gathered of the situation going on 
  in New York. She explains that any-
  one who crosses the mystical barri-
  er into the city is transformed into 
  a barbarian from a bygone era with 
  no memory of their previous life. 
  However, those who stumble out 
  of the area are restored to normal. 
  Intelligence has gathered that an 
  evil sorcerer named Kulan Gath is 
  responsible for the spell. Attempts 
  to contact the Avengers and the 
  Fantastic Four have failed, howev-
  er Val confirms that a number of 
  super-humans have been spotted 
  active in the city. All of them appear 
  to have been transformed. Val 
  hopes the super-human community 
  trapped within the mystical barrier 
  can resolve their problem.
  Welcome, true believers, to ‘An 
  Age Undreamed Of’! Within these 
  pages, high adventure awaits your 
  daring heroes on the savage streets 
  of Hyborean Manhattan. So, sharp-
  en your steel and gird yourselves for 
  battle!
  ‘An Age Undreamed Of!’ contains:
  — a 71 page adventure book (you’re 
  reading it now) which details the 
  player characters, the non-player 
  characters, and the story itself.
  — a pull-out map sheet that depicts
  Hyborean Manhattan.
  — a pull-out map sheet of The In-
  ner City Alleys’.
  — a pull-out map sheet of ‘The 
  Great Market Place’.
  — a pull-out map sheet of Kulan 
  Gath’s Throne room & prison.
  As Judge, you should read through 
  the entire adventure book at least 
  once before play commences. If 
  you are an inexperienced Judge, 
  you may also wish to review the 
  MARVEL SUPER HEROES rule 
  books.  ‘An Age Undreamed Of!’ is 
  compatible with either the Basic or 
  Advanced rules, and relies heavily 
  on material published in The Un-
  canny X-Men comics #190 & 191, 
  how-ever, you do not have to own 
  these issues to play this module.  
  This adventure was written to be 
  played as a limited story over sever-
  al sessions, but can be dropped into 
  your game at any point.  An assort-
  ment of characters from the Marvel 
  Universe are included, or better yet, 
  players can create their own origi-
  nal characters!  They’ll work just as 
  well!  This adventure was designed 
  to be scalable to varying numbers 
  of players and power levels.
  Karma Points
  Some chapters of the adventure are
  followed by a section about Karma,
  which present suggested Karma 
  awards and reductions. All heroes 
  who actively participate in the 
  events of the chapter should split 
  the points evenly among themselves 
  (or add them to a Karma Pool, if 
  the heroes have one). However, the 
  Judge may give a larger portion of 
  the Karma Points to characters who 
  do most of the work.
  The Premise
  An ancient Hyborean sorcerer 
  named Kulan Gath has somehow 
  transported himself to modern 
  Marvel Manhattan and cast a 
  barrier spell over the entire island 
  transforming it into a Hyborean 
  realm of swords and sorcery.  After 
  he secures his power base and 
  acquires the proper materials, he 
  plans to complete the barrier spell 
  which will expand over the entire 
  world, leaving it forever changed.  
  The heroes must avoid capture, 
  thwart Kulan Gath’s spell before it’s 
  too late, and return Manhattan to 
  its proper form.
  Getting started
  ‘An Age Undreamed Of!’ takes 
  place on Manhattan Island. If you 
  are a proud owner of the Deluxe 
  City Campaign Set, you will find 
  it very helpful.  Nevertheless, you 
  can run ‘An Age Undreamed Of!’ 
  without this set.
  3
  
  4
  THE PLAYER CHARACTERS
  This adventure is designed for use 
  with characters of the players’ own 
  creation to encourage deviation 
  from the original source materi-
  al, however, should your players 
  not have original characters (and 
  they don’t want to take the time to 
  create some), allow them to choose 
  from those described below.  At the 
  start of the game, players will have 
  been transformed into their Hy-
  borean alter egos.  If playing orig-
  inal characters, encourage players 
  to describe how their character’s 
  appearance has changed to fit this 
  new setting.  If playing the pregen-
  erated characters, an image of the 
  Hyborean versions is included in 
  this module.
  STORM
  Ororo Munroe
  F: EX(20) 
  A: RM(30)
  S: TY(6) 
  E: AM(50)
  R: TY(6) 
  I: EX(20)
  P: GD(10) 
  Health: 106
  Karma: 36
  Resources: Pr(4)
  Popularity: 0
  KNOWN POWERS:
  Weather Control: Storm had the 
  mutant ability to manipulate exist-
  ing weather patterns with Amazing 
  ability. Power stunts she performed
  with this ability included:
  • Fog and rain of Amazing Intensity
  • Amazing Strength winds
  • Raise or lower temperature with 
  Amazing ability
  • Predict weather up to three days 
  in advance
  • Reduce weather effects by Amaz-
  ing rank number Should Ororo 
  regain her Powers, she must relearn 
  these Power stunts, at a cost of 50 
  Karma points per attempt. When
  using this Power, Ororo’s moods 
  were often reflected by the weather.
  Flight: By using her wind Power, 
  Ororo was able to fly at Incredi-
  ble speeds (20 areas/ round). She 
  carried others by making a Weather 
  Control FEAT at -1CS per person 
  carried.
  LIMITATION: At the time of this 
  writing Ororo has lost her mutant 
  abilities. Her Agility is Good, her 
  Endurance Excellent, and her
  Health is 56. She may not use her 
  superhuman Powers.
  TALENTS: Ororo is a skilled thief, 
  escape artist, and lockpick, and 
  receives a +1CS to Agility FEATs 
  involving these actions. She has
  Martial Arts A and C, and is skilled 
  in Aerial Combat (+1CS versus 
  other flying targets). She has the 
  Resist Domination ability and has 
  developed Leadership.
  CONTACTS: Storm is the team 
  leader of the X-Men and titular 
  ruler of the Morlocks, a group of 
  mutants living beneath New York 
  City.
  BACKGROUND: Ororo Munroe 
  is the daughter of an American 
  photojournalist and a Kenyan tribal 
  princess. Orphaned in a war related
  incident, Ororo learned to survive 
  as a thief on the streets, and in her 
  teens traveled south on foot. At 
  the foot of Mount Kilimanjaro she 
  was regarded as a goddess for her 
  mutant Powers, and it was there 
  Professor X recruited her for his 
  new X-Men. She served with the 
  team and is today, as team leader,
  despite the fact her Powers were 
  taken from her by a mutant “neu-
  tralizer.”
  CAPTAIN AMERICA
  Steve Rogers
  F: AM(50) 
  A: IN(40)
  S: RM(30) 
  E: RM(30)
  R: EX(20)
  I: IN(40)
  P: AM(50) 
  
  5
  Health: 150
  Karma: 110
  Resources: Ex(20)
  Popularity: 100/6
  KNOWN POWERS:
  Unique Weapon-Shield: Construct-
  ed from a unique Vibranium-Steel 
  alloy called Proto-Adamantium, 
  that has never been duplicated. This 
  2.5 foot diameter circular shield is 
  one of the most indestructible items 
  ever known, possessing CL3000 
  material strength and impervious 
  to virtually anything of less than 
  cosmic status or rare powers ca-
  pable of affecting the molecular 
  bonds that render it so impervi-
  ous to harm. While no amount of 
  conventional damage can penetrate 
  the shield it cannot block stuns or 
  slams from affecting its wielder and 
  may soak up as much as 100 points 
  of damage at any given time. It can 
  however allow someone to stand 
  on it while falling and successfully 
  absorb the damage and allow its 
  wielder to escape injury even while 
  falling at terminal velocity. Due to 
  its disk-shaped design and unusual 
  resiliency the shield may be thrown 
  up to three areas and bounced off 
  of multiple targets and return to its 
  wielder’s hand on a successful Yel-
  low feat. It can do up to Incredible 
  (40) blunt damage when wielded 
  by Captain America based on his 
  current strength, and Remarkable 
  (30) edged damage depending on 
  how he chooses to strike with it.
  TALENTS: Cap is a Weapons 
  Specialist with his shield, receiving 
  a +2CS in FEATs using it. He is 
  skilled in all the martial arts avail-
  able, as well as having leadership, 
  artist, and military skills.
  CONTACTS: He is a vital member 
  of the Avengers, has a long-stand-
  ing relationship with the U.S. Army, 
  and is a friend of Nick Fury of 
  S.H.I.E.L.D.
  BACKGROUND: At the start of 
  WWII, Steve Rogers was injected 
  with the Super Soldier Formula, An 
  accident at the end of the war froze 
  him in an iceberg and he was later
  rescued by the Avengers. Cap sees 
  himself as a hero for all of America.
  COLOSSUS
  Peter Nikolaievitch Rasputin
  Armored form stats:
  F: EX(20) 
  A: GD(10)
  S: MN(75) 
  E: AM(50)
  R: TY(6)
  I: TY(6)
  P: EX(20)
  Health: 155
  Karma: 32
  Resources: Pr(4)
  Popularity: 0
  KNOWN POWERS:
  Body Transformation: Peter Raspu-
  tin can transform his body into an 
  organic form of osmium steel. His 
  stats while in that form are listed 
  above. His normal abilities are:
  F: EX(20) 
  A: GD(10)
  S: EX(20) 
  E: EX(20)
  R: TY(6)
  I: TY(6)
  P: EX(20)
  Health: 70
  Karma: 32
  
  6
  Peter may transform in a single 
  round. Damage taken in human 
  form carries over into armored 
  form. Damage taken in armored 
  form is healed in transformation, 
  unless Peter’s Health in armored 
  form is below 60, in which case that 
  Health is used once transformed. If
  Peter is stunned or knocked uncon-
  scious while in armored form, he 
  reverts to human form. While in 
  armored form, Colossus has min-
  imal need to breathe, and as such 
  can hold his breath for an indefinite 
  time.
  Body Armor: Colossus’ steel-like 
  hide provides Amazing protection 
  from physical attacks, and Incredi-
  ble protection from energy attacks.
  Resistances: In armored form, 
  Colossus has  Monstrous Resistance 
  to Fire and Cold, and Remarkable 
  Resistance to Electricity (conduc-
  tive) and Radiation.
  TALENTS: In his career as an 
  X-Man, Colossus has Martial Arts 
  A, B, and Resist Domination skills. 
  He also has artist skill, and paints to 
  relax.
  CONTACTS: Peter Rasputin is a 
  member of the X-Men. His little 
  sister, Illyana, is a member of the 
  New Mutants, His exact relation-
  ship with the Soviet government of 
  his homeland is unknown.
  BACKGROUND: Piotr Rasputin 
  first demonstrated his mutant abil-
  ities in adolescence on the Ust-Or-
  dynski collective in Siberia. He was 
  recruited by Professor X to form 
  his second team of X-Men, and has 
  served with the team since then. He 
  has served as the team’s strongman 
  since then, but is often plagued by 
  self-doubt as to his abilities and 
  contributions.
  NIGHTCRAWLER
  Kurt Wagner
  F: EX(20)
  A: AM(50)
  S: TY(6)
  E: RM(30)
  R: GD(10)
  I: EX(20)
  P: EX(20)
  Health: 106
  Karma: 50
  Resources: Pr(4)
  Popularity: 0
  KNOWN POWERS:
  Teleportation: Nightcrawler may 
  teleport with Shift X ability, with a 
  range of 3 miles north/south and 
  two miles east/west or vertically. 
  Teleports at these limits require an
  Endurance FEAT to avoid exhaus-
  tion and disorientation (no actions 
  for 1 -10 rounds). Teleporting into 
  a solid object results in that object 
  inflicting material strength damage 
  as an Edged attack. Nightcrawler’s 
  Power stunts include:
  • Multiple ‘ports, allowing him to
  attack more than one non-adjacent 
  target in the same area. Consider as 
  Multiple Attacks, using Power rank 
  instead of Fighting to determine 
  success.
  • Carrying others. Those being
  carried must make an Endurance 
  FEAT versus Excellent Endurance 
  to avoid being knocked out for 1-10 
  rounds. The X-Men may teleport 
  with Kurt (I per round) without
  harm. Kurt’s teleports are accom-
  panied by a sulfurous small and a 
  bamfing noise. 
  Prehensile Tail: Kurt may use his 
  tail as a third hand with normal 
  Agility. Wall-crawling: Kurt adheres 
  to surfaces with Amazing ability.
  Blending: This Power is only used 
  in dark areas, where Nightcrawler’s 
  indigo skin cannot be seen.
  TALENTS: Kurt Wagner is a master 
  of Tumbling and Acrobatics, in ad-
  dition to Martial Arts C and Resist 
  Domination talents learned as an 
  X-Man. He also has First Aid,
  Electronics, Repair/Tinkering, and 
  Sharp Weapons (prefers the epee) 
  talents.
  CONTACTS: Kurt Wagner is a 
  member of the X-Men, but main-
  tains a love of (and contacts with) 
  the circus world. He has recently 
  left his childhood sweetheart, but 
  rescued the new Queen of Ruri-
  tania (Amazing Resources) soon 
  afterwards.
  
  7
  BACKGROUND: Wagner was res-
  cued from an irate mob by Profes-
  sor Xavier to be a part of his “new” 
  X-Men, and has served with the 
  team ever since, including a brief 
  stint as leader.
  ROGUE
  Real Name Unrevealed
  F: GD(10) 
  A: EX(20)
  S: AM(50)
  E: GD(10)
  R: TY(6)
  I: GD(10)
  P: PR(4)
  Health: 90
  Karma: 20
  Resources: Pr(4)
  Popularity: 0
  KNOWN POWERS:
  Power Absorption: Rogue absorbs 
  the Powers, memories, and Talents 
  of other beings on flesh-to-flesh 
  touch. She cannot control the 
  absorption, and it occurs automat-
  ically against beings of less than 
  Unearthly Psyche. Each round of 
  contact results in 4 rounds of pos-
  session, during which time the tar-
  get is unconscious. Contact beyond 
  1 round is dangerous: Rogue must 
  make a Psyche FEAT to avoid
  effecting a permanent transfer. 
  Failure of that FEAT results in the 
  target’s mind and Talents being 
  wiped clean, and the target’s Powers
  and persona are permanently 
  Rogues. As a result, Rogue’s Psyche 
  drops one rank: should that Psyche 
  reach 0, she ceases to be available
  as a Player Character. If Rogue af-
  fects multiple victims, she may take 
  the best Powers and abilities. She 
  may absorb body modifications
  such as wings and tails. She may 
  not affect energy creatures or those 
  protected by artificial Body Armor.
  Flight: Rogue has Excellent flight 
  abilities, and can move 10 areas/
  round.
  Body Armor: Rogue’s flesh has In-
  credible protection against Physical 
  attacks and Excellent protection 
  against Energy attacks.
  Combat Sense: Rogue has a Seventh 
  Sense of the Incredible rank, that 
  may be used instead of Intuition in 
  combat situations. Rogue cannot be 
  blindsided. 
  Psi-Screen: Multiple conflicting 
  personalities give her a Class 1000 
  Psi-Screen.
  LIMITATION: Rogue’s Flight, Body 
  Armor, and Seventh Sense abilities 
  were originally Ms. Marvel’s, whom 
  Rogue permanently drained.
  TALENTS: Ms. Marvel had the fol-
  lowing talents; Military, Journalism, 
  and Detective/Espionage. In
  addition, Rogue has Martial Arts E.
  CONTACTS: Ms. Marvel had 
  Contacts in S.H.I.E.L.D. Rogue is a 
  member of the X-Men, and a for-
  mer member of the Brotherhood of
  Evil Mutants (now the Freedom 
  Force).
  BACKGROUND: Rogue left Mys-
  tique’s Brotherhood and sought out 
  Professor X to help her control her 
  Powers, and has remained with the 
  X-Men since then.
  STARFOX
  Eros of Titan
  ID: Public
  Team Affiliation: Avengers, Titatian
  Eternals; Ally of Drax the Destroyer
  F: GD(10)
  A: EX(20)
  S: AM(50)
  E: AM(50)
  R: EX(20)
  I: TY(6)
  P: RM(30)
  Health: 130
  Karma: 56
  Resources: EX(20)
  Popularity: 75
  
  8
  KNOWN POWERS
  Emotion Control: Starfox has the 
  Amazing rank power to stimulate 
  the pleasure centers of a target’s 
  brain. This affects creatures for 10-
  100 rounds, making them friendly 
  and cooperative with Starfox. It is 
  avoidable only with a green or bet-
  ter Psyche FEAT roll or if Starfox 
  orders his victim to perform an act 
  that would cause that person to lose 
  Karma.
  Eternal Abilities: The Eternals of 
  Titan have focused their energies in 
  different ways than those on Earth, 
  and thus their base abilities are 
  different. The following abilities are 
  standard for many, if not all Tita-
  nians, though the power ranks are 
  higher than normal:
  • Body Armor: Starfox’s skin pro-
  vides Good physical and energy 
  protection.
  • Flight: Starfox can fly at Remark-
  able air speeds (15 areas/round).
  • Invulnerability: Eros has Class 
  1000 rank resistance to the effects 
  of aging, cold, disease, electricity, 
  heat, radiation, and toxins.
  • Regeneration: Starfox, though not 
  as in tune with his body’s mole-
  cules as Sersi or Ikaris, has enough 
  control to generate Amazing rank 
  self-healing.
  • Uni-Mind: Starfox, like all Eter-
  nals of Earth or Titan, can join the 
  Uni-Mind.
  TALENTS: Electronics (Earth and 
  Titan), Pilot, and Repair/Tinkering.
  WASP
  Janet Van Dyne
  F: GD(10)
  A: EX(20)
  S: GD(10)
  E: EX(20)
  R: GD(20)
  I: EX(20)
  P: GD(10)
  Health: 60
  Karma: 50
  Resources: RM(30)
  Popularity: 50
  KNOWN POWERS:
  Shrinking: Wasp can shrink with 
  Incredible ability, reaching a mini-
  mum size of 1/2 inch. In this mini-
  mum size she can attack for normal
  damage at +2CS to hit, but nor-
  mal-size opponents are at -2CS to 
  hither.
  Flight: When Wasp shrinks, wings 
  
  9
  extrude from her back, allowing 
  her to fly 4 areas/round (Poor 
  Speed). These wings remain with 
  Wasp between the half-inch and 4 
  foot mark, allowing her to fly when 
  almost fully-grown. She retains her 
  Strength when reduced in size, but 
  her wings prevent her from lifting 
  any extra weight when flying.
  Insect Communication: Wasp 
  possesses the ability to commu-
  nicate and command all forms of 
  insect life at Typical ability. This is 
  a seldom-used Power, as it does not 
  fit in with her self-image.
  Wasp Sting: The Wasp can generate 
  bioelectric bolts of energy from her 
  hands, inflicting up to Remarkable 
  energy damage at a range of 1 area 
  maximum.
  TALENTS: Janet Van Dyne is an
  accomplished businesswoman, and 
  has Excellent Reason in business 
  matters. She has learned Martial 
  Arts D and Aerial Combat (+1CS 
  fighting against another airborne
  opponent) in her career as a hero.
  CONTACTS: Janet Van Dyne is 
  chairperson of the current team of 
  Avengers. She is on Good terms 
  with her ex-husband, biologist 
  Henry Pym, and is a major share-
  holder in a number of companies, 
  including NEVELL.
  BACKGROUND: Janet Van Dyne 
  was given her Powers by biolo-
  gist Hank Pym, and the pair were 
  founding members of the Avengers.
  Janet and Hank married and then 
  divorced, and while Janet leads the 
  present team, Hank helps the West 
  Coast Avengers on science matters. 
  Jan’s “Ditzy Brunette” act conceals a
  very shrewd business mind and an 
  able leader.
  
  10
  NON-PLAYER CHARACTERS
  This section details the villains and
  NPCs the PCs are most likely to
  meet in this adventure. Not all 
  NPCs that may be needed are in-
  cluded: because of the free-form na-
  ture of the scenario, the Judge must 
  be prepared to improvise NPCs as 
  the occasion demands. 
  Villains
  KULAN GATH
  The Great Vizier
  F: GD(10)
  A: EX(20)
  S:  TY(6)
  E: RM(30)
  R: GD(10)   
  I:  IN(40)
  P: MN(75)
  Health: 66
  Karma: 125
  Resources:EX(20)
  Popularity: -10
  KNOWN POWERS:
  Magical Ability: Kulan Gath is a 
  powerful Master Sorcerer from 
  Earth’s Hyborean Era.  He regularly 
  uses the following spells:
  • Alteration (Others)—Appearance/ 
  Body Weapons/ Bone(P)—This is 
  a modified, combined version of 
  the three separate spells from page 
  15 of the Realms of Magic book. 
  He can distort the form of others at 
  Monstrous Intensity.
  • Astral Projection (P)—as Power 
  of same name at MN intensity.
  • Levitation (P)—as Power of same 
  name.
  • Shield—Individual (P) as Personal 
  Force Field, able to repel magical 
  attacks at MN intensity
  • Telepathy (P)—as Power of same 
  name at AM intensity.
  • Eldritch Darkforce Bolts (D)—
  This bolt uses a form of energy 
  from another dimension. The target 
  loses Health points equal to the 
  caster’s spell rank at MN intensity. 
  The bolt is black. 
  • Dimensional Aperture (D)—Cre-
  ates an opening into, and permits 
  passage to and from, another stated 
  dimension, Requires a FEAT roll
  only for unfriendly or hostile di-
  mensions or unwilling travelers at 
  AM intensity
  • Spell of Silence (U)—Prevents 
  subject of spell from speaking of 
  certain matters or subjects. Only 
  characters of Amazing or greater 
  Psyche may receive a FEAT roll to 
  avoid its effects.  This is at at AM 
  intensity
  •Fear (U) —as Power of same name 
  at MN intensity.
  •Damage Absorption (P) —as Pow-
  er of same name at AM intensity.
  •Curse (U) —as Power of same 
  name at AM intensity.
  •Ritual of Transformation (?) —
  This is the ritual which allowed his 
  to transform all of Manhattan into 
  it’s Hyborean equivalent.  This is a 
  dark and powerful spell that re-
  quires time and human sacrifice to 
  complete at UN intensity.
  Amulet of Immortality: Kulan 
  Gath’s spirit has been transferred 
  into the Amulet he wears around 
  his neck.  If the amulet is removed, 
  his possession of his current mortal 
  body will end and his spirit will be 
  forced to return to the amulet until 
  it finds another host.
  TALENTS: Bibliophile, Demonolo-
  gist, Occultist, Stamina.
  CONTACTS: None.
  BACKGROUND: Kulan Gath was 
  a sorcerer in Earth’s Hyborean 
  Era, the ancient time period in 
  which Conan the Barbarian lived, 
  and was an enemy of the immor-
  tal vampire-like mutant named 
  Selene.  Kulan Gath had achieved 
  effective immortality by placing his 
  life energy into a magical amulet 
  which he now wears around his 
  neck.  Eventually he was destroyed 
  by one of his enemies. but Millen-
  nia later, he returned to life in the 
  modern world when the necklace 
  that housed his essence turned up 
  at a museum display in New York 
  City. The necklace was donned by 
  a night watchman; the sorcerer 
  transformed the guard’s body into a 
  duplicate of his own, which he then 
  possessed. He was defeated by Red 
  Sonja, who had been temporarily 
  reincarnated in the present day in 
  the body of Mary Jane Watson, and 
  her newfound ally Spider-Man.
  Spider-Man later tossed the neck-
  lace off of a ferry bound for Staten 
  Island, but it was found not long 
  afterwards by a fisherman named 
  Jaime Rodriquez; although Jaime 
  resisted Kulan Gath, a mugger who 
  
  11
  subsequently killed him was con-
  siderably weaker in willpower, and 
  when the mugger donned the neck-
  lace, he was possessed instantly and 
  transformed by the wizard.
  Kulan Gath, now returned to the 
  height of his power, transformed 
  Manhattan into a likeness of his 
  native time. Everyone trapped on 
  the island believed that the trans-
  formed world was the true world, 
  with the exceptions of his enemy 
  Spider-Man and the modern-day 
  Sorcerer Supreme, Doctor Strange.
  CALLISTO
  Captain Callisto
  F: IN(40)
  A: EX(20)
  S: GD(10) 
  E: EX(20)
  R: GD(10)   
  I:  IN(40)
  P: GD(10) 
  Health: 90
  Karma: 60
  Resources:FE(2)
  Popularity: 2(20)
  KNOWN POWERS
  Hypersenses: IN level of ability, al-
  lowing the following power stunts:
  - IN Tracking.
  -IN Poison Detection .
  -Attackers attempting to surprise
  are at - 6CS.
  WEAPONS: Callisto has in the past 
  carried several precision weapons, 
  including:
  Knife, EX material , GD damage .
  Slingshot, range two areas, five 
  points damage (roll on blunt throw-
  ing table).
  TALENTS: MN knowledge of New
  York ‘s underground tunnel system;
  + 1 CS when knife-fighting; RM 
  skill with slingshot; Leadership.
  GROUPS: Former leader of the 
  Morlocks; former associate of Dr.
  Moira MacTaggart.
  IN BRIEF: Callisto was the leader 
  of a group of subterranean mutants 
  known as the Morlocks. With the 
  destruction of that community 
  in the Mutant Massacre, Callisto 
  sought asylum first with the X-Men 
  and then with Dr. Moira MacTag-
  gart. Sent back to New York by 
  MacTaggart, Callisto was captured
  by Masque and transformed into a
  beautiful woman. She has since 
  encountered Colossus and the 
  Genoshan rebels. Currently, Cal-
  listo and her Morlocks have been 
  captured by Kulan Gath, mentally 
  dominated, and now work as his 
  enforcers, hunting down other 
  superpowered beings in Hyborean 
  Manhattan who might pose a threat 
  to him. Captain Callisto leads the 
  Vizier’s Guard.
  THE MORLOCKS/ 
  THE VIZIER’S GUARD
  The Morlocks are a large commu-
  nity of mutants who feel they are 
  outcasts, living in the underground 
  tunnels beneath New York, New 
  Jersey, and Connecticut. These 
  tunnels were built in the 1950s by 
  the U.S. Government as shelters in 
  case of a national emergency, and 
  later abandoned. The vast major-
  ity of the public has no idea these 
  tunnels exist. There are numerous 
  tunnels stretching out of sight, 
  many unexplored. The main tunnel 
  is 50 feet high and runs the length 
  of Manhattan. It is called “the alley” 
  by its inhabitants.
  The Morlocks are outcasts and 
  rebels against surface society who 
  named themselves after subter-
  ranean creatures found in H. G. 
  Wells’ book, The Time Machine. 
  They were founded by Callisto, who 
  discovered the tunnels and moved 
  into them decades ago, shortly after 
  they were abandoned. She enlisted 
  the aid of Caliban in finding other 
  mutants to create a new under-
  ground society, and maintained the 
  tunnels until the Mutant Massacre.
  Morlock society has no actual class 
  system, except for the leader who 
  all Morlocks obey, somewhat like 
  a huge street gang. Until recently, 
  the leader was Callisto. Under her 
  reign, Morlocks often raided the 
  surface world, preying on the lower 
  classes so that losses as a result of 
  their activities would not be no-
  ticed. They stole furnishings, food, 
  clothing, and the other necessities 
  of life, but sometimes they stole 
  children, too, as many Morlocks are 
  sterile. This raiding was discontin-
  ued when Callisto lost her rule to 
  Storm in a fight. Most Morlocks are 
  hideous and deformed, yet another 
  reason for them to dwell away from 
  
  12
  society. When Professor Xavier 
  offered to help resettle them on the 
  surface, they declined because they 
  felt the tunnels were the right place 
  for them. This image of themselves 
  as almost sub-human has psycho-
  logically affected most Morlocks 
  who feel frustrated, bitter, and 
  vengeful about their situation.
  *This group is easily scalable to suit 
  the power level and number of your 
  players.  Use them as needed and 
  feel free to create new Morlocks as 
  required. 
  IN BRIEF: The Morlocks are Kulan 
  Gath’s special agents of law-en-
  forcement in Hyborean Manhattan.
  They specifically patrol Kulan 
  Gath’s city hunting down mutants 
  and others with superhuman abil-
  ities to return to the master.  They 
  are not evil.  They are, like all of the 
  current citizens, under the influ-
  ence of Kulan Gath’s dark magic.
  EQUIPMENT: All of the Vizier’s 
  Guard carry short swords, shields 
  and some wear chainmail and are 
  equipped with bows.
  ANNALEE
  F: GD(10)
  A: TY(6)
  S: PR(4) 
  E: GD(10)
  R: PR(4)   
  I: GD(10)
  P: PR(4) 
  Health: 30
  Karma: 18
  Resources:FE(2)
  Popularity: 0
  KNOWN POWERS
  Emotion Control: AM ability. Can 
  control up to eight targets as far as 
  10 areas away.
  LIMITATIONS: The emotion im-
  posed on the target was whichever 
  emotion Annalee felt at the time.
  TALENTS: None.
  GROUPS: Member of the Mor-
  locks.
  IN BRIEF: Annalee’s children were
  killed by Scalphunter in a raid on 
  the Morlocks. Soon afterward, she 
  used her power to kidnap the Pow-
  er Pack children , seeing them as 
  replacements for her dead children. 
  They broke free of her spell and 
  suggested she adopt Leech, which 
  she did. Annalee was killed in the 
  Mutant Massacre.
  APE
  F: EX(20)
  A: TY(6)
  S: IN(40)
  E: IN(40)
  R: PR(4)   
  I: PR(4)
  P: FE(2)
  Health: 106
  Karma: 10
  Resources:FE(2)
  Popularity: 2
  KNOWN POWERS
  Shapechange: RM ability to change
  into objects of RM strength . 
  Among the shapes Ape has ad-
  opted are restraints and jars of 
  RM strength and clubs capable 
  of inflicting RM damage. Unlike 
  Warlock, Ape cannot change into 
  working versions of mechanical
  devices.
  TALENTS: Wrestling.
  IN BRIEF: Ape, a quiet, cowardly 
  Morlock, is slow of mind and often 
  requires others to think of objects 
  
  13
  for him to imitate. He is a survivor 
  of the Mutant Massacre, though his 
  present whereabouts are unknown. 
  It is suspected that he has returned 
  to the aIley.
  BEAUTIFUL DREAMER
  F: GD(10)
  A: TY(6)
  S: PR(4)
  E: EX(20)
  R: PR(4) 
  I: TY(6)
  P: IN(40)
  Health: 40
  Karma: 50
  Resources:FE(2)
  Popularity: 0
  KNOWN POWERS
  Mind Control: IN ability to erase 
  and/or implant memories in a 
  sleeping target. Mental defenses 
  apply, but the target gets a Psyche 
  FEAT at - 2CS to avoid, regardless.
  TALENTS: None.
  GROUPS: Member of the Mor-
  locks.
  IN BRIEF: Not much is known 
  about Beautiful Dreamer’s back-
  ground, except that she aided 
  Annalee in kidnapping the Power 
  Pack children. (She did this by 
  causing their parents to forget their 
  existence.) Beautiful Dreamer’s 
  whereabouts following the Mutant 
  Massacre are unknown.
  BLOW-HARD
  F: GD(10)
  A: TY(6)
  S: EX(20)
  E: RM(30)
  R: TY(6) 
  I: TY(6)
  P: TY(6)
  Health: 66
  Karma: 18
  Resources:GD(10)
  Popularity: 0
  KNOWN POWERS
  Hyper-Breath: AM ability, with the 
  following power stunts:
  - Blow over a single target. AM 
  strength, one area range.
  - Knock over all targets in a Single
  area. IN ability, one area range.
  - Kick up debris as missile weapon
  for RM blunt damage to all targets 
  in one area range.
  -Create dustcloud of IN intensity.
  Blow-Hard uses his pipe as a focus 
  for this power.
  TALENTS: None.
  GROUPS: Member of the Tunnel-
  ers, a sub-group of the Morlocks.
  IN BRIEF: A member of a smaller 
  faction within the Morlock com-
  munity, Blow-Hard and two other 
  Tunnelers escaped to the surface 
  after the Mutant Massacre. 
  CYBEllE
  F: TY(6)
  A: TY(6)
  S: TY(6)
  E: EX(20)
  R: TY(6) 
  I: TY(6)
  P: TY(6)
  Health: 38
  Karma: 18
  Resources:FE(2)
  
  14
  Popularity: 0
  KNOWN POWERS
  Acid Touch: IN dissolving intensity.
  Can bore through rock at one area/
  round. Can only affect inorganic 
  material.
  Resistance-Acid: MN resistance to
  acid and other corrosives.
  TALENTS: None.
  IN BRIEF: Cybelle was one of the 
  Morlocks that lived outside of the 
  main community of Morlocks, in 
  the group called the Tunnelers, led 
  by Berzerker. 
  ERG
  F: TY(6)
  A: TY(6)
  S: TY(6)
  E: EX(20)
  R: TY(6) 
  I: PR(2)
  P: PR(2)
  Health: 38
  Karma: 14
  Resources:FE(2)
  Popularity: 0
  KNOWN POWERS
  Energy Absorption: EX ability, with 
  the following power stunts:
  -Automatically absorbs energy of
  less than EX rank.
  -Can absorb greater energies (up
  to MN) on Power FEAT rolls. Fai 
  lure stuns Erg for 10- 100 rounds 
  but does no other damage.
  -Can redirect absorbed damage
  through an eyeblast - 1 CS weaker
  than the highest energy he has 
  absorbed.
  TALENTS: None.
  GROUPS: Member of the Mor-
  locks.
  IN BRIEF: One of the survivors 
  of the Mutant Massacre which 
  claimed the lives of his fellow Mor-
  locks.
  HEALER
  F: PR(2)
  A: TY(6)
  S: TY(6)
  E: GD(10)
  R: GD(10) 
  I: EX(20)
  P: IN(40)
  Health: 26
  Karma: 70
  Resources:FE(2)
  Popularity: 4
  KNOWN POWERS
  Regeneration: UN ability to heal 
  others. Restore up to 100 Health 
  and reverse the effects of failed 
  Endurance FEATS . Must make an 
  Endurance FEAT after each attempt 
  or will not be able to heal for 1-10 
  days thereafter.
  LIMITATIONS: Can’t affect dis-
  eases, including those created by 
  Plague. Can ‘t affect non-mutants.
  TALENTS: First Aid, Knowledge of
  Mutant and Human Physiology.
  GROUPS: Member of the Mor-
  locks.
  IN BRIEF: A respected Morlock, 
  Healer’s origin is unknown. In the 
  past, he made his home on Muir 
  Island with Callisto, Sunder, and 
  other exiles.
  
  15
  LEECH
  F: FE(2)
  A: TY(6)
  S: PR(4)
  E: EX(20)
  R: TY(6) 
  I: TY(6)
  P: PR(4)
  Health: 32
  Karma: 16
  Resources:FE(2)
  Popularity: 0
  KNOWN POWERS
  Negation: Class 1000 ability to 
  negate super-human powers (mu-
  tant or otherwise). Can turn this 
  ability on or off at will. No effect on 
  technological devices.
  TALENTS: Student.
  GROUPS: Ward of X-Factor; mem-
  ber of the X-Terminators.
  IN BRIEF: One of the Morlocks 
  from beneath Manhattan, Leech 
  fled to the security of X-Factor 
  following the massacre of the Mor-
  locks by the Marauders. Leech is 
  currently in school with his friend 
  Artie Maddicks.
  MASQUE
  F: PR(4)
  A: GD(10)
  S: TY(6)
  E: RM(30)
  R: TY(6)  
  I: TY(6)
  P: GD(10)
  Health: 50
  Karma: 22
  Resources:FE(2)
  Popularity: -5
  KNOWN POWERS
  Shapechange Others: Masque has
  MN control over the flesh of others,
  and can reform a victim‘s features 
  and body on touch. He has used 
  this ability for the following power 
  stunts:
  - Degrade a target’s appearance for
  - 20 to popularity.
  - Improve a target’s appearance for
  + 20 to popularity.
  - MN ability to duplicate appear-
  ances.
  - Change appearance of the living
  and recently dead.
  - Induce blindness or deafness.
  - Cut off air by sealing over ears and
  nose.
  LIMITATIONS: Masque cannot 
  affect his own twisted features with 
  his shapechanging ability.
  TALENTS: None.
  GROUPS: Member of the Tunnel-
  ers, a faction of the Morlocks.
  IN BRIEF: Masque was retained by
  Callisto to modify the appearance 
  of new Morlocks to give them phys-
  ical characteristics reflecting their 
  mutant nature. During the Mutant 
  Massacre, Masque and several of 
  the other Tunnelers made it to the 
  surface with X-Factor.
  Masque returned to the alleys,
  where he captured Callisto , chang-
  ing her into a beautiful woman. 
  Masque is intent on re-establishing 
  the Morlocks with himself as their 
  leader.
  
  16
  PIPER
  F: GD(10)
  A: TY(6)
  S: TY(6)
  E: EX(20)
  R: PR(4)  
  I: TY(6)
  P: PR(4)
  Health: 42
  Karma: 14
  Resources:FE(2)
  Popularity: 0
  KNOWN POWERS:
  Animal Control: AM control, 
  summoning and controlling the 
  creatures with his flute. Details on 
  animals can be found in the Ad-
  vanced Set Judge’s Book, pages 58-
  60, but the Piper has been known to 
  call the following creatures:
  - Swarms of rats and bats. These 
  inflict PR damage every turn and 
  reduce the movement of those 
  attacked by half.
  - Snakes which inflict TY damage
  ( 10% chance of RM poison).
  - Alligators which inflict GD biting
  damage.
  EQUIPMENT: Piper’s pipes are 
  made of TY strength material. They 
  have no inherent power, serving 
  only as a channel for Piper’s innate 
  abilities.
  TALENTS: Musician.
  GROUPS: Member of the Mor-
  locks.
  IN BRIEF: A member of the Mor-
  locks who survived the Mutant 
  Massacre, this Piper should not be 
  confused with the Savage Land Mu-
  tate of the same name and similar 
  powers.
  PLAGUE
  F: TY(6)
  A: TY(6)
  S: TY(6)
  E: RM(30)
  R: PR(4)  
  I: TY(6)
  P: GD(10)
  Health: 48
  Karma: 30
  Resources:FE(2)
  Popularity: -30
  KNOWN POWERS
  Diseased Touch: Pestilence had the
  AM ability to pass disease on to 
  those she touched. Targets had to 
  make an Endurance FEAT or suffer 
  a - 3CS drop in all physical abilities, 
  with a new Health configured for 
  the lowered abilities. If any ability 
  dropped to ShO, the character fell 
  unconscious and had to make an 
  Endurance FEAT to avoid dying. 
  Medical treatment could reverse 
  the process over time.
  Immunity to Disease: Pestilence 
  could not be affected by disease 
  herself.
  TALENTS: None.
  GROUPS: Member of the
  Morlocks.
  IN BRIEF: As a Morlock, Plague 
  lived in the great underground war-
  ren that the Morlocks called home.
   
  
  17
  SCALE FACE
  Human Form
  F: TY(6)
  A: TY(6)
  S: TY(6)
  E: EX(20)
  R: TY(6)   
  I: TY(6)
  P: GD(10)
  Health: 38
  Karma: 22
  Resources:FE(2)
  Popularity: 2
  Reptilian Form
  F: EX(20)
  A: TY(6)
  S: EX(20)
  E: EX(20)
  R: TY(6)   
  I: TY(6)
  P: GD(10)
  Health: 66
  Karma: 22
  Resources:FE(2)
  Popularity: 2
  KNOWN POWERS
  Transformation: Scaleface could 
  change shape into a reptilian “drag-
  on“ with the following abilities:
  - Bite does TV edged attack dam-
  age.
  -Claws do EX edged attack damage.
  - Body Armor provides EX protec-
  tion from physical attacks.
  TALENTS: None.
  GROUPS: Member of the Tunnel-
  ers, a faction of the Morlocks.
  IN BRIEF: Scaleface and three oth-
  er Tunnelers-Berzerker, Blowhard, 
  and Masque-escaped to the surface.
  SKIDS
  Sally Blevins
  F: TY(6)
  A: RM(30)
  S: PR(4)
  E: EX(20)
  R: GD(10)   
  I: RM(30)
  P: EX(20)
  Health: 60
  Karma: 60
  Resources:FE(2)
  Popularity: 0
  KNOWN POWERS
  Force Field: Skids is surrounded 
  by a ShX personal force field at all 
  times. She can perform the follow-
  ing power stunts:
  - On a Psyche FEAT, she can shut
  off the force field.
  - On a Psyche FEAT, she can extend
  the field to cover one area.
  - By moving on the force field, 
  Skids can “skate” at EX ground 
  speed.
  - Escape grapples, holds, and re-
  straints with MN ability.
  TALENTS: None.
  GROUPS: Member of the
  Morlocks
  IN BRIEF: Skids fled her abusive 
  parents and found herself in New 
  York. There she became part of the 
  Morlock Community, her force 
  field protecting her from Masque ‘s 
  modifications. 
  
  18
  SUNDER
  F: RM(30)
  A: GD(10)
  S: MN(75)
  E: AM(50)
  R: PR(4)   
  I: PR(4)  
  P: PR(4)  
  Health: 165
  Karma: 12
  Resources:FE(2)
  Popularity: 5
  KNOWN POWERS
  Body Armor: EX protection from 
  physical and energy attacks.
  TALENTS: Martial Arts B.
  GROUPS: Member of the Morlocks
  and the X-Men of Muir Island.
  IN BRIEF: Callisto’s assistant, aide,
  and general enforcer, the hulk-
  ing Sunder survived the Mutant 
  Massacre and fled to Muir Island 
  with Callisto and a fair number of 
  survivors. 
  THE NEW MUTANTS
  The New Mutants have also been 
  captured and ensorcelled by Kulan 
  Gath to serve as part of his Vizier’s 
  Guard along with the Morlocks.
  CANNONBALL
  Samuel Guthrie
  F: GD(10)
  A: GD(10)
  S: GD(10)
  E: RM(30)
  R: TY(6)  
  I: GD(10)
  P: GD(10)
  Health: 60
  Karma: 26
  Resources:PR(4)
  Popularity: 4
  KNOWN POWERS
  Flight: EX air speed; Agility FEAT 
  to turn . Can make AM level charge 
  attack when flying.
  Force Field: While in flight, he and
  those he carries have MN protec-
  tion against physical and energy 
  attacks.
  TALENTS: Mining , Science Fic-
  tion, Leadership.
  GROUPS: Founding member of the
  New Mutants.
  IN BRIEF: Sam is a mutant whose
  ability manifested itself during a 
  mining cave-in . H e was recruit-
  ed by Donald Pierce, at that time 
  the renegade White Bishop of the 
  Hellfire Club. Pierce used Cannon-
  ball as his agent against Professor 
  Xavier’s new students, but Cannon-
  ball rebelled and joined the New 
  Mutants . Since that time he has 
  been a co-leader of the team (with 
  Mirage).
  MIRAGE
  (Original Version)
  Danielle “ Dani” Moonstar
  F: GD(10)
  
  19
  A: TY(6) 
  S: GD(10)
  E: RM(30)
  R: GD(10)
  I: EX(20)  
  P: RM(30)  
  Health: 56
  Karma: 70
  Resources:PR(4)
  Popularity: 5
  KNOWN POWERS
  Mental Probe: UN ability to detect 
  specific emotion-laden thoughts 
  and desires.
  Power stunts in the past have
  included detecting greatest fears,
  greatest figure of authority, and
  heart‘s desire. The nature of her tar-
  get‘s fears and desires are unknown
  to Mirage until she projects them 
  with her illusion-casting power.
  illusion Casting: UN ability to 
  display a target’s fears and desires 
  as three dimensional images. Such 
  images are seen by all, though mul-
  tiple targets will be affected only if 
  they have the same general fear/de-
  sire. Targets reduced to 0 Health as 
  a result of such illusions fall uncon-
  scious for 1-10 rounds. Only imag-
  es detected by the Mental Probe can 
  be displayed in this fashion.
  Empathy: MN ability, but only with 
  animals (and shape-changers in 
  animal form).
  TALENTS: Hunting, Survival, 
  Equestrian, Bows, Bilingual (En-
  glish and Cheyenne).
  CONTACTS: Co-leader of the New
  Mutants.
  IN BRIEF: The stats and abilities
  above represent Mirage’s powers 
  and attributes from the time she 
  joined the New Mutants (in the 
  face of an attack by Donald Pierce, 
  the White Bishop) to the time of 
  the group’s first journey to Asgard. 
  Mirage and Sam Guthrie became 
  co-leaders of the New Mutants.
  Dani Moonstar should not be con-
  fused with the criminal Mirage,
  Desmond Charne, who was killed 
  by Scourge.
  SUNSPOT
  Roberto Da Costa
  F: GD(10)
  A: TY(6)
  S: TY(6)
  E: RM(30)
  R: TY(6) 
  I: PR(4)
  P: GD(10)
  Health: 52
  Karma: 20
  Resources:GD(10)
  Popularity: 3
  KNOWN POWERS
  Power Conversion: Sunspot absorbs
  solar energy which he can convert
  into super-human Strength and 
  resistance. In making the conver-
  sion, his body and uniform turn 
  solid black. This powered-up state 
  can be maintained for five plus 1-10 
  rounds (5 +1 d 10), at the end of 
  which Sunspot returns to normal. 
  Several hours of sunlight allow 
  him to make the conversion again.
  If kept in the dark, he is not able to 
  regenerate the lost power. In his
  powered-up state Sunspot gains the
  following abilities:
  - IN Strength. (Health remains 
  unchanged.)
  - RM resistance to physical damage.
  EX resistance to energy damage.
  LIMITATION: In space, far from 
  stars, his powers are -1CS to - 3CS.
  Closer to suns (and in Asgard) his
  powers operate at + 1CS.
  TALENTS: Acrobatics, Student, 
  Bilingual (Portuguese and English).
  GROUPS: New Mutants, Fallen 
  Angels.
  IN BRIEF: A Brazilian mutant 
  whose ability appeared during a 
  soccer game, Sunspot was recruited 
  by Prof. X for his New Mutants. The 
  hot-tempered Sunspot has left the 
  team on occasion. (He and Warlock 
  once joined the Fallen Angels.) 
  He is currently back with the New 
  Mutants.
  
  20
  WOLFSBANE
  Rahne Sinclair
  F: TY(6)
  A: GD(10)
  S: TY(6)
  E: EX(20)
  R: PR(4) 
  I: GD(10)
  P: GD(10)
  Health: 42
  Karma: 24
  Resources:PR(4)
  Popularity: 5
  KNOWN POWERS
  Transformation: Wolfsbane can
  change herself into a large red wolf 
  or into a half-wolf/half-human 
  (“wolfoid”) creature. The stats 
  above are for Rahne in human 
  form. 
  Healing: Rahne’s wolf and wolfoid
  form can absorb more damage than
  her human form. Damage taken 
  while she is transformed is taken 
  from the “extra” Health first, and 
  disappears when Rahne returns to 
  normal form. However, damage 
  taken by Rahne in human form is 
  carried over when she transforms.
  Wolf Form: In wolf form, Rahne 
  has the following abilities:
  F: EX(20)
  A: GD(10)
  S: GD(10)
  E: EX(20)
  R: PR(4) 
  I: RM(30)
  P: GD(10)
  Health: 60
  Karma: 44
  - Bite: GD edged damage.
  -Tracking: RM ability.
  - Movement: Sprint at GD ground
  speed for up to five rounds.
  - Mindlink: Can’t communicate, but
  has EX mindlink with Mirage.
  - Heightened Sight: Sees into the
  ultraviolet and infrared spectrums
  with RM ability.
  - Heightened Hearing: AM rank.
  Wolfoid Form: In wolfoid form, 
  Rahne has the following abilities:
  F: GD(10)
  A: GD(10)
  S: TY(6)
  E: RM(30)
  R: PR(4) 
  I: EX(20)
  P: GD(10)
  Health: 56
  Karma: 34
  - Claws: GD edged damage.
  - Bite: TY edged damage.
  - Tracking: TY ability.
  - Movement: Sprint at GD ground
  speed for up to five rounds.
  - Mindlink: RM mindlink with 
  Mirage.
  TALENTS: Student, Bilingual (En-
  glish and Scottish).
  GROUPS: Member of the New 
  Mutants.
  IN BRIEF: A young Scottish mutant
  and ward of Moira MacTaggart, 
  Wolfsbane joined the New Mutants 
  under Prof. X ‘s leadership. She has 
  remained with the team ever since.
  SCARLET WITCH
  Wanda Maximoff
  F: GD(10)
  A: GD(10)
  S: TY(6)
  E: EX(20)
  R: GD(10) 
  I: EX(20)
  P: RM(30)
  Health: 46
  Karma: 60
  Resources:TY(6)
  Popularity: 0
  KNOWN POWERS
  Probability Manipulation: AM 
  ability in areas she can view. This 
  ability can cause unlikely situations 
  
  21
  to become likely, and the impos-
  sible possible. In game terms, the 
  player running the Scarlet Witch 
  decides to use this ability and the 
  Judge makes a ruling on what hap-
  pens. On a successful Power FEAT, 
  a random occurrence happens to 
  the player’s advantage, on a failed
  FEAT it functions to the Scarlet
  Witch‘s disadvantage. When operat-
  ing against unnatural or unknown 
  materials or energies, the FEAT roll 
  is -1CS. Typical occurrences that 
  have happened in the past include 
  the following:
  - Spontaneous combustion of flam-
  mables.
  -Jamming of weapons.
  - Shorting out of equipment.
  - Disruption of energy fields.
  - Sudden falls.
  - Explosions of water mains and gas
  lines.
  - Cracks appear in any material.
  - Sudden strong breezes.
  - Deflection of objects in mid-
  flight.
  - Rapid rust or oxidation of materi-
  als, weakening them.
  Magic Use: A dabbler in the Ar-
  cane,
  Wanda can use the following spells:
  - Eldritch Bolts of EX force.
  - Shields of IN strength against
  Mystical attack.
  -Telekinesis of GD rank.
  LIMITATIONS: Multiple mental
  stresses have driven the Scarlet
  Witch insane, causing a funda-
  mental personality change. (These 
  stresses include the dismantling of 
  her husband, the revelation that her 
  children are magical illusions, and 
  possession by a group of organisms 
  claiming to be the driving force of 
  evolution). The Scarlet Witch acted 
  briefly as an evil mutant, using her 
  powers without restraint. Her pow-
  ers and abilities are unchanged, but 
  a Psyche FEAT may be required to 
  determine sudden, odd actions.
  TALENTS: Mystic Background, 
  Occult Lore, Bilingual (Hungarian 
  and English).
  GROUPS: Former member of the
  Original Brotherhood of Evil 
  Mutants; former member of the 
  Avengers.
  IN BRIEF: The twin sister of Quick-
  silver and the daughter of Magneto, 
  the three were members of the orig-
  inal Brotherhood of Evil Mutants. 
  Wanda and Pietro left Magneto and 
  joined the Avengers. Recent events 
  have unbalanced Wanda’s mind, 
  and she was used as a pawn by 
  Immortus in a plot to control time. 
  She is currently recovering and it is 
  unknown if her powers will return, 
  and in what form.
  Currently, she has been affected by 
  Kulan Gath’s spell and works as one 
  of his Guard hunting other super-
  humans for her master.
  VISION
  F: RM(30)
  A: EX(20)
  S: AM(50)
  E: IN(40)
  R: EX(20) 
  I: GD(10)
  P: RM(30)
  Health: 140
  Karma: 60
  Resources:PR(2)
  Popularity: 30
  KNOWN POWERS:
  Density Manipulation, Self: The 
  Vision can control his density 
  with Unearthly ability. His normal 
  density rank is Good. At densities 
  above Good, the Vision gains Body 
  Armor equal to the density rank. At
  densities above Incredible, he suf-
  fers a -1CS to his Fighting and Agil-
  ity. At densities above Amazing, use 
  the density rank instead of Strength 
  in charging combat. At Unearthly 
  
  22
  density, the Vision cannot move. 
  The Vision can shift density ranks 
  from Shift 0 to Unearthly or any 
  rank in between, almost instantly. 
  The Vision has developed a number 
  of established power stunts with 
  this power:
  • Phasing through solid objects 
  at Shift 0 density. Unlike normal 
  Phasing, this does not cause mal-
  functions in electronics.
  • Flight at Shift 0 density; speed is 
  Poor.
  • Disrupting living targets or 
  non-living materials by solidifying 
  inside them. Damage inflicted is
  equal to Visions chosen density 
  rank; the target’s body armor is 
  ignored. The Visions computer 
  precise mind allows him to use this 
  stunt with little risk of killing living 
  beings.
  Life Support: The Vision has In-
  credible Life Support powers and 
  can survive in space for up to 40
  rounds. He does not need to eat or 
  breathe.
  Solar Beams: The Vision can fire la-
  ser-like beams of solar heat (Energy 
  attack) from his eyes or from the
  jewel in his forehead. Damage and 
  range are Remarkable (8 areas).
  Solar Regeneration: The Vision has 
  this Power at Amazing rank. In-
  doors, the Vision can still heal at
  accelerated rate if solar or laser 
  energy is directed at the jewel in his 
  forehead.
  LIMITATION: When the Vision 
  was originally built, there was a 
  “control crystal” in his brain that
  prevented him from having a fully 
  human personality and also made 
  him vulnerable to technological 
  mind control devices (-2 CS to
  Psyche). The Vision recently re-
  moved the crystal so this limitation 
  is no longer in effect.
  TALENTS: The Vision has Repair/
  Tinkering talent.
  CONTACTS: The Vision is an 
  Avenger of long standing. His best 
  friends in Leonia are Glynis and
  Ilya Zarkov, the stage magicians 
  (and jewel thieves) Glamor and 
  Illusion.
  BACKGROUND: Ultron-5 ob-
  tained the deactivated body of the 
  android Human Torch, originally 
  built in 1939 and forced the an-
  droid’s creator, Prof Phineas T, Hor-
  ton to remove the android’s flame 
  powers and replace them with the 
  ability to synthesize energy and
  the ability to manipulate its densi-
  ty. Ultron then erased the Human 
  Torch’s memories, and gave the 
  android a new personality based on 
  that of Simon Williams, Wonder 
  Man. Originally programmed to
  destroy the Avengers, the Vision 
  turned against Ultron-5 and helped 
  to destroy the robot. Joining the
  Avengers, the Vision had along and 
  illustrious career, finally assuming 
  the leadership of the Avengers on
  Earth during the first Secret War. 
  By this time the control crystal in 
  the Vision’s brain was malfunction-
  ing, causing him to concoct a mis-
  guided plan to impose peace on the 
  world by controlling military and 
  civilian computer networks. The 
  Avengers convinced him to abort 
  the scheme. and the Vision re-
  moved the defective control crystal. 
  He was ultimately forced to resign 
  from the team. Despite his original-
  ly “cold, unfeeling” demeanor, the 
  Vision’s love for the Scarlet Wilch 
  has always been strong. With the 
  removal of the control crystal, the 
  Vision was able to develop a com-
  pletely human personality. Re-
  cently, the vision developed strong 
  family ties. He now regards Wonder 
  Man as a brother, and the strong 
  emotional bond between Vision 
  and Wanda enabled them to have 
  children through mystical means.
  Currently, he has fallen under Ku-
  lan Gath’s spell and works as one of 
  his Guard hunting other superhu-
  mans for her master.
  VIZIER’S GUARD (Humans)
  F: GD(10)
  A: GD(10)
  S: TY(6)
  E: GD(10)
  R: TY(6) 
  I: TY(6)
  P: TY(6)
  Health: 36
  Karma: 18
  Resources:TY(06)
  Popularity: -2
  
  23
  TALENTS:  Sharp Weapons skill.
  IN BRIEF: These foot soldiers are 
  the standard agents of law-enforce-
  ment in Hyborean Manhattan.
  They routinely patrol Kulan Gath’s 
  city enforcing his will.  These 
  soldiers are NYPD police officers 
  transformed by the spell, and so 
  are not evil.  They are, like all of the 
  current citizens, under the influ-
  ence of dark magic.
  EQUIPMENT: All of the Vizier’s 
  Guard carry short swords, shields 
  and some wear chainmail and are 
  equipped with bows.
  Name: Sword            Damage: 10
  Type: EA                    Strength: EX
  Name: Regular Bow     Range: PR
  Damage: 6    Type: S     
  Rate: 1       Shots: 1     Material: PR
  XAVIER/ CALIBAN
  F: TY(6)
  A: GD(10)
  S: RM(30)
  E: AM(50)
  R: IN(30)   
  I: AM(50)
  P: MN(75)
  Health: 96
  Karma: 155
  Resources:FE(2)
  Popularity: -10
  KNOWN POWERS
  Telepathy: UN rank. Xavier, the 
  world ‘s premiere telepath, has de-
  veloped a number of power stunts:
  - Mental probe of MN rank.
  - Mental invisibility (“clouding 
  men’s minds“) of MN rank.
  - Mental blast of MN stunning 
  intensity, 20 area range.
  - MN ability to alter or erase a tar-
  get’s memories.
  Astral Form: MN ability.
  Mutant Detection: AM ability, 
  within 25 miles.
  Fear-Enhanced Strength: When 
  Caliban is afraid, he can boost his 
  Strength to RM (and Health to 76).
  The increased Strength lasts until 
  he fails a Green Endurance FEAT 
  or until the cause of fear goes away. 
  He may use this ability no more 
  than once per hour.
  Emotion Projection: Caliban can 
  project fear with IN intensity. The 
  target must be no more than one 
  area away and fail a Psyche FEAT to 
  be affected. Affected targets flee.
  Night Vision: Caliban can see in the
  dark and suffers no penalty for 
  fighting in darkness.
  LIMITATIONS: For the bulk of his
  adult life, Prof. X was confined to a
  wheelchair, and unable to use his
  legs. This situation has since been
  corrected (by creating an entirely 
  new body). Prof X ‘s other abilities 
  remain the same whether wheel-
  chair-bound or not.
  TALENTS: Genetics, Electronics, 
  Engineering.
  GROUPS: Member of the Mor-
  locks./ Mentor of the original 
  X-Men and New Mutants; member 
  of the Starjammers.
  IN BRIEF: Finding himself trapped 
  within the Hyborean barrier spell, 
  Professor Xavier was captured by 
  Kulan Gath, along with a number 
  of other super powered beings in an 
  attempt to remove the most pow-
  erful of the opposition before they 
  could thwart the mad sorcerers’ 
  plans.  Kulan Gath used his magic 
  to merge Professor Xavier with the 
  Morlock known as Caliban, so that 
  he would be both more controllable 
  and more capable to hunt down the 
  remaining super powered beings 
  within Hyborean Manhattan.  Xavi-
  er/ Caliban is now firmly under the 
  Sorcerer’s spell and works as one of 
  his hounds.
  
  24
  BLACK QUEEN
  Selene
  F: GD(10)
  A: EX(20)
  S: RM(30)
  E: AM(50)
  R: GD(10)   
  I: AM(50)
  P: AM(50)
  Health: 110
  Karma: 110
  Resources:AM(50)
  Popularity: -10
  KNOWN POWERS
  Psychic Vampire: UN ability, on 
  touch. Drains Psyche rank of vic-
  tim to restore lost Health (max of 
  110 Health). Victim loses Health 
  equal to lost Psyche. If Health 
  reaches 0 as a result, the victim dies 
  and disintegrates. If Health is great-
  er than 0, the victim is alive and 
  Selene has MN intensity Psychic 
  Control. If she chooses, Selene may 
  turn partially-drained individuals 
  into psychic vampires with this 
  power at their original Psyche rank.
  Body Armor: GD protection (psy-
  chic in nature).
  Psi Screens: AM protection from 
  psionic attacks. Can’t use in same 
  round as other mental powers.
  Telekinesis: UN control over in-
  animate objects. Can disintegrate 
  inani mate objects made of materi-
  als of MN strength or less.
  Pyrokinesis: UN control over fire.
  Telepathy: IN ability.
  Telepathic Force Bolts: IN intensity.
  Momentary Trance: AM intensity, 
  lasts one round. Used with Mo-
  mentary Speed to create illusion of 
  vanishing.
  Momentary Speed: Shift Y Ground
  Speed, 1 round in 10.
  Magic: Master Ability, MN ability 
  in illusions, control, and summon-
  ing magics. This will cause aging 
  and loss of life energy (no FEAT 
  roll, as described below). Needless 
  to say, this power is rarely used.
  LIMITATIONS: All psychic powers
  other than the Psychic Vampire-
  power may cause loss of Health. 
  For each ability used at EX rank or 
  higher, make an Endurance FEAT. 
  Failure indicates loss of 10 Health. 
  If Health drops below 0, Selene 
  begins to show her true age.
  TALENTS: Multi-lingual (English 
  and Latin, so far).
  GROUPS: Citizen of Nova Roma;
  Black Priestess of the Cult of Fire;
  Black Queen of the Inner Circle of 
  the Hellfire Club.
  IN BRIEF: An ancient sorceress 
  who has dwelled both in ancient 
  Rome and in the secret Amazon 
  colony of New Rome, Selene has 
  returned to society as a member 
  of the Inner Circle of the Hellfire 
  Club.  
  Unbeknownst to Kulan Gath, Se-
  lene realizes that he has returned.  
  Being a powerful sorceress in her 
  own right, she is immune to the 
  memory wiping effects of his spell.  
  Selene teleports into the city, kills 
  a number of his guards, and begins 
  to look for other super powered be-
  ings that she can recruit in her fight 
  to seize power from him.
  PHOENIX
  Rachel Summers Incarnation
  F: GD(10)
  A:EX(20)
  S: GD(10)
  E: IN(40)
  R: GD(10)
  I: RM(30)
  P: MN(75)
  Health: 80
  Karma: 115
  Resources: PR(4)
  Popularity: 12
  KNOWN POWERS:
  Telekinesis: MN ability, with the 
  following power stunts:
  - Force field of AM protection vs.
  physical and energy attacks, one 
  area radius.
  - Mental bolt of AM stunning in-
  tensity, three area range.
  - Kinetic bolt of either AM force
  damage or AM grappling ability.
  
  25
  - Flight at EX airspeed for herself
  and up two five others.
  Invisibility: AM rank, by “clouding
  men’s minds.” This has no effect on
  cameras and other mechanical 
  sensors.
  Telepathy: AM ability.
  Mutant Detection: AM ability and
  range.
  Phoenix Force: When using her 
  powers at maximum, Phoenix con-
  jures the flaming bird-image of the
  Phoenix Force. This image inflicts 
  TY flame damage when used. She 
  herself is immune to this cosmic 
  flame.
  TALENTS: Acrobatics, Martial Arts 
  C and E.
  GROUPS: Former member of the 
  X-Men and Excalibur.
  IN BRIEF: A native of an alternate 
  future where Phoenix lived and 
  Senator Kelly died, Phoenix was the 
  daughter of Phoenix/Jean Grey and 
  Scott Summers. As the Sentinels 
  took over this future Earth, Phoe-
  nix was sent into the past to undo 
  the damage. She served alongside 
  the X-Men of this dimension. Kid-
  napped by Spiral, and her memo-
  ries altered or erased, she became 
  one of Mojo’s star attractions
  before escaping back to this Earth.
  Here she rejoined Shadowcat and
  Nightcrawler as a member of Excal-
  ibur.
  MAGMA
  Amara Juliana Olivians Aquilla
  F: GD(10)
  A: EX(20)
  S: TY(6)
  E: IN(40)
  R: RM(30)
  I:  GD(10)
  P: GD(10)
  Health: 76
  Karma: 50
  Resources: GD(10)
  Popularity: 5
  KNOWN POWERS
  Earth Control: MN, allowing her 
  the following power stunts.
  - Create MN damage earthquakes 
  in four area range.
  - Create miniature volcano, MN
  damage, four area range.
  -Transform stone into molten lava,
  reshape it, and let it cool in new
  shape.
  Body Armor: GD protection 
  against physical attacks. UN protec-
  tion vs. fire and heat attacks.
  Flaming Form: Gives off EX inten-
  sity light and GD intensity Heat.
  Lava Blasts: MN intensity, three 
  area range. Can use this ability to 
  tunnel through material of MN 
  strength or less.
  Healing: Magma regains her En-
  durance rank in Health every 10 
  rounds, if on the ground. If reduced 
  to 0 Health, she will fall uncon-
  scious for 1-10 rounds, at the end 
  of which time she will regain her 
  full Health. No check for dying is 
  necessary.
  LIMITATIONS: Magma’s powers 
  are weakened when she is not in 
  contact with the ground. For every 
  10 rounds without such contact, 
  she uses her powers at -1CS, up to 
  a maximum of -3CS. The penalty 
  disappears after 10 rounds of direct 
  contact with the earth.
  TALENTS: Student, Sword, Com-
  puter, Jungle Survival, Bilingual 
  (Latin and English).
  GROUPS: Former member of the
  New Mutants.
  IN BRIEF: Magma is a native of 
  Nova Roma, an ancient Roman col-
  ony in the Amazon region, which 
  survived to this day. She joined the 
  New Mutants in order to discover 
  more about the outside world, but 
  has since returned to her native 
  land.
  
  26
  MAGIK
  lIIyana Nikolievna Rasputin
  F: EX(20)
  A: GD(10)
  S: GD(10)
  E: IN(40)
  R: GD(10)
  I:  EX(20)
  P: AM(50)
  Health: 80
  Karma: 80
  Resources: IN(40)
  Popularity: 0
  KNOWN POWERS
  Teleport Discs: Magik’s AM rank 
  ability allows her to create discs 
  which teleport the individual(s) 
  standing on them. The discs 
  teleport to Limbo, where a second 
  set teleports to another location. 
  Magik must make a Psyche FEAT 
  to target the disc correctly. A failed 
  roll means the teleporters appear 
  up to a quarter-mile away from the 
  desired point. An unwilling target 
  may attempt to Dodge to avoid 
  being captured by a teleport disc.
  Soulsword: Magik could summon 
  the soulsword, a physical manifes-
  tation of her magical powers. The 
  sword inflicts MN edged damage 
  to magical creatures (including 
  those from mystic dimensions). It 
  inflicts no damage to non-magical 
  creatures, machinery, or robots. 
  If such an item is magically con-
  trolled, possessed or transformed 
  , the magic will be dispelled at the 
  UN rank.
  Psi-Screen: MN protection against 
  psionic attacks, mind-control, and 
  other telepathic abilities.
  Body Armor: Appears upon use of
  magic at the EX rank, increasing
  +1 CS/round to a maximum of AM.
  Disappears at close of combat or 
  spell use.
  Magic: Magik was the sorceress 
  supreme of her native “Limbo,” but 
  her powers were greatly reduced 
  on the Earthly plane. On Earth, 
  in addition to summoning her 
  soulsword, Magik can perform the 
  following magical acts:
  - MN ability to create an astral 
  form.
  -MN ability to detect magical auras.
  On her home plane, she had similar
  abilities to those of Belasco, allow-
  ing her to utilize at least the follow-
  ing spells:
  - Imitation at MN rank.
  - Mind Control at UN rank.
  - Magic Detection at UN rank.
  - Scrying the Earthly Plane at UN-
  rank.
  - Body Transformation-Others at 
  UN rank.
  - Eldritch Beams at MN rank.
  - Ensnaring at UN rank.
  - Fire Control a t MN rank.
  Darkchilde Variation: With the 
  unleashing of the Inferno in New 
  York, Magik turned fully to her 
  dark side. The Darkchilde was a de-
  monic mutation of Magik , and had 
  the above stats, with the following 
  modifications:
  - Body Armor became IN.
  - Illyana could use all spells as in 
  Limbo.
  TALENTS: Student, Mystic Back-
  ground, Bilingual (Russian and En-
  glish). *(For the sake of this story, 
  Magik is also considered to have 
  the additional language of Ancient 
  Hyborean, as part of her Mystic 
  Background.)
  GROUPS: Former member of the
  New Mutants.
  IN BRIEF: Illyana is the younger-
  sister of Colossus, captured by Be-
  lasco and raised in Limbo. Illyana 
  defeated Belasco and escaped Lim-
  bo, eventually becoming one of the 
  New Mutants. Continually warring 
  with the darker side of her magical 
  abilities and personality, Illyana 
  became the Darkchilde during the 
  Inferno. The Darkchilde was slain, 
  and within its armor was found the 
  young Illyana, restored to her age 
  and appearance before Belasco kid-
  napped her. Illyana returned to her 
  parents in Russia, and the souls-
  word appeared, its blade trapped 
  in stone, at the base of Excalibur‘s 
  lighthouse.
  Kulan Gath’s spell had no effect on 
  Magik, so she is currently wander-
  ing through Hyborean Manhattan 
  looking for help in fighting the mad 
  Sorcerer.
  
  27
  WARLOCK
  F: GD(10)
  A: EX(20)
  S: RM(30)
  E: IN(40)
  R: IN(40) 
  I: GD(10)
  P: GD(10)
  Health: 100
  Karma: 60
  Resources:FE(02)
  Popularity: 3
  KNOWN POWERS
  Shapechanging: Warlock’s tech-
  noorganic body is a mutable form, 
  allowing him the following power 
  stunts:
  - Increase size from two feet to 200
  feet.
  - Reshape his form into functioning
  machines (planes, helicopters, 
  spaceships, etc.), mimicking the 
  functions of those machines, up to 
  MN level.
  - Equip his machine-selves with en-
  ergy or force rays, maximum of IN
  damage, three area range.
  - MN ability to assume organic 
  appearance.
  AM skill at mimicking particular
  humans.
  - Crate optical sensors and other 
  parts up to two areas from his main
  form.
  Body Armor: Warlock’s body is EX 
  material strength and is equivalent 
  to EX body armor. Upon taking 
  IN damage or more from a single 
  attack, Warlock loses control of his 
  form, taking on a splattered appear-
  ance.
  Conversion: Warlock can regain 
  lost Health by converting living, 
  organic objects to a crystalline 
  matrix, then draining the matrix 
  of life energy. Warlock regains 
  Health equal to the target’s Health 
  or material strength. He does this 
  with MN ability and the target can 
  make an Endurance FEAT to avoid. 
  Like Rogue, Warlock must make 
  flesh to-flesh contact for this power 
  to work.
  Interstellar Travel: Warlock has CL
  1000 ability to travel in outer space. 
  He is immune to the effects of 
  vacuum.
  TALENTS: None, but he watches a 
  lot of TV, and often assumes forms 
  from popular culture.
  GROUPS: Member of the New Mu-
  tants and the Fallen Angels.
  IN BRIEF: The son of the alien 
  Technarch ruler, Magus, Warlock 
  shows human-like emotion, curios-
  ity, and cowardice. Curiosity caused 
  him to flee his father and seek ref-
  uge on Earth, where he joined the 
  New Mutants. Aside from a brief 
  sojourn with the Fallen Angels, he 
  has remained with them ever since.
  Kulan Gath’s spell had no effect on 
  Warlock, due to his alien origin, so 
  he is currently hiding in Hyborean 
  Manhattan looking for help in res-
  cuing the other New Mutants from 
  the mad Sorcerer.
  CHIEF ARCHIVIST OF THE 
  TEMPLE OF MITRA
  Arilynn
  F: GD(10)
  A: GD(10)
  S: TY(6)
  
  28
  E: GD(10)
  R: GD(10) 
  I:  TY(6)
  P: TY(6)
  Health: 36
  Karma: 22
  Resources:TY(06)
  Popularity: 4
  TALENTS:  Bibliophile, Demonol-
  ogist, Runesmith. Scholar of Antiq-
  uities, Theoginist.
  IN BRIEF: Arilynn was the Chief 
  Archivist of the Temple of Mitra, 
  what was formerly known as the 
  New York Public Library.  The 
  temple lays in waste since Kulan 
  Gath’s attack.  Arilynn is a devout 
  follower of Mirta; The Lightbring-
  er, and will attempt to help any 
  who oppose Kulan Gath.  She is a 
  normal human, but her knowledge 
  of the supernatural and occult is 
  extensive.  She may be able to pro-
  vide valuable information to those 
  heroes in need.
  EQUIPMENT: Arilynn possesses 
  nothing but the scrolls and ancient 
  tomes she managed to save from 
  Kulan Gath’s attack.  She keeps 
  these hidden deep in the ruins of 
  the temple, for the time being.
  DOCTOR STRANGE
  Stephen Strange
  Sorcerer Supreme of the Earth 
  Dimension
  F: GD(10)
  A: EX(20)
  S: TY(6)
  E: RM(30)
  R: GD(10) 
  I: MN(75)
  P: UN(100)
  Health: 66
  Karma: 185
  Resources:GD(10)
  Popularity: 18
  POWERS:
  Mastery Level—Sorcerer Supreme 
  of the Earth Dimension and Master 
  of the Order School of magic.
  Doctor Strange has access to most 
  magical powers and spells. The 
  following are those powers always 
  available to him.
  Personal
  ALTERATION—APPEARANCE: 
  (Amazing ) Doctor Strange can 
  change his own appearance as well 
  as the appearance of those in the 
  same area.
  ASTRAL PROJECTION: (Unearth-
  ly)
  LEVITATION: (Incredible)
  SHIELD — INDIVIDUAL: (Mon-
  strous)
  TELEPATHY: (Unearthly)
  All other Personal spells he may use 
  are of a Monstrous power rank.
  Universal
  CONJURE: (Amazing)
  ELDRITCH BEAMS/BOLTS: 
  (Amazing)
  MESMERISM:(Amazing)
  TELEPORTATION:(Unearthly)
  All other Universal spells he may 
  use are of an Amazing power rank.
  Dimensional
  CYTTORAK:(Amazing)
  DIMENSIONAL APERTURE: 
  (Monstrous)
  HOGGOTH: (Amazing)
  RAGGADORR: (Monstrous)
  SERAPHIM: (Amazing)
  VISHANTI: (Unearthly)
  All other Dimensional powers he 
  may use are of an Amazing power 
  rank.
  Miscellaneous Spells
  MISTS OF MORPHEUS: (Mon-
  strous)
  SPELL OF SILENCE: (Automatic)
  No FEAT roll needed.
  All other Miscellaneous spells he 
  may use are of an Amazing power 
  rank.
  MAGIC ITEMS: 
  BOOK OF THE VISHANTI
  CLOAK OF LEVITAT I O N
  DARK HOLD (Seldom used by 
  Doctor Strange)
  EYE OF AGAMOTTO
  ORB OF AGAMOTTO (See the 
  Magic Item section in Book 2.)
  TALENTS: As part of Doctor 
  Strange’s training in the Far East 
  he learned the basic techniques of 
  martial arts. He can Stun and Slam 
  opponents of greater Endurance 
  
  29
  than his Strength. Though he no 
  longer practices medicine, Doctor
  Strange’s Reason is Remarkable in 
  general medicine and Incredible in 
  medical surgery.
  BACKGROUND: Stephen Strange 
  was a brilliant, ambitious, and 
  somewhat arrogant neurosurgeon
  whose meteoric career was cut 
  short when an accident injured his 
  hands. Although he was offered 
  many consulting positions, his
  pride prevented him from accept-
  ing. After Strange’s fortune was lost 
  on many failed attempts at finding 
  a “miracle” cure for his injured 
  hands, he quickly degenerated into 
  a drunken derelict. Strange then 
  heard of a learned man in Tibet,
  known only as the Ancient One, 
  who could work miracles. Strange 
  completed the journey across the 
  ocean and the frozen wastes of 
  the Himalayan Mountains, and 
  just as he reached the limits of his 
  endurance, he stumbled upon the 
  Ancient One’s palace. Unsure of 
  Strange’s worthiness, the Ancient 
  One proved reluctant to accept the 
  former derelict as his pupil. But 
  when Strange warned the sorcerer 
  of the treachery of Baron Mordo, a 
  student of the Ancient One, Strange 
  became the sorcerer’s disciple.
  In time, the Ancient One left this 
  mortal sphere and the position of 
  the Earth Dimension’s Sorcerer 
  Supreme passed to Doctor Strange. 
  He has, during his tenure, suc-
  cessfully thwarted many would-be 
  magical tyrants, including his oldest 
  nemesis, Baron Mordo; prevented
  numerous extradimensional inva-
  sions by other Sorcerers Supreme, 
  most notably Dormammu.
  Things have taken a turn for the 
  worse for the good Doctor.  When 
  Kulan Gath returned, he managed 
  to take Doctor Strange by surprise 
  and warped his body with magic so 
  he couldn’t cast any spells in de-
  fense.  Doctor Strange is currently 
  the prisoner of Kulan Gath.
  WONG
  Manservant to Doctor Strange
  F: RM(30)
  A: EX(20)
  S: TY(6)
  E: EX(20)
  R: GD(10) 
  I: GD(10)
  P: GD(10)
  Health: 76
  Karma: 30
  Resources:GD(10)
  Popularity: 0
  POWERS :
  None.
  MAGIC ITEMS: 
  TALENTS: 
  Wong is a master in the martial arts 
  of Kamar-Taj and has Martials Arts: 
  A & C.
  BACKGROUND: 
  Wong is the devoted servant and 
  friend of Doctor Strange.  Current-
  ly, Wong is minding the Sanctum 
  Sanctorum while Strange is being 
  held captive under orders of the 
  Doctor himself.  He was instructed 
  to guard the Sanctum and assist 
  those who might have resisted the 
  power of Kulan Gath’s spell.  Wong 
  wants to see his master returned 
  and to that end, he will help would 
  be heroes by sharing information 
  with them in the hopes that they 
  might be able to help the good 
  Doctor.
  
  30
  SPIDER-MAN
  Peter Parker
  F: RM(30)
  A: AM(50)
  S: IN(40)
  E: IN(40)
  R: EX(20) 
  I: GD(10)
  P: IN(40)
  Health: 160
  Karma: 70
  Resources:PR(4)
  Popularity: 30/6
  KNOWN POWERS:
  Wall-Crawling: Spider-Man can 
  adhere to vertical and upside-down 
  surfaces with Amazing ability.
  Spider-Sense: Spider-Man has a 
  Combat Sense of Amazing at all 
  times. This spidersense determines 
  potentially dangerous situations 
  and warns the hero by a mental
  “buzzing.” The Intensity of the 
  buzzing is determined by the rank 
  of the potential danger. Spider-Man 
  cannot be blindsided while this 
  form of Combat Sense is in effect, 
  and may perform defensive actions 
  if he makes a successful Intuition 
  FEAT roll. If this sense is denied 
  him, then his Intuition is as listed, 
  and all Agility FEATs are at -1CS 
  for success.
  Web-Shooters: Hidden beneath 
  the wrists of his costume are a pair 
  of devices that shoot a stream of en-
  snaring webbing. The webbing has 
  Incredible Strength in the round 
  it was fired, and hardens to Mon-
  strous Strength in the next round. 
  Spider-Man uses the webbing to 
  restrain opponents, make swing-
  lines (can travel 3 areas/round in 
  this fashion), as missiles inflicting 
  Excellent Blunt Throwing damage, 
  and make shields of Monstrous
  material strength. The webbing 
  dissolves after one hour.
  Spider-Tracer: Spider-Man carries 
  a number of small homing signals 
  shaped like spiders, tuned to his 
  Spider-Sense. He may track them
  with Amazing ability up to a mile 
  away.
  TALENTS: Parker is a graduate 
  studies chemist who supports him-
  self by photography.
  CONTACTS: As Parker, Spi-
  der-Man has contacts in the Daily 
  Bugle and with his Aunt May. As 
  Spider-Man, Parker is a loner, but 
  on good terms with Doctor Strange 
  and the Human Torch as well as 
  other heroes.
  BACKGROUND: Parker gained his 
  amazing abilities after being bitten 
  by a radioactive
  spider. He first turned his thoughts 
  to making a profit, but with the 
  death of his Uncle Ben has learned 
  that with great power comes great 
  responsibility. He now devotes him-
  self to fighting for good.
  Currently Spider-Man is in dire 
  straits.  He had previously encoun-
  tered Kulan Gath and thwarted his 
  plans at that time, but now that the 
  Sorcerer has returned, he has made 
  it his mission to make the wall 
  crawler pay for his transgressions.  
  After casting his spell on Manhat-
  tan, Kulan Gath had his Guard seek 
  out and capture Spider-Man.  He 
  is now held captive in Kulan Gath’s 
  Towers of Power awaiting the rise 
  of the full moon 2 nights from now, 
  when his life will be sacrificed to 
  Shuma-Gorath, sealing the spell of 
  Transformation and expanding it 
  outward over the rest of the world. . 
  .unless Kulan Gath can be stopped!
  
  31
  ABOUT HYBOREAN MANHATTAN
  The following section provides a 
  brief overview of the transformed 
  Manhattan noting places of inter-
  est.  These locations can be found 
  on the map of Hyborean Man-
  hattan located at the end of this 
  section.  See ‘Extra Encounters!’ 
  on p.69 if you’d like to create some 
  additional events for your heroes!
  Within the perimeter of Kulan 
  Gath’s Spell of Transformation, the 
  entire modern isle of Manhattan 
  has reverted to the Hyborean age. 
  Skyscrapers have become rough-
  hewn stone towers. Apartments are 
  now huts of thatch and adobe. Au-
  tomobiles have been replaced with 
  horses and firearms replaced with 
  honed steel. The spell doesn’t alter 
  personal relationships or memories.  
  Friends remain friends, fami-
  lies-families.  It’s just their external 
  realities that is different. Their lives 
  are now defined in terms of the 
  age their living in. They believe the 
  whole world is just like Manhattan. 
  To the inhabitants of Hyborean 
  Manhattan, they are the fearful 
  subjects of the Great Vizier, Kulan 
  Gath, as they have always been.
  LOWER MANHATTAN
  Everywhere in this area, tall stone 
  towers, temples and fortifications 
  resembling some ancient Sultan’s 
  kingdom, loom over the shaded 
  thoroughfares running between 
  them.  Carved stone and marble 
  stretch to the sky and great col-
  umns stand beside them like men-
  at-arms. This is the heart of new 
  Manhattan. Much of the trees and 
  ground cover have been cleared to 
  this end, though the whole of the 
  island is far more lush with vegeta-
  tion than it was before the change. 
  Large numbers of peasants, slaves, 
  and the Great Vizier’s guards hustle 
  along earthen pathways, complet-
  ing their duties as quickly as possi-
  ble so as not to invoke Kulan Gath’s 
  wrath. 
  The Towers of Power- 
  Looming above all other structures 
  on the island, stands Kulan Gath’s 
  
  32
  Towers of Power. Once the proud 
  and shining twin towers, now 
  they stand as a tribute to the Great 
  Vizier and the seat of his pow-
  er. A vast stone stairway sprawls 
  across the front and extends up-
  ward relentlessly for several stories 
  as it winds its way like a serpent 
  around the tower until it reaches 
  the massive reinforced doors that 
  bar passage to any unwelcome 
  visitors. Enormous braziers the size 
  of buildings thrust upward out of 
  the ground, producing giant fires 
  and withering heat as they burn at 
  all hours, keeping passersby a fair 
  distance from them. The towers are 
  connected by thick stone bridges 
  at various levels between the two 
  structures so that one may pass 
  back and forth at will. Carved 
  demons stare down upon the cities’ 
  inhabitants menacing with dread 
  for all to see.  The Vizier’s Guard
  are always standing watch at the 
  front gates at all times.  Many sol-
  diers are seen entering and leaving 
  the towers at all times of the day, as 
  they return to drop off prisoners, 
  tributes, or to attain new orders.
  The Brooklyn Bridge- 
  The 6-lane traffic deck, 85 feet wide, 
  carries 100,000 vehicles every day. 
  A walkway about 10 feet wide runs 
  down the middle of the bridge. 
  New Yorkers walk, jog, and bicycle 
  down this promenade, and there 
  are wood-and-iron benches (Typ-
  ical strength) for those who want 
  to take a breather on the way. The 
  Brooklyn Bridge remains an archi-
  tectural landmark, a masterpiece of 
  bridge design. Its towers project the 
  majesty of a Gothic cathedral, and 
  its criss- crossing wires, under the 
  gracefully curving cables, belie the 
  bridge’s colossal weight. Beautiful. 
  As the bridge crosses through the 
  spell barrier, its material construc-
  tion transforms into mostly mor-
  tared stone and its appearance, that 
  of a crude, hulking behemoth of a 
  basalt construct with twin statues 
  where it meets the island, of the 
  Great Vizier himself.  Guards are 
  always posted on the bridges from 
  the island.
  The Great Market Place- 
  To the Southeast of Kulan Gath’s 
  Towers of Power, a vast open-air 
  market stretches out across the 
  cleared grounds.  It is a massive 
  collection of tightly packed, bright-
  ly colored tents, ranging from small 
  shelters to great pavilions. Items of 
  all kinds can be seen set out on ta-
  bles, hanging from the tent frames, 
  and carried around in hand carts by 
  the roving traders. Baubles sparkle 
  in the mid-day sun, woven carpets 
  are spread out over barrels and a 
  hundred exotic scents linger in the 
  air.  It is filled with merchants, trad-
  ers, craftsmen, vagabonds, beggars, 
  thieves, and all other sorts from all 
  the classes, at all times of the day 
  or night, though activity at night 
  dwindles significantly. The cries of 
  vendors offering bargains, exotic 
  animals and other items fill the air 
  to make a din through which it can 
  be challenging to follow a particu-
  lar thread. Though there is always 
  a feeling of fear of the Vizier and 
  his Guards, this part of the Market 
  Place offers some relief from that in 
  the comforting embrace of ano-
  nymity. A maze of large and small 
  pathways reaches out in all direc-
  tions, and it is easy to lose one’s 
  bearings and get lost in the crowd if 
  you’re not paying attention. Though 
  the market is patrolled by the 
  Vizier’s Guard, it can be less than 
  safe, with all of the cutpurses about.  
  Caution is advised.
  The Temple of Shuma-Gorath-
  
  33
  To the North of The Great Market 
  Place and the Southeast of Kulan 
  Gath’s Towers of Power, stands the 
  vile monument to the Extradimen-
  sional entity known as Shuma-Go-
  rath. It is a giant pyramid like struc-
  ture of black polished stone, but of 
  unsymmetrical geometry. Two tall 
  obelisk like structures with strange 
  runes carved into them stand on 
  either side of the wide stone stair-
  way leading up to the entrance, 
  which is barred by two large black 
  studded doors.  Above the doors is 
  a frieze portraying horrible images 
  of human sacrifice. In the courtyard 
  in the front of the temple, stand two 
  huge braziers filled with burning 
  oil.  The fires burn about 15 feet 
  high at all times.  Between both 
  braziers, stands a statue carved of 
  black stone, of a round, fleshy eye, 
  surrounded by writhing tentacles.  
  It is the entity, Shuma-Gorath.  
  Black robed priests can be seen in 
  and around the temple at all times 
  of day or night.  This whole area 
  gives off an unsettling feeling to any 
  who pass by.  Often, at night, one 
  can hear bloodcurdling screams 
  coming from deep inside the tem-
  ple, but aside from the priests, any 
  who enter are never seen again.
  The Holland Tunnel-
  Location: The Manhattan entrance
  lies at Spring Street where it inter-
  sects the West Street highway, in 
  the Lower Broadway district. The 
  tunnel exits in Jersey City, New 
  Jersey, at Rademan Place and Boyle 
  Place. Jerseyites enter the tunnel at 
  12th Street and emerge in a confus-
  ing network of streets around Canal 
  in Manhattan. Today up to 2,400 
  cars an hour use the tunnel.
  The Holland Tunnel is 8,557 feet 
  (65 areas) long. Actually, there are 
  two tunnels, twin tubes separated 
  by 60 feet of riverbed. Each tunnel 
  is 29 & 1/2 feet in diameter and has 
  two automobile lanes. Ordinarily 
  one tube handles eastbound traffic, 
  the other westbound. But during 
  rush hours (7:00-9:30 AM and 
  4:00-7:30 PM), one tube is divided
  to take the overflow. Three lanes 
  handle traffic in one direction-into 
  Manhattan in the morning, away 
  in the evening-and one lane takes 
  the reverse traffic. Each tube has 
  two-foot-wide catwalks on either 
  side, about two feet above the 
  traffic lanes. Only one catwalk has 
  a railing. The railing is steel pipe 
  (Excellent strength) mounted about 
  three feet high. Tunnel police travel 
  the catwalk using custom made 
  motorized carts. The tubes lie about 
  20 feet beneath the bottom of the 
  Hudson river (and 100 feet below 
  the surface) . The earth above them 
  is thick black silt. Silt is Feeble 
  material at best, but there is a whole 
  lot of it, and it’s very heavy.
  So tunnel walls are built to be virtu-
  ally indestructible. The tile on the
  walls is only Typical, and the as-
  phalt on the roads is Good, but the 
  tempered steel of the tunnel casing 
  is at least Shift Z.
  Since the spell of Transformation, 
  the island side of the tunnel is con-
  structed of enormous blocks of cut 
  stone.  The entrance is a huge gap-
  ing maw of a demon-like creature 
  carved out of stone. The inside of 
  the tunnel is illuminated by mount-
  ed torches along the walls.
  VILLAGE AND LOWER EAST 
  SIDE
  This section of the island has been 
  transformed into vast communities 
  of city dwellers who live in wattle 
  and daub pueblos. There are many 
  merchants and vendors throughout 
  this region and a number of arti-
  sans and craftspeople can be found 
  here.  Weavers work on great looms 
  and many walls are decorated with 
  their works. Toolmakers work at 
  their fires, tanners prepare their 
  hides and woodcarvers sculpt their 
  wares. The West side of this area is 
  lined with shipping docks and fish-
  ing villages that are always active.
  Doctor Strange’s Sanctum Sancto-
  rum- 
  This dimension’s most power-
  ful magician lives in a peculiar 
  building in New York’s Greenwich 
  Village. Doctor Strange’s five-story 
  townhouse sits at 177 A Bleecker 
  Street, at the corner of Fenno Place. 
  Before Europeans colonized the 
  New World, American Indians used 
  the site for arcane sorcerous rituals. 
  In colonial times pagan cults built a 
  sanctuary there. Over the course of 
  generations, it has become a focal 
  point for supernatural energies, 
  and, in fact, the house is widely 
  believed to be haunted. All previous 
  structures on the site mysteriously 
  burned down or were otherwise 
  destroyed. Doctor Strange has had 
  better luck with his Sanctum Sanc-
  torum. As sometimes happens with 
  such places of power, the Sanctum 
  is much larger inside than outside. 
  Most of its many corridors, cham-
  bers, and furnishings change from 
  time to time, bewildering visitors. 
  
  34
  However, the locations and furnish-
  ings of several rooms never change, 
  and Doctor Strange never has diffi-
  culty finding his way around.
  Currently, this house remains a 
  bizarre exception to Kulan Gath’s 
  spell.  Because of the many power-
  ful enchantments, the house re-
  mains exactly where and how it was 
  before the spell of Transformation.  
  The city dwellers who pass by, odd-
  ly,  pay no attention to the Sanctum 
  Sanctorum and do not recognize 
  anything unusual about it.  To them 
  it appears to be just another large 
  stone building.  It appears as if Ku-
  lan Gath himself has not detected 
  the Sanctum, as of yet, for if he did, 
  he would surely attempt to seize it 
  for himself.
  The Southwestern Docks-
  Along the Southwestern side of the 
  island, are the docks. This part of 
  the city is comprised mostly of fish-
  ing villages; boatwrights construct 
  great sailing vessels in their yards, 
  netmakers repair the nets brought 
  in from the fishing boats, and 
  fishermen unload their catch for 
  the fish peddlers to sell from their 
  carts and in the markets. During 
  the day, the docks are quite active, 
  and during the nights, the taverns 
  are the places where the people 
  of this area congregate. Among 
  the locals here, it is known, that, 
  though Kulan Gath rules the island, 
  there is another who quietly main-
  tains control over the docks.  If you 
  wish to trade wares, or to import 
  or export cargo, or to employ some 
  less savory characters for some 
  unpalatable work, you must speak 
  with him. He has eyes everywhere 
  and nothing escapes his notice. His 
  men maintain a room in the back of 
  a local tavern. ‘The Great Man’ can-
  not be found there, but his men will 
  take you to see him if your petition 
  is granted and if it is his will.
  MIDTOWN
  Though all sections of the island 
  are well populated with the homes 
  and shacks of the residents, this 
  area is known for some particular-
  ly large structures where many of 
  the population gather, though not 
  so many as the lower part of the 
  island. Many merchants and traders 
  store their wares here in great store-
  houses, and there is a great deal of 
  bartering going on at all hours.
  The Dwelling of ‘The Great Man’, 
  Wilhelm (Wilson Fisk)-
  In the center of the island, there 
  is a large collection of lodges and 
  manners where many of the more 
  wealthy merchants reside. In the 
  centermost court is one such man-
  ner in particular.  It is a beautifully 
  constructed keep and well-appoint-
  ed as well. Beautiful tapestries from 
  far off lands adorn the walls, exotic 
  incense burns in polished braziers 
  in each room, and the furnishings 
  are of the highest quality and finest 
  taste. It is known among the city 
  folk, and particularly, among those 
  that live along the docks, that this 
  is the dwelling of The Great Man; 
  a respected and feared spice mer-
  chant, a mountain of a man known 
  only as. . .Wilhelm. (GM note: This 
  is the infamous Wilson Fisk, who 
  was within Manhattan when Kulan 
  Gath’s spell took effect.) Though 
  he does not recall any life lived 
  outside of this time, he is as he has 
  always been, he hungers for power. 
  Through his wealth and contacts as 
  a spice merchant, he has quietly as-
  sembled a network of spies, strong 
  arms, and other individuals who 
  do various tasks for him, helping 
  him expand his powerbase.  Some 
  of these men are always on hand 
  guarding his estate. Though he is 
  nowhere near powerful enough to 
  challenge Kulan Gath in a direct 
  conflict, he bides his time, waits 
  and watches, hoping to find the 
  weakness in the Great Vizier’s ar-
  mor in order to exploit it and seize 
  power for himself. This structure 
  exists on the spot where Fisks’ offic-
  es once stood.
  The Arena-
  What was once known as Times 
  Square, is now a massive stone col-
  iseum called ‘The Arena’. All of the 
  residents of the island are encour-
  aged to come here to watch gladia-
  tors and prisoners alike battle to the 
  death. Kulan Gath himself holds 
  a private section so that he may 
  watch those who he sentences and 
  doesn’t kill himself, be judged for 
  the entertainment of the crowds. 
  The Arena is decorated with dozens 
  of statues of great warriors, as well 
  as an enormous statue of Kulan 
  Gath at it’s entrance. The sands of 
  The Arena are often stained with 
  blood, as are the holding pens 
  beneath it. Great tarpaulines stretch 
  out over the stands providing a 
  modicum of shade.  Battles go on 
  here during the day and many ven-
  dors ply their wares outside to pos-
  sible customers. There is always a 
  collection of guards, slave handlers, 
  
  35
  merchants and spectators present.
  The Doomsayer (J.  Jonah james-
  on)-
  East of center of the island, among 
  the citizenry, stands a large pile of 
  stone ruins. No one recalls what 
  the building once was, (They are 
  the ruins of The Daily Bugle) but 
  everyone knows that this is where 
  ‘The Doomsayer’ can be found. He 
  is a wild eyed, haggard man of his 
  later mid years with unkempt salt 
  and pepper hair and mustache. He 
  has a crazed look in his eye and 
  carries a tin horn which he uses to 
  capture the attention of onlookers. 
  He cries out the latest news and 
  edicts of Kulan Gath for all to hear 
  and keeps the people informed 
  about the latest events of the island. 
  Though people gather in the yard 
  to hear the news, few trust The 
  Doomsayer, as he is believed to be 
  the eyes and ears of Kulan Gath, 
  always watching and listening.
  The fallen Temple of Mitra (New 
  york public library)-
  At the center of the island, stands a 
  large pile of ruins where once was 
  New York Public Library. Crushed 
  marble and broken columns lay 
  piled over the fractured, broad steps 
  of what was once the entranceway 
  to the Temple of Mitra; The God 
  of Light. This fallen place was once 
  dedicated to worship and learning 
  for any who sought enlightenment, 
  that is, until Kulan Gath came to 
  power. One of the first things he 
  did was to lay waste to the temple 
  out of spite to the lightbringer. The 
  citizenry witnessed Kulan Gath’s 
  wrath, so now, few venture near this 
  place, lest they attract the attention 
  of the Great Vizier.
  GM’S NOTE: There is one who re-
  mains and lives within the ruins of 
  the Temple. Arilynn was the Chief 
  Archivist of the Temple of Mitra 
  before it was destroyed. Though she 
  could not prevent its destruction, 
  she is a fierce follower of Mitra and 
  guards these ruins with her life. 
  Unbeknownst to others, she has 
  managed to save a collection or 
  ancient books and scrolls and keeps 
  them hidden within the ruins. She 
  remains the sole keeper of this 
  knowledge and will protect it with 
  her life. She may be willing to assist 
  any who oppose the dark reign of 
  Kulan Gath. More on Arilynn can 
  be found in the NPC section of this 
  module.
  Abaddon’s Scullery-
  This dismal place was once known 
  as Hell’s Kitchen. Many of the 
  lower classes reside here and there 
  is known to be an active criminal 
  element based in this locale, though 
  they are careful not to attract the at-
  tention of Kulan Gath or his Guard. 
  The taverns here can be dangerous 
  places, but the locals go about their 
  business as normal.
  CENTRAL PARK
  A vast section of the island dedi-
  cated to raising livestock. Here, the 
  land has been cleared for this pur-
  pose and there are no homes out on  
  the hills and meadows, just rolling 
  green for some ways. It provides 
  a much-needed escape from the 
  crowded masses within the busier 
  parts of the island. Here you will 
  find sheep, pigs, goats, cattle and 
  horses all grazing while the occa-
  sional shepherd watches over them.
  UPPER EAST & WEST SIDES
  These areas are moderately popu-
  lated regions where many farmers 
  and weavers can be found. There is 
  
  36
  much more vegetation here than in 
  the lower part of the island.
  Roosevelt Island Tram-
  This tram leads from the island to 
  Queens. Since Kulan Gath’s spell 
  took effect, it has been heavily pa-
  trolled by the National Guard.
  The Morlock Tunnels-
  During the civil-defense scares of
  the 1 950s, when Americans feared
  that Communists would invade 
  their back yards at any moment, the 
  federal government constructed an 
  immense series of tunnels beneath 
  New York City, the surrounding 
  area in New York state, and much 
  of New Jersey and Connecticut. The 
  tunnels were intended for use by 
  the government and the military 
  in the event of nuclear war. The 
  existence of these tunnels was hard 
  to conceal, though official ly the 
  project was classified. However, the
  tunnels were later abandoned 
  during an easing in international 
  tensions. And the passage of time 
  did what no high-level classification 
  could: it made people forget about 
  the tunnels. 
  Then the mutant outcast Callis-
  to rediscovered the tunnels. She 
  joined up with another mutant, 
  Caliban, who had the ability to 
  locate others of their kind. Together 
  with the hulking Sunder and the 
  depraved Masque, Callisto claimed 
  the tunnels for her own. She drew 
  more mutant refugees and outcasts, 
  people who sought only escape
  from the world of humanity, under
  her leadership. They became the
  Morlocks, named after the sub-
  terranean workers from the H. G. 
  Wells novel The Time Machine.
  Now the Morlock tunnels are still 
  active and in use, but the Morlocks 
  believe themselves to be the loyal 
  servants of Kulan Gath, thanks to 
  the enchantment he placed upon 
  them.  The tunnels open up all over 
  the Island of Manhattan and so 
  the Vizier’s Guard seem to have an 
  almost magical ability to be every-
  where at once.
  
  37
  N
  s
  w
  e
  1. KULAN GATH’S TOWERS 
  OF POWER
  2. Brooklyn bridge
  3. DOCTOR STRANGE’S 
  SANCTUM SANCTORUM
  4. the great market 
  place
  5. the dwelling of ‘the       
  great man’ (wilhelm     
  (wilson fisk)
  6. THE ARENA
  7. tHE TEMPLE of shu-
  ma-gorath
  8. the holland tunnel
  9. the doomsayer (J.  
  Jonah jameson)
  10. the southwestern 
  docks
  11. Roosevelt island 
  tram
  12. abaddon’s Scullery
  13. the fallen temple of 
  mitra (New york public 
  library)
     the morlock tunnels
  HYBOREAN
  MANHATTAN
  5
  6
  7
  9
  10
  11
  1
  2
  3
  4
  8
  12
  The Bronx
  Queens
  East River
  Hudson River
  New
  Jersey
  Brooklyn
  13
  
  38
  CHAPTER 1: AN AGE UNDREAMED OF!
  This chapter marks the beginning 
  of the adventure. There are two 
  Starting Points from which to 
  begin. 
  The first provides more material 
  and challenges and starts the play-
  ers off from outside of Manhattan 
  so that gaining entry is a part of 
  their obstacles. This works well if 
  the player characters’ base of oper-
  ations is located outside of Manhat-
  tan, though if not, they could have 
  simply been out of town at the time.
  The second starting point begins 
  with the player characters already 
  inside Manhattan when Kulan 
  Gath’s spell took effect. This works 
  well if the player characters’ base 
  of operations is located within 
  Manhattan, if the group had simply 
  been in town to see a show or ulti-
  mately, if the Judge wants to move 
  the story along at a faster pace.
  SUMMARY: The heroes learn 
  about Kulan Gath’s Spell of Trans-
  formation on the island of Manhat-
  tan and are drawn into the adven-
  ture.
  STARTING: Depending on if 
  you’re using the pregenerated char-
  acters, or if you’re using this mod-
  ule as part of an ongoing campaign 
  with original player characters, you 
  as Judge may wish to start the play-
  ers off either outside or inside the 
  Island of Manhattan, depending on 
  your game, where the heroes’ home 
  base is located, and if you’d like to 
  add an additional complication to 
  the storyline.  
  If the player characters’ home base 
  is located outside of the island of 
  Manhattan, and if you’d like to 
  start them there, read the following 
  boxed text to the players:
  
  39
  While flipping through channels 
  on the television, you come across 
  a news alert.
  A female reporter stares intently at 
  you clutching a microphone. She 
  appears to be located nearby the 
  entrance to the Holland Tunnel 
  leading into Manhattan. Behind 
  her you can see National Guard 
  troops running, setting up barri-
  cades across the entrance to the 
  tunnel as armed reinforcements 
  redirect traffic away. The sound of 
  car horns and irritated drivers can 
  be heard as they are turned away 
  from the tunnel.
  The reporter speaks in a firm, clear 
  voice.
  “. . .I’m Christine Everhart and 
  I’m standing outside the Holland 
  Tunnel as the National Guard 
  secure all entrances into and out 
  of Manhattan island in response to 
  the strange curtain of energy that 
  appeared, seemingly, from nowhere 
  at approximately 1:00 am last night. 
  Though the curtain surrounds 
  the island entirely, it appears to 
  be translucent and from what we 
  can see, the entire island has been 
  somehow transformed into its 
  equivalent historical analog. Police 
  have become civic guards, guns 
  have become swords, and cars have 
  become horses and chariots. This 
  seems to be a fundamental, scien-
  tifically impossible reorganization 
  in the state of matter and reality. 
  The curtain appears to be perme-
  able, as troops had been ordered 
  in and, indeed, passed through the 
  barrier, only to be instantly trans-
  formed into sword wielding war-
  riors. There has been no reported 
  contact with these soldiers since 
  that time. Evidently, they lost all 
  memory of their true identities and 
  the world they come from. None 
  of those affected voluntarily wish 
  or attempt to leave the island, but 
  some have inadvertently crossed 
  back through the barrier. Since that 
  happens mostly on the rivers, naval 
  units have been ordered into the 
  area and to keep a constant watch 
  for anyone in the water. Evidently, 
  those people remember their ex-
  perience, though some don’t quite 
  believe it. We have been informed 
  this morning by Special Assistant 
  to the President’s National Security 
  Advisor, Valerie Cooper, that re-
  peated attempts to contact Aveng-
  er’s Mansion, The Baxter Building 
  headquarters of the Fantastic Four, 
  and S.H.I.E.L.D.’s New York field 
  office have failed. They have, how-
  ever, managed to sight a number of 
  super-beings, which along with the 
  eyewitness accounts of escapees, 
  have confirmed that those heroes, 
  too, have been transformed. This 
  energy curtain doesn’t seem to alter 
  personal relationships or memo-
  ries. Friends remain friends, fami-
  lies-families.  It’s just their external 
  reality that is different. Their lives 
  are now defined in terms of the age 
  they’re living in. They believe the 
  whole world is just like Manhattan.
  We can only hope that this effect 
  
  40
  try, or refused. The decision falls to 
  the Judge and what they feel best 
  suits their players.
  If the players discreetly try to gain 
  any information from some of 
  the National Guardsmen, and are 
  successful, a young, excitable mem-
  ber of the Guard will pass on the 
  following.
  “. . .well, we’re really not supposed 
  to say anything, but seeing as how 
  you’re one of the good guys, and as 
  long as you don’t go telling anyone 
  else. . . I got a buddy stationed in 
  DC and he tells me that Military 
  Intelligence confirms that the city 
  is being ruled over by a Wizard 
  named Kulan Gath, if you can 
  believe it? He says he’s no peach 
  either. Looks like he’s got a bunch 
  of super powered enforcers keep-
  ing things in line. He says it looks 
  like they come down HARD on the 
  populace. The worst of it is, he says 
  this Kulan Gath guy actually sacri-
  fices CHILDREN! Can you believe 
  that? Boy, I’m just itching to roll on 
  in there and teach this guy a lesson, 
  but my buddy says right now, no 
  can be reversed. Until that time, 
  the National Guard has quaran-
  tined the island of Manhattan and 
  absolutely no one is permitted to 
  cross the border. More on this as 
  the story breaks. This is Christine 
  Everhart.”
  Players may attempt to enter Man-
  hattan via any of the bridges or 
  tunnels depending on where they 
  begin, or they may attempt to use 
  transportation powers.
  If they attempt to cross via the 
  bridges and tunnels, see the follow-
  ing Encounter section.
  ENCOUNTER: If they have a 
  Popularity of EX or higher, they 
  can attempt to speak with the 
  commanding checkpoint officer. 
  Depending on how the player char-
  acters handle themselves, and if the 
  checkpoint officer likes them, they 
  may be asked to wait until their re-
  quest can be cleared through prop-
  er channels. This will take some 
  time. Ultimately, word comes down 
  that the group is either cleared to 
  one’s going in because of the weird 
  memory thing.  He says once you 
  cross the barrier, you don’t re-
  member things were any different. 
  I don’t know, but it’s driving me 
  crazy that we can’t do anything. 
  You know?”
  If the players are permitted to 
  cross the tunnels or bridges, they 
  proceed alone until they come to 
  the shimmering magical barrier. 
  Once they pass through it, they will 
  be immediately transformed into 
  their Hyborean era selves. Cos-
  tumes change to reflect the period 
  and they lose all memory of the 
  National Guard, the world outside 
  of Manhattan, or that anything is 
  awry. If they convinced the Na-
  tional Guardsmen to tell them 
  about Kulan Gath, they will only 
  recall rumors that a powerful and 
  evil sorcerer rules over this land 
  and that they should beware. All 
  players immediately speak ancient 
  Hyborean and, from their perspec-
  tive, they always have. They will no 
  longer understand modern English 
  (or any other modern language for 
  that matter!), if heard.  There is one 
  
  41
  amiss, though they won’t recall how 
  they got there.
  JUDGE’S NOTE: If the players 
  enter the city in plain sight while 
  exhibiting obvious super-powers, 
  they will immediately attract the 
  attention of the locals, and, if they 
  entered via the bridges or tun-
  nels, most certainly the Vizier’s 
  Guards, as they are posted at all 
  known entrances to the island and 
  are already on alert as their mas-
  ter has informed them to imme-
  diately capture and bring in any 
  super-powered beings they encoun-
  ter. This may or may not lead to 
  an immediate combat encounter, 
  depending on how the players enter 
  the city, and how many opportu-
  nities for combat the group would 
  final point; all players that possess 
  super powers will immediately 
  forget that they have such powers. 
  They may proceed through the tun-
  nel and onto the island, past the in-
  terior guards without incident (No 
  one entering the city is questioned 
  as the spell transforms them).
  If the players opt to use their trans-
  portation powers into the city, the 
  following happens.
  If they use flight powers, they 
  may be spotted by some National 
  Guardsmen, the Coast Guard, or 
  the watching media as they head in, 
  but they will be unable to stop the 
  players and the guardsmen will not 
  fire on civilians, of course. When 
  they pass through the barrier, they 
  will be instantly transformed and 
  immediately forget that they pos-
  sess powers at all.  This means that 
  a flying character, once he passes 
  through the barrier, his power will 
  shut off and he will fall from the 
  sky, into the water below.  All such 
  characters swim only towards the 
  island as the spell compels. The 
  fallen character will have no idea 
  why he was falling or what had 
  happened to him.  Just that it had 
  happened.
  If they use a teleportation power, 
  they will appear instantly trans-
  formed inside the city, their pow-
  ers will stop functioning and they 
  will forget that they ever had such 
  powers. They will have no desire to 
  leave, as they will believe nothing is 
  
  42
  tan, or if they were in Manhattan 
  for some other reason at the time, 
  the Judge can start them off as sim-
  ply being transformed by the spell 
  when it went into effect. The player 
  characters simply start the game as 
  if they have always lived in ancient 
  Hyborea, having no memory of 
  their past lives or their powers. 
  They are aware that Kulan Gath has 
  been ruling over them, and that 
  he is a cruel and evil sorcerer, but 
  they would have no knowledge of 
  the spell or of the modern world 
  outside of Manhattan. They be-
  gin speaking Hyborean and have 
  no understanding of the English 
  language at all (or any other mod-
  ern tongue, for that matter!) Their 
  general personality and characters 
  would be intact, in that, if they 
  didn’t approve of villains before 
  the spell, they still don’t now. The 
  player characters may simply begin 
  exploring the area, if they like. Pro-
  ceed to Chapter: 2!
  KARMA:
  Player Characters amiably convince 
  the National Guard to allow them 
  through the barricades: +5
  Player Characters help the National 
  Guard by calming and reassuring 
  the civilians: +5
  Player Characters convince ex-
  citable National Guardsman to 
  provide additional intelligence on 
  Manhattan: +5
  Player Characters make it into 
  Hyborean Manhattan with National 
  Guard permission and without in-
  cident with the Vizier’s Guards: +5
  like. As there are a limited number 
  of super-powered beings in the 
  employ of Kulan Gath, it’s most 
  likely that the entrances to the 
  island are patrolled by his normal 
  human Guard, armed with sword 
  or bow, shield and armor. See the 
  Non-Player Character Section for 
  stats.
  A NOTE ON KARMA: While the 
  Great Vizier is most assuredly evil, 
  his guards are not. They are simply 
  transformed police officers or Na-
  tional Guardsmen who are under 
  Kulan Gath’s enchantment, and so 
  are being forced magically to com-
  ply with his wishes. Harming them 
  outside of self-defense incurs a Kar-
  ma loss and killing them under any 
  circumstance means the loss of all 
  Karma for the player. This certainly 
  adds an interesting complication 
  for the player characters!
  AFTERMATH: If the player char-
  acters managed to enter the city 
  without raising alarm or attracting 
  undue attention, then they may 
  decide where to investigate next 
  depending on what they have 
  chosen as their priorities, relatively 
  free of impediments. Give them a 
  general description of the part of 
  town they arrive in from the sec-
  tion of this module called, ‘About 
  Hyborean Manhattan’, and let them 
  know what they can reasonably see 
  in the horizon or deduce with their 
  senses, then turn to Chapter:2!
  If they came in exhibiting their 
  powers, things get a little more 
  complicated. If the bridge or tunnel 
  guards witnessed the player charac-
  ters using their powers, they imme-
  diately respond by surrounding the 
  player characters and demanding 
  they submit to their will at sword-
  point, while one of the guards runs 
  off down the nearest alley, (He is 
  trying to find some of the Great 
  Vizier’s Super-powered guards, 
  most likely, some of the Morlocks 
  who regularly patrol different parts 
  of the city in small groups. It will 
  take him 10 turns to run across a 
  team of Morlocks who can help 
  him.  He will tell them what hap-
  pened and they will immediately 
  return looking for the new arrivals 
  with super-powers! Judges should 
  feel free to choose which and what 
  number from among the Morlocks 
  would best suit the desired chal-
  lenge level for the group).
  If the player characters submit, 
  they will be held where they are as 
  the guards nervously await rein-
  forcements. If they offer resistance, 
  most likely they’ll make short work 
  of the normal human guards, and 
  though other citizens will see this, 
  they won’t want to have anything 
  to do with the situation for fear of 
  Kulan Gath’s wrath, and will try 
  to flee the area immediately. If the 
  heroes make haste to leave the area 
  before the passage of 10 turns, they 
  will manage to evade the Mor-
  lock reinforcements, though if the 
  fleeing guard made his escape, the 
  Morlocks will now be informed 
  that there are fugitives afoot and 
  will be actively on the hunt.
  ALTERNATE STARTING POINT:
  If the player characters’ headquar-
  ters are already located in Manhat-
  
  43
  Player Characters break the quaran-
  tine and enter Manhattan without 
  permission: -10
  Player Characters break the quaran-
  tine and enter Manhattan without 
  permission, and are recorded by the 
  media doing so: -20
  
  44
  CHAPTER 2: THE MAGIK TOUCH!
  SUMMARY: The group encounters 
  a mysterious young girl in need of 
  help. She turns out to be a Mutant 
  known as Magik. After the heroes 
  help her, she in turn, helps them by 
  breaking Kulan Gath’s enchantment 
  over their minds, and provides 
  them with valuable clues to the 
  bigger picture within the city. This 
  is a floating encounter and can take 
  place anywhere in the city.
  STARTING: The heroes have either 
  entered the city quietly, or have had 
  to evade the Vizier’s Guards at one 
  of the tunnel or bridge entrances 
  and are now, most likely, skulking 
  about trying to keep out of sight 
  (If they’re smart!). At some point 
  after the heroes have had a chance 
  to look around. they hear a com-
  motion nearby. Read the following 
  boxed text to the players:
  the woman by the arm, forcing 
  her to drop the apple as he yanks 
  her around to face him, her hood 
  falling back to reveal a frightened 
  young face framed by long blonde 
  hair.
  The commander of the Guard 
  speaks in a gruff voice, “Well, what 
  have we here? You couldn’t hide 
  from us forever, little girl, and now 
  I have you! The Master is eager 
  to meet you!” He reaches out one 
  hand behind him as his men come 
  out from their hiding places.  The 
  apple vendor’s eyes widen in terror 
  and he runs off down one of the 
  lanes, leaving his cart by the road. 
  The young girl cries out something 
  in a strange tongue you’ve never 
  heard before, but the meaning is 
  clear. She jerks her arm free of the 
  lead Guard, spins, and bolts down 
  the thoroughfare. The Guards im-
  mediately give hasty pursuit.
  street and into a nearby alley. Pick a 
  character at random and allow
  him or her to attempt an EX Inten-
  sity Intuition FEAT. If successful, 
  the hero notices that there is some-
  thing unusual about this girl but 
  they can’t put a finger on it.
  If the heroes do nothing, the girl 
  and the Guards vanish down the 
  alley. 
  If they decide to intervene, they’ll 
  have to chase down the Guards. 
  When the heroes come around the 
  corner, they see that the Guards 
  have the girl trapped at the far end 
  of the alley. There is an exit to the 
  east, but they must have caught up 
  with her before she reached it. She 
  backs up against a pile of crates, 
  trying to keep her distance from the 
  armed and angry Guards that are 
  surrounding her. 
  If the heroes call out, one of the 
  Guards will turn and bark at them 
  to mind their own business or else 
  risk a severe whipping. The heroes 
  might pick up on the fact that these 
  Guards are not used to having their 
  authority questioned. 
  If the heroes try to speak to the girl, 
  she looks at them, pleading with 
  her eyes for help! 
  If the heroes intervene on behalf of 
  the girl, combat ensues immediately 
  (Remember: The heroes don’t recall 
  that they possess super powers yet, 
  though if any of the heroes have 
  increased strength, speed, or some 
  other power that might accidentally 
  be triggered during this high stress 
  As you walk along the earthen 
  roads of the city, you come across 
  an intersection. There are many 
  wooden carts about and vendors 
  hawk their wares all around. One 
  is selling woven carpets, another; 
  vegetables, another; pelts. The air 
  is heavy with the scent of cooked 
  meats and wood smoke. Around 
  the corner, you see what appear to 
  be a number of the Vizier’s Guards 
  standing in the road, partially 
  hidden behind some of the larg-
  er carts, their backs to you. They 
  appear to be watching a diminutive 
  figure wearing a grey hooded cloak 
  as she attempts to purchase an ap-
  ple from the vendor. Suddenly, the 
  lead Guard steps out from behind 
  the cart, sword drawn, and grabs 
  The Judge may add as many or as 
  few of the Vizier’s Guard to this 
  group as they would like, though 
  for the sake of story pacing and 
  gradual rising tension, these 
  Guards are also all normal human 
  (Hey! Manhattan’s a big place! The 
  Enhanced can’t be everywhere!).
  ENCOUNTER: (See ‘The In-
  ner-City Alleys’ map on pg. 47.) 
  Though the heroes might be trying 
  to keep a low profile, one would 
  imagine they might take issue with 
  a number of large, armed and ar-
  mored men running down a small 
  girl in the streets. 
  The Guards chase the girl down the 
  
  45
  situation, the Judge should let this 
  happen and have the player roll to 
  hit (But not kill, as it’s out of the 
  player’s control.) one of the Guards. 
  This should give the hero a moment 
  of pause, as this is the first time 
  (To the best of their memory) that 
  they have ever exhibited this, or any 
  other power! 
  When this happens, the girl looks at 
  the hero demonstrating the power 
  with a mix of surprise and hope. 
  During the battle, the girl, her back 
  to the wall, crouches down and 
  raises her left arm up in front of her 
  as it begins to shimmer and be-
  fore the heroes’ eyes, shining silver 
  gauntleted armor appears over it! 
  in her right hand, appears a bright, 
  glowing silver long sword! (She 
  won’t use the sword to strike any of 
  the Guards though.  This may make 
  the heroes curious if they notice it.
  AFTERMATH: Once all of the 
  Guards have been subdued, the girl 
  lowers her sword and approaches 
  the heroes, looking at them quiz-
  zically. Though she doesn’t speak 
  their language, she gently raises 
  a hand to reassure them. Then, 
  without warning, she swings her 
  blade in a sudden arc through the 
  body of the hero that demonstrated 
  his powers before he can respond! 
  Read the following boxed text to 
  the player that had been struck:
  at her side in an arc right through 
  your chest as you gasp for breath! 
  You watch it pass right through 
  you, but your clothes and body 
  suffer not a scratch! Your chest 
  shudders as you feel something 
  like an ice-cold wind blow through 
  the very fibers of your being and 
  in an instant, your mind is flooded 
  with a torrent of sudden memories! 
  You immediately recall the mod-
  ern world outside of Manhattan, 
  your friends, who you are and why 
  you’ve come here, as well as all of 
  the time since you passed through 
  the energy curtain surrounding 
  the island leading up to this very 
  moment. The girl lowers the blade 
  quickly and speaks, but this time 
  you understand her perfectly.
  “Please, I mean you no harm! The 
  blade hasn’t hurt you. It’s broken 
  the enchantment placed upon you 
  when you came to the island. Your 
  friends; are they like you? Do they 
  have powers also? I can help them 
  as well, but until I do, they won’t 
  understand what I’ve done for you. 
  We must act quickly!” 
  “There’s no time! More of them will 
  come. We need to be away from 
  here right now, but I will explain 
  when we’re safe. For now, we must 
  go.”
  If the heroes refuse, she looks 
  saddened, but understands, and 
  quickly heads off on her own.
   
  If they agree, she leads them off, 
  out of the alleyway and through the 
  labyrinth of buildings until after 
  some time, you arrive at a quieter, 
  less populated part of the city and 
  around the back of what appears 
  to be a local tavern. The sound of 
  conversation can be heard from 
  inside, but the heroes no longer un-
  derstand the language being spoken 
  by the people on the island. The girl 
  takes you to a private door at the 
  back of the building, looks around 
  to make sure no one is watching, 
  and leads you inside. 
  This appears to be an empty apart-
  ment, possibly a back storeroom 
  for the tavern. There are a number 
  of empty tables with chairs resting 
  on top of them along with various 
  supplies piled up against the walls. 
  The girl closes and locks the door 
  behind you and takes a seat on the 
  carpet, inviting the heroes to do the 
  same. She assures them that it’s safe 
  here for the time being. The heroes 
  may ask her a few questions at this 
  time. The most important questions
  and answers are the following:
  1. Who are you?  The girl sighs, as 
  she settles down, taking some bread 
  from a wrapped bundle behind 
  her and offers to share it with the 
  With the permission and help of 
  the hero, she will cautiously strike 
  each member of the Player Char-
  acters with her blade, freeing each 
  of them in kind from Kulan Gath’s 
  enchantment. When she finishes, 
  her sword and armor disappear. 
  As the players look around, they 
  notice that all of the local citizens 
  have fled the area when the battle 
  began. The girl speaks again. 
  The girl looks at you closely, 
  curiosity in her eyes as she raises 
  a hand as if to let you know that 
  she means you no harm. Suddenly 
  she whips up the long silver blade 
  
  46
  heroes. She says that her name is Il-
  lyana, but they can call her ‘Magik’ 
  (If you didn’t already know, yes, this 
  is Illyana Rasputin!). She was in 
  Manhattan on her way to meet her 
  older brother when the spell took 
  effect. 
  2. Where is her older brother now? 
  She doesn’t know. They were going 
  to meet and go to a show together. 
  She’s been trying to find him, but 
  hasn’t had any luck yet.
  3. Why wasn’t she affected by the 
  spell?  She explains that she’s a Mu-
  tant and has a natural resistance to 
  attempts at controlling her mind or 
  other intrusions.
  4. Why didn’t she use the sword on 
  the Guards that tried to attack her?  
  If she had, they would have need-
  ed protection and an escort out of 
  the city for their own safety. She 
  couldn’t risk the danger to them, or 
  getting caught herself. For now, he’s 
  better off as he is.
  5. Who is behind all of this and 
  why?  What she has learned is that 
  an ancient Sorcerer named Kulan 
  Gath has somehow come to this 
  time and place and wants to estab-
  lish some sort of power base here. 
  He’s the one who created the Spell 
  of Transformation that’s changed 
  all of Manhattan. She doesn’t know 
  why yet, just that he’s utterly ruth-
  less and cold blooded. His Guards 
  are everywhere and the people 
  fear them. Aside from the humans 
  that he’s forced to serve him, he’s 
  also managed to capture and mind 
  control the Morlocks. If the heroes 
  don’t know who the Morlocks are, 
  she goes on to explain that they 
  are a group of Mutants who live 
  in the tunnels beneath Manhattan 
  to avoid human persecution. They 
  normally keep to themselves, but 
  it would seem that Kulan Gath 
  has been actively seeking out and 
  rounding up any and all super 
  powered beings so that they can 
  be forced to serve as his personal 
  Guard and carry out his orders.
  6. Where is Kulan Gath?  How 
  powerful is he?  Kulan Gath now 
  resides in what used to be the Twin 
  Towers in Lower Manhattan. They 
  are now the highest standing struc-
  tures on the island and are sur-
  rounded by his Guard both night 
  and day. The defenses appear to be 
  heavily fortified as well. As to Kulan 
  Gath’s personal power, she does 
  not recommend a frontal assault. 
  She says that whoever is powerful 
  enough to cast a spell like the one 
  over Manhattan, is a Master of the 
  Mystic Arts. If there were any who 
  could match him in Manhattan, She 
  thinks they probably would have 
  already tried. The fact that Kulan 
  Gath is still in power and the spell 
  in effect, doesn’t bode well. 
  7. Is there anyone that can help us?
  She says that early this morning 
  while she was looking for her 
  brother, she saw a group of the Vi-
  zier’s Guard chasing the costumed 
  hero known as Spider-Man through 
  the center of what used to be Mid-
  town Manhattan. She doesn’t know 
  if they caught him or not, but she 
  did notice that his costume seemed 
  unaffected by the spell.  She’s not 
  sure what that means, but it might 
  be important.  Also, Spider-Man 
  may be a valuable ally if the heroes 
  plan on trying to return Manhattan 
  to its proper state. Perhaps if they 
  could find him?
  If the heroes agree, she explains 
  to them as best she can, where she 
  saw Spider-Man last, and that she 
  thinks it’s important for the heroes 
  to find him. Though she wants to 
  keep looking for her brother, she 
  will take them to where he was last 
  seen.
  The Vizier’s Guard are going to be 
  looking for the lot of them now.  
  They’ll need to be careful. Proceed 
  to Chapter: 3!
  KARMA:
  Player Characters evade detection 
  by the Bridge Guards when enter-
  ing the city: +10
  Player Characters are detected by 
  the Bridge Guards: -10
  Player Characters defeat the Bridge 
  Guards when entering the city: 
  +10/ Human Guard.
  Player Characters kill any of the 
  Bridge Guards: - ALL!
  Player Characters prevent Magik’s 
  arrest by the Vizier’s Guards: +20
  Player Characters defeat Magik’s 
  arresting Guards in the alley: +10/ 
  Human Guard.
  
  47
  the inner city alleys map
  
  48
  CHAPTER 3: FORGOTTEN KNOWLEDGE!
  SUMMARY: The heroes go with 
  Magik to the center of Midtown 
  Manhattan searching for clues to 
  the whereabouts of Spider-Man.
  STARTING: So far, the heroes 
  have safely entered Manhattan and, 
  fortunately, helped save a mutant 
  named Magik from capture by the 
  Vizier’s Guard. She, in turn, freed 
  them from Kulan Gath’s enchant-
  ment. Now they hope to find 
  answers from Spider-Man, who was 
  last seen fleeing the Vizier’s Guards 
  in this very area! So begins Chap-
  ter:3!
  The heroes and Magik set out to 
  search for Spider-Man. Night will 
  be falling soon, but allow the heroes 
  to search the area for a while. Read 
  the following to the players:
  draw attention, an informant may 
  suspect something and notify the 
  Vizier’s Guard of their presence. 
  If the heroes take some time to 
  examine the area, the Judge informs 
  them that one of them notices a bit 
  of wispy webbing attached to the 
  corner of one of the buildings at the 
  rear of this alley. It appears to be 
  wrapped around the corner, leaving 
  the appearance that Spider-Man 
  may have passed through and exit-
  ed from that end of the alley.
  If the group decides to follow the 
  trail, they wander through streets 
  and back alleys for some time, 
  occasionally finding more bits of 
  dissolving webbing, until they come 
  across a large clearing among the 
  stonework buildings.  Before them, 
  in the rising moonlight, they see 
  an enormous pile shattered ruins 
  in the darkness. Read the following 
  boxed text to the players:
  AFTERMATH: This is Arilynn, 
  the Chief Archivist of the Temple 
  of Mitra before it was destroyed. If 
  the heroes try to talk to her, she will 
  not believe them at first, but if they 
  persist in a heroic and compas-
  You walk through the crowded 
  streets as others go about their 
  business all around you, rushing to 
  complete their daily work before 
  nightfall.  The taverns begin to fill 
  and candles are lit in many a win-
  dow as the scent of cooking food 
  drifts through the air.  You come to 
  a stop in an alley beside an inn and 
  Magik nods as she looks upward 
  along the walls of the buildings.
  “This is the place. They chased him 
  through here, but I don’t know 
  where they went afterwards.
  The heroes may search the area 
  for signs of Spider-Man’s passage, 
  but they should remember to try 
  to remain inconspicuous.  If they 
  The trail of webbing eventually 
  leads you to a great clearing within 
  the worn stonework buildings that 
  surround you. Within the clearing 
  is a great pile of ruins. Shattered 
  fragments of polished marble 
  lay about in pieces, charred, and 
  cracked. Broken timbers stick out 
  from the mountains of rubble, jag-
  ged splinters pointing towards the 
  sky. Burned scraps of parchment 
  and leather blow back and forth in 
  the winds, and over the whole area, 
  lingers an uneasy quiet.
  ENCOUNTER: If the heroes 
  decide to explore the area, as they 
  approach, an arrow is fired from 
  the darkness somewhere within the 
  ruins at a random member of the 
  group. The attacker immediately 
  charges the heroes with a dagger 
  in hand, mistaking them for the 
  Vizier’s Guard. She appears to be a 
  beautiful young woman with long 
  red hair. Assuming the heroes try to 
  stop her without harming her, read 
  the following boxed text, (Magik 
  can translate what Arilynn says.):
  “Begone, Dogs! Mitra curse you! 
  Your vile master has already de-
  stroyed this sacred place! There is 
  nothing left for you here! Go, and 
  leave me in peace!”
  
  49
  sionate manner, she will eventually 
  realize that they are not allies with 
  Kulan Gath and his thugs, and she 
  will inquire as to who they are and 
  what they want here? If they make 
  it clear they wish to stop Kulan 
  Gath, she will invite them to share 
  her fire and food within the ruins of 
  the Temple. There she will attempt 
  to answer their questions and help 
  them however she can. The follow-
  ing are a list of probable questions 
  and her answers:
  1. What is this place? This was the
  Temple of Mitra, the God of Light, 
  a sacred place of learning and wis-
  dom, before Kulan Gath destroyed 
  it. 
  2. Did you see Spider-Man recent-
  ly? We tracked him here. (She looks 
  a bit puzzled at the name, then 
  offers. . .) Do you mean the one in 
  garish colors that the Vizier’s Guard 
  referred to as, ‘The Man-Spider’? 
  Yes, I saw him earlier today. He 
  had Amazing abilities and swung 
  through the air with great agility, 
  but I’m sorry to say that he was 
  captured and taken into custody by 
  the Guard. 
  3. Do you know what Kulan Gath
  wants with him? I assumed he 
  wanted him because of his great 
  powers. I have heard that his Guard 
  are rounding up any who demon-
  strate such abilities, though they 
  did seem quite determined to bring 
  him in immediately. (She narrows 
  her eyes.) Perhaps that’s why he 
  wanted it?
  4. Why who wanted what? Kulan
  Gath came here to the Temple him-
  self. He told the High Priest that he 
  believed there was an ancient text, 
  a book of sacred knowledge within 
  the Temple, and he demanded the 
  Priest bring him this text immedi-
  ately, or be struck down. The Priest 
  told him that we have no such 
  book here and that Kulan Gath was 
  mistaken. This enraged him! He 
  slaughtered the High Priest on the 
  front steps in front of everyone. 
  He then unleashed powerful and 
  foul dark magics upon this place 
  and razed it to the ground. I was 
  trapped inside but managed to dig 
  myself out.  When I did, Kulan 
  Gath and his Guard were gone.
  (Give the heroes a moment, then 
  add. . .) . . .but the High Priest lied. 
  He knew that Kulan Gath is a wick-
  ed and brutal ruler and that the 
  knowledge within the book would 
  be misused were he to attain it, so 
  he hid it deep within the Temple.
  4.Arilynn, do you still have this
  book?  Arilynn gazes at the heroes 
  gravely.
  “That depends. Are you going to 
  stop Kulan Gath? Will you promise 
  me, here and now, that you will do 
  all within your power to break his 
  hold over us and to make him pay 
  for his crimes?”
  If the heroes say no, then Arilynn 
  refuses to help them.  If they agree 
  and give their word, then the fol-
  lowing happens. . .
  Arilynn gets up, takes a torch from 
  the fire and walks off towards a 
  marble stairway leading down. Af-
  ter a few moments, she returns car-
  rying a package wrapped in hides 
  under her arm. She sets it down on 
  the ground and unwraps it. 
  “Part of my duty as Chief Archivist 
  of the Temple of Mitra, is to pro-
  tect and care for the accumulated  
  knowledge and wisdom gathered 
  here within the Temple. In Mitra’s 
  name, I will fulfill that sacred re-
  sponsibility at all costs. Ultimately, 
  this means Kulan Gath must be 
  removed from power.”
  She very carefully opens the large, 
  leather bound, ancient looking 
  tome.  Within is a collection of 
  many diagrams, illustrations, and 
  chapter upon chapter of text.
  She says, “This book is a collection 
  of very obscure occult knowledge.”
  She turns to a section in the book 
  of a diagram of what appears to be 
  the world. A series of lines, symbols 
  and writing crisscross the map and 
  intersect at various points.
  She runs her finger along the text. 
  “I believe this is what Kulan Gath 
  was looking for. The ancient ones 
  taught us long ago that the natu-
  ral power of the universe which 
  surrounds all things, flows in a 
  series of currents. These currents 
  run along the land and the sea and 
  throughout the heavens, but this 
  map shows where they are located 
  here.  You see, it is believed that at 
  certain points, these currents inter-
  sect.  These intersections are said 
  to be places of great power. One 
  
  50
  such intersection occurs right here, 
  on this very island.” She points her 
  finger down on the map.”
  “I don’t know why he seeks the 
  book. He is a dark sorcerer and has 
  great power. I would think that he 
  already possesses such knowledge, 
  but perhaps not? Either way, he 
  must never get this book!”
  If the players ask about the location 
  of intersection, she tells them that 
  she will take them to the place, but 
  the book must remain hidden with-
  in the ruins where it has remained 
  safe. She will not risk losing it to 
  the Vizier’s Guard. If the heroes 
  agree, she says that it’s getting late 
  and they must rest. They will leave 
  in the morning. She puts the book 
  back in its hiding place and returns 
  to the fire where everyone settles 
  down for the night.
  ENCOUNTER: Late into the night, 
  while the others sleep, the heroes 
  are gently awakened by the sound 
  of whispers in their heads that 
  quickly bring them to conscious-
  ness. In their mind’s eyes, they see 
  a shimmering light in the darkness.  
  Within that light are a pair of dark 
  and beautiful eyes.  The image ex-
  pands to reveal an attractive wom-
  an with long black hair and dark 
  eyes.
  “Ah! There you are! I have been 
  looking for ones such as you.”
  The heroes are being contacted tele-
  pathically and may respond silently  
  with their thoughts, as Magik and 
  Arilynn appear to still be sleeping. 
  The strange woman in their minds 
  is prepared to answer the heroes’ 
  questions, and is willing to reveal 
  some useful information. Some of 
  the most important questions and 
  answers are the following ones:
  1. Who are you? My name is
  Selene, and I am your friend. I am 
  communicating with you telepath-
  ically. (This is Selene, the Black 
  Queen of the Hellfire Club, of 
  course. If the player characters have 
  met her in the past, they will most 
  likely be very suspicious. She will 
  acknowledge their shared past, but 
  insist that this is a different situa-
  tion and that she truly comes as an 
  ally in this instance.)
  2. Why aren’t Magik and Arilynn
  hearing you? This offer isn’t meant 
  for them.  It is meant for you.
  3. What do you want with us?
  Why, to help you, child. Perhaps we 
  can help each other, in fact? It has 
  taken me some time to find you. I 
  have been looking for. . .exceptional 
  beings, such as yourselves. You see, 
  the ensorcellment of your city is the 
  work of an old and deadly foe. If he 
  is not stopped, and soon, his spell 
  will become irreversible--and will 
  spread from this source to engulf 
  the entire planet! Will you allow 
  that, or was I wrong in my estima-
  tion of your courage and sense of 
  duty?
  (If the heroes refuse, she responds 
  with the following. . .): Very well. 
  You are making a foolish mistake, 
  but I will not stop you. The truth 
  of what I say will become evident 
  soon enough. If you will not try 
  to save your own world, there are 
  others who will.  I will find them. 
  (With that, the telepathic commu-
  nication ends.)
  (If the heroes accept her offer, she 
  says. . .): A wise choice. Kulan Gath 
  is an evil that must be destroyed, 
  but you cannot do so by yourselves. 
  His fortress is impregnable and his 
  Guards, many and powerful. He 
  has been searching for those like 
  you actively and so has the ability 
  to sense when magics and powers 
  are being used, (Selene indicates 
  the sleeping Magik.)...so I would 
  not recommend using your little 
  friends’ gifts,(She is referring to 
  Magik’s teleportation discs to infil-
  trate Kulan Gath’s Towers.) unless 
  of course, you wish to fail before 
  you begin? Without my help. you 
  will be killed before you set foot 
  within his Towers of Power. In this 
  regard, I can assist you. Even now, 
  he and his Guard search for you. 
  Soon they will find you, but if you 
  agree to my proposal, I can assure 
  you, they will not. I can mask your 
  presence with my own magics and 
  get you inside his fortress with-
  out he or his Guards knowing. In 
  exchange, I simply require you do 
  what you had planned on your-
  selves. You will defeat the monster, 
  remove him from power, and save 
  your city. The decision is yours, 
  but you haven’t much time. The 
  monster plans to offer his sacrifice 
  on the night two days hence, at the 
  alignment of the new moon.
  4. What sacrifice? (An amused
  look crosses her face.) “Didn’t 
  
  51
  you know? Kulan Gath’s Ritual of 
  Transformation requires great sac-
  rifice. The blood of an enemy is a 
  particularly powerful offering, and 
  on that night, he plans to sacrifice 
  the life of the one you may know 
  as ‘Spider-Man’. So, do we have an 
  agreement?”
  (If the heroes want to know how 
  she plans on getting them into the 
  Towers, Selene responds,
  “Not now. I will explain soon 
  enough. The better to prevent any 
  unfortunate mishaps. You will meet 
  me tomorrow in the late afternoon 
  in the heart of the Great Mar-
  ket Place. With so many present, 
  we will be safely lost within the 
  crowds. There I will explain how I 
  will get you past the all-seeing eyes 
  of Kulan Gath.”
  (If the players reject her offer, she 
  responds. . .): 
  “I see. Very well. Do as you will.  
  The blood of Spider-Man is on your 
  hands, then.”
  (The image of her disappears from 
  the minds of the heroes.)
  If the players confirm their accep-
  tance of her offer, she responds. . .): 
  “Very well, a bargain is struck. I will 
  see you again tomorrow at late af-
  ternoon in the Great Market Place, 
  and we will proceed. Remember, 
  Selene is ever your friend and ally.”
  (If the heroes tell Magik about their 
  encounter with Selene, Magik will 
  immediately perk up and warn 
  them that she knows Selene, and 
  that she is an evil sorceress herself, 
  and that she is not to be trusted.)
  AFTERMATH: Regardless of what 
  the heroes decide about Selene, the 
  rest of the night passes quietly in 
  the ruins. Proceed to Chapter: 4!
  KARMA: 
  Player Characters subdue Arilynn 
  without harming her: +5
  
  52
  CHAPTER 4: WHEN YOU’RE A STRANGER. . .
  SUMMARY: The heroes head out 
  from the ruins of the Temple of 
  Mitra in the morning and follow 
  Arilynn’s lead to the point of inter-
  section, but encounter some of the 
  Vizier’s Guard before arriving there.
  STARTING: Arilynn leads the 
  heroes southward through the city 
  for some time. Read the following 
  boxed text to the players:
  earlier in the story. Their group is 
  most likely fairly large and conspic-
  uous at this point.) has been spot-
  ted and identified by an informant 
  and the Vizier’s Guard has come to 
  collect her and any other superhu-
  mans they find. 
  The Judge should pick however 
  many of the Morlocks or New 
  Mutants they feel is appropriate 
  for their group at this time. This 
  could also be a good time to in-
  clude Colossus amongst the Vizier’s 
  Guard, as he has fallen under Kulan 
  Gath’s control as well. If so, Magik 
  will immediately recognize him. 
  He will do his best to subdue her 
  and the group. Magik will insist 
  on being the one to handle her 
  brother and will quickly be forced 
  to summon her magic sword and 
  strike him with it, which will break 
  Kulan Gath’s spell.  Colossus will 
  be stunned for a number of turns 
  at the Judge’s discretion, then of 
  course, he will stand by his sister 
  Ilyana.
  Remember that the Vizier’s Guard 
  have been given special magical 
  manacles that nullify superpow-
  ers. They will attempt to put these 
  manacles on anyone in the group 
  of heroes as soon as possible. Treat 
  this as a grappling attack. 
  If Arilynn is attacked, she will fight 
  with her bow or dagger to protect 
  herself.
  AFTERMATH: If any of the Vi-
  zier’s Guard are struck by Magik’s 
  sword, they will also be stunned 
  for a number of turns determined 
  by the Judge, after which, they will 
  most likely want to withdraw to the 
  Morlock tunnels, though they won’t 
  mention this to the others. They 
  will simply say that they look after 
  their own, and withdraw.
  If the heroes want to take captives, 
  they can try, but this fight will have 
  attracted much unwanted attention 
  and reinforcements will be show-
  ing up quickly. Arilynn will urge 
  them to get moving and to do their 
  best to lose any who might follow 
  through the maze of alleyways and 
  streets between them and their des-
  tination. This will add time to their 
  The sun slowly rises and bathes 
  the stone buildings in its warm 
  glow as the citizenry begin to fill 
  the streets going about their daily 
  labors. The clamor of their efforts 
  soon fills your ears as you go about 
  your business. Arilynn occasionally 
  stops and looks up to the sky as 
  if trying to get her bearings, then 
  proceeds down the avenues at a 
  steady gait.
  ENCOUNTER: (See ‘The Great 
  Market Place’ map on pg. 56.) 
  While the heroes are trekking 
  southward searching for this con-
  vergence, Magik (and perhaps some 
  of the heroes, if they have been seen 
  previously fighting with the Guard 
  
  53
  trip, but it will ultimately be safer. 
  ENCOUNTER: After some time, 
  the heroes manage to slip away and 
  continue to their destination. Even-
  tually, they arrive. Read the follow-
  ing boxed text to the players:
  When the heroes identify them-
  selves speaking modern English 
  and not under the sway of Kulan 
  Gath’s spell, the man glances past 
  you making sure that no others are 
  watching, and quickly urges you all 
  to enter. He says in a hushed voice, 
  “Come in. Come in. You will be 
  safe here for now. The Sanctum has 
  allowed you to perceive it.” 
  He closes and locks the door be-
  hind you and leads you all into a 
  nearby sitting room.
  “Please, make yourselves comfort-
  able. May I offer you some refresh-
  ment?”
  If the heroes agree, the man heads 
  off deeper into the house and re-
  turns in a few moments with a tray 
  of hot tea and sandwiches.
  If they refuse, he simply suggests 
  they sit and joins them. It is a large 
  room with a crackling fireplace and 
  dim lighting. It is decorated with all 
  manner of unusual odds and ends. 
  The heroes may ask him a few ques-
  tions at this time. The most import-
  ant questions and answers are the 
  following:
  1. Who are you?  ‘My name is 
  Wong. I serve my master as care-
  taker of this place.’
  2. Who is your master? ‘My mas-
  ter is Stephen Strange, an occult 
  scholar.’
  3. Where is your master now? 
  (After a pause,) ‘I do not know. He 
  is very skilled at the craft. He sensed 
  Arilynn stares up at the sky again, 
  checking to make sure she has 
  followed the path correctly. As 
  you emerge into the afternoon 
  light from behind another build-
  ing, you see the strangest of sights 
  there before you. On the corner 
  of two intersecting earthen roads, 
  between the roughhewn ancient 
  styled buildings on either side, 
  stands a five-story townhouse of 
  modern 20th century construction. 
  A large circular window in the 
  center of the top floor catches the 
  glare of the mid-day sun. Arilynn 
  stares at it in amazement while the 
  peasants and workers simply pass 
  it by without so much as a look. 
  She finally utters, “We are here, 
  but what is this place? I have never 
  seen this before!” As you approach, 
  you notice the front door slowly 
  opens. In the doorway stands an 
  Asian man of middle age wearing 
  traditional Chinese garments. He 
  cautiously peers out at you, then, 
  after a moment, he seems some-
  what relieved and hurriedly waves 
  you to approach. As you do so, 
  you notice he appears apprehen-
  sive. He motions for you to stop 
  at the doorway and speaks to you 
  in English, “Who are you?” Magik 
  translates the question for Arilynn.
  
  54
  the arrival of the dark sorcerer two 
  days ago and went to confront him. 
  I have not heard from him since 
  and I fear the worst. If something 
  has happened to him, then it is like-
  ly that Kulan Gath will eventually 
  find out about this place, and lay 
  siege to it.’
  4. We travelled here following the 
  points of convergence of energy 
  from this book. What is the sig-
  nificance of this location and how 
  is it that you weren’t affected by 
  the spell? (Wong holds a long gaze 
  with the heroes.) ‘Convergence of 
  energy’? I believe you speak of ley 
  lines; these are the natural currents 
  of mystical energies that encompass 
  the earth. There are places where 
  these currents converge. They are 
  places of power, some more so than 
  others. This building was built on 
  such a place.’
  5. Why does no one notice this 
  place? ‘This place has been heavily 
  fortified by many spells of warding. 
  It is shielded against the prying eyes 
  of others and malevolent works of 
  magic by those who would see the 
  Sanctum fall. This is why it is left 
  unaffected by Kulan Gath’s Ritu-
  al of Transformation,’(He pauses 
  again for a moment.) ‘though I fear 
  it may not remain so.’ Wong sips 
  his tea and speaks again, ‘You see 
  this place as it truly is, and you are 
  unaffected by the ritual, also. The 
  Sanctum has chosen to recognize 
  you and permit you sanctuary. It is 
  not chance that brought you here.’
  Wong sits quietly for a moment, 
  sips his tea again, then continues. 
  ‘Those that can resist the power 
  of the dark sorcerer, have power 
  of their own. You have seen what 
  Kulan Gath has done to this island. 
  He will do the same to the world 
  if he is not stopped. His heart is 
  blackened by hate and even now his 
  servants search for suitable sacri-
  fices to offer up to his dark god, 
  Shuma-Gorath. Were my master 
  here, I believe he would request 
  your assistance, not for himself, but 
  for those that are now, and soon to 
  be ruled over by the tyrant. But he 
  is not here, so I will ask in his stead; 
  will you oppose Kulan Gath, go to 
  his towers and find out what has 
  become of my Master?’
  Arilynn, Magik, and Colossus (If 
  he was in the group of attacking 
  Guards and had his spell broken by 
  Magik) all express that the heroes 
  must stand and confront Kulan 
  Gath.
  If the heroes refuse, Wong says, ‘I 
  see. Very well. The Sanctum has 
  granted you sanctuary, and you will 
  have it...for as long as it remains.’ 
  He then leaves the room.
  If the heroes agree, Wong says, 
  ‘Very well.’ He quietly gets up and 
  leaves the room, only to return 
  after a short period carrying a large 
  tome in his hands. He places the 
  book down on the table, opens it 
  and points to a hand drawn illus-
  tration of a large gemstone. ‘Before 
  my master left, he had requested 
  this book from his library. (Magik 
  may recognize this gemstone using 
  her occult knowledge.) It is called 
  a resurrection stone. Using old 
  and powerful rituals, it is possible 
  for a sorcerer to place his essence 
  within a finely cut gemstone. This 
  will grant him a form of immor-
  tality. My master believed that this 
  may have been how Kulan Gath 
  maintains his power in this world, 
  but this is not known for certain. 
  Perhaps this may help you when 
  you confront him?’
  6. Tell me about this Ritual of 
  Transformation? ‘The completion 
  
  55
  of the Ritual must be performed on 
  the night two days from now. Kulan 
  Gath must sacrifice the blood of 
  the innocent to Shuma-Gorath 
  beneath the new moon. If he does 
  so, the barrier that surrounds the 
  Island will expand and roll across 
  the Earth, transforming all into its 
  Hyborean equivalent. Once this 
  happens, there will be no resto-
  ration.  The Ritual will be complete. 
  However, if the Ritual is broken, his 
  spell will collapse.’
  If Colossus is among the group, he 
  turns to Magik and explain that 
  Doctor Strange isn’t the only one 
  who requires aid. Professor Charles 
  Xavier was also captured by Kulan 
  Gath because the sorcerer needed 
  Xavier’s ability to locate mutants. 
  Using his dark magics, he has 
  merged Xavier and the Morlock 
  known as Caliban, into one entity 
  made for the purpose of finding 
  all the remaining mutants in Man-
  hattan so they can be forced into 
  joining the Vizier’s Guard. The last 
  Colossus had seen of Xavier, the 
  Professor was resisting Kulan Gath’s 
  efforts to force him to find the oth-
  ers, but he doesn’t know how long 
  he can hold out. He also explains to 
  Illyana that a group of her friends 
  and fellow students, the New Mu-
  tants, have been mind-controlled 
  and forced into service with the 
  Vizier’s Guard. Though they are 
  friends, they do not currently know 
  what they do and will not hesitate 
  to attack the heroes.  He suggests 
  great caution and urges care for his 
  friends.
  If pressed, Colossus will explain 
  that the Professor is the founder 
  of a school he attends and a close 
  friend, as well as a powerful mu-
  tant. Colossus insists that they 
  must free Professor Xavier and try 
  to return him to his original state, 
  as well as the New Mutants. He 
  requests that the heroes aid him 
  in this when they go to confront 
  Kulan Gath.
  If the group refuses to aid Colossus 
  and Magik in freeing their friends 
  by defeating Kulan Gath, the two 
  will persist and warn the heroes 
  that if Kulan Gath managed to 
  defeat the Professor and Steven 
  Strange, the heroes will need all the 
  help they can get.
  AFTERMATH: By the time the he-
  roes have reached a decision, it will 
  be near time to meet with Selene.  
  If they simply mention that they 
  must go, Wong will lead them to 
  the door and assure them that they 
  have a safe place to return to if need 
  be. If the heroes mention Selene, 
  Wong’s eyes narrow and he warns 
  them that his Master knows of a 
  powerful sorceress named ‘Selene’ 
  and that she is not to be trusted.  If 
  the heroes want to ‘borrow’ any of 
  Strange’s artifacts, Wong politely 
  explains that it’s not his place to of-
  fer such, however they are welcome 
  to use the Sanctum as a sanctuary.
  The heroes may proceed to Chap-
  ter:5!
  KARMA:
  Defeating the Vizier’s Super-Pow-
  ered  Guards: Give the heroes the 
  proper Karma rewards for defeating 
  enemies of the appropriate power 
  levels, depending on who the Judge 
  decided to throw at them.
  Allowing the ex-Vizier’s Guard/ 
  cured Morlocks to leave and return 
  to their homes: +10
  Reuniting Illyana with her brother 
  Colossus: +30
  Learning about the Resurrection 
  stone from Wong: +10
  Agreeing to rescue Professor Xavier 
  & the New Mutants: +10
  Agreeing to rescue Steven Strange: 
  +10
  Killing any of the Vizier’s Guard: - 
  all Karma.
  
  56
  the great marketplace map
  
  57
  CHAPTER 5: ACCESS DENIED!
  SUMMARY: Upon finishing their 
  discussions with Wong at the 
  Sanctum Sanctorum, the heroes are 
  approaching the time for them to 
  meet with Selene in the late after-
  noon in the heart of the Great Mar-
  ketplace. They leave the sanctum 
  and go to the meeting place, where 
  events take an unexpected turn, 
  leaving them to have to change 
  their plans.
  STARTING: Arilynn leads the 
  heroes southward again. Their hike 
  is shorter than the one from the 
  Temple of Mitra. As they proceed, 
  the crowds of people grow and the 
  din increases as they near their des-
  tination. As they approach, read the 
  following boxed text to the players:
  ENCOUNTER: As the heroes 
  follow Arilynn through the maze of 
  alleys, eventually they find them-
  selves behind the partially ruined 
  stone wall of what was once, per-
  haps, a tavern. The front of which 
  is now occupied by a large red tent, 
  As you travel southwards, you see 
  the great twin towers of Kulan 
  Gath standing tall, looming over all 
  else. To the Southeast, a vast open-
  air market stretches out across the 
  cleared grounds.  It is a massive 
  collection of tightly packed, bright-
  ly colored tents, ranging from 
  small shelters to great pavilions. 
  Items of all kinds can be seen set 
  out on tables, hanging from the 
  tent frames, and carried around in 
  hand carts by the roving traders. 
  Baubles sparkle in the mid-day 
  sun; woven carpets are spread out 
  over barrels and a hundred exotic 
  scents linger in the air.  It is filled 
  with merchants, traders, craftsmen, 
  vagabonds, beggars, thieves, and 
  all other sorts from all the classes, 
  at all times of the day or night, 
  though activity at night dwindles 
  significantly. The cries of vendors 
  offering bargains, exotic animals 
  and other items fill the air to make 
  a din through which it can be 
  challenging to follow a thread. A 
  maze of large and small pathways 
  reaches out in all directions, and 
  it is easy to lose one’s bearings and 
  get lost in the crowd if you’re not 
  paying attention. After winding 
  your way in and out of the twisting 
  alleyways between the many tents, 
  you eventually arrive near what 
  seems to be the center of the Great 
  Marketplace.
  “So, you have survived thus far. 
  Very good. Perhaps you will suc-
  ceed after all? I hope that you are 
  prepared, for time is of the essence. 
  and we have no more of it to waste. 
  As I promised, I will deliver you 
  into his towers and in return, you 
  will destroy the foul specter who 
  has seized your city. Now, you must 
  listen to me carefully. . .”
  But Selene never gets to finish her 
  sentence. Suddenly, the heroes hear 
  another voice in their minds, but 
  this one is deeper, gravelly, and 
  Selene’s face is struck with surprise 
  before it quickly dissipates with a 
  scream that trails off suddenly. It is 
  replaced by the face of a monster.
  “Ah, Selene, weren’t you always say-
  ing that overconfidence. . .would 
  prove the death of me!?!”
  Kulan Gath smirks, then addresses 
  the heroes; 
  “What an unexpected pleasure--
  to meet once more so hated a foe 
  from the old days, and remove 
  the owner of which is in the midst  
  of a heated round of haggling with 
  a customer, but the wall blocks 
  some of the noise from the crowds. 
  Suddenly, the heroes are overcome 
  by the strangest sensation. In their 
  minds eyes, they see a mist part-
  ing to reveal the ghostly figure of 
  a beautiful woman’s face. It is the 
  Sorceress Selene. She gazes at them 
  with a wry smile and they hear her 
  echoing voice in their minds. Read 
  the following boxed text to the 
  players:
  
  58
  AFTERMATH: The sounds of the 
  marketplace return and the heroes 
  are left to contemplate their next 
  move for a bit. Arilynn watches and 
  listens to the discussions closely 
  before she offers a suggestion.
  “An Archivist’s passion is to learn, 
  about everything and everyone. 
  Kulan Gath was an apprentice to 
  the Lord of the Black Ring, the 
  Arch-Mage, Thoth Amon, but he 
  was forced to flee Stygia after being 
  caught practicing magicks that even 
  the Sons of Set considered abom-
  inable. He wandered the world, 
  becoming a wizard of awesome, 
  incalculable power. It is said there 
  are few, if any, that are his equal. 
  By rights, he should have carved 
  himself an empire--He often tried, 
  but success often eluded him. For 
  such a brilliant man...he could on 
  occasion prove himself incredibly 
  stupid. I believe Selene may have 
  been right in her observation of his 
  character. I have heard...rumors. 
  there may be someone who could 
  help us. It is said that he controls 
  the Southwestern docks and all that 
  happens there. He is said to be a 
  man of great power and influence, 
  and it is said, that he is no ally of 
  Kulan Gath. I do not know his 
  name, only that he is referred to as, 
  ‘The Great Man, and if you seek his 
  assistance, the Southwestern docks 
  are where you go. It is also said that 
  his services do not come cheaply. 
  If you can meet his price, it is said 
  there is no wish he cannot grant. If 
  we have no other way to enter the 
  Towers without alerting the Vi-
  zier’s Guards, or the use of magics 
  or abilities that Kulan Gath might 
  detect, perhaps we should try?”
  If the heroes agree, Arilynn will 
  lead them to the Southwestern 
  docks. Once there, she suggests 
  they quietly ask around some of the 
  local taverns and see what they turn 
  up. 
  If they do so, in each place they 
  stop, they are met with silence or a 
  denial of any knowledge of such an 
  individual, until after the passage of 
  a few hours. 
  ENCOUNTER: The heroes exit 
  the latest establishment where they 
  unsuccessfully attempted to gather 
  information on ‘The Great Man’ 
  and continue their search, but as 
  they duck down an alley on their 
  way to another location, they find 
  their passage blocked by two large 
  men. They appear to be dressed 
  as dock hands and have a rough 
  look about them. From behind the 
  heroes, more men approach, up to 
  a dozen of them. The heroes find 
  themselves trapped in this back 
  alley when one of the men steps 
  forward. He has long red hair tied 
  back and he stands with a solemn 
  confidence. He speaks in a low, 
  monotone voice, (Native Hyborean. 
  Magik will need to translate,).
  “You are looking for someone?”
  (If the heroes admit this or not, he 
  responds,)
  “I am Halfdan. I have been sent to 
  collect you.”
  (If the heroes seem alarmed or 
  confrontational, Halfdan raises his 
  hand so as to put them at ease.)
  “Stay your hand. We bring no ill 
  will. You have been extended an 
  her with such consummate ease. 
  Your pathetic rebellion will perish 
  with her, but I can--and will--be 
  merciful to those called Mutants, 
  and others of great ability. Aban-
  don your so-called comrades who 
  would sooner stab you in the back 
  than accept you into their hearts 
  and homes. I offer the wealth of 
  ages, power, glory--all the pleasures 
  you can imagine. . . in return for 
  your loyal service. Decide quickly, 
  my friends. I shall not ask again.”
  With that, his image dissipates and 
  the heroes are left alone.
  
  59
  invitation to break bread this eve-
  ning. I have been sent to show you 
  the way.”
  (When the heroes ask who has 
  invited them, Halfdan says,)
  “The one you seek. It is best not to 
  keep him waiting. If you and your 
  cohorts are ready, I will take you to 
  him.”
  If the heroes hesitate, Arilynn steps 
  forward and says, “Is this not why 
  we came?” She turns to Halfdan 
  and says, “Very well. Please, lead 
  on.”
  Halfdan and the other dock work-
  ers escort the group through the 
  city to the east, until they enter into 
  a nicer section where the build-
  ings are better kept and there is 
  an air of wealth about. The streets 
  become less crowded, though one 
  can see ornate, golden litters being 
  carried here and there by groups 
  of well-keptslaves. Wagons are 
  being loaded and unloaded with 
  all manner of expensive cargo and 
  everywhere there are those hustling 
  about their private business. Soon 
  the heroes are brought before a 
  large, well-appointed manner house 
  with white marble columns in the 
  front. They are led up the great 
  marble steps and into the house. 
  The floors are of polished tile and 
  all around are large, well-cared for 
  ferns in great pots.  On the walls 
  hang elaborate tapestries depicting 
  great battles and fantastic stories 
  and the scent of incense drifts 
  through the air. Most of the guards 
  stop outside as Halfdan leads you 
  through the house and to a large, 
  private inner room. A bank of 
  comfortable seats are arranged on 
  one side and on the other, a large, 
  elaborately crafted desk. Behind the 
  desk, sits an enormous man dressed 
  in fine silks. He has a clean-shaven 
  head and emanates a sense of com-
  mand. he is quietly writing on a 
  piece of parchment with a quill pen. 
  Standing behind him and to his 
  right, it another man, well-muscled 
  and fit, but far smaller. His hair is a 
  thick tangle of brown locks and he 
  has an unsettling, wild gleam in his 
  eye. He is dressed in leathers and 
  wears what appears to be an apron 
  around his waist with a number 
  of pockets, each containing what 
  appear to be knives. 
  ST NOTE: If you hadn’t guessed 
  it already, the spice merchant is 
  Wilson Fisk, or who he is in this 
  world. The menacing man standing 
  behind him fingering the blades is 
  none other than Bullseye.
  Halfdan motions for you to take a 
  seat. Read the following boxed text 
  to the players:
  silence. The large man continues.
  “Please, make yourselves comfort-
  able. Refreshments will be here 
  shortly. I’m sure that you are quite 
  busy, and as a man of business, I 
  too appreciate the value of time, 
  so I won’t take any more of yours 
  than is called for, but while we talk, 
  there is no reason why we shouldn’t 
  enjoy the momentary break from 
  our work, is there?”
  Then, a group of servants from 
  the kitchen enter carrying trays of 
  good smelling food, fresh breads 
  and carafes of wine. They begin 
  serving the heroes. The large man 
  continues.
  “So, I am sure you have many 
  questions for me and I would be 
  happy to answer them for you at 
  this time.”
  As the man behind the desk writes, 
  he speaks in a low, clear bass voice.
  “Very good, Halfdan. You may 
  return to your duties until I have 
  need of your services again, but 
  please tell the cook staff that they 
  may bring refreshments now.”
  Halfdan nods and takes his leave in 
  1. Who are you? “You may refer to 
  me as Wilhelm. I am but a humble, 
  though successful spice merchant 
  who is deeply invested in my com-
  munity.”
  2. Why have you brought us here? 
  “Why, because you have request-
  ed an audience with me, have you 
  not? If I am not mistaken, it was 
  you who have been inquiring about 
  me, is this not so? You see, I am a 
  man of business, but I would not 
  have been so successful were it not 
  for this great community. I have a 
  great passion for it, and so I consid-
  er myself one of its benefactors. I 
  take it upon myself to look after my 
  community and its people. To this 
  end, I keep myself apprised of the 
  
  60
  goings on within it as best I may, 
  and your little group has caused 
  something of a stir as of late.  Ah, 
  yes, I hear many things. ‘little birds’ 
  come and sing to me. They sing me 
  songs of what transpires in this city. 
  Lately, they sing to me of a band of 
  strange fellows with wondrous gifts. 
  They tell me that these fellows have 
  found themselves hunted by the 
  Vizier’s Guard, and they tell me that 
  you are seeking an audience with 
  me, so, I ask you, what would you 
  have of a humble spice merchant 
  such as I?”
  The man leaning against the wall 
  behind him quietly snorts a wicked 
  looking chuckle as he cleans his fin-
  gernails with one of the long knives 
  from his belt, but Wilhelm remains 
  focused on you with a calm, serene 
  smile.
  If the players don’t say anything, 
  Arilynn will speak up.
  3. We need to find a way to get 
  close to Kulan Gath without detec-
  tion. I am told that if anyone can 
  accomplish such a thing, it would 
  be you!
  Both Wilhelm and the man be-
  hind him raise an eyebrow at this. 
  Wilhelm gazes at you for a long 
  moment, exhales, then sits back in 
  his great chair.
  “I see, and... may I ask what you in-
  tend to do once you have managed 
  to ‘get close’ to him?”
  Arilynn stares at the big man, a 
  smoldering look on her face. He 
  waits for a reply though and will 
  not continue until the heroes have 
  made their intentions plain to him, 
  then, he stares at the heroes and 
  responds.
  “...I see. I’m sure you realize that 
  even stating such a request, in his 
  kingdom is punishable by death...
  however...you would not be alone 
  in your assessment of his rule. 
  Many are secretly displeased with 
  him and feel that this city would be 
  best served by...a fresh perspective. 
  What you ask, is no small thing. 
  Many have defied Kulan Gath 
  though few have lived to regret it. 
  He is a dark sorcerer of vast powers. 
  He is able to detect those beings 
  of power and finds them, and he 
  has the ability to take away their 
  powers. Perhaps you have seen 
  the shackles his Guard carry? He 
  is ruthless and quick to respond 
  when crossed. Let us say, for a mo-
  ment, that it was possible for me to 
  achieve what you request, and that I 
  had such an inclination to help you. 
  If you failed in your goal, you and 
  all who assisted you would be pun-
  ished most severely for their trans-
  gressions. How could you persuade 
  me to risk all I have built for myself, 
  my business, my wealth? How can I 
  believe that you will have any great-
  er chance of success than those who 
  have gone before you?”
  4. (The one thing that will sway 
  Wilhelm, is if the heroes mention 
  what they learned about the Res-
  urrection Stone. Otherwise he will 
  refuse to assist them and they must 
  find another way. If they do tell 
  him about it, he responds with the 
  following...)
  (Wilhelm listens with growing 
  interest as the heroes explain about 
  the Resurrection Stone.)
  “...I see. Well, this is quite interest-
  ing, indeed.”
  (After taking a moment to think on 
  it...)
  “...Kulan Gath sent his Guard for 
  you because he does not care to 
  share power. He wants all those 
  with such abilities in his service, 
  or in his dungeons. However, ...I 
  do not think it just that those with 
  such gifts must be forced to serve 
  him. Every person must guide their 
  own destiny, must make their own 
  choices, do you not agree? (His 
  eyes narrow and his voice drops 
  even lower and he speaks in hushed 
  tones.) Kulan Gath has great gifts, 
  much power, but he cares noth-
  ing for the community or those 
  that serve him. He believes that he 
  and he alone was meant to rule. I 
  take issue with this. He is a tyrant 
  and it is only because he has such 
  great power that he has managed 
  to retain his position. This is why 
  he rounds up any others who show 
  ability and the temerity to challenge 
  him, but you have seen his cruelty, 
  have you not? You have heard of the 
  sacrifices? Such things are bad for 
  the community. They disrupt com-
  merce and the daily lives of those 
  good folk who dwell here. This, I 
  cannot have. It is time that we, the 
  people of this land, make our own 
  choices, choose our own paths. His 
  time is over, so in regard to your...
  
  61
  request...here is my response; End 
  the reign of Kulan Gath. Remove 
  him from power and from this very 
  world, if you can. Do this, and I will 
  grant you your wish. I will get you 
  within the Towers of Power safely, 
  without detection. I will...’get you 
  close’, as you said. Then, you must 
  do the rest.”
  (He gives the heroes a moment to 
  discuss this among themselves. If 
  they seem amenable, Wilhelm then 
  adds...)
  “...a moment. There is one more...
  small...thing. After Kulan Gath has 
  been removed from power, there 
  will be a need for...rebuilding. He 
  has wrought much destruction on 
  this city and the people must unite 
  in order to rebuild it into the great-
  ness it once was. There is much that 
  I can do to help the people, but we 
  must be unfettered by the reins of 
  those wielding powers such as his...
  and yours. The time of such beings 
  has passed and we, the men and 
  women of this city must take charge 
  of our own destinies...so I will have 
  the word of you and your fellows 
  that after the dark sorcerer has been 
  vanquished, you will step aside and 
  allow us to lead our own lives. You 
  will refrain from interference with 
  me or my businesses of any kind. 
  We are done being ruled over. Do 
  we have an agreement?”
  If the heroes agree, Wilhelm in-
  forms them that in order for him 
  to help them infiltrate the Towers 
  of Power, they must refrain from 
  using their powers until they are 
  upon Kulan Gath himself. Oth-
  erwise he will detect them and 
  they will have lost the element of 
  surprise and most likely, their only 
  chance at victory. He explains that 
  some of Kulan Gath’s guards are 
  actually loyal to Wilhelm. He sent 
  them to volunteer some time ago 
  predicting just such an opportunity 
  as the heroes are presenting him. 
  The heroes will be disguised as 
  guards and prisoners and brought 
  into the Towers via secret passage. 
  They must then make their way to 
  Kulan Gath’s throne room where 
  they must defeat him swiftly, or all 
  is lost. Arrangements will be made 
  to take them there tonight when 
  they are ready. Until then, it would 
  be best if they remained here so 
  that they heroes draw the attention 
  of no others.
  AFTERMATH: The heroes remain 
  here at Wilhelm’s manor until 
  nightfall. At that time, he pro-
  vides them with the stolen garb of 
  guards and prisoners and has his 
  men escort the heroes out and to 
  the Towers of Power. Continue to 
  Chapter: 6.
  KARMA:
  Attacking Halfdan and his men: -10
  Hearing out Halfdan and allowing 
  him and his men to lead the heroes 
  to The Great Man: +5
  Making the deal with Wilhelm: +10
  
  62
  CHAPTER 6: OPEN SESAME!
  SUMMARY: The heroes leave the 
  manor of Wilhelm and head out 
  to Kulan Gath’s Towers of Power 
  disguised as guards and prisoners 
  and led by Wilhelm’s loyal personal 
  guards.  They infiltrate the Towers, 
  seek out Kulan Gath and defeat 
  him!
  STARTING: Wilhelm’s guards set 
  out at dark, leading the heroes on 
  a hike to the South towards Kulan 
  Gath’s Towers of Power.  Most peo-
  ple mind their own business and 
  the group is left to make their trek 
  in peace.  After some time, they 
  approach the 1st tower.  The he-
  roes are led towards the back of the 
  tower. One of the guards motions 
  for them to wait while he keeps a 
  lookout for other guards loyal to 
  Kulan Gath.  The other approaches 
  the stone wall and begins feeling 
  around an area between two large 
  blocks.  After a moment, he finds 
  something and pushes.  A dull 
  grating of granite can be heard as a 
  secret passage opens up in the wall.  
  He motions and the other guard 
  brings the group deeper into the 
  shadows by the passage.  They say 
  that The Great Man has fulfilled his 
  part of the bargain and the heroes 
  must proceed on alone.  They will 
  stay behind and close the passage 
  afterward, making sure no one 
  follows the heroes.
  From here, the heroes may sim-
  ply make their way up the Tower 
  without too much trouble.  Perhaps 
  many of the guards are watching 
  the front entrance?  However, if 
  you feel that the heroes could use 
  a little more excitement, or if you 
  think that they would most likely 
  get worn down a bit before the final 
  conflict, feel free to drop in some 
  more of the Vizier’s Guards to make 
  things a little more interesting.  
  Maybe they have to employ some 
  stealth moves to sneak by a guard 
  post without detection?  Maybe Ku-
  lan Gath was suspicious and dou-
  bled his guard ‘just in case’?  Have 
  at it! When you and your group of 
  heroes are ready, we can pick up 
  here, as they approach the outer 
  doors of his inner sanctum for the 
  final showdown!
  ENCOUNTER: The battle takes 
  place in the throne room of Kulan 
  Gath’s Tower of Power. 
  Read the boxed text below.
  You ascend the great stone staircase 
  in the flickering torchlight to see 
  two enormous wooden doors deco-
  rated with the images of foul look-
  ing creatures and strange glyphs 
  that you do not recognize.  As you 
  push, they swing open to reveal a 
  vast hall of white polished marble. 
  Great marble columns stand four 
  to a side reaching up towards the 
  arched cathedral ceiling.  A broad 
  red-carpet lay before you and leads 
  down the center of the room to the 
  far end where it stops at the base of 
  an ominous, cracked, dark purple 
  marble platform.  On the platform 
  rests a grey granite throne in the 
  shape of a human hand.  Candles 
  burn at the tip of each finger. On 
  the throne, sits an ancient withered 
  looking figure in long robes.  
  Kulan Gath sits in the open star-
  light that shines down from a large 
  opening far above.  He is staring off 
  to the right, admiring his trophy.
  Fixed to the column nearest to 
  him are two heavy boards crossed 
  and fixed together.  On the crossed 
  boards, you recognize the battered 
  and bloodied form of Spider-Man 
  nailed brutally through his hands 
  
  63
  and feet to them.  His costume torn 
  and his head hanging low as blood 
  drips from his many open wounds.
  To the immediate left of the throne 
  is another platform, this one made 
  of grey granite.  Upon it rests a 
  large cage made of heavy wooden 
  beams and thick iron bars. Within 
  the cage, bound by manacles, is 
  a creature that appears to be part 
  man, part reptile.  He has a large 
  powerful looking tail and razor-
  sharp claws, though he currently 
  appears to be cowed and docile. 
  (The heroes may or may not recog-
  nize the creature to be Doctor Curt 
  Conners, aka The Lizard!) There is 
  a bloody bowl inside the cage but 
  it appears to be empty. Behind the 
  throne and to the right sits a large 
  locked chest, and directly behind 
  the throne hangs a curtain on the 
  rear wall that seems to cover a pas-
  sage leading out of this room.
  pet. He has been bound both hands 
  and feet with the same magical 
  manacles that the Enhanced guards 
  all carry and is weakened enough 
  that he can’t escape his cage.  If one 
  of the heroes manages to free him 
  from his cage during the fight and 
  can get him out of those manacles, 
  it will be a crap shoot over who he’ll 
  decide to attack; The heroes, Kulan 
  Gath, or a vulnerable Spider-Man! 
  Then again, he may just decide he’s 
  had enough and slips out during 
  the melee. Either way, if he gets 
  loose, rest assured, it’ll be chaos!
  Spider-Man has been so weakened 
  that he’ll be unable to free him-
  self to help the heroes.  I’m afraid 
  they’re on their own, though he 
  may muster up the energy to taunt 
  and try to distract Kulan Gath for 
  the heroes. Judge’s note: Judging by 
  his costume and the way he speaks, 
  Kulan Gath’s spell of transforma-
  tion seems to have had no effect on 
  him.
  Also, keep track of movement, as 
  this is a large hall and it’ll take the 
  heroes a turn or two to reach Kulan 
  Gath.
  AFTERMATH: If things pan out 
  for the heroes and they manage to 
  get Kulan Gath’s Amulet of Immor-
  tality from him, the Warlock will 
  immediately gasp, start shimmering 
  with a red light and his form will 
  start to break apart as he screams 
  out in rage before he dissipates and 
  is drawn back into the gemstone of 
  his Amulet where he will remain 
  a prisoner (As long as no one else 
  puts the necklace on!) 
  Kulan Gath: At this point, Kulan 
  Gath turns to see the heroes have 
  opened the door.  A note to the 
  Judge; Kulan Gath is a vicious, 
  murderous, cunning opponent. 
  You should play him like one! 
  As soon as he sees the heroes, he 
  should raise his defenses, as he is 
  no fool.  He will size up the group 
  and strategically start eliminating 
  the greatest threats to his person 
  immediately.  He is a cruel and 
  sadistic Warlock and he enjoys 
  inflicting pain. This is it!  The big 
  knockdown, drag out fight!  Go for 
  broke! Feel free to have Kulan Gath 
  try to intimidate the players while 
  he prepares to destroy them, but 
  make no mistake, he will fight to 
  the bitter end! Losing, for him, is 
  not an option.
  The Lizard: The Lizard was one of 
  the lucky finds that Kulan Gath’s 
  guards made while out rounding 
  up recruits for his militia.  Kulan 
  Gath found him entertaining and 
  now keeps him as his own personal 
  
  64
  In his place stands a white male in 
  his mid 20’s with dark spikey hair 
  and dark sunglasses dressed in solid 
  black. He is armed with a knife. 
  He is a common street thug with a 
  record of violence and is considered 
  dangerous, though he has no mem-
  ory of what happened or why he’s 
  here other than he saw a man on 
  the street holding the necklace and 
  he stabbed him in the back for it.
  If the heroes haven’t already, Spi-
  der-Man would sure appreciate a 
  hand getting down from his place 
  on the two beams. He wouldn’t 
  turn his nose up at any medical 
  assistance they could lend either.  
  Spider-Man informs the heroes 
  that there are others in need of help 
  in the adjoining room behind the 
  throne.
  When the heroes go to investigate 
  the passage behind the curtain, they 
  find another large room of white 
  marble.  This seems to be Kulan 
  Gath’s trophy room.  It is filled with 
  treasure, piles of gold, silver, gems 
  and other items.  Most notably, are 
  three cages suspended from the 
  ceiling by great chains about 15 feet 
  off the floor.  On the wall are three 
  gears controlling each cage.  Each 
  can be lowered to the floor accord-
  ingly.  They will have to be lowered 
  to the floor before the heroes can 
  tell who or what is in these cages.
  Cage #1: This cage contains Se-
  lene, the sorceress that contacted 
  the group earlier in the story, or at 
  least it resembles her. Her form has 
  been twisted by Kulan Gath’s dark 
  magics.  Her mouth has been sealed 
  but his form has been distorted 
  differently. His fingers have been 
  transformed into long ropelike 
  things and his legs look similarly as 
  if he was more snake than man. He 
  doesn’t seem to have much control 
  over this form and he too seems to 
  be trying to communicate with you. 
  This man is nonother that Stephen 
  Strange.
  Cage #3: This cage contains a frail 
  looking pale skinned creature 
  over by flesh and she is incapable 
  of speaking.  She can only make 
  muffled sounds. Her arms have also 
  been transformed into long, slimy 
  tentacles. Her eyes are wide and 
  clearly, she’s trying to communicate 
  with you, but she currently can’t be 
  understood.
  Cage #2: This cage contains a man 
  wearing a blue shirt and black 
  pants. His mouth has also been 
  covered over similar to Selene’s, 
  
  65
  that resembles a man, though his 
  features are horribly distorted.  He 
  does have a mouth, though he also 
  has a secondary face located in the 
  center of his chest. He wears noth-
  ing at all and has no hair on his 
  body. The eyes located in his chest 
  are very large and when he speaks, 
  he does so with two voices at once 
  that resonate in an eerie fashion.  
  He refers to himself as, ‘I/Caliban’. 
  This entity is the merged forms of 
  Professor Charles Xavier with the 
  Morlock known as Caliban.
  When the heroes lower them to 
  the ground, Xavier/ Caliban asks 
  what has happened to Kulan Gath.  
  When the group explains that he is 
  gone, Xavier/ Caliban looks re-
  lieved.  
    
  Colossus grabs hold of the door of 
  Xavier/ Caliban’s cage and rips it off 
  its hinges.  Illyana motions with her 
  blade as it passes through Xavier/ 
  Caliban. In a brilliant flash, both 
  Caliban and Charles Xavier fall be-
  side each other on the floor in their 
  original forms.  Both appear very 
  weakened, but a look of gratitude is 
  clear in their eyes.
  “Professor!” Both Illyana and 
  Colossus go to his side. “We were 
  worried about you but you’re safe 
  now.”
  The Professor rests a hand on their 
  arms. “Thank you, but we must still 
  act quickly.” He turns to indicate 
  Stephen Strange. Colossus nods in 
  acknowledgement as he tears the 
  door off of his cage as well.
  Stephen Strange mumbles from 
  behind his sealed mouth and tries 
  to motion with his long, snake-like 
  fingers towards Magik. Professor 
  turns to Magik.
  “Magik, your sword.  You must free 
  Stephen from the enchantment.”
  Magik nods at Xavier and does as 
  he says. With a flick of her wrist, 
  the end of the blade passes through 
  Strange and he immediately reverts 
  to his natural form while Colossus 
  warily watches Selene. 
  Stephen Strange transforms back 
  to his true form. He looks over his 
  hands in astonishment, then turns 
  to you.
  
  66
  “I would have thought that the 
  Wizard’s banishment would free the 
  city--but that has not happened!”
  “No, things have gone too far,” 
  responds Strange. “The spell has 
  acquired a life of its own. Now, it 
  never will be.  Even I, the Master of 
  the Mystic Arts, lack the power to 
  counter it directly.” He pauses for 
  a moment. “...However, there may 
  be an alternative--although, in its 
  own way, the consequences could 
  be as devastating. I sense in Ms. 
  Rasputin, an extraordinary ability 
  to manipulate the forces of time 
  itself--if I can work my magicks 
  in concert with her own, and this 
  other, mutant talent. . .”
  Illyana looks to Stephen Strange, 
  then to the Professor.  The professor 
  nods and she steps forward. Strange 
  steps behind her and places his fin-
  gers on her temples as he bows his 
  head in concentration. Illyana does 
  the same. 
  The room around the heroes 
  suddenly goes dark and time and 
  space twist and distort as the heroes 
  feel the ground shift beneath their 
  feet. All is still as the blackness is 
  diminished by the gradual influx of 
  starlight through the windows. As 
  the heroes eyes refocus, you realize 
  that you are in a familiar place. 
  Doctor Strange motions with an 
  outstretched hand, “Welcome, all, 
  to my Sanctum Sanctorum. What 
  you just experienced was a tempo-
  ral spacial claudication--in essence, 
  we used the power of the villain’s 
  master spell to turn time back upon 
  itself, to return us all to the mo-
  ment before it was originally cast 
  and by doing so, prevent it. The fact 
  that we stand here untransformed 
  means we succeeded.”
  Judge’s Note: If the heroes have any 
  “Merciful Vishanti- Though a 
  captive, I was aware of what trans-
  pired.”  
  Selene suddenly bags on the bars of 
  her cage in anger.  Both the Profes-
  sor and Strange turn to look at her 
  warily as Strange addresses her.
  “Ah, yes. Selene. If Kulan Gath had 
  returned, you would, of course, 
  try to seize the opportunity. Rest 
  assured, I will return you to your 
  true form as well, however, you will 
  excuse me for considering your 
  actions against us in the past. For 
  the time being, you must remain as 
  you are, I’m afraid.”
  Selene sinks back down on the floor 
  of her cage with irritation, but not 
  surprise.
  Colossus looks out a nearby win-
  dow, then turns to Strange.
  
  67
  questions for the Doctor, they can 
  ask him now.
  1. What stopped the spell? Do you 
  know? 
  Strange: “No, I fear not.  Twist-
  ing the timestream as we have 
  done--involves dealing with the 
  primal forces and fabric of the 
  universe. Who can say what reper-
  cussions might result?”
  2. What of those slain, mage?
  Strange: “None were, for this night 
  has yet to even occur.”
  3. Will anyone remember, Doctor?
  Strange: “How can they, since 
  nothing happened. Only we in this 
  room, who were in the nexus of 
  the timeslip, have any awareness of 
  what might have been.”
  KARMA:
  Defeating Kulan Gath:              +100
  Freeing Spider-Man:  
     +20
  Healing Spider-Man:  
     +10
  Freeing Doctor Strange: 
     +20
  Freeing Charles Xavier:               +20
  Make sure Selene doesn’t escape:                             
   
   
   
   
     +20
  Restoring Manhattan:  
   +100
  
  68
  KULAN GATH’S THRONE ROOM MAP
  
  69
  EXTRA ENCOUNTERS!
  This section is for Judge’s who are 
  interested in some additional ideas 
  for encounters for your group of 
  heroes. Use them randomly placed 
  or in conjunction with the ‘About 
  Hyborean Manhattan’ section!
  The Doomsayer: On location #9 of 
  the map of Hyborean Manhattan is 
  a large pile of polished stone ruins, 
  now overgrown with weeds. This 
  was once the site of The Daily Bugle 
  but now it is the perch of the man 
  known as, ‘The Doomsayer.’  J. Jo-
  nah Jameson has been transformed 
  into a wild-eyed lunatic dressed in 
  rags. He has an unkempt mop of 
  salt and pepper colored hair from 
  which he peers out from under 
  as passersby avert their eyes and 
  quicken their pace, lest he suspect 
  them of wrongdoing. ‘The Doom-
  sayer’ stands a lot the pile of rubble 
  shouting all day long to any who 
  might listen, about the latest news 
  from their lord and master, Kulan 
  Gath. ‘The Doomsayer’ is the devot-
  ed servant of the Great Vizier and 
  always has his eye out for any who 
  he might suspect of being a warlock 
  (possessing of special powers and/ 
  or abilities).  He has been known to 
  jump down from his perch and fol-
  low people as they pass, screaming 
  the word of his master in their ears 
  all the while.  He is a zealot and has 
  no fear in his master’s name and he 
  is always watching for something or 
  someone to report to the guards.
  The Arena: On location #6 of the 
  map of Hyborean Manhattan is 
  The Arena.  This was once Times 
  Square, but now it is a great amphi-
  theater used for gladiatorial combat 
  at the command of Kulan Gath, as 
  he is well known for enjoying the 
  blood sport.  Matches can be found 
  most times of day, but the crowd 
  tends to flock to the ones where 
  warlocks (captured superpowered 
  beings) are sent to do battle as pun-
  ishment for their crimes of their 
  failing to serve Kulan Gath well.
  Some gladiators one might encoun-
  ter here are. . .
  Alejandro ‘The Blade’ (Aguila, p.6 
  of MU1): A wildly popular swords-
  man of great skill.
  Batroc (Batroc The Leaper, p.71 
  MU1): A bare knuckle fighter and 
  showman for the crowd.
  Bruto (Bruto The Strongman, 
  p.163, MU1): Bruto was taken from 
  his entertainer/ thief companions 
  who operate in The Great Market-
  place as payment for overlooking 
  some petty crimes committed by 
  his fellows. He is now condemned 
  to the area.
  Stannis (Sin-Eater, p.37, MU4): 
  Average in size, but a savage fighter, 
  captured and tried for murder. He 
  now takes out his frustration in the 
  arena. He wears a green hood over 
  his head in the arena as a play at 
  being an executioner.
  The Street Entertainers: On lo-
  cation #4 of the map of Hyborean 
  Manhattan is The Great Market-
  place. It is here where the street en-
  tertainers can be found. Before the 
  change, this odd lot of performers/ 
  thieves were known as the Circus 
  of Crime, but now they spend their 
  days performing for the crowds and 
  stealing whatever they can get away 
  with. If any passing would-be he-
  roes have anything shiny exposed, 
  the performers might be interested.
  Also located in The Great Market-
  lace. . .
  The caging of The Lizard: If the 
  heroes pass through the Great Mar-
  ketplace, they might see a spectacle; 
  The Vizier’s Guard (The Superpow-
  ered ones) have found and captured 
  an enormous man-lizard that had 
  been trying to evade them for 
  sometime. A crowd gathers as they 
  parade him through the market-
  place, bound by magical shackles 
  and hanging from a pole as they 
  march him towards a great cage 
  located next to one of the central 
  tents. They force him into the cage, 
  lock it, and lift the cage up as they 
  proceed off towards the Towers of 
  Power. A leering guard boasts of 
  capturing Kulan Gath’s newest pet.
  The Temple of Shuma-Gorath: On 
  location #7 of the map of Hyborean 
  Manhattan is The Temple of Shu-
  ma-Gorath. Screams of the sacri-
  ficed can be heard from this place 
  throughout the day or night. Many 
  rituals are led by the High priest.
  The Demon of Abaddon’s Scul-
  lery: This part of the city is more 
  in ruin than others and knows 
  much violence and crime. The 
  locals, however, believe that they 
  are protected by The Demon, a man 
  clad in blood red garb who stalks 
  the night and preys on those who 
  would bring harm to the citizens of 
  
  70
  this area. He has never been report-
  ed to Kulan Gath because his hu-
  man guards are afraid that they will 
  be killed for their failure to capture 
  him thus far.
  
  Unofficial Game Adventure
  AN AGE UNDREAMED OF!
  By Tom Plassa... inspired by Marvel Comics.
  The military has come to New York in full force after a strange 
  mystical barrier has erected itself around the island of Manhattan, 
  transforming the teeming metropolis into a Hyborean realm of 
  barbarians and magic. In Washington DC, there is an emergency 
  meeting with National Security at the White House. There, Valerie 
  Cooper briefs those gathered of the situation going on in New York. 
  She explains that anyone who crosses the mystical barrier into the 
  city is transformed into a barbarian from a bygone era with no 
  memory of their previous life. However, those who stumble out of 
  the area are restored to normal. Intelligence has gathered that an 
  evil sorcerer named Kulan Gath is responsible for the spell. 
  Attempts to contact the Avengers and the Fantastic Four have failed, 
  however Val confirms that a number of super-humans have been 
  spotted active in the city. All of them appear to have been trans-
  formed.
  Val hopes the super-human community trapped within the mystical 
  barrier can resolve their problem.
  Who is this Kulan Gath?  What does he want, and why has he 
  transformed all of Manhattan?
  More importantly, who can stop him?
  Can you navigate Hyborean Manhattan, thwart Kulan Gath’s plan, 
  rescue the citizens and return the island to its proper state?
  
SOURCE: textdata/thevault/Marvel Superheroes/TSR/Basic Modules/MH11 - An Age Undreamed of.pdf