TEXT: Journey in a
  mountain region,
  where dangers
  abound! Wander a
  mining town or
  search a hidden
  lake for sunken
  treasure in a series
  of wild adventures
  set outside the
  bounds of civilized
  lands.
  Shadow World is
  the planet Kulthea,
  a unique fantasy
  environment for
  use with both
  Rolemaster" and
  Fantasy Hero"'" .
  It is also
  adaptable to most
  otherfantasy
  role playing games.
  and Other Tales
  #6009
  
  CYCLOPS
  VALE TM
  TABLE OF CONTENTS
  I
  Introduction
  1 "A History of Pelagris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..3
  2-History of a Mining Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  3 "Coronan
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..5
  II Adventures
  1-The Inn of Roses
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  2-Disaster at the Canarvon Mine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  3-Cyclops Vale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..10
  4"Kuvera, The Lost Lake of Gold . . . . . . . . . . . . . . . . . . . . . . . . . . ..12
  5-Hunting Gryphons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  6-The City of the Pech
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..15
  7-Aerie of the Hirazi
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..17
  8-Ascent of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  9-The Eternal Triangle
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  III Tables and Charts
  1-Encounter Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..23
  2-Major NPCs
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  2"Rolemaster Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
  3-Fantasy Hero Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  CREDITS
  Author/ Designer: Tim Taylor
  Editor/Developer : John David Ruemmler
  Cover Art : Tony Roberts
  Interior Art : Paul Jaquays
  Layouts : Kay Martin
  Project Specific Contributions : Series Editor
  : John
  Ruemmler ; Content Editor: Terry K Amthor; Pagemaking :
  Suzanne Hamilton Young ; Kevin Dalton ; Layout : Cheryl
  Kief, Andrew Christensen, Eileen Smith ; Cover Graph-
  ics : I . Haines Sprunt ; Editorial Contributions : Terry K .
  Amthor, Laura Reutter .
  ICE MANAGEMENT - Production Manager: Terry Amthor;
  Sales &
  Customer Service Manager: Deane Begiebing;
  Art Director : Richard
  Britton ; Editing & Development Manager: Coleman Charlton ;
  President:
  Peter Fenlon ; Marketing Manager: John Morgan; CEO: Bruce
  Neidlinger; Controller : Kurt Rasmussen .
  ICE STAFF -Licensing : Kurt Fischer; Print Buyer: Bill Downs ;
  Production Supervisor: Suzanne Young; Art & Graphics Staff: Haines
  Sprunt ; Editing & Development Staff: Terry Amthor, Kevin Barrett, Rob
  Bell, Chad Brinkley, Pete Fenlon, Leo LaDell, Jessica Ney, John
  Ruemmler ; Production Staff: Leo LaDell, Eileen Smith ; Cheryl Kief,
  Jennifer Kleine, Paula Peters, Helen Storey, Laura Tuley, Andrew
  Christensen, Kevin Dalton, Kevin Williams ; Operations Staff Marc
  Rainey ; Sales & Customer Service Staff: John Brunkhart, Heidi Heffner,
  Becky Pope; Shipping Staff: John "Frat" Breckenridge, Robert "Crennie"
  Crenshaw, David "Big Dave" Johnson, Mike "Old Man" Thornton, Corey
  "E.U ." Wicks
  . .
  Copyright © 1989 by Iron Crown Enterprises. All rights reserved . No reproduction of transmissions is permitted in any form, whether
  electronic, mechanical or manual, without the express permission of the Publisher .
  Produced and distributed by Iron Crown Enterprises, Inc ., P.O . Box 1605, Charlottesville, VA, 22902 . Phone : 804-295-3918 ; FAX : 804-
  977-4811 . First U.S . Edition: 1989 .
  Stock #6009
  ISBN 1-55806-042-1
  
  2
  Shadow World
  " INTRODUCTION TO SHADOW WORLD
  A NOTE TO THE GAMEMASTER
  Each Shadow Worldmodule is desighned to be used with ICE's
  Rolemaster and Fantasy Hero Fantasy Role Playing systems . All
  character statistics, spells, combat abilities, etc. are provided along
  with guidelines for use with both systems . As always, you as GM
  should_feel free to change certain game statistics or scenarios;
  however, please take care to maintain theestablished play balance .
  KULTHEA
  Kulthea is a large planet of extraordinary contrasts. With a
  circumference of 27, 000 miles, this seventh of fifteen world holds
  relatively few large land masses compared to the vast seas which
  cover most of it . Numerous volcanic atolls and islands dot the
  rugged surface ofthe Shadow World, which is largely unexplored
  and seismically unstable . A dearth of heavy elements keeps tech-
  nology at a primitive level; for example, no chemical explosives
  exist, other than through the direct and extremely rare use of
  Essence. The world holds inorbitfive moons, but only one- Orhan
  -- significantly affects tides and currents . Flora and fauna of every
  manner flourish, as do several races of intelligent beings isolated
  from one another by natural barriers, Essence Flows and eras of
  distrust and superstition .
  DIFFICULTY MODIFIERS
  Tasks in Shadow World modules are often described in terms
  of Difficulty Modifiers.
  Each term corresponds to a numerical
  modifier in Rolemaster or Fantasy Hero .
  Term
  RM
  FH
  Term
  RM
  FH
  Routine . .. .. . . .. . . . . . . +30 . . . ..+4
  Very Hard . . .. . . . . . . . -20 . . . . . -2
  Easy
  . . . .. . . . . . . . . . . . ...+20
  . .. ..+2
  Extremely Hard . .-30 . . . . . -4
  Light . .. .. . . . . . . . .. . . .. . +10 . .. ..+1
  Sheer Folly . . . .. . . . . . -50 . . . . . -6
  Medium .. . . . . . . . . . . . .. . ±0
  . . . ..±0
  Absurd
  . . . .. .
  . .. . . . . . .. -70 . . . . . -8
  Hard . .. . . . . . .. .. . . . . . . . . -10 . . . . . . -1
  Insane . . . . . .. .
  . .. . . . . . -100 . ..-10
  Note : Cyclops Vale gives Rolemaster Companion professions for some characters, this chart provides the corresponding ChL professions .
  A =Arms ; E= Essence; C = Channeling ; M = Mentalism .
  RMC Prof. (Realm)
  RM Prof.
  RMC Prof. (Realm)
  RM Prof.
  RMC Prof. (Realm)
  RM Prof.
  Archmage (C-E-M) . . . . . . . . . . .. . . . . . . . . . . . . .
  . . .Mystic
  Delver (A-E) . . . . . .
  . . . . . . . . . .. . . . .. . . . . . . . . . . . . . . . . . . . . Bard
  Noble Warrior (A-M) . . . . . . . .. . . . .. . . . .
  . . . . . .Ranger
  Assassin (A) . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . Rogue
  Dervish (A-C) . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .
  . . . . . . .Monk
  Paladin (A-C) . .. . . . .. . . . .
  . . . . . . . . . . . . . . . . . . . . . . . ..Ranger
  Barbarian (A) . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Fighter
  Dream Lord (E) . . . .
  . . . . . . . . . .. . . . . . . . . . . . . ..Illusionist
  (The) Professional (A) .
  . . . . . . . . . . . . . . . . . . .
  . No Prof.
  Bashkar (A) . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . ..Fighter
  Druid (C) . . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animist
  Runemaster (E) . . .. . . . . . . . . . . . . . . . . . . . . . . . .
  . Alchemist
  Beastmaster (A-E) . . . . . . . . . . . . . . . . . . .. . . . . . . . ..Ranger
  Duelist (A) . .. . . . . . . . . . . . . . .
  . . . . . . . . . .. . . . .. . . . . . . ..Fighter
  Sage (M) .. . . . .. . . ... . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . ..Seer
  Bounty Hunter (A). . . . . . . . . . . . . . . . . . .. . . . .
  . . . . . Fighter
  Farmer (A) .
  . . . . . . . . . .. . . . . . . . . . . . . . . . . . . .
  . . . . . . . . No Prof.
  Sailor (A) . . .. . . . .. . . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . ..Rogue
  Burglar (A) . . . . . . . . . . . .. . . . .. . . ... . . .. . . . .. . . . . . . . . . . .Thief
  Gypsy (A)
  . . . . . . . . . . . . . . . . . .
  . . . . .. . . . .. . . . . . . . . . . . . ..Rogue
  Scholar (A)
  . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . ..No Prof.
  Cavalier (A) . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . .. . . . Fighter
  High War. Monk (A) . . . .. . . . .
  . . . . Warrior Monk
  Shaman (C) . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . .. . . . . . . . Animist
  Chaotic Lord (A-C)
  . . .
  . . . . . . . . . . . . . . . . . . . . . . . . Ranger
  Macabre (A-E-C) . .
  . . . . . . . . . . . . . . . . . . . .. . . . . . . Sorceror
  Sleuth (A-C) . . . . . . . .
  . . . . .. . . . . . . . . .. . . . .. . . . . . . . . .
  . . ..Bard
  Conjuror (E) . . . . .. . . . .. . . . .. . . . .
  . . . . . . . . . . . . . ..Magician
  Magus (C-E) . . .. . . . .. . . . .. . . . . . . . . .
  . . . . . . . . . .. . . . ..Mystic
  Trader (A) . . . .. . . . . . . . . . . . . . . . . . . . . . . .
  . . . . .. . . . .. . . ..Rogue
  Crafter (E or C or M) . . . . . . . . .. . . . .. . . . . . . . . No Prof .
  Montebanc (A-M)
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . Bard
  Warlock (C-M) . . . . . . . .. . . . . . . . . .
  . . . . . . . . . . .Astrologer
  Craftsman (A) .. . . . . . . . . .. . . . .. . . . .. . . .. . . . . . . . . No Prof.
  Moon Mage (A-C) . . . . . . . .
  . . . . . . . . . .. . . . . . . . . . . . . Monk
  Warrior (A) . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . .Fighter
  Crystal Mage (E-C) . . . . . . . . . . .. . . . .. . . . .. . . . Sorceror
  Necromancer (E-C)
  . . ... . . .. . . . .. . . . . . . . . . . . Sorceror
  Warrior Mage (A-E) . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . ..Bard
  Dancer (A) .. . . . . . . . .. . . . . . . . . .. . . . .
  . . . . Warrior Monk
  Nightblade (A-M ) . . . . . . . . .
  . . . . .. . . . .. . . . . . . . . . . . . Monk
  Witch (E-C) .
  . . . . . . . . . . . . . . . . . . . . . . . .. . . . .. . . . . . . Sorceror
  
  Shadow World adventures are designed for Gamemasters and
  MID-LEVEL PCS
  players who seek fully developed and challenging game scenarios
  " Hunting . Gryphons have been attacking the outskirts ofthe town
  which can be set up and played in very little time . The Adventures
  of Coronan . A reward of 50gp per Gryphon-head is offered by
  are located in and around a detailed setting suitable to serve as the
  Lord Canarvon .
  focus of a campaign .
  " Bodyguards. The Lord wants a trade agreement with the Hirazi
  "The Cyclops Vale" has three main parts. Part I introduces
  and hires the PCs to guard his Diplomats, who travel to the Aerie
  guidelines regarding the use of this module, as well as a history of
  high in the Peligris.
  the region . Part II presents the adventures . Each adventure stands
  on its own, although they may be linked to provide numerous
  " Treasure . PCs have chanced to hear ofthe legend of Kuvera, the
  possibilities forcampaigning . Theycanbe set anywhere in Kulthea
  Lost Lake of Gold. Supplies may be obtained at Coronan .
  or in any campaign world. Part III includes the Beast, NPC, Herb
  HIGH-LEVEL PCS
  & Poisons, and Encounter Tables for the Rolemaster and Fantasy
  " Dragon Hunt. The PCs need the inner gizzard of a Light Drake
  Hero systems .
  All charts are located at the back of the book,
  so that an alchemist can create a wand of Light Law .
  permitting easy reference . Areamapsdetail the region surrounding
  " The Obelisk . A mystery from the Second Era begs unraveling .
  the adventure locations in addition to documenting the sites them-
  selves .
  WHY TRAVEL
  Cyclops Vale
  PART I
  " INTRODUCTION
  1 "A HISTORY OF PELIGRIS
  3
  TO THE PELIGRIS REGION?
  Long ago, in the Second Era of Ire, The evil Sorceress Tirrena
  occasionally lived in the region later known as Peligris . The area
  Low-LEVEL PCS
  could be thought of as her private retreat, since she would often
  " Prospecting.
  The Peligris region is largely unexplored . PCs
  come here to rest from the arduous task of conquest. At the end of
  might discover a new vein of precious metal and encounter
  the Second Era, Tirrena was slain, but her legacy lives on . On the
  fearsome beasts .
  summit of Mount Nalrothorn (H . "Sky-needle") a spire of black
  " Rare Herbs . PCs are sent by an elderly herbalist to procure a Pok
  basalt stretches to the sky . This sky needle is rumored to be the only
  creation of Tirrena to survive into the Third Era .
  mushroom which only grows in sheltered mountain crevices .
  After the tumult ofthe Second Era, a group of avian humanoids
  This fabled fungus will restore the fever-damaged brain of a
  known as Hirazi occupied the mountainous lands of Peligris (H .
  wealthy man's son . He has offered to pay 400 gp for a Pok (200
  "arduous journey's reward"), after searching years for a suitable
  to the herbalist who identifies it and 200 to the PCs) .
  nesting site . Being civilized, the Hirazi did not like monsters
  (Tirrena's pets) so nearby their fledglings .
  Thus, the mightiest
  WEATHER CHART
  warriors from the flock spent two decades clearing the mountain-
  sides of destructive creatures . Only the Light Drakes remain, due
  High
  to their awesome power and an "understanding" with the Hirazi .
  Month
  Vales
  Mountains
  Peaks
  All was quiet until 50 years ago, when humans began to settle the
  Tirili
  35-65°
  25-50°
  15-35°
  valleys of Peligris .
  The elders of the Hirazi could not bring
  (Spring)
  moderate
  heavy
  moderate
  themselves to fight other sentient creatures, even if destructive .
  Arili
  55-85°
  40-60°
  25-45°
  (Summer)
  dry
  moderate
  moderate
  2*HISTORY OF
  Norut
  30-50°
  25-45°
  5-30°
  A MINING TOWN
  (Autumn)
  moderate
  dry
  dry
  Kirili
  0-40°
  -5 to 30°
  -15 to 15°
  Fifty years ago, Lord Tristan Canarvon was exploring the Arle
  (Winter)
  dry
  dry
  very dry
  valley when he noticed vibrant colors in the sediments of the Arle
  Larili
  25-50°
  10-40°
  0-30°
  river. Following the traces ofcolor to their source, Canarvon found
  (Winter/
  moderate
  moderate
  dry
  an outcropping of copper, azurite and malachite .
  Nearby, he
  Spring)
  discovered evidence of tin and zinc ores .
  Within the year, Ca-
  narvon's family moved to the valley of the Arle river and began to
  Precipitation Codes denote approximate amount of rainfall per
  mine and smelt ore . Since then the town has grown steadily to more
  season . Heavy =8-10" ;
  Moderate = 4-6" ;
  Dry = 2"-4" ;
  Very Dry = Less than 2" .
  than 1,000 residents, most ofthem workers in the Canarvon mines .
  .
  The town and mines are ruled by Lord Canarvon, who keeps most
  of the profits .
  
  KEY:
  1 . Coronan
  2. Lake Kuvera
  3. Kirtirog, Vale of the Cyclops
  4. Mt . Nalrothom & the Obelisk
  5. Gryphon Lair/Mt. Dolothom
  6. Hirazi Aerie/Mt . Pelathom
  7. Pech City/Mt.Ondothom
  0
  
  THE MINING TOWN OF CORONAN
  3 " CORONAN
  8
  Cyclops Vale
  5
  ii
  uran~
  r°~~
  ~) win
  ~
  w
  illl
  ,~
  -
  ~ hd
  ._ ;
  I I
  V
  ti=dIIYAil
  ,.
  A winding mountain path leads to the mines about two miles
  CORONAN
  distant . Two veins produce high-grade ore, which is hauled back
  1 . Furnaces . Here, ores are stored in bins for cleaning and sorting .
  to town on donkey cart . A refinementprocess cleans and sorts ores
  Workmen crush graded ores prior to smelting in large brick-lined
  by grade, crushes it, and readies it for smelting. Charcoal-fired
  furnaces . Ingots of refined metal are cast in the foundry . The
  furnaces smelt the ores into metal and slag, the metal pooling at the
  interiors are dark, lantern-lit, and full of soot and oppressive heat .
  bottom of each furnace while glassy slag is skimmed off the top .
  Piles of charcoal lie about, to fuel the great furnaces which belch
  Demand for charcoal has decimated nearby forests and encourages
  clouds of black smoke into the air.
  lumbering . Brass and bronze ingots are cast and shipped down-
  2 . Boarding Houses. Taverns and general stores are found here .
  stream to other markets . There is also a small lapidary trade in
  Stores provide rope, picks, shovels along with food stuffs and dry
  polished and faceted malachite and azurite, semi-precious stones .
  goods . Taverns stock cheap ales and hard liquors, serving meals .
  3 . Chapel . The chapel holds weekly services forthe solace ofafew
  pious folk . Kuor and Iorak are worshipped, while Iloura is revered .
  The mining town ofCoronan (Y "Brass") sprawls through the
  4 . Inn of Roses .
  Single rooms and quality food are the hallmarks
  Arle river valley, surrounded on three sides bymountains . The river
  of this establishment .
  Matron Tolbrand is responsible for the
  winds through the town and is used by residents for transport of
  singular excellence of the inn. A stable and watering trough stand
  goods . Twopaths leadup to themines, one on either side of the val-
  in the rear.
  ley . The town extends into the valley, following the river's course .
  5 . The Blue Dragon Inn . Cheaper and more rustic than the Inn of
  The population is largely of transient workers and miners .
  Roses, this inn has a reputation for strong drink that attracts
  Coronan is boisterous . Few women and children (other than the
  undesirable elements .
  Canarvon clan) find the atmosphere tolerable . Most dwellings are
  6 . Arle River . A shallow, gravel-bottomed river, the Arle com-
  of a "boarding house" type catering to miners and other workers .
  monly swells its banks during spring thaws . Its snow-fedwaters are
  Three general stores, nine saloons, two inns, and a chapel complete
  chill and swift. The Arle is only navigable by raft or shallow-draft
  therosterofpublic buildings . Structures are either Canarvonfamily
  boat for most of the year.
  holdings or used for the processing of ores into metals .
  As befits a community which sprang up almost overnight,
  7" Mine entrances . These openings tunnel into the mountain face
  buildings are made of wood lumbered from nearby forests . Major
  beforedescending into the mine itself. One minefollows a rich vein
  streets are unpaved, although a few wooden sidewalks front some
  ofcopper-tin ore . On another hillside is an entrance to the copper-
  of the more important buildings .
  zinc vein . Rough carttracks wendtheir way along themountainside
  and slag are produced in conjunction with
  from town to the mines .
  Noise, grime, smoke,
  1~"
  .
  the smelting industry . Along with street brawling, drunkenness,
  8. Mount Nalrothorn and the Obelisk . Visible from 10 miles
  and general lawlessness, they discourage all but the hardiest souls
  away, this most prominentmountain in thePeligris region istopped
  from long remaining in this squalid frontier town .
  by a mysterious obelisk.
  
  6
  Shadow World
  PART II
  " ADVENTURES
  The nine scenarios which follow may be linkedor played individually . All are set in the mountains of the Peligris
  region, in northeastern Emer, but may be set in any rugged, mountainous area.
  1 * THE INN OF ROSES
  If PCs are not at the scene of the fire, assume that no one is
  willing to put it out . Thus, by the time they arrive, the blaze may be
  The Setting : The Inn of Roses in Coronan .
  out ofcontrol. To chart the course ofthe fire's progress within the
  Requirements : PCs & NPCs of any level .
  inn, considertheserules : the fire will gaintwo feetin diameter every
  Aids : Quick thinking and action ; PCs with Administration (to
  round as well as spreading upwards ; smoke will be more dense and
  organize a fire-brigade) ; the nearby river ; spells .
  dangerous on upper floors .
  Each round in a smoke-filled room
  necessitates a RR vs . a 3rd level respiratory poison or lose con-
  GM NOTE: refer to Wind Table in Part III to calculate the
  sciousness [3D6 NND] . This may be reduced to a 1st lvl attack if
  spread ofthefire .
  the character remains low to the ground [1 D6 NND] .
  1
  .
  .
  . .
  10 Will
  01111110
  ue
  _,_,s
  Rewards: For most, escaping unharmed. Some rare individ
  may risk their own lives to save others . These heroes will win great
  reknown amongst the folk of Coronan, should they survive.
  THE INN OF ROSES
  THE TALE
  GROUND LEVEL
  The PCs are staying at the finestinn in Coronan,"wherefood and
  1 . Office. A heavy wooden desk cluttered with papers is locatedin
  drink are good ; the price is steep ; and you can sleep in your own
  the center ofthe room. There are several chairs and an iron safe in
  clean room." At some time during the evening (determined ran-
  one corner . The safe has a combination lock, Sheer Folly to open .
  dourly by the GM) an oil lamp, candle, etc .
  will be overturned,
  Contained therein are sheaves of important documents, including
  either as the result of a brawl in the pub or in order to facilitate
  the deed to the Inn, travellers' valuables (varies) & 1-20gp.
  burglary . In the latter case, a petty thiefnamed Lurry Sny will start
  2. Baths .
  the fire to drive everyone from their rooms . Once the Inn is aflame
  and has been evacuated, Lurry will ransack the guests' chambers
  3. Closets .
  searching for valuables .
  4. Rooms. These are relatively clean ; beds are vermin-free. There
  is also a washstand, a chair, a simple chest of drawers and mirror .
  THE TASK
  5 . Stables . Up to twelve horses may be stabled at the rear ofthe inn .
  As flaming oil spreads, the room is engulfed in flame (a +20
  There is a watering trough and pump in the small exercise yard
  Fireball attack) [2D6 Killing Blast] . PCs must decide their course
  outside .
  of action : to save themselves and/or their belongings ; to fight the
  fire ; or to rescue others from the inn .
  6 . Feed Room. Sacks ofgrain, hay, and seven buckets are stacked
  In the first round [Turn], the blaze is a Hard maneuver to
  in this storage area. Shovels, brooms and rakes (for cleaning out
  extinguish with proper equipment ; e.g .
  a heavy cloak, blanket,
  stalls) are stacked here .
  sand, ash . Whether successful ornot, any one attempting this would
  7 .Tack Room. Harness, saddles, bridles andotherridinggear hang
  receive a +0 Fireball [2D6 Blast] . For each additional minute, one
  over pegs on the wall .
  more man is required to put out the blaze normally (without the use
  g, pub. Most of the room is taken up with round tables where the
  of magic) . Also, each additional minute increases the difficulty of
  locals play cards and drink . Occasionally, a minstrel plays . One
  overcoming the flames by one rank to a maximum of Insane .
  area is cleared to allow for darts .
  9 . Dining Room . Rustic butneat, the Inn ofRoses boasts the forest
  food in all Coronan . Although drinks are served withdinner, drunks
  will be asked to retire to the pub .
  
  THE INN OF ROSES
  'FIRST LEVEL
  SECOND LEVEL
  18
  D
  31
  -/31
  \,
  3
  /
  14
  14
  14
  14
  Cyclops Vale
  7
  13
  I
  12
  10
  GROUND LEVEL
  7
  J
  8
  4
  4
  0MEN=
  0'
  t\,.
  2
  a
  a
  6
  2
  
  8
  Shadow World
  10 . Kitchen . A large stone fireplace for cooking keeps the room
  Over the nexthour the mineis evacuated -butforthose miners
  warm . Matron Tolbrand cooks with the help of her daughter . The
  trapped by tons of rock. The collapse has weakened timbers in the
  room also contains a chopping block and counters laden with pots,
  area, making rescue missions dangerous . Whenthe dustsettles, two
  pans, and utensils .
  workers descend to evaluate the situation . Neither returns in an
  11 . Larder & Stairs (down) .
  Dried meats ; salted fish; butter;
  acceptable amount of time . . .
  barrels offlour, sugar, and cheese ; and numerous jars of preserved
  THE TASK
  fruits and vegetables attest to the quantity of imported goods in
  Lord Canarvongrows concerned at the disappearance ofthe two
  Coronan . Fresh foods are rarely available (only in season) . The
  workers . Could they havebeen crushed? To find out, he gathers his
  stairs lead to a small (20'x20') root cellar (not shown) .
  most knowledgeable miners . They can offer no explanation ; surely
  12 . Bar . A hardwood bar, set with stools, is kept polished by
  two such experienced miners would have been able to spot any
  frequent use .
  dangerous sections and returned immediately .
  Something else
  13 . Taproom & Stairs (up) . Four taps provide different ales of
  must be wrong . He decides to send a larger group into the mine to
  exceptional quality : "Ankor Stout" (an import), "Tulan Dark,"
  rescue any survivors . Player Characters may join this group .
  brewed by the Canarvon family, "Harkness Lager" (an import) and
  Eventually, the group finds evidence of other creatures in the
  "Small Ale," the house brew .
  Master Tolbrand serves from 5
  mine : tracks, gnawed bones, shredded clothing, etc . (Unbeknownst
  o'clocktomidnight every evening and stocks severalliquors . Stairs
  to therescuers, thecave-inwas adirect resultoftunneling by Trogli .
  lead to the quarters of the Tolbrand family .
  The collapse allows the creatures access to the Canarvon mine.)
  At some point, combat will occur with the Trogli . Since the
  FIRST LEVEL
  group is not expecting a fight, they will probably retreat and
  14 . Rooms . Similar in content to ground floor rooms, they have a
  regroup . Once Lord Canarvon realizes the nature of the threat, he
  tendency to be chilly in the winter months .
  will organize a party of mercenaries (including PCs) to defeat the
  15 . Tolbrands' Sitting Room. Nicely furnished, the room con-
  Trogli, secure the mine, and rescue trapped miners . He will offer
  tains a horsehair couch, a china cabinet, a colorful carpet, and an
  10 gold pieces to all who descend into the mine on this mission .
  oak-top table with chairs .
  16. Study . A few personal (and treasured) books are kept above
  Master Tolbrand's desk .
  2gp of jewels are stashed within a
  hollowed out tome, "A History of Peligris."
  17. Bedrooms and Guest Room . One room is for guests, one for
  their two children, and the third is the bedchamber of Master &
  Matron Tolbrand .
  SECOND LEVEL
  _
  18. Attic. A huge, unfinished room, itis used only forstorage . The
  attic is accessible through a trap door in the ceiling above the
  stairwell .
  ".,~
  wIt
  \11f 1P~q~,~h\
  !~
  2 " DISASTER AT
  W
  THE CANARVON MINE
  The Setting : One of the Canarvon Mines .
  Requirements : Six or more player characters .
  Aids : Good lighting, tools, PCs with First Aid/Healing spells and
  herbs, and NPCs .
  Obstacles : Darkness, dust, debris, foul air, structural damage, and
  Trogli .
  Rewards : Lord Canarvon has offered a reward to those brave
  enough to attempt a rescue (GM discretion) .
  TROGLI
  Trogli stand 4'6" to 5'6" tall and have bluish-white skin. They
  THE TALE
  often wear armor and wield weapons stolenfrom their foes, but use
  "Cave-in up at the mine!"
  stones as clubs or missiles otherwise . Goblins andLugr6ki are their
  The words chill every workers' heart and rouse them to action .
  chief enemies, although Trogli fear all things alien to the under-
  Miners know that seconds could mean the difference between life
  ground world . They lurk far from entrances where sunlight pene-
  and death for anyone trapped. Everyone drops what he had been
  trates . Trogli are panicked by anything from the outside world and
  doing and rushes up the trail to the mine, by now teeming like an
  attempt to destroy it . Claws, tails, and mummified heads are kept
  anthill . Lord Tristan Canarvon and Foreman Net Nordeen have
  as ornaments .
  taken charge of the situation and bark orders to rescuers .
  This Trogli clan contains sixty male warriors in search ofprey .
  Nearby a survivor can be heard explaining, . . . .must've been a
  They have been forced into new domains by a migration of foul
  cave-in ; there was dust everywhere. I escaped by crawling through
  beasts ("monsters" that may be encountered) . At the time of the
  some loose boulders . My work crew is still down there. We need
  cave-in, 13 Trogli warriors were killed . The others havepenetrated
  to get a group together to save them! I can't do it with this busted
  the mine in small groups of 2-7 . One of these groups ambushed the
  leg, but someone's got to go!"
  two miners who initially descended after the disaster.
  
  Cyclops Vale
  9
  
  1 0
  Shadow World
  THE MINE
  1 . Mine entrance. About 15' high by 20' wide, the entrance has a
  double set of rails leading into the primary tunnel . Trogli will not
  venture near the entrance during daylight hours . A narrow shaft (5'
  wide) above the mine entrance angles down to the primary tunnel
  and provides additional ventilation.
  All shafts and tunnels are
  supported by thick timbers.
  2. Primary tunnel and cavern . The first level of the mine, this
  represents the largest and initial tunnel in the complex . A rich vein
  was followed to its source deep in the mountainside, where a great
  pocket of ore was removed . An empty, domed cavern resulted .
  After various forays outward, the mine delved deeper into the
  mountain .
  3. Primary shaft . A double windlass raises and lowers two ore
  3 *CYCLOPS VALE
  buckets simultaneously . Miners and even donkeys gain access the
  lowest levels of the mine by this means
  Accidents are rare but
  The Setting : The Vale of the Cyclops .
  .
  occur when the cables part or the windlass spins out of control .
  Requirements : Two to six player characters from 2ndto 8th level .
  4. Disaster area . Rubble, crushed timbers and broken bodies litter
  At least two fighters should be present .
  the area. Approximately
  . "
  collapsed.
  1
  .
  "
  " D .
  " .
  Vertical supports gave way when the floor crumbled into an
  weapons .
  unknown lower level, realm of the Trogli. Nine miners survive,
  Obstacles : The Cyclops and the raven .
  trapped
  "
  " -
  tunnel, with " -
  " 1
  "
  "
  - " - 1 .
  "
  "
  ""
  _
  li,
  Cyclops' waste pit and emerge alive .
  whohave access to the remainderofthe mine . Notethat beneaththe
  disaster area lies an extensive series ofnatural caverns inhabited by
  THE TALE
  "" li and other monsters .
  pleasant
  sant fireside conversation is interrupted one evening by
  -_
  "
  "" i
  "
  " bystanders .
  I" raving figure
  ""
  i;. .
  .
  senseless in theroad. A residentofCoronan identifies the poor man
  s
  He was last seen two months ago with several cronies, heading out
  "
  ""
  It is Routine for anyone with Medical Skills, Diagnosis, or First
  bodies
  Aid to see that the man is undernourished and weak from fatigue.
  dies .
  The crowd disperses when they realize that there is no
  -
  "
  "
  "
  -
  "
  Someone explains that there is no healer in the town and asks the
  arare disease acquired from a comrade . His delirium turns to raving
  gold?
  "
  "
  "
  took
  "
  Laughed at their screams . . . the gold turned to dust . The river was
  blood . .." Questions
  "
  "
  "
  .
  1 .
  obsessed with a soiled
  body, in an inner coat pocket .
  over. PCs must take it from him by force or sneak a look while
  "
  " .
  describes
  4
  19,
  1
  "
  1"
  6
  6
  "
  .
  " .
  "
  travell north along low hills whichflank the
  mountains
  I
  ''
  Followw their course east until you cross a
  coldmountain
  'I
  I
  waters
  I
  vale
  I
  I
  I highland lake . There and beneath is the wealth ofHohuvel the
  I
  I
  I
  mountains I
  I'
  
  THE TASK
  Although the parchment provides directions for a journey into
  the mountains, PCs would be wise to obtain a map of the Peligris
  region . This may be purchased from the Canarvon family, who
  initially surveyed the area . The cost is high, 10 gp, but the map is
  one of only a handful in existence . (For game purposes, consider
  the map to depict the western half of the Peaks of Peligris map .)
  Supplies will also be necessary for the expedition andmight include
  rope, oil, lanterns, heavy blankets, hard rations, etc . A few sturdy
  donkeys will make the trip much easier, especially if the party is
  heavily equipped . Donkeys fare well on rough mountain trails but
  may prove balky if overloaded.
  The route to Kuvera, the Lost Lake, is straightforward if player
  characters follow instructions given them . Should PCs foolishly
  decide to cut through the mountains, their task will become much
  harder, imperiled by rugged terrain and mountainous encounters .
  Donkeys would be unable to traverse this region and must be left
  behind or abandoned. The way may appear shorter but will entail
  more time and effort in the long run .
  (If the party traverses the
  mountains and reaches Kuvera, see Adventure #4.)
  The major difficulty in reaching Kuvera will be escaping the
  clutches of the Cyclops, who is always hungry and fairly cunning .
  Dwelling in a grotto overlooking the valley through which PCs
  must pass, the Cyclops has an ally : an intelligent raven which
  circles the vale in search of prey .
  It will inform the Cyclops of
  interlopers with a series of loud caws . This often gives the Cyclops
  sufficient time to prepare an ambush . The Cyclops prefers to catch
  victims unaware, as they pass through either narrow outlet of the
  valley, hurling boulders or starting a small avalanche . Note that his
  ability to throw stones is modified by his poor depth perception
  (only one eye) . Alternatively, the Cyclops may wait until the party
  fords the stream, attacking when they are slowed by water . The
  Cyclops always shares tastiest morsels (eyes, brains, heart, liver)
  with the raven, payment for its aid .
  2 . Falls. Falls about 8' high stand at the southern end of the vale .
  RARG THE CYCLOPS
  Piles ofrubble on either side ofthefallsmake forallardclimb . This
  Rarg thinks of the vale as his own and views people travelling
  is one possible site for an ambush by the Cyclops . Donkeys must
  along the river Deven as interlopers .
  If the Cyclops is beaten in
  bypass the small escarpment by climbing into the foothills .
  battle (perhaps due to the presence of many bowmen), he will
  3 . Northern outlet. The party will probablybe sighted by the raven
  retreat to his cave planning to ambush any who trespass .
  as they approach this narrow entrance to the valley . The Cyclops
  Rarg is rather lonely and easily engaged in conversation . He
  favors this site for ambush as it is near his lair .
  will not harm any PC who attempts to speak with him (he knows
  4, Lair . The Cyclops makes his home in arise ofrock overlooking
  Yatic) . Fond of scholars, storytellers and musicians, Rarg will
  the vale . Two entrances to the lair are hidden on the western side
  capture such PCs, binding them with heavy rope . Through threats,
  of a rise and are not apparent to anyone passing through the valley .
  bribery or other coercion Rarg will persuade the PCs to entertain
  Mountains rise steeply behind the lair, making it a very defensible
  him . He soon tires of repeated songs and stories, cooking anyone
  place .
  who bores him. Escape may not be easy with the raven on the
  lookout.
  THE CYCLOPS' LAIR
  Born with empty eye sockets, Rarg possesses a unique Amulet
  1 .Entrances . There are two doorless entranceshewn intorock; one
  ofSingle Vision, which allows the hirsute Cyclops to "see" as any
  measuring 30' high and 15' wide, the other 25' high. The Cyclops
  one-eyedgiantmight . IfRarg is slain, the Amulet ceasestofunction
  favors the northern entrance for general use, reserving the western
  and is useless, except as a memorable trinket .
  door for escape.
  VALE OF THE CYCLOPS
  1 . Devon River. Icy and clear, this rushing stream has as its source
  the lost lake, Kuvera.
  It broadens as it plunges down out of the
  mountains, becoming a small river where it exits the hills to the
  north . Within the vale, the stream is narrow enough to ford without
  great difficulty (unless spring floods have swollen it), although the
  current is brisk .
  Cyclops Vale
  11
  2 . Work area. The primary feature in this chamber is a large slab
  ofrock approximately 8' high and flat-topped . Brownish stains and
  greasy streaks disfigure sides and top of the structure . Anyone
  daring enough to climb the slab would note a well-worn depression
  in the center and a blunted battle-axe lying to one side . The slab
  serves as a huge chopping block for victims of the Cyclops .
  
  1 2
  Shadow World
  0
  50'
  100'
  3 . Garbage pit . A distinct odor of decay emanates from this side
  chamber .
  The Cyclops disposes of inedible remains, victims'
  personal effects and other trash in this 20' deep pit .
  Due to
  accumulated debris, the depth of the pit is only 12' . The Cyclops
  occasionally clears it when it overflows . Those willing to endure
  a4th level RRvs Pneumonic disease every minutemay find various
  treasures amongst the charnel refuse . Items oflittle ornovalue may
  be found every round of searching .
  It is an Extremely Hard
  Perception to locate a valuable object [-3 PCN] .
  Located within the pit are the following :
  " 923 bp, 356 sp, and 8 gp .
  " broadsword : +10 [+1 Accuracy] .
  " mace : +5 [+1 Accuracy] .
  " leather pouch : containing +10 thieves' picks and tools [+1 Aid] .
  " full shield : +15 [+2 Protect] .
  -plain silverring : +1 SpellAdder, all classes [grants 20END usable
  only for casting spells] .
  " Quartz of Grabbing : When held and concentrated on, it can
  transfer one dropped or loose item (up to 501bs .) within 100' to the
  holder's other hand (must be empty) .
  4 . Sleep chamber . A huge pile of dead leaves, straw, moldering
  blankets and torn garments marks the Cyclops' resting place . The
  pile is infested with vermin . A few of the Cyclops' treasures are
  stored at the narrow end of the chamber : a highly polished steel
  helm (man-sized) sometimes worn as an amulet around his neck ; a
  bearskin cloak ; the legbone from a donkey (used as a club) ; and a
  string of Hirazi feathers .
  5 . Storage room . The Cyclops keeps throwing stones here, several
  kegs ofwater, a small cask ofvinegary wine, and numerous broken
  weapons (useful as tools for poking, chopping, or throwing) .
  THE CYCLOPS' LAIR
  4' KUVERA, THE LOST LAKE
  OF GOLD
  The Setting : The mountain lake of Kuvera.
  Requirements : Two to sixplayercharactersfrom 2nd to 10th level .
  Aids : The treasure map ofDartle Marsyas, rope, araftor small boat,
  skilled swimmers and divers (a magical means to breathe underwa-
  ter wouldbe ideal), and an Astrologer or character with Stargazing .
  Obstacles : The lake itself, the PCs' greed, and the Rath ofKuvera.
  Rewards : Treasures from a dead civilization.
  THE TALE
  "Amongst thepeople ofKuvera there came aprophetwho spoke
  to them the wordofHohuvel, the GodofFire . Hohuvel the Onelived
  upon lofty summits ofmountains, where the sun kindled his crown
  infiery glory . Hohuvel was worshippedby thepeople ofthe lakefor
  centuries, and He bestowed great gifts upon them .
  Then came a
  time of despair among the worshippers .
  A great cloud of mist
  covered the high peaks . Soon after was seen a blaze oflight in the
  night sky followed by a tremendous burst of steam from Lake
  Kuvera . Wisemen said that a terrible water spirit had done battle
  with Hohuvel and carried him down into the depths of the lake,
  imprisoning him.
  "The priest sent word that sacrifices must be made to the evil
  waterspirit . The highpriestanointedhis body withasalve, his hair
  sparkled with gems laced therein, his hands andface glowedfrom
  gold dust applied to his skin . He rowed the ceremonial raft to the
  centerofKuvera,placed so that hisstaffwasalignedwith the Eagle
  star to the west . The SilverEye to the north rosejustabove thepeak
  of Mt .
  Erethorn .
  He cast forth scented oils upon the water,
  
  q
  . .,. . ..: .:::
  ._::: : :::_ -:-_ :::.-::.:. ...41--6°
  .
  .
  ..
  .. ..
  . ..
  . ...
  .
  . .
  .
  .
  .
  beseeching the spirit to release the god. He threw down aflaming
  This may be accomplished with a successful Light Astronomy ora
  torch, igniting the oils, to light a pathway for the god, lest it go
  Hard Star-gazing roll [+1 KS :Astronomy] .
  Once this has been
  astray in the darkness ofthe waters . Offerings ofsilvergoblets were
  achieved, the site ofthe ritual maybe readily determined ; sixty feet
  made, and circlets set with pearls ; rare herbs andspices were cast
  beneath the waves and scattered over the lake bottom rests the
  down. StillHohuvel did not come . Thepriest then plunged into the
  discarded treasure. Those who search the lake bed at this site may
  flames, seeking hisgod in vain. He emerged, cleansedofall riches .
  find individual items if they successfully make a Medium Percep-
  "Over the years thepeople ofKuvera dwindled in numbers and
  tion (-50 underwater = -50 total) . Awaiting discovery are polished
  their wealth diminishedgreatly . Yet they neverfailedto callfor the
  gems, jewelry, ritual vessels of gold or silver and ceremonial
  release of their vanquished god. Finally the last of the Kuverans
  weapons, etc . Treasures will be obscured by a layer of sediments .
  vanished ; whether theirfate was that ofHohuvel is not known."
  The value of these objects should vary from 1 to 100 gold pieces
  - from the document of Dartle Marsyas
  each .
  Finally, the PCs musttrytoavoidthe Rath. Possessedofa shark-
  The legend related above is based upon an actual event . A
  like mouth, the Rath is a large turtle with curved forelegs that force
  meteorite passing over the Peligris region plunged
  into Lake
  it to walk on its "knees" when on land . The predator will view PCs
  Kuvera, sending up plumes of steam . The Kuverans based their
  as easy prey due to their unprotected flesh and slow swimming
  myth on this event. The Eagle star is still known as such, while the
  speed . The Rath will pull its victim underwater, returning to its lair
  Silver Eye is the third largest moon of Kulthea, Charon .
  Steam
  to feed .
  continues to well up from thelake bottom, owing to a vent of super-
  LAKE KUVERA
  heated gases, volcanic in origin . After passing through the Vale of
  1 . Ritual Site . Placid waters mark the ancient ritual site . At this
  the Cyclops, PCs are ready to search for the lost wealth of Kuvera .
  location, PCs may view astronomical signs in proper alignment.
  THE TASK
  Sixty feet beneath the chill water lies forgotten wealth, an offering
  to the evil water spirit .
  Nearby, bubbles of steam intermittently
  Once PCs reach Lake Kuvera, they might best build a raft with
  break the surface, signs of an active vent in the lake bottom .
  which to ply the chill waters
  Searching aimlessly for the treasure
  .
  2 . Source of the River Deven . At its source a narrow stream, the
  is an Insane Perception (-50 underwater = -150 total) . Finding the
  river reaches its full strength at much lower elevation .
  true location of the ancient ritual requires one to row to the center
  of the lake .
  High summer
  is the only time when accurate
  3. Copse . Several woodedareas provide timber for amakeshift raft .
  estimations of the location may be made . The heavenly bodies
  4. Lair of the Rath. A rocky overhang serves as the underwater
  described in the legend allow PCs to triangulate the ritual site .
  refuge of the predatory Rath, 50' beneath the surface .
  
  1 4
  Shadow World
  X7,111 Alllll!1,X
  ~
  ,
  '
  ,
  1
  1
  ,
  ~
  ,
  Ill
  /d
  ~
  Il!
  ~nl~/ avi
  i
  l~
  1
  d~1
  n ;
  :,, ~,
  ,
  (u i1~1~~ ~Jflu~+H~i%dhd~~l
  LAIR OF THE GRYPHONS
  5 "HUNTING GRYPHONS
  The Setting : The Gryphon's lair is located on Mt . Dolothorn, 12
  miles northeast of Coronan .
  Requirements : Four to ten playercharacters of 3rd level orhigher .
  At least two fighter types should be present .
  Aids : People skilled in mountain climbing, climbing equipment,
  nets for capturing fledglings, and cases in which to transport eggs .
  Additionally, means of flight would be useful .
  Obstacles : The nesting site is on a relatively inaccessible ledge and
  is guarded by fiercely protective adult Gryphons, which can and
  will assault exposed climbers .
  Rewards : Fledgling Gryphons or eggs will fetch ahigh price from
  the Canarvon family . Lord Canarvon offers a 50gpreward foreach
  adult Gryphon head brought back.
  THE TALE
  THE TASK
  Would-be Gryphon hunters must first determine the location of
  the nest. Since the Gryphonshave frequented outlying farms, this
  is a reasonable place to begin. Hours of observation will be aided
  by patience and a good spyglass . After araid, a Gryphon willreturn
  directly to its nest ; its course may be noted by observation. PCs
  must follow the direction of flight as best they can . Subsequent
  sightings will lead them closer and closer, until they reach the foot
  of Mt. Dolothorn . From this point it is a Hard Perception to view
  the Gryphons' ledge . This entire procedure may take several days,
  depending on PCs' luck and skill. An alternative method for those
  gifted with flight is to trail a Gryphon home and report the site to
  other PCs . However, Gryphons are far more maneuverable than
  Humans with spells, so a confrontation could end in tragedy .
  Magical locating spells or scrying skills will prove helpful .
  Climbing to the ledge is best done unharried . If the Gryphons
  detect intruders, they will try to dislodge PCs from the rock face.
  Thus it would be wise to postpone the climb until the Gryphons
  have gone hunting. PCs may not realize that at least one Gryphon
  always stays with the brood.
  Even if PCs are able to abscond with eggs or fledglings, the
  Gryphons will track them down to retrieve their young . Although
  thick-shelled, Gryphon eggs are brittle andrequirecareful packing;
  eggs must be kept warm to survive a trip back to Coronan . When
  they hatch, fledglings are fierce, despite their small size . Their
  sharp beaks and claws should be treated as Tiny attacks . Fledglings
  cannot fly but will try to evade capture on the narrow ledge ; their
  shrill cries may alert nearby adults .
  ilr
  l
  i
  I~
  C'~~
  P
  2=
  l
  I
  ao
  l
  . s1~~4":m
  L
  I
  l~
  I
  L,-1
  Recently a pride of Gryphons extended their hunting range .
  Their forays now include pastures and fields on the outskirts of
  Coronan . Gryphons prefer unwary domesticated animals to more
  evasive wildlife . Nearby farmers are losing small goats, lambs, and
  otherlivestockat an alarming rate . Farmershavepleadedwith Lord
  Canarvon to rectify the situation . Townsfolk are powerless to stop
  ~~1\
  the marauders and fear for the lives of their children.
  Lord
  Canarvon decides to hire mercenaries who will raid the Gryphons'
  Tristan Canarvon is also interested in acqung any
  '
  nesting site .
  fledglings or Gryphon eggs to raise them in captivity, to serve him
  I
  A GRYPHON ATTACK
  as steeds .
  
  THE GRYPHON LAIR
  Within the realm of the Pech, PCs will be struck by the silent
  Located two-thirds up the slope of Mt.
  Dolothorn, the Gry-
  towers and graceful piers of stone . Ithuriel will escort them to her
  phons' nesting ledge is difficult to approach by non-flighted beings .
  own dwelling, the only structure which will accommodate human-
  Although not sheer, the approach is steep . Climbing maneuvers
  sized beings . After offering refreshments she will departto inform
  should vary fromLight to Extremely Hard. Cautious climbers will
  the king of their arrival .
  make use of rope and natural anchors . The exposed, rocky slope
  Within an hour she will return with further information : the
  will provide little concealment from the Gryphons. Directly below
  beasts are a pack of Fire Hounds awakened from deep slumber
  the nesting ledge is a slight overhang, ExtremelyHard to surmount.
  within the earth by a tremor . Emerging from a smoking fissure, the
  The ledge is protected overhead by an outcropping of stone and
  hounds ravaged the mountainside . Emboldened by success, Fire
  varies in width from 20' to 25' with a length of 125' .
  Hounds have crossed the moonbridge and prowled the vale of the
  The Gryphon pride consists ofa dominant male and four adult
  Pech . Being peaceful, the Pech folk are fearful and powerless . The
  females . Two immature males frequent the ledge but do not remain
  king requests that the group help defend the city . He fears that the
  for long periods of time . Each female has constructed a nest of
  hounds may attack tonight!
  branches and leaves, lining it with soft down from herbreast.
  '.Vests
  The number of Fire Hounds encountered in the pack should be
  measure 5' to Tin diameter . Normally, oneegg islaid, althoughtwo
  varied to reflect the power of the party (3-10) . They can only cross
  are not rare . Two nests are presently occupied by fledglings (one
  the moonbridge in a single file, allowing for individual combat .
  in each) ; the other two contain eggs (three in total) . One adult
  Once across, they will rampage through thecity . If the Fire Hounds
  female will always be in attendance . The dominantmale often can
  are forced to retreat, they will return to the volcanic fissure from
  be seen circling his domain .
  which they came . Once restored, the Hounds may return to the city
  of the Pech on the nextmoonlit night. Should the PCs pursue them
  6 *THE CITY OF THE PECH
  out of the valley, encounters with poisonous silk spiders are likely .
  The Setting : Nestled in an enclosed valley on the starkly beautiful
  slopes of Mt. Ondothom .
  Requirements : Three or more characters of at least third level .
  Aids : Ithuriel the Wingless One, characters with Faerie Lore, the
  moonbridge, and PCs with offensive capabilities .
  Obstacles : The reclusive Pech, the moonbridge's availability, silk
  spiders, and fire hounds .
  Rewards : Magical gifts from the Pech .
  THE TALE
  PCs will encounter Ithuriel, a wingless Hirazi, either in Coronan
  or on aforay into the countryside . (See adventure#7 for more about
  the Hirazi.) She is a thin, pale being, wearing a shimmering grey
  cloak . In Yatic, she will explain that she comes as a representative
  of the Pech, a reclusive mountain folk . The Pech are in desperate
  need of aid, fearful for their lives . Creatures of fire attacked their
  city two nights past and may again at any time. Though they cannot
  offergold, the Pech make magical cloaks which they would give in
  exchange for help . Ifquestioned, Ithuriel will explain that she was
  raised by Pech from infancy . Now an adult, she has adopted many
  of the habits and customs of her diminutive foster parents . Often
  she acts on theirbehalf when dealing with Men . She will lead them
  to the city herself, but they must arrive at night . Ithuriel will urge
  the PCs to make haste, for the fiery creatures may soon return . She
  is unsure what they are, but will describe them as huge, fire-breath-
  ing wolves .
  Cyclops Vale
  THE TASK
  Ithuriel will time the departure so that the party arrives on the
  slopes of Mt . Ondothorn late in the evening . She is uneasy about
  travelling at night, but knows that the glowing moonbridge pro-
  vides the safest entryinto the faerie city . The bridgeis manifest only
  on brightly moonlit nights . If the sky is overcast, the group hadbest
  wait until daylight to attempta Very Hard Climb over the ridge that
  I
  MOUNT DOLOTHORN
  surrounds the city . As the party mounts the shimmering moonbr-
  idge their goal comes into view . Delicate minarets pierce the low-
  lying mists to reveal the Faerie city of the Pech.
  15
  
  1 6
  Shadow World
  If the group is successful in either driving off or destroying the
  Military Structure: Relatively few of the Pech are accomplished
  Fire Hounds, they will be rewarded . The PCs should each receive
  fighters . The only real military force is the King's Guard. The
  a magic item from the list below (at the GM's discretion):
  Guard is a defensive body only .
  The Pech have no desire for
  " Cloak ofHiding : +50toHiding and subterfuge skills [+5 Conceal-
  conquest, goods or land, content to guard their valley against
  interlopers .
  ment].
  " Cloak ofProtection : wearer is protected from extremes ofnatural
  Currency : Pech have no coinage and little love forpreciousmetals,
  heat and cold ; reduces by 1 severity magical heat and cold-based
  other than the fine vessels or jewelry which can be made from it .
  attacks.
  They barter among themselves, and rarely with outsiders .
  " Rope of Climbing : +25 to Climbing, ties and unties itself on
  Language : A dialect of the Elvish language, the Pech speak their
  command, extremely lightweight and strong, 75' long [+1 climb-
  own tongue, in addition to Yaaian, Hirazian, and Yatic.
  ing roll] .
  Appearance: Pech are usually 2' to 2'6" tall. They have fair skin,
  " Throwing Net: +20 to OB [+2 OCV], does additional Grapple crit
  silver hair, and brown eyes . Wearing grey cloaks to camouflage
  when it strikes.
  themselves,
  they rarely wear
  " Veil ofCliffPath : Leads wearer ~
  gaudy ornaments
  preferring
  ,
  to closest safe path up or down
  wreathes of flowers, vines or
  slopesIDetect Safe Path, Sense,
  leaves .
  Range] .
  " Pouch: Holds up to 501bs. Pre-
  servesanythingperfectlyfor one
  month [+5 Str, only for holding
  ..:
  .
  objec
  elp
  limiteA+o what will fit
  "
  ts,
  in the pouch] .
  " Absorption Clothes : Takes 20
  j
  crushing hits instead of wearer
  [+1 rPD] .
  Diet : Pech subsist on tubers,
  lichens fungi nuts and berries
  ,,
  .
  Occasionally they harvest eggs
  ""-" -
  -
  >
  from nesting birds or fish from
  streams . They make an excep-
  tional acorn bread covered in
  .. `
  honey for dessert. Amild wine
  is produced from the tart gum-
  _ ~"
  bleberry.
  `n
  Worship : Pech pay homage to
  lorak, Smith and Laborer of the
  Gods, whom they knowasChak.
  Individuals also revere wind,
  water, and earth.
  Political Structure: A heredi-
  Special Abilities: Pech have
  tary king rules the Pech, to whom elders ofeach family are answer-
  excellent night vision .
  Fabrics they weave are unsurpassed in
  able. The Pech rely heavily on traditional values, seeking rulings
  lightness, strength and durability .
  They spin spider webs into a
  only in extreme situations . The current ruling family has been in
  tough and resilient thread which is then woven on looms or made
  power for centuries, providing a stable and peaceful
  political
  into rope. Both cloth and rope are heat- and water-resistant. Pech
  environment.
  are usually spellusers In addition to their professional spells they
  - .,
  Favored Ecosystem: Pech live
  in burrows in remote, mountain-
  ous regions, building stone tow-
  ers from the rock .
  They prefer
  cooler climes and high altitudes.
  Stunted trees, mosses, and lichen
  are the dominant vegetation in
  the area . They are most active at
  night and love moonlight.
  Housing: Pech constructelabo-
  rate stone towers from the moun-
  tainside, taking great care and
  pride in their artistry .
  They
  sculpt furnishings from stone as
  well, reserving wood for pieces
  ofgreat beauty and importance .
  Elegant yetfunctional weavings
  complement their household in
  theformofrugs, tapestries, ham-
  mocks, cushions, etc.
  Family
  groups share the burrows while
  crafts are made in rooms on
  ground level.
  Social Structure: Families provide Pech withsocial andeconomic
  receive all Alchemist base lists (except "Liquid/Gas Skills") and
  security . Every family group represents a loosely organized guild,
  "Stone Lore" (Arcane) to their level.
  specializing in a particular task, craft, or duty .
  Status among the
  Weaknesses : Pech find the light of day too bright; they are at -10
  family guilds is determined not by occupation, but by the skill and
  [-1] to all activities in sunlight . Pech are susceptible to magic; -5 vs .
  care imbued in one's work .
  Thus, rank may change over time .
  all magic [-1 to Defense, Mind Defense, and Protect] .
  Disputes, when they occur, are settled peacefully through debate in
  an open assembly . Violence is not considered a practical means of
  resolving problems .
  
  ITHURIEL, THE WINGLESS ONE
  Slender granite spires emerge from the misty vale ; arched
  Ritual infanticide is practiced against "deformed" (wingless or
  bridgesadorn faerie towers . Mortal visitors are far too large toenter
  flightless) Hirazibabies . When the Wingless One was born, her fate
  the diminutive structures or to scale the fragile piers of stone .
  was expected to be no different. Left exposed by her Hirazi parents
  Rising some 50' to 70' high, minarets appear to be sculpted from a
  on a chill mountainside, the Wingless One was found and raised by
  single vein of rock, not unlike a flower frozen in stone . Only the
  the kind-heartedPech . They found heruseful as theirrepresentative
  dwelling of Ithuriel is large enough to house Men. Narrow cobbled
  to mortals .
  Thus, Ithurial can speak Hirazian, Yatic, Pech, and
  streets are swept, faced by workshops for craftsmen and masons .
  Yaaian . She is educated and has an Elven outlook.
  Shy inhabitants are never seeri by day and rarely by night, for their
  Upon achieving adulthood, Ithuriel was informed of her heri-
  cunning hands are busy weaving and molding stone to suit their
  tage by the Pech . Thus, she resolves tojourney to the Aerie ofthe
  artistic passions .
  Hirazi to seek out her roots . She will try to persuade the PCs to
  escort her to her "rightful place." Ithuriel is not interested in
  7 *AERIE OF THE HIRAZI
  fighting, experience points, wealth, or adventure . Her only motiva-
  tion is to be accepted into the Hirazi community .
  The Setting : Mt. Pelathorn, ancestral aerie of the Hirazi.
  The Faerie city of the Pech is hidden in a valley surrounded by
  Aids A magical means of flying, climbing equipment, tact and
  a precipitous cliff-face . The only way to get to the city without
  ha
  diplomacy.
  ving to make a Ve
  Hardryrd Climb Roll is via the moonbridge . An
  artifact of magic, the moonbridge allows Easy access to mortal
  Obstacles : The daunting slopes of Mt . Pelathorn and the perverse
  realms only onbrightmoonlitnights . At dusk,the light ofthemoon
  code of the Hirazi .
  dances in the air, creating gossamer filaments of light . These lines
  Rewards : The gratitude of Ithuriel, the possibility of further
  of light intensify and solidify into a path upon which mortals may
  adventures, and favorable trade with the Hirazi .
  enter their city . Only about twelve nights amonth are bright enough
  to create the moonbridge . Clouds obscuring the moon cause the
  THE TALE
  moonbridge to flicker in and out of existence, endangering those
  Ithuriel desperately wants torejoin her people and to learn about
  upon it.
  Hirazi customs and culture . She is unaware that she was deliber-
  ately abandoned and may be ostracized upon her return . She will
  try to convince the PCs to escort her to the Hirazi Aerie .
  Requirements : Three or more player characters of at least third
  THE CITY OF THE PECH
  level (plus Ithuriel) .
  Cyclops Vale
  17
  THE TASK
  Ascending to the Aerie will take at least four hours (i.e ., 4
  Climbing Rolls) and ranges in difficulty from Medium to Sheer
  Folly, depending on the routechosen andequipmentused . From the
  summit ofMt . Pelathorn, Hirazi guards will fly down to inspect the
  intruders and escort them into the aerie .
  They will look with
  suspicion on all non-flighted beings .
  Once at the Hirazi aerie, Ithuriel will request an audience with
  the King, hoping to learn something of her past . This is what she
  believes proper, havingroutinely dealt with the King ofthe Pechon
  a personal level . In this instance, it is perceived as a breach of
  etiquette . PCs and Ithuriel will be summoned at length to appear
  before a very annoyed Hirazi King .
  Ithuriel will plead with the king to restore her rights and
  privileges granted to all Hirazi . Theking willclaim she isobviously
  deformed and unsuited for life in the aerie . To regain her status,
  Ithuriel must prove worthy ; the king will propose a quest. He wants
  to understand better the nature of the obelisk of Peligris, and so
  commands Ithuriel to investigate its purpose.
  The King will next address the PCs . Humans have despoiled
  Peligris . The party must withstand many questions and accusa-
  tions .
  In effect, they are put on trial . To successfully defend
  Mankind requires an Extremely Hard Diplomacy or Philosophy/
  Religious Doctrine roll [-3 Philosophy:KS] . Failure will result in
  trial by combat. PCs individually must face a member ofthe Surani
  Peligris in the arena, a great domed chamber where ritual combat
  occurs . A flighted warrior-mage will have an advantage over the
  earth-bound PC . Survivors have proven their worth and may leave
  the Aerie . (After the trial King Bellenden will consider the PCs'
  arguments .
  If no one makes the Philosophy roll, the King will
  prepare his warriors for further combat.)
  
  18
  Shadow World
  Currency : The Hirazi have no currency .
  THE HIRAZI OF PELIGRIS
  Racial Origins : Warfare drove the original Hirazi across southern
  Emer in search of a refuge in Peligris .
  In the centuries since, the
  Hirazi have never left the mountain peaks . Other clans of Hirazi
  have settled in lofty aeries elsewhere on Kulthea .
  Favored Ecosystems : Hirazi live in remote mountainous crags at
  high altitudes .
  They spend most of their lives gliding with the
  winds, scorning more than minimal use of their graceful aerie .
  Political Structure: The King ofthe Hirazi is absolute ruler . Prior
  to his death, the moribund King determines his successor .
  All
  disputes are adjudicated by the King's chosen representatives .
  Social Structure : All the Hirazi who live on Mount Pelathorn are
  considered to be members of the same extended family . The worst
  punishment is banishment . Older Hirazi are accounted senior in
  both hierarchy and importance . The young are accorded very little
  rank or privilege until they pass a rite of Ascension .
  Military Structure : The defense of the Aerie of the Hirazi rests
  entirely on the "Surani Peligris," the Protectors of both King and
  Realm .
  Language: The Hirazi speak their own tongue,Hirazian . They also
  speak the local dialect, Yatic, the trade language of the folk of
  Coronan .
  Appearance : Hirazi stand 5' to 5'8" tall, weigh from 60 to 851bs,
  and have a 12' wingspan . Emaciated people whose skeletons are
  formed of hollow bird-like bones, the Hirazi are adapted to high
  altitudes . Their upper back and shoulders are incorporated into the
  wing structure, the feathers of which are a gorgeous blue . The
  wings fold into a flattened configuration on the back whenthe Hiraz
  is not airborne, to protect the delicate surfaces from damage . The
  short hair on their heads is silveror white andtightly curled . Hirazi
  have blue eyes and fair skin .
  Housing : Hirazi roost in nooks and ledges all along the slopes
  known as the Aerie. They live in a wind-shaped realm of cold
  austerity .
  Diet : Omnivorous, Hirazi eat a variety offoods procured from the
  region . They are fond of eggs, fresh meat and a dried, high-energy
  wafer made from starchy plants .
  Worship : Hirazi worship the following Lords of Orhan :
  Kuor. . . . . . . . . . . . . . . . . . . . . . . . . . . . (sky-king ) . . . . . . . . . . . . . . . . . . . . . . . . . . . ..Talas"
  Valris.
  . . . . . . . . . . . . . . . . . . (learning, wisdom)
  . . . . . . . . . . . . . . . . ...Korom"
  Rearm . . . . . . . . . . . . . . . . . (sleep, dreams, night )
  . . . . . . . . . . . . . . . . . . .Natal"
  Eissa .
  . . . . . . . . . . . . . . . . . (death/rebirth, winter ) . . . . . . . . . . . . . . . . ..Deeva"
  Phaon .
  . . . . . . . . . . . . . . . . . (sun, summer, heat)
  . . . . . . . . . . . . . . . . . . . . ..Giiri"
  Oriana.
  . . . . . . . . . . . . . . (love, fertility, spring )
  . . . . . . . . . . . . . . . . ..Annat"
  Cay . . . . . . . . . . . . . . . . . . . . . . . (strength, athletics ) . . . . . . . . . . . . . . . . . . . "Loum"
  Iloura . . . . . . . . . . . . . . (plant, animal, Earth, fall ) . . . . . . . . . . . . . . . .Veera"
  SYMBOL OF THE ARMS OF THE SURANI
  
  Cyclops Vale
  19
  8*ASCENT OF DOOM
  The Setting : The base of Mt. Nalrothorn, where the entrance lies
  obscured.
  Aids : Thieves, PCs with the ;`Detect Traps", "Guess", or "Power
  Perception" spell or ability.
  Obstacles : Traps of long ago .
  Rewards : Weapons andjewels leftbehind by less fortunate adven-
  turers .
  THE TALE
  King : Bellenden Durandal lives by the ancient code of the Surani :
  Opening", "Commune", etc ., or who rolls successfully for Divina-
  those of evil or destructive intent must be driven out of Peligris or
  tion, Channeling,Prayer, orIntuition [Luck] . Evenwhen presented
  annihilated.
  His warriors have reported grave offenses against
  with this knowledge, Ithuriel will still insist upon ascending the
  nature perpetrated by the Men of Coronan. Yet he cannot bring
  Monanga .
  If PCs do not go with her, Ithuriel will never be seen
  himself to wage war against other sentient beings, believing them
  again . If the group travels with Ithuriel, she has a chance to reach
  to be misguided rather than evil . He is interested in speaking with
  the summit of Mount Nalrothorn and to examine the mysterious
  humans first-hand to understand the defiling of his realm with
  obelisk of Peligris . Returning is another matter.
  fumes and slag, the deforestation of the hills, and the poisoning of
  the Arle River .
  A HISTORY OF MONANGA
  THE AERIE
  Long ago, when Peligris was one of Tirrena's refuges, she
  Perched upon cliff-face ledges, the Aerie of the Hirazi is as
  ordered the Monanga built by craftsmen from beyond the Essence
  starkly refined as the winged folk themselves . Domed grottos and
  Portals, tolink hertower with the lowlands . (She feared attack from
  round chambers are cut into the rock face, providing shelter from
  her many enemies .) Tirrnna's greatest fear was of assassins who
  the fiercest elements . Aged and flightless young are found here.
  might inch stealthily up the slopes of Mount Nalrothorn . The
  Hirazi sleep on hard mats within the chambers, where supplies and
  stairway gave assailants an easy, secretive way to ascend the
  their few possessions are stored. Open doors and unshuttered
  mountain .
  Interlopers believed this was a private entry to her
  windows allow chill air to enter.
  retreat . Though the tower no longerexists -itwas destroyed inthe
  Ledges ofjagged stoneprovide sites forcooking and socializing
  creation of the obelisk - the Monanga and its traps remain .
  when the Hirazi are not in flight .
  Flightless children play here,
  MONANGA ("ASCENT OF DOOM")
  testing their wings inthe breeze . Other youngperfect theirlandings
  At the base of Mount Nalrothorn, one finds no trace of the
  as they fly from ledge to ledge or raid nests . Higher up, above the
  Monanga . Merely locating the entrance to the Ascent of Doom
  inaccessible regions of Mt. Pelathorn, circles the king's guard,
  requires a successful Hard (-20 vegetation = -30 total) Perception
  alighting on remote crags .
  or a Routine (-20 vegetation = +10 total) Locate Secret Opening
  No path or stair connects the Aerie with the lands beneath it.
  Roll, due to the dense overgrowth. Once they discover the Ascent,
  Hirazi dwell here at altitudes ofover7,000', with only steep slopes,
  PCs must take 4 man-hours of labor to clear foliage from the
  rough faces, and sheer cliffs between them and Mannish folk. The
  entrance .
  Each participant in this endeavor must make a Light
  Hirazi scorn earth-dwellers, preferring to soar across empty skies.
  maneuver. The doorway is surrounded by the Iruaric inscription :
  Light drakes, eagles, and gryphons of Peligris respect the flighted
  "Friends of Tirrena may safely pass." The door is made of
  ones' domain .
  reinforced steel and locked, Hard to open .
  To prove her worth to the Hirazi King, Ithuriel must journey to
  the mysterious obelisk atop Mount Nalrothorn and determine its
  nature. There are only four ways of reaching the obelisk : flight,
  magic, aided climbing, and the underground passage of Monanga
  (H . "Ascent of Doom") .
  Flight and magic will probably not be
  available tothe group ; climbing theslopes ofMt . Nalrothorn isvery
  Special Abilities : In addition to flight, Hirazi can stand extremes
  dangerous . The only route left, an enclosed stair, is considered a
  of temperature, especially cold. Hirazi may be any profession, but
  death trap by the Hirazi . No one within recollection has success-
  semi-spell users predominate .
  fully climbed it and returned .
  Weaknesses : Aside from the fragility of their wings, Hirazi are
  After his discussion with the party, the Kingpities Ithuriel . Yet
  most vulnerable to magic : -5 vs . all magic [-1 to Mind Defense,
  he will notreveal Monanga's dangerto her, sealing her doom ifshe
  Defense, and Protect] .
  journeys alone. According to the Code, flightless Hirazi whodonot
  Arcane Society : The protectors of the Hirazi Aerie are the Surani
  commit ritual suicide are to be banished or killed . Thus, he offers
  Peligris, fearless warrior-mages sworn to defend king and country
  Ithuriel an honorable death facing unknown challenges . "A good
  from those forces which would seek to destroy or corrupt Peligris .
  death for the Wingless One," muses the Regent .
  The arms ofthe Surani Peligris consist ofan eagle's head encircled
  THE TASK
  by a ring offeathers, blueon silver. In addition to their normal base
  The fact that the group is walking into danger will be evident to
  lists, membersmay also learn the Ceremonies list("RMC1," p. 28).
  anyone who casts the appropriate "Intuitions", "Dream", "Channel
  
  20
  Shadow World
  MONANGA ASCENT OF DOOM
  next landing .
  Nt
  3 . First Landing . A grisly sight greets those who ascend to the first
  landing . Steel spikes extend to the opposite wall, lodged in place
  by two pierced suitsofplatearmorcontaining bones . Evidently, the
  spike trap broke while impaling these two unfortunate fighters . No
  danger exists now, but it requires a Medium Contortion roll or a
  Very Hard maneuver to pass . Bending
  the steel spikes to allow
  passage requires an Extremely Hard Adrenal Moves Strength Roll .
  Possessions of the long-dead victims which are still of value :
  " 48 cp, 21 bp, 8 sp, 3 gp, & 1 gem worth 78 gp .
  " steel short sword : +10 [+1 Accuracy] .
  " full helm : no Perception penalties .
  " gold Ring of Thoughtfulness : raises wearer's Reasoning and
  Memory to 95 [INT:19] unless already superior .
  4. Second Landing. Apparently, there is nothing extraordinary
  about this 30'x 30' area ; however when approached, the image of
  Tirrena will appear and say (in the PCs' native language) : "Rest
  here, weary friends . Partake ofthese provisions." She will point to
  the center of the landing where a sumptuous
  feast awaits .
  Obelisk
  l . Entryway to Monanga . After the group enters this 30'x 30' area
  Thefood istasty and nutritious, but it is doubtful anyone will be able
  they will undergo a 30th level "Fear" attack (those who fail by more
  to sample it . The inner 25' square is set on a fulcrum, so that anyone
  than 50 may not return for 24 hours) [10136 Dominate] .
  who steps foot on it will be hurled to his death (+300 Fall/Crush)
  2 . One Thousand Steps . A flight of 1000 steps, 30' wide, ascends
  [30136 normal] . A Very Hard Perception or an Easy Detect Traps
  out ofsight . Every 10 steps taken confers 1 exhaustion point to the
  roll will allow one to notice the nature of the trap .
  It may only be
  traveller . The journey upwards necessitates an Easy maneuver or
  disarmed by hammering pitons into the stone, an Extremely Hard
  a Routine Climbing roll . The one thousandth step is actuallv the
  Disarm Traps roll . The landing may safely be traversed by walking
  around the perimeter, a Routine maneuver .
  Moving down the
  fulcrum's line (to get food and water) requires a Very Hard
  Tightrope Walking or Sheer Folly maneuver.
  5 . Third Landing. The remains of seven warriors lie scattered
  about . Those who make an Extremely Hard Perception roll will
  notice the armor of the fallen appears to be undamaged. A Hard
  Deduction roll will reveal that the trap is subtle and must affect the
  whole area. When someone steps onthe landing odorless, colorless
  poisonous fumes waft up from the floor . Every round of exposure
  necessitates aRR vs . a 5th lvl respiratorypoison [-1 CON-Roll each
  Turn; failure results in death] .
  Useful items lying near the bodies include :
  " 60 cp, 45 bp, 22 sp, 12 gp & 4 gems (worth 23, 36, 66, & 190 gp
  respectively) .
  " three steel daggers : +10 [+1 Accuracy] .
  " two steel long swords : +10 [+1 Accuracy] .
  " Chain shirt: AT13, +15 [+2 Protect] .
  " vial filled with a blue fluid : potion of invisibility, lasts one hour.
  
  6 . Fourth Landing . Long ago, three adventurers reached thispoint
  8 . Sixth Landing . (Any PC reaching this landing shouldreceive at
  and died : three skeletons lie sprawled across this 30'x 30' area. A
  least 500 base experience points .) The trap in this area is magical .
  SheerFollyPerception or HardDetectTraps will reveal amultitude
  For every round which a PC is within the 30'x 30' area, he receives
  of tiny holes on the walls and floor . From these tiny holes issue
  a "C" severity Electricity Critical (a "E" crit for anyone in metal
  myriad needle-like projectiles if more than 300 lbs . of weight is
  armor) [2136 Killing Blast per Turn, 4136 if PC wears metal armor] .
  applied to the floor . (501bs. ofmaterial is already present) . To cross
  Characters will need to be lucky to dispell the 80th lvl effect .
  this landing,PCs needonly walkone ata time ; PCswho weigh more
  9, Seventh Landing/Exit. (Survivors whoventureonto the highest
  than 2501bs . are in trouble! Anyone affected by the shower of
  level should receive at least 1000 base experience points .) Tirrena
  needlesmust undergo 10-100+0Tiny Attacks [ 1 D6 to IOD6 Blast] .
  will once again appear, saying : "The way was difficult, my friends ;
  Undamaged articles lying near the skeletons include :
  restbefore ascending to my lofty abode . Food and drink are yours,
  " 62 cp, 58 bp, 36 sp, 31 gp & 2 gems (worth 57 & 71 gp) .
  ifyou wish . Be careful once you are on the mountainside, for it can
  " wand ofmetal bolts : Medium Attunement [1 D6+1 killing dmge] .
  be treacherous ." The feast is poisoned with a 20th level reduction
  " spear of Lugr6ki slaying : +20, +30 vs . Lugr6ki [+2 Accuracy, +3
  poison [-8 CON-Roll ; failure means vitals turn to jelly in 1-10
  vs . Lugr6ki, 2D6 killing, 3136 vs . Lugr6ki] .
  hours] . The unlocked doorway is made of steel . The surface of the
  " silver ring: x2 Mentalism multiplier [grants wearer additional
  door is painted with a hypnotic pattern. Anyone failing a SD-based
  END usable only for casting spells] .
  RR vs . 50th lvl [I3136 Dominate] is unable to move, transfixed by
  the design . As long as they are able to see whorls ofcolor, they must
  7 . Fifth Landing. (PCs who make it to the fifth landing deserve at
  remain immobile . They are freed once their view of the pattern is
  least 100base experience points .) The trap in this area is soobvious,
  obscured . Theonly way to avoid a RR is to close oravert their eyes .
  PCs might miss it. Whenever people walk across the floor, the
  Once outside, the base of the Obelisk ofPeligris is only 300' away,
  opposite walls slam together, crushing anyone caught within (2-20
  a Very Hard Climb .
  "E" Crush crits) [3136 to 30136 Killing] . It is a Medium Perception
  or Routine Detect Traps roll to notice grooves notched in the floor,
  9 e THE ETERNAL TRIANGLE
  guides for the walls' runners . Wedging something under the door
  can disarm the trap . This is aHardDisarmTraps roll [-2 Lockpick-
  The Setting : High atop Mt . Nalrothorn, at the Obelisk ofPeligris .
  ing] and has a 10% cumulative chance of failing each round .
  Requirements : Any number of PCs of at least fifth level, and
  Avoiding the crushing walls when on the landing is a Very Hard
  Ithuriel .
  Acrobatics or Tumbling roll or Sheer Folly maneuver . The GM
  Aids : Player Characters with high Intuition, Deduction, Luck, or
  may decide to include an additional -1 modifier for every footaway
  "Guess ."
  from either staircase [-1 for every 3 meters away] .
  Obstacles : The obelisk and Morgus .
  Cyclops Vale
  2 1
  Rewards : A potent magic item from Morgus .
  THE TALE
  Although Tirrena was called the Evil Sorceress, no one is
  without a trace of good. Thus, late in the Second Era, Tirrena found
  her true love, anArchmage called Morgus . Unfortunately, Morgus
  was soon to wed another woman, Arian . Unable to chose between
  them, Morgus carried on a love affair with both . When Tirrena
  discovered his deception, she grew angry . Loathe to accept this
  love triangle, she imprisoned the Mage within three walls of
  Essence until his love for Arian faded . This triangle of Essence-
  force entrapped Morgus within the irony of his indecision . Tirrena
  herselfwas destroyed inthe Final Conflictbefore releasing Morgus,
  who remains there still .
  THE TASK
  Once PCs reach the summit, they may attempt to examine the
  obelisk . Three smooth black planes glide upwards to an apex out
  of sight . Its surface feels like cold, polished basalt and cannot be
  climbed . The party should seek to learn as much as possible about
  its structure in order to fulfill Ithuriel's quest . Detect or typing
  spells cast on the artifact will reveal every realm of magic present,
  andwith such intensity thatthe caster is stunned for 1-6 rounds . The
  walls feel solid 90% ofthe time, but there is a 10% chance that they
  will be insubstantial and allow a PC to pass through them . Within
  the obelisk resides Morgus, the Archmage .
  Additionally, PCs should probably try to help Morgus escape
  his prison, or flee for their lives if they fail .
  By conservative
  estimate, Morgus has been imprisoned for 6,000 years . Although
  he is sane, solitary confinement has not mellowed his personality .
  His reasonable and friendly demeanor masks a ruthless and frantic
  desire to escape. If a PC should irritate him, his life is forfeit .
  
  22
  Shadow World
  THE ETERNAL TRIANGLE
  " Flask of Sweet Rainwater : dispenses pure water, enough for 4
  peopl~/day .
  " Cloth of Feasts : provides food for four lx/day when spread .
  " Tome of Wisdom : after 3 months of study will raise Me and Re
  stats to 101 (temp . and pot.) [INT:21] permanently.
  " Dagger ofBrilliance : +20polishedsteel, casts spells offBrilliance
  list (to 10th ivl)up to 25 pp/day [+2 Accuracy, 25 Active pts] .
  " Mithril ring : 3x spell multiplier, any realm of magic [grants twice
  wearer's END, usable only for casting spells] .
  " Elven chain: AT-16, DB of +20, encumbers as AT-13 [DEF 6,
  weighs 12kg]
  0
  5'
  10'
  " Dice ofChaos : two obsidian die, roll on chart (C&T, P.77) or GM
  discretion .
  " Cloak of Flying : 3x/day allows flying at 300'/rnd for 10 rounds
  [100m/Tum for 9 Turns] .
  " WandofLightning : castsLightning Boltat +10/chargeexpended,
  MORGUS
  max . of +80, has 35 charges [8136 Blast (Fast & Easy), costs 12
  More than anything else, Morgus wishes to escape his prison. If
  END out ofa 420 Reserve that never recharges] .
  anyone walks into the obelisk, Morgus may offer him refreshment,
  " Boots of Speed: dark leather, adjust to wearer's size, cast 12 pp/
  apologizing for the mess .
  If asked, he will relate his life story .
  day off Rapid Ways [Haste twice per day] .
  When his visitor(s) are lulled into an acquiescent frame of mind,
  " Spell Book : all Arcane lists to 20th level .
  Morgus will ask penetrating questions, such as :
  GM NOTE : For Morgus' complete statistics, see "Major
  " "Where do you come from?"
  NPCs" in Part III near the back of the book.
  Morgus has never escaped the chamber because he maintains a
  passionate and unwavering love/hate for both Tirrena and Adrian .
  For all his arcane knowledge and wisdom he is unable torealize his
  dilemma .
  Only ifMorgus abandons all feeling for the women can he hope
  to free himself . This is a Hard Deduction for any player character
  to make . If the answer is presented to Morgus, he will appear in-
  credulous, thenrelieved . He must meditate to free himselffrom all
  powerfulemotion, thenmake a successful resistance roll vs his own
  level . At this point he may pass through the obelisk, a free being!
  The interiorofthe obelisk is an equilateral triangle with 35' long
  sides . A single furnished room maintains a comfortable tempera-
  ture and light level . There are adequate furnishings and long shelf
  of books which are magically replaced with new volumes upon
  reading. Food and drink also appear inresponse to Morgus' needs.
  Scattered about the chamber are :
  " "How did you pass through the barrier?"
  AFTERMATH
  " "How do you intend to leave?" And so on .
  IfPCs gain Morgus' release, he will grant each ofthem a magic
  IfPCs are recalcitrant in any way, Morgus' friendly veneer will
  item from his collection . Ithuriel will have fulfilled her quest by
  erode . He might say : "You should help me escape . I have singular
  learning the secretofthe obelisk. She may decide to travel with the
  hungers which must be sated." If they are unable to help Morgus
  PCs rather than return to the Hirazi Aerie or to the Pech city .
  escape, he will slaughter them one-by-one in ingenious ways . It is
  Were Morgus to become an active force in the world, he would
  important to note that throughout his dealings with PCs, Morgus
  be considered a Local God. Fortunately, he has no intentions of
  will appear to be genial .
  remaining on the planet . Morgus suspects that Tirrena lives yet on
  another plane of existence .
  After his liberation, Morgus will
  THE OBELISK
  journey to this realm to seek her out.
  In appearance a solid pillar ofbasalt, the obelisk is triangular in
  The moment after Morgus leaves this world, the prison of his
  cross-section and extends up and out ofsight. Tirrena sculpted this
  own making vanishes, unleashing an Essence Storm . Raw Essence
  massive artifact from raw Essence energies . The Essence storm
  floods the area ; physical manifestations include a severe electrical
  which resulted destroyed her tower . But where the flows of three
  storm accompanied by strong winds . Those within 100' must make
  Essence streams converge, the enigma of the pillar emerges .
  aRR vs 80th lvl . Failure by 1 to 50 means PC receives a "C" Shock
  Although it looks and feels like stone, the obelisk is composed of
  and "A" Plasma crit (RMC III) ; failure by 51 to 100 gives a "D"
  energy fields . Only rare fluctuations in the fields will permit entry
  Shock and "B" Plasma ; and failure by more than 100 results in an
  (10% chance upon contact) . It tapers ever so gradually to a peak,
  «E" Shock and "C" Plasma. Even PCs who make the RR get a "B"
  forming an enclosed space in which Morgus is imprisoned .
  Shock critical.
  Essence users (even hybrids) have their power
  In reality, the strength of Morgus' own desires keep him a
  points ripped away by the magical storm if they do not make a RR
  prisoner . Tirrena shrewdly created a magical system, whereby the
  vs . 80thlvl [Conroll at -5 . Failureby 1-4 means taking a2d6 Energy
  emotional power emanating from Morgus enhances and maintains
  Kill, failure by 4-7 means taking a 3d6 Energy Kill . Failure by 8 +
  the invulnerable walls .
  Beings without such emotions find it
  means 4d6 Energy Kill . A successful roll results in only 1 d6 RKA] .
  difficult - but possible - to pass in and out of the obelisk .
  
  1 *ENCOUNTER CHART
  Chance (%)
  25
  75
  Distance (miles)
  2
  .5
  Time (hours)
  4
  1
  Miscellaneous Events
  Natural Hazards
  01-10
  01-02
  Severe Weather
  -
  11-15
  03-05
  Traps/Ambush
  16-20
  06-10 '
  Animals
  Ants
  21-26
  11-15
  Donkey
  27-36
  16-20
  Eagle
  37-40
  21
  Llama
  41-50
  22-25
  Scorpions
  51-54
  26
  Spiders
  55-58
  27-28
  Snakes
  59-62
  29-30
  In Civilized Areas
  Actors/Minstrels
  Adventurers
  Assayers
  Assassin
  Bandits
  63-66
  Beggars
  -
  Burglars
  Chaplain
  -
  Constable
  -
  Cutpurses
  -
  Fishermen
  67-68
  Guards
  -
  Hunters
  69-70
  *) = Creature has a 20% chance of being Giant.
  31-32
  33
  34-35
  36
  37-39
  40-41-
  42-45
  46-47
  48-50
  51-55
  56
  57-58
  59-60
  Cyclops Vale
  23
  PART III
  " TABLES AND CHARTS
  Encounter
  Mountain
  -
  Town/Rural
  Mines
  I
  Encounter
  Mountain
  Town/Rural
  -
  Mines
  50
  Local Residents
  .125
  drinking
  -
  .5
  hauling goods
  71
  relaxing
  01-15
  traveling
  -
  working
  16-25
  Local Toughs
  -
  Merchants
  -
  26-29
  Thugs
  -
  30-32
  Nobles
  -
  -
  Pickpockets
  -
  -
  Prospectors
  73
  33-34
  Scouts
  74
  35-37
  Tax-takers
  -
  98
  38
  Trackers
  75
  Vigilantes
  -
  99
  Monsters
  Fire Hounds
  76-77
  -
  41-43
  Gemstings
  78-79
  -
  44-45
  Great Eagles
  80-81
  -
  Gryphon
  82-84
  -
  46
  Light Drake
  85
  -
  47
  Manticore
  86-88
  -
  48-50
  Thyfur
  89-90
  Races ofUnusual Beings
  Hirazi
  91-95
  Pech
  96
  Trogli
  -
  -
  51-90
  Yaai
  97-98
  -
  -
  Special or Reroll
  99-100
  100
  91-100
  61-65
  66-69
  70-71
  72-73
  74-77
  78-82
  83-85
  86-90
  91
  92-95
  96-97
  Note : The period between encounter rolls is determined either by the distance covered orthe time passed, whichever is shorter . If the GM rolls lessthan orequal to
  the Chance' %, an encounter takes place, and the appropriate column is consulted for a second roll .
  GMNote: An encounterneed notalways indicateacombat situation
  . First, interesting encounters may be stagedaround trading activities,information gathering, rumor
  lantin ,etc . Second,many potentiallydangerous situationsmaybeavoidedby proper actionand/or good maneuver rolls
  . If the GM is using theStandard Encounter
  Chart fromChLlCaL, the nature of the encountercanbe determined'(i .e ., trap/ambush, attack, hostile, basic, sighting)
  . Then the actual encountermaybe determined
  by this chart.
  Useofthe EncounterTableand Codes : The GMshould determine the group's location and the appropriate column and then roll for a possible encounter. Theperod
  oftimecovered by an encounter roll is either the Time given on the table or the time iftakes the group to cover the Distance given on the table, whichever is shorter.
  If an encounter roll is less than or equal to the Chance of Encounter given on the table, a second roll of (1-100) is made to determine the nature of the encounter.
  Anencounter doesnotalways require a fight of similar activity ; a group can avoid or placate some of the above dangers/meetings with proper action orgoodmaneuver
  rolls . This table only gives the GM a guide forencounters with unusual or potentially dangerous sites or creatures.
  
  24
  Shadow World
  2 "MAJOR NPCS
  ITHURIEL, THE WINGLESS ONE
  Age:22 .
  Eyes:Blue .
  Hair:Blonde .
  Build:Thin .
  Height:5'5" .
  Race/Sex : Hirazi/F . Skin : Pale . Demeanor : Reticent, innocent.
  Dress Silken cloak . True Attitude : Fearless, driven, trusting .
  Hits : 38 . Melee : 33da . Missile : 47da .
  AT(DB) : 1(40)* . Sh : N . Gr : N . MovM : +35 .
  Lvl : 7 .
  Profession : Illusionist . Stats : St24 ; Qu99 ; Em98 ;
  In60 ; Pr90 ; Ag99 ; Co95 ; Me97 ; Re75 ; SD43 . Will : 40 . AP:
  100 . PP : 14x2=28 .
  Base Rate : 70' .
  Skill Bonuses : Acro45 ; Adv27 ; Ant51 ; Attm68 ; BMath34;
  Chan26 ; CirLr36 ; Climb60 ; Cook45 ; Craf28 ; DSp(Strike)57 ;
  DSp(SBolt)52 ;
  DSens41 ;
  FayLr64 ;
  GPerc46 ;
  HerLr49 ;
  Lperc42; MedH37 ; 'PhRD34 ; PwrPc7l ; RacH49 ; Papl40;
  RMas50; Rune48 ; S&H50; Star47 ; Surv39 ; Swim40 ; SymLr41 ;
  Tale47 ; TmSen45 ; Trad40 ; TrdLr52 ; Trick60; WrdLr36 .
  Feather charm : x2 Illusionist multiplier, +5 to DB & RR .
  [Grants additional END equal to user's END ; usable only for
  casting spells, +1 to rPD, 6 to rEDj
  Cloak of Hiding : +50 to Hiding [+5 Concealment] .
  Steel dagger : +18 [+3] .
  Eight Darric berries : heals 10 hits instantly . [Heals 1 ppip
  STUN & BODY .]
  STR:6
  DEX:20
  CON : 19
  BODY : II
  INT:17
  EGO : 15
  PRE : 18
  COM:20
  PD:2
  ED :4
  SPDA
  REC:6
  END:38
  STUN:24
  OCV:7
  DCV:7
  Phases:3,6,9,12
  Skills : Acrobatics (13-), Fam . withAdvancedMath (8-), Climb-
  ing (13-), P/S : Cookery (12-), +2 with Spells, Navigation (12),
  +1 Perception, K/S : Herbs (11-), First Aid (12-), K/S : Racial
  History (11-), P/S : Rope-tying (11-), K/S : Runes (11-), Stealth
  (13-), Concealment (12-), K/S :
  Stars & Astronomy (11-),
  Survival (8-), +1" Swimming, K/S : Symbols (11-), Oratory
  (13-), Trading (13-), Sleight of Hand (13-), A/K : World (l 1-),
  Familiarity with Dagger (melee and thrown) . K/S : Faerie Lore
  (12-) .
  RARG THE CYCLOPS
  Age : 163 . Eyes:One . Hair:Brown. Build:Massive . Height:26' 10" .
  Race/Sex:Giant/M .
  Skin:Light Grey .
  Demeanor :Hostile .
  Dress:Loin cloth . True Attitude :Protective, lonely .
  Size/Grit : H/SL . Hits : 480 . Melee : l00We(3D) & 70LGr/
  IIOLCr . Missile : 80ro .
  AT(DB) : 11(30) . Sh : N . Gr : N . MovM : -10 .
  Lvl : 16 .
  Profession : Fighter .
  Stats : Stl00 ; Qu39 ; Em37 ;
  In25 ; Pr80 ; Ag23 ; CoI00 ; Me83 ; Re31 ; SD22 . Will : 40 . AP :
  23 .
  Skill Bonuses : AMovStr42 ; Amb20 ; BDS48 ; Brwl69 ; Cave54 ;
  Climb72 ; Cook50 ; DSens40; Forag6l ; Fren50 ; GPerc38 ;
  Jump69 ; RdTck40 ;
  RegLr61 ;
  SKi1156 ; S&H56 ; Stun89 ;
  Surv18 ; WpnSk100* .
  STR:50
  EGO:5
  SPD:2
  OCV:6
  STR:19
  DEX:19
  EGO:20
  PRE : 19
  SPD:4
  REC:8
  OCV:9
  DCV:4
  DEX:5
  CON :35
  BODY:25
  INT:8
  PRE:30
  COM:5
  PD:25
  ED : 16
  REC:20
  END:70
  STUN : 120
  DCV:2
  Phases:6,12
  Damage: IOd6 normal .
  Skills : +5 Strength (based on Ego roll), +4 in H+H Combat, P/
  S : Caving (11-), Climbing (13-), P/S : Cookery (11-), Survival
  (12-), +1 Perception, +1" Jump, Stealth
  (10-), Concealment
  (14-) .
  MORGUS
  Age : 7534 . Eyes : Blue . Hair : Black . Build : Average . Height:6'7" .
  Race/Sex : Grey Elf/M .
  Skin : Pale . Demeanor : Friendly, sen-
  sible . Dress : Red Robes . True Attitude: Desperate, ruthless .
  Hits : 144 . Melee : IIOda. Missile : IIOda .
  AT(DB) : 16(35) . Sh : N . Gr : N . MovM : +20 .
  Lvl : 60 . Profession : Archmage . Stats : St95 ; Qu97 ; Em100 ;
  In98 ; Pr99 ; Ag96 ; Co95 ; Me101 ; RelOl ; SD93 . Will : 95 . AP :
  102 . PP : 420 .
  Spells : All Arcane and Magus base spell lists to 50th level.
  Skill Bonuses : Acro45 ;
  Act77 ; AMathl57 ; Alcmy182 ;
  Arch 157; Ast182; Attm 165 ; BMath157 ; BCheml50 ; Chan l4O ;
  CirLr127 ; Climb45 ; DemLr182 ; DtTrp70 ; Dign75 ; Dip172 ;
  DSp(FBolt)100 ; DSens75 ;
  DrgLrl80 ;
  Dup75 ;
  Eng157 ;
  FayLr182 ; Gamb80 ; GPerc93 ; Hypn78 ; Intg75 ; Lead98 ;
  LPerc75 ; MRit1172; NlAst70 ; Map182 ; MedTr128 ; Mnem152;
  Nav175 ; PhRD182; Phys157 ; Plnt155 ; PPerc75 ; PwrPc185 ;
  PwrPj145 ; Prop75 ; PSp95 ; RacH180 ; Rune165 ; Sed108 ;
  SAmbA95 ; SRW105 ; S&H55 ; Stun40 ; Swim70; SymLr172 ;
  Talel00 ; Trick72 ; WrdLrl52 ; WpnSk(da)110* ; XenLr178 .
  CON: 19
  BODY : 13
  INT:21
  COM:22
  PD: 10
  ED:10
  END:38
  STUN :35
  Phases:3,6,9,12
  Skills : Acrobatics (13-), Acting (13-), S :
  Advanced Math
  (17-), S : Alchemy (18-), S : Astronomy (18-), S : Chemistry
  (16-), Climbing (13-), K/S : Demons (19-), K/S : Dragons (19),
  Security Systems
  (13-), Persuasion
  (13-), Oratory (13-),
  K/S : Faerie Lore (19-), Gambling (12-), +2 Perception, P/S :
  Hypnotism (13-), Interrogation (13-), P/S : Cartography (19-),
  First Aid (16-), Navigation (17-), K/S : Racial History (19-),
  K/S : Runes (16-), Seduction (15-), Stealth (13-), Concealment
  (13-), +2" Swim, K/S : Symbols (18-), Sleight of Hand (13-),
  A/K : World (11-), +4 with daggers, Conversation (13-),
  150 Active pts . Dominate & Blast .
  
  3 "ROLEMASTER CHARTS
  Base
  Max Pace/
  Speed
  Size/
  #
  Outlook
  Creature
  Lvl
  Rate
  MN Bonus
  MS/AQ
  Crit
  Hits
  AT(DB)
  Attacks
  Enc
  (IQ)
  Ants
  Donkey
  Eagles
  Fire Hound
  Gemsting
  Great Eagle
  Gryphon
  Light Drakes :
  young
  Llama
  Manticore
  Pit Viper
  Rath
  Scorpion
  Spider
  Thyfur
  Yaai
  OA
  1
  Spt/10
  IN/VF
  T/-
  1
  11(30)
  OSSt30/OTPi(100)
  20-2000
  Normal(NO)
  3C
  60
  FSpt/40
  MD/MF
  M/-
  90E
  3(40)
  40SCr60/40SBi40
  1-4
  Normal(NO)
  3C
  130
  Dash/20
  FA/FA
  M/-
  30E
  1(30)
  50MC1/35SPi
  1-2
  Aggres.(VL)
  140
  Dash/20
  VF/FA
  M/-
  90G
  4(30)
  70MBi/50FBreath
  1-10
  Bellig.(NO)*
  80
  Run/10
  MF/VF
  M/I
  85F
  12(40)
  80LSt/60LPi(2x)
  1-2
  Hungry(NO)
  150
  Dash/20
  VF/VF
  M/l
  150F
  3(60)
  80LC1/60MPi/60MBa
  1-10
  Good(SU)
  100
  Dash/30
  FA/VF
  L/11
  160F
  4(35)
  90LC1/60LBa/lOOPi
  1-2
  Bellig .(LI)
  mature
  34G
  250
  Dash/25
  BF[VF
  H/SL
  30OG
  12(60)
  120LBr/100HCV80HBi/
  1
  Varies(HI)**
  70HBa/100HHo
  old
  60G
  220
  FSpt/10
  VF/FA
  H/SL
  450G
  12(50)
  140LBr/110HC1/90HBi/
  1
  Varies(VH)**
  80HBa/1 IOHHo
  3C
  100
  FSpt/30
  MF/MF
  M/-
  60D
  3(20)
  20SBi/20MBa/40MTs
  1-10
  Titnid(NO)
  5E
  90
  Dash/20
  FA/VF
  L/I
  170F
  7(40)
  100LC1/80hcb(2x)
  1-5
  Cruel(MD)
  Spt/20
  SL/BF
  S/-
  20B
  1(40)
  40SSt
  1-2
  Aggres.(NO)
  Spt/10
  SL/SL
  L/11
  250
  20(20)
  IOOLBa/120LBi
  1
  Hungry(LI)
  Spt/10
  IN/VF
  T/-
  1
  12(30)
  OTPi50/lOSSt50
  1-2
  Aggres.(NO)
  OA
  1
  Spt/10
  IN/VF
  T/-
  1
  1(10)
  OSSt/OTPi(50)
  1-2
  Normal(NO)
  IOG
  140
  Dash/40
  VF/FA
  L/I
  20OG
  4(40)
  100HC1/80LPi
  1-2
  Aggres.(AV)
  3C
  80
  Dash/25
  MF/MD
  M/-
  50D
  3(20)
  40Melee/4OMissile
  1-4
  Jumpy (AV)***
  Cyclops Vale
  25
  ROLEMASTER BEAST CHART
  280
  Dash/40
  BF/VF
  H/LA
  20OG
  12(70)
  100LBr/90HHo/60HBi/
  1
  Varies(SU)**
  80HCI/60HBa 1
  *Fire breath bolt range is 50 ; cone length is 30' with a 20' base. Fire Hounds are immune to fire and heat attacks but take double damage from cold attacks .
  **Fair swimmers, Light Drakes move at 20% of their normal pace in water . Drakes have command of Light Law and Detecting Ways spell lists (3xlvl . PPs) . For
  every 5 levels above the 10th level, Drakes may possess another Essence-based list.Their electrified breath may be used once per minute up to 25 times per day .
  Lightning bolt range is 300' ; cone length is 200' ; cone base is 40' .
  ***Black-haired spirits which inhabit the lower mountain regions, Yaai shout and sing while roaming steep slopes . Echoes bounce their eerie voices from peak to peak,
  concealing their location .
  
  26
  Shadow World
  ROLEMASTER MASTER NPC CHART
  Name
  Lvl
  Hits
  AT(DB)
  Sh?
  Gr?
  Melee Ob
  Missile Ob
  Mov M
  Notes
  NPCS IN "THE INN OF ROSES"
  Rose Tolbrand
  3
  34
  1(5)
  N
  N
  Stats : St64 ; Qu77 ; Em74 ; In56 ; Pr80 ; Ag86 ; Co52; Me78 ; Re47 ; SD90;AP60.
  Nat Tolbrand
  3
  36
  I(0)
  '
  N
  N
  NPCS IN "DISASTER AT'THECANARVON MINES"
  Lord Canarvon
  8
  47
  1(0)
  NPCIN "CYCLOP'S VALE"
  Rarg*
  16
  *For complete statistics ofthese special NPCS, see "Major NPCs," Part 111, 2,
  ROLEMASTER MASTER MILITARY CHART
  28da
  23da
  -5
  Female; NoProf.
  Male; No Prof; -
  Master .
  Stats: St73 ; Qu70 ; Em69 ; In7S; Pr65 ; Ag75 ; Co88 ; Me76 ; Re68 ; SD77 ; AP52 .
  Beck Wyncote
  2
  46
  1(5)
  Y
  Y
  46MAst
  31da
  15
  Male Fighter
  Stats: St90 ; Qu89 ; Em71 ; In28 ; Pr78 ; Ag96 ; COO; Me53 ; Re45 ; SD68; AP82 .
  Lurry Sny
  2
  28
  1(15)
  N
  N
  35da
  37da
  5
  Male Thief
  Stats : St70 ; Qu95 ; Em65 ; In78 ; Pr84 ; Ag97 ; Co75 ; Me64 ; Re76 ; SD54; AP67 .
  Stats: St58 ; Qu51 ; Em85 ; In90 ; Pr65 ; Ag63 ; Co8l; Me75 ; Re94 ; SD62; AP92 .
  Nel Nordeen
  5
  68
  1(10)
  N
  N
  67wh
  531cb
  5
  Male Rogue;
  Foreman.
  Stats : St97 ; Qu92 ; Em73 ; In45 ; Pr75 ; Ag93 ; Co95 ; Me68 ; Re62 ; SD91 ; AP71 .
  1011We(3D)&
  80Ro
  70LGr/110LCr
  +55sp
  +35sp
  +20sp
  +5MAsw
  +85sb
  +65sb
  +50sb
  +15da
  NPCIN "CITY OF THE PECH"
  Ithuriel*
  7
  38
  1(40)
  N
  N
  33da
  47da
  35
  NPCIN "AERIE OF THE HIRAZI"
  Bellenden Durandal
  11
  77
  1(50)
  N
  N
  117sp
  122sb
  10
  Warrior-Mage ; King.,
  Stats : St98; Qul01; Em99; In95 ; Pr100; Ag 102 ; Co85; Me93 ; Re96 ; SD75 ; AP103 (-5 to RRs vs magic).
  NPC IN "THE ETERNAL TRIANGLE"
  Morgus*
  60
  144
  16(35)
  N
  N
  110da
  110da
  20
  Melee
  Missile
  Mov
  Type/Rank
  Race
  Lvl
  Hits
  AT(DB)
  Sh?
  OB
  OB
  M
  Notes
  CITIZENS OF CORONAN
  Captain
  Human
  6
  60
  13(30)
  Y
  +751s
  +60hcb
  15
  Fighter.
  Guard
  Human
  3
  35
  9(30)
  Y
  +491s
  +441b
  5
  Fighter.
  Constable
  Human
  2
  25
  1(10)
  N
  +31cl
  +21da
  5
  Fighter.
  Worker
  Human
  1
  15
  1(0)
  N
  +23c1
  +13ro
  10
  Rogue.
  TROGLI TRIBESMEN
  Kor'laak
  Trogli
  6
  66
  3(35)
  Y
  +94cl
  +82ro
  5
  Warrior.
  Sub-leader
  Trogli
  3
  55
  3(30)
  Y
  +65c1
  +30ro
  5
  Warrior.
  Warrior
  Trogli
  2
  50
  3(30)
  N
  +50cl
  +10ro
  5
  Warrior.
  Female/Young
  Trogli
  1
  20
  2(15)
  N
  +35cl
  +5ro
  0
  Fighter.
  PEOPLE OF THE HANH
  King
  Pech
  8
  40
  1(40)*
  N
  +55ss*
  +60sb*
  5
  Cleric .
  Wizard
  Pech
  3
  25
  1(30)*
  N
  -25We
  +5da
  0
  Spell user .
  Warrior
  Pech
  3
  45
  1(20)
  Y
  +15ss
  +25da
  5
  Non spell user.
  Female/Young
  Pech
  2
  20
  1(10)
  N
  +5da
  +10da
  0
  Spell user.
  AVIAN FOLK
  Shiro
  Hirazi
  7
  70
  1(20)
  Y
  Suruna
  Hirazi
  5
  55
  1(15)
  Y
  Karuna
  Hirazi
  3
  40
  1(10)
  Female/Young
  Hirazi
  1
  20
  1(5)
  15
  Warrior Mage.
  10
  Warrior Mage.
  10
  Warrior Mage.
  0
  Semi-spell user .
  
  Name
  Codes
  Form
  Prep/Apply
  Cost
  Effect
  Alzo
  tF15U
  leaf
  chew
  27gp
  Antidote for Yosis .
  Amar
  tS20U
  leaf
  poultice
  70gp
  Stops bleeding by clotting and sealing wound (up to
  5 hits/md ; more severe wounds are unaffected). Will not
  reopen .
  Cellane
  tH85U
  leaf
  boil/inhale
  2sp
  Decongestant. Adds 20 to resistance to cold and
  pneumonia.
  tFl5U
  leaf
  Note : No herbs or poisons grow within 1 mile of Coronan, due to the foul air.
  Cyclops Vale
  27
  ROLEMASTER MASTER HERB CHART
  poultice
  40gp
  Heals up to 50 burn-caused hits, and instantly relieves
  up to second degree burns . Third degree healed in one
  hour .
  Ezrin
  mV25U
  flower
  chew
  30gp
  Subtracts 30 from maneuver and melee . Adds 50 to
  spell and missile attacks . Euphoric . (1 hr) .
  Gursamel
  tS3N
  stalk
  poultice
  30gp
  Mends bone . Takes one minute .
  Jaymis
  tM10SW
  algae
  dry/eat
  60gp
  Allows free breathing underwater (as well as in air).
  (5 hrs) .
  Kenja
  tD80U
  leaf
  brew
  3sp
  Heals 1-4 hits .
  Kiva
  tD30S
  nodule
  poultice
  40gp
  Mends bone instantly .
  Oranto
  tU20E
  mushroom
  eat
  100gp
  Haste (6 rnds) . User takes 2-20 hits 10 rounds after
  ingestion .
  Pok
  tU2U
  mushroom
  suck
  200gp
  Regenerates brain tissue. Depending on area and extent,
  any lost accumulated experience is not regained .
  Sappora
  mM 15E
  root
  chew
  2gp
  Stun relief 1 rid
  . Acts instantly .
  Savarhet
  tD20U
  clove
  suck
  380gp
  Will regenerate any damaged nerves and organs . Takes
  one day .
  Shlorp
  tulou
  mushroom
  suck
  160gp
  Lifekeeping (10 days) .
  Sterhen
  tH40S
  nut
  eat
  60gp
  Stimulant . Adds 10 to Quickness (5 mds) . Assures
  wakefulness (10 hrs) .
  Thurlen
  tM67M
  clove
  brew
  2gp
  Heals 4-40 hits .
  Trimas
  tU8U
  mushroom
  eat
  150gp
  Regenerate appendage (finger or toe takes one week ;
  arm or leg one month) .
  Ujama
  tM30U
  leaf
  poultice
  l0gp
  Repairs sprains immediately .
  Zaklar
  tM80U
  leaf
  boil/inhale
  3sp
  Restores free breathing .
  ROLEMASTER MASTER POISON CHART
  Max. Effect
  Min . Effect
  Name
  Soutce
  Form
  Lvl
  Val
  (RR fails by >20)
  (RR fails by <21)
  Maceo
  Snake Venom
  Liquid
  2
  5gp
  10-100 hits . [2d6 and kill]
  1-10 hits .
  Perolk
  Leaf
  Paste
  5
  8gp
  ' 3-30 hits . [ld6 rnd kill]
  1-10 hits .
  Yosis
  Plant Sap
  Fluid
  10
  15gp
  Blindness in 1-10 days . [Blind]
  Blurry vision for 1-10 hours .
  
  28
  Shadow World
  5 *FANTASY HERO CHARTS
  Name
  STR
  DEX CON BODY PRE
  tPD
  rPD
  tED
  rED
  SPD REC STUN
  OCV DCV
  DMG
  MOVE
  Donkey
  Fire Hound
  Gemsting
  Great Eagle
  Gryphon
  Light Drake:
  Young_
  Mature
  Old
  Llama
  Manticore
  NPC IN"CITY OF THE PECH"
  Ithuriel
  6
  20
  19
  30
  30
  18
  20
  35
  25
  15
  5
  10
  3
  3
  10
  40
  8
  20
  18
  13
  12
  15
  9
  3
  6
  2
  3
  7
  30
  10
  0
  10
  11
  10
  8
  8
  3
  0
  3
  1
  3
  4
  8
  4
  4
  25
  17
  23
  15
  25
  11
  2
  5
  1
  4
  10
  45
  7
  6
  Name
  STR
  DEX
  CON BODY
  INT
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STUN OCV
  DCV
  DGE MOVE
  NPCS IN "THE INN OF ROSES"
  Rose Tolbrand
  13
  17
  10
  10
  15
  16
  3
  1
  2
  3
  3
  5
  24
  7
  6
  Nat Tolbrand
  15
  Beck Wyncote
  Lurry Sny
  14
  19
  15
  10
  14
  NPCS IN "DISASTER AT THE CANARVON MINES"
  Lord Canarvon
  12
  13
  18
  15
  18
  13
  5
  2
  4
  2
  2
  7
  35
  7
  5
  1D6+1K
  Net Nordeen
  19
  19
  19
  16
  13
  15
  4
  1
  4
  1
  3
  8
  40
  8
  7
  1 D6+IK
  NPC IN "CYCLOP'S VALE"
  Rarg
  50
  5
  35
  25
  8
  30
  25
  5
  16
  4
  2
  20
  120
  6
  2
  10D6N
  A10"
  NPC IN "AERIE OF THE HIRAZI"
  Bellenden Durandat
  20
  21
  17
  1
  NPC IN "THE ETERNALTRIANGLE"
  Morgus
  19
  19
  19
  FANTASY HERO BEAST CHART
  FANTASY HERO MASTER NPC CHART
  FANTASY HERO POISON CHART
  5D6N
  I1"
  6
  1 D6k, 8D6B1
  15"
  1D6k, SV
  7"
  8
  2x2D6k
  18"
  5
  2xlD6k
  12"
  x1D6+lk
  9"/40"f
  2x2D6k
  7/35"f
  2x2'/z D6k
  5"/30"f
  '/2 2D6k
  3"
  5D6N, SV
  9"
  1'/22D6k
  '/2D6k&MV
  2x2D6-lk
  1
  W:(4D6N)
  1D6-IK
  5"
  ID6-IK
  4D6N
  1D6-IK
  ID6-1K
  1D6-1K
  44
  10*
  8
  2D6K
  10"
  Name
  Form
  Prep/Apply
  Cost
  Effect
  Maceo
  venom
  liquid
  5gp
  Destroy (7D6 STUN).
  Perolk
  leaf
  paste
  8gp
  Destroy (2D6 STUN & 1D6BODY).
  Yosis
  sap
  fluid
  15gp
  Dazzle (Constant -Permanent) Onset in
  1-10 days .
  
  Name
  STR
  DEX
  CON
  BODY
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STUN
  OCV
  DCV
  DMG
  Move
  CITIZENS OF CORONAN
  Captain
  18
  17
  Guard
  17
  15
  Constable
  Worker
  TROGLI TRIBESMEN
  Kor'laak
  20
  15
  Sub-leader
  16
  13
  Warrior
  Female/Young
  12
  PEOPLE OF THE IIANII
  King
  13
  18
  Wizard
  8
  16
  Warrior
  Female/Young
  AVIAN FOLK
  Shiro
  15
  16
  Suruna
  to
  13
  Karuna
  FemalefYoung
  Alzo
  leaf
  Amar
  leaf
  leaf
  16
  Cyclops Vale
  29
  FANTASY HERO MASTER MILITARY CHART
  19
  17
  16
  13
  7
  10
  7
  3
  8
  45
  10
  3
  1136+1
  7"
  17
  15
  8
  12
  7
  10
  7
  3
  8
  34
  8
  3
  1136+1
  6"
  31)6
  1
  5
  5
  4136
  20
  19
  17
  13
  5
  11
  5
  3
  8
  46
  9
  6
  5136
  7"
  17
  16
  16
  12
  5
  10
  5
  3
  7
  38
  6
  5
  4136
  7"
  4136
  7"
  3136
  6"
  14
  12
  19
  10
  4
  9
  4
  4
  6
  26
  9
  6
  1136
  6"
  10
  8
  15
  5
  1
  4
  1
  3
  4
  17
  5
  5
  2136
  6"
  1136
  6"
  1136-1
  4"
  15
  12
  17
  12
  7
  10
  7
  3
  6
  29
  7
  5
  14
  8
  15
  5
  1
  4
  1
  3
  5
  21
  6
  4
  13
  FANTASY HERO HERB CHART
  Name
  Form
  Prep/Apply
  Cost
  Effect
  chew
  27gp
  Antidote for Yosis .
  poultice
  70gp
  Heal sup to 3136
  poultice
  40gp
  Heals up to 10 STUN or BODY pips lost
  due to burns .
  Jaymis
  algae
  dry/eat
  60gp
  Adapt (5 hrs.) Breathe underwater .
  Oranto
  mushroom
  eat
  100gp
  +2spd. for 4 turns ; 1-4 STUN pips
  taken 8 Turns later .
  Pok
  mushroom
  suck
  200gp
  Heals brain damage.[2d6 Int/Ego]
  Sterhen
  nut
  eat
  60g0
  Aid (1 D6 DEX) lasts 4 Turns .
  Thurlen
  clove
  brew
  2gp
  Heal 2D6 .
  1136
  7"
  1136
  6"
  11)6
  6"
  1136-1
  6"
  
  30
  Shadow World
  WIND CHART
  Wind
  Roll
  Speed (mph)
  Type
  Effects on Land
  99-100
  under 1
  Calm
  Calm ; smoke rises vertically .
  86-98
  =
  1-3
  Light
  Smoke drift indicates wind direction; vanes do not move .
  66-85
  4-7
  Light breeze
  Wind felt on face ; leaves rustle ; vanes begin to move .
  46-65
  8-11
  Gentle breeze
  Leaves,small twigs in constant motion ; flags extended.
  31-45
  12-18
  Mod. breeze
  Dust. leaves and small branches move .
  21-30
  19-24
  Fresh breeze
  Small trees in leaf begin to sway
  .
  16-20
  25-31
  Strong breeze
  Larger branches of trees in motion .
  11-15
  32-38
  Moderate gale
  Whole trees in motion ; resistance felt when walking
  against the wind .
  06 to 10
  39-46
  Gale
  Branches broken off trees .
  -49 to 05
  47-54
  Strong gale
  Structural damage occurs ; slate blown from roofs.
  -75 to -50
  55-63
  Fierce gale
  Seldom experienced on land ; trees uprooted ; considerable
  ,
  damage occurs .
  -150 to -76
  64-82
  Hurricane
  Very rarely experienced ; usually accompanied by
  widespread damage .
  CLASSES OF CLIMBING CH~RT
  Difficulty
  MN Roll
  Equipment/Technique,
  required every X hours
  (Sample Site Employed
  Routine to Light
  4 hours
  Walking. No special equipment or technique . (Arle Valley)
  Easy to Hard
  3 hours
  Scrambling . Boots advisable . Good balance required .
  (Mt. Ondothorn)
  Light to Extra Hard
  2 hours
  Climbing . A rope should be available. (Mt. Dolothorn)
  Medium to Sheer Folly
  1 hour
  Exposed Climbing . A rope, belays, and belay anchors
  are required
  . (Mt. Pelathorn)
  Hard to Absurd
  1/2 hour
  Difficult Climbing . Protection anchors for the leader
  are neccessary . (Mt. Erethorn)
  Very Hard to Insane
  1/4 hour
  Aided Climbing . Multiple ropes and anchors must be
  used . (Mt. Nalrothorn)
  HOW TO USE THE CLASSES OF CLIMBING CHART:
  When PCs decideto venture into the Peligrisregion, they are considered tobe climbing; whether up a mountainside orthrough a valley, the Climbing
  Skill Bonus may be used .
  Option #1 : A Moving Maneuver Roll one or two ranks more severe may be used instead of the Climbing Roll.
  Option #2 : A Rappelling Roll one or two ranks less severe may be used instead of the Climbing Roll .
  Option #3 : If theGM wishes, a new skill called "Mountain Climbing" may be created . Mountain Climbing Skill Ranks cost one development pt .
  more thanClimbing (i .e ., 2/5 becomes 3/6) . When employing this option, only the Mountain Climbing and Rappelling Skills may be used to travel
  across the mountainous countryside .
  The chart above indicates the Classes of Climbing required to journey through the peaks of Peligris .
  DEFINITIONS:'
  `
  Aid Climbing: Progress is made through the use of equipment . To climb by means of an aid.
  Anchor : Any means of attaching the rope to the cliff. It may be natural, such as a tree, or artificial, like a piton.
  Belay: Any way of checking a falling climber by means of the climbing rope ; i.e ., wrapping the rope around the belayer's body to
  produce the friction necessary to slow a fall
  . Reduces the severity of a fall.
  Exposed Climbing : Climbing where an unchecked fall would be long and probably lethal .
  Free Climbing: Climbing without artificial aids, using only the natural holds on the rock for progress .
  Protection Anchor : To place anchor in order to shorten the length of a fall .
  Rappelling : A means of descent by sliding down a rope under the control of the friction of the rope passing around the body .
  
  ACCESSORIES
  (GM Note : for more information on any accessory, consult ICE'S Character
  Law & Campaign Law.)
  Cyclops Vale
  - 31
  PRICE LISTINGS IN CORONAN
  FOOD, LODGING AND SERVICES
  ID#
  Good/Service
  Cost
  Notes
  ID#
  Item
  Cost
  Notes
  301
  Small beer
  2tp
  Pint.
  301
  Tulan Dark Ale
  3tp
  Pint. Brewed by the Canarvons.
  001
  Arrows (20)
  5bp
  -
  301
  Harkness Lager
  6tp
  Pint. Imported.
  002
  Backpack
  25cp
  Holds 20 Ibs; 1 cubic foot
  .
  301
  Ankor Stout
  8tp
  Pint. Imported.
  003
  Bedroll (light)
  23cp
  Wool .
  302
  Brandy
  l5tp
  Half-pint,
  004'
  Bedroll (heavy)
  8bp
  Wool/fur.
  '
  303
  Cider
  lip
  Pint.
  005
  Boots
  12hp
  Leather.
  305
  Wine
  lcp
  Pint
  .
  007
  Bucket
  4bp
  Copper; Holds 3 gallons .
  306
  Light Meal
  l Up
  01 illness .*
  009
  Candle
  4cp
  Lights 20' diameter; bums 2 hours
  307
  Normal Meal
  23tp
  01 illness:*' -
  012
  Chain
  7bp
  Iron; 10' long .
  308
  Heavy Meal
  28tp
  01 illness .*
  014
  Charcoal
  gbp
  Hot ; bums for 4 hours .
  309
  Week's Rations
  7cp
  Normal spoilage .
  015
  Chisel
  85cp
  Iron;-40 dagger.
  Weighs 181bs.
  016
  Cloak
  9bp
  Cloth .
  310
  Trail Rations
  15cp
  1 week's rations : Preserved .
  017
  Climbing pick
  27bp
  Iron ; -15 mattock .
  Weighs 14 tbs .
  018
  Coat
  17bp
  Hide .
  313
  Poor lodging
  13tp
  Communal sleeping, 1 night .
  019
  C'bow bolts(20)
  12bp
  -
  314
  Average lodging
  26tp
  Separate beds, 1 night .
  021
  Flint & steel
  lbp
  Starts fire in 1-10 minutes.
  315
  Good lodging
  33tp
  Separate room at the Inn of
  023
  Gloves
  22cp
  Heavy'leather & lined .'
  Roses for l night.
  024
  Grappling hook
  l lbp
  Iron : Grip failure = 02-03 .'
  316
  Stable
  3tp
  Includes feed for beast, 1 night.
  025
  Hammer
  12bp
  Iron; -30 mace .
  027
  Harness
  lsp
  Leather &brass ; with bit&reins.
  *I7teriskmaybeincreasedordeereasedbycircumstances,theheedingofprudent
  028
  Hat
  6bp
  Leather .
  instructions, additional payments, etc .
  030
  Ink
  15cp
  Black; non-soluble .
  031`
  Ladder
  33cp
  Wood; 10': bears 400 tbs .
  TRANSPORT
  032
  Lantern
  13bp
  Lights 50' diameter .
  IDi#
  Good/Animal
  Cost
  Nom
  035
  Nails (20)
  9tp
  Iron; 3" long .
  037
  Oil flask
  4bp
  1 pint (6 hour refill) .
  407
  Llatna
  8gp
  Great climbers .
  041
  Pants
  26ep
  Cotton .
  408
  Donkey
  4gp
  U
  gtutous .
  042
  Paper (l0 sheets)
  14bp
  Papyrus .
  410
  Pony
  I Igp
  Rdre .
  045
  Pitons (10)
  21cp
  Iron .
  418
  Small boat
  -r7gp
  Capacity : 1000 tbs
  049
  Quill-pens (10)
  44tp
  Goose
  .
  421
  Canoe
  85sp
  Capacity : 700 tbs.
  050
  Quiver
  lbp
  Holds 20 arrows/bolts
  .
  425
  Hand cart
  12sp
  Capacity : 250 tbs.
  052
  Rope
  9bp
  Superior quality; 50' in length.
  426
  Donkey can
  4gp
  Capacity : 900 tbs
  053
  Sack
  8cp
  Holds 50 tbs; 3 cubic feet .
  432
  Open wagon
  6gp
  Capacity : 1200 tbs
  055
  Saddle bag
  9bp
  Holds 15 Ibs
  ; 1 .5 cubic feet .
  057
  Scabbard
  3sp
  -
  WEAPONS
  060
  Spade
  19bp
  Iron; wood shaft
  .
  065
  Tinderbox
  2cp
  Wood; enough for 7 fires
  .
  ID#
  Weapon(s)
  Cost
  Notes
  066
  Torch
  4tp
  Lights 20' diameter (6 hours) .
  059
  Tunic
  3bp
  Cotton .
  502
  Battleaxe (ba)
  3gp
  2h . 5-9 tbs .
  068
  kin
  lcp
  Holds
  1 pint .
  508
  Broadsword (bs)
  25sp
  tbs
  . 3-5 tbs .
  069
  Weapon belt
  6bp
  Holds 2 scabbards, 3 pouches
  .
  511
  Club (el)
  15tp
  lhc . 3-7 tbs .
  513
  071
  Wedge
  33tp
  Iron .
  Heavy
  6
  Crossbow (hcb)
  6gp
  mis . 8-12 tbs .
  072
  Whistle
  246p
  Wood/brass 4" ; Range = 1+ on .
  073
  Wire
  8bp
  Copper; 100' ; (10 Gauge)
  .
  514
  Light
  Crossbow (lcb)
  36sp
  mis . 4-8 tbs .
  ARMOR
  517
  Dagger (da)
  8sp
  Ihs/th .75 tbs.
  518
  Darts (dt)
  17bp
  th . .5-1 lb .
  ID#
  Item
  Cost
  Notes
  525
  Handaxe (ha)
  1 gp
  l hs/th . 4-6 tbs .
  531
  Lasso (la)
  lcp
  th . 2-5 tbs . .
  (Armor Type)
  532
  Long Bow (Ib)
  25sp
  mis . 2-3 tbs .
  101
  Leather Jerkin (5)
  12bp
  Weighs 7-12 tbs
  .
  534
  Mace (ma)
  15sp
  lhc. 3.5-8 tbs .
  104
  Leather Coat (6)
  7sp
  Weighs 15-20 tbs .
  543
  Quarterstaff (qs)
  lbp
  2h . 3-5 tbs .
  105
  Leather Coat (7)
  lgp
  Weighs 17-25 tbs .
  548
  Short Bow (sb)
  16sp
  mis. 2-31bs .
  106
  Full-length Coat (8)
  l3sp
  Weighs 19-30 lbs
  .
  549
  Shortsword (ss)
  2gp
  lhs . 2-41bs .
  107
  Leather
  552 -
  Spear (sp)
  5sp
  pa/th
  . 3-8 tbs .
  Breastplate (9)
  6sp
  Weighs 10-18 lbs
  .
  556
  2-hand Sword (th)
  5gp
  2h
  . 5-12 tbs.
  108
  Chain Shirt (13)
  19sp
  Weighs 15-25 tbs .
  557
  War Hammer (wh)
  24sp
  lhc . 4-7 tbs.
  109
  Full Chain (15)
  85sp
  Weighs 35-50 tbs .
  558
  War Mattock(wm)
  28sp
  2h . 4-8 tbs .
  110
  Chain Hauberk (16)
  1Ogp
  Weighs 35-50 tbs .
  559
  Whip (wp)
  4sp
  the 2-5 tbs .
  III
  Breastplate (17)
  37sp
  2 pc. Weighs 20-30 tbs .
  112
  Half Plate (19)
  18gp
  Weighs 50-70 Ibs .
  Equivalencies :
  113
  Full Plate (20)
  39gp
  ., Weighs 60-85 lbs .
  1 gold piece (gp) = 10 silver pieces (sp)
  115
  Normal Shield
  75bp
  +20 vs melee/missile .
  I silver piece (sp) = 10 bronze pieces (bp)
  Weighs 10-201bs .
  1 bronze piece (bp) = 10 copper pieces (ep)
  116
  Full Shield
  9sp
  +25 vs melee/missile :
  1 copper piece (cp) = 10 tin pieces (tp)
  Weighs IS-30 tbs .
  119
  Leather Helmet
  2sp
  Weighs
  1 .5-2.5 tbs .
  121
  Pot Helm
  6sp
  Weighs 1 .5-3 tbs .
  122
  Full Helm
  15sp
  '
  Weighs 2 .5-5 tbs .
  123
  Visoced Helm
  2gp
  Weighs 2-5 tbs .
  
  r
  PRODUCTS LISTING
  ia
  D
  Look for these
  I.C.E . and Hero product lines at
  your favorite retail outlet . Each of the role playing
  systems is supplemented with a variety of support
  material .
  Space Master
  Champions
  The ultimate adventure frontier is brought to life with I.C.E .'s
  Science Fiction Role Playing System . A complete game in one box,
  Space Master provides everything necessary to run a realistic,
  richly detailed science fiction campaign .
  Middle-earth Role Playing
  Fantasy Hero
  Rolemaster
  The Hero System Rulesbook
  I .C .E .'s classic FRP system . Rolemaster is a complete set of the
  The Hero System issimply the most flexible and comprehensive
  most advanced, realistic, and sophisticated FRP rules available.
  roleplaying system ever created. Design characters exactly the way
  The flexibility of the system allows it to be used wholly or in part
  you want them to be . Then play in any setting-from Fantasy to
  with most major FRP systems.
  Science Fiction-all with the same rules!
  the Super Role Playing Game
  Don't just read comic books, live them! Champions contains the
  HERO System rulesbook, along with everything you need to start
  your own comic-book game .
  Middle-earth Role Playing (MERP) is perfect for the novice as well
  Fashion your own fantasy universe of Epic Adventure! Bring to life
  as experienced gamers. Designed with faithful attention to Tolkien's
  your favorite character from fiction or create your own exciting hero .
  world, MERP provides rules covering combat, magic professions,
  and everything necessary for adventuring in Middle-earth . MERP is
  Star Hero
  the perfect lead-in to the more complex Rolemaster system .
  Reach for the stars with Star Hero! This self-contained game in-
  Shadow World
  cludes the description of a complete science fiction universe and
  The planet Kulthea forms the Shadow World, a unique fantasy
  several scenarios-everything you need to begin a campaign .
  gaming environment supported by comprehensive stats for both
  adventurers Club Magazine
  Rolemaster and Fantasy Hero . The Shadow World is a vast planet
  of scattered isles and lost realms, each land isolated by forces both
  The mag for Hero Gamers! The articles and columns are dedicated
  tangible and supernatural . Not only is it a rich fantasy world unto
  to expanding and improving the already fine line of Hero games.
  itself, but it allows the GM to insert it into his Rolemaster or
  And there's a ready-to-play adventure in each issue!
  Fantasy Hero campaign whole or in part .
  I
  Iron Crown Quarterly)
  These fine products are sold at better retail outlets worldwide. Ask
  y~
  for them at yourfavorite store .
  .
  . or order directly from us. VISA &
  In the immortal tabloid format, the IQ is sixteen pages packed with
  MASTERCARD orders call (800) 325-0479 . VA residents, Canadians
  advanced product info, inside ICE stuff, humor, occasional fiction
  and overseas customers call (804) 295-3917 . Please make phone
  and reviews, and featured MERPIRolemasterlSpace Master
  orders during business hours: 9 AM-5PM, Eastern Standard Time,
  material!
  Mon-Fri . Allow 4-6 weeks for delivery.
  
  Shadow World
  Explore a rugged land of fierce
  products form a
  and fantastic races and beasts . The
  rich, self-
  mining town of Coronan, an
  contained fantasy
  outpost of civilization, is the
  environment for
  starting point of dangerous forays
  into the stark mountains of
  " _
  ,
  ,n the continent of Emer .
  Discover Kuvera, the Lost Lake of
  Gold, visit the mist-shrouded
  towers of the tiny " -
  - .1 "" steps of the Monanga to
  examine .
  -
  .
  .b-
  and may also be
  used as isolated or
  warns Rarg the Cyclops of
  hidden areas in any
  anyone
  '"
  " '
  "
  _"ating
  Gamemaster's
  "
  "
  _
  26-foot
  _
  campaign world .
  invite plunder-but
  beware! Winged Hirazi warriors
  cruise above, and the odious Trogli
  lurk
  Produced and distributed by ,-
  I C E, Inc.
  P.O
  . Box 1605
  ® Charlottesville, VA
  22902
  TM
  CYCLOPS VALE and Other Tales
  Cyclops Vale and Other Tales'"
  is a series of linked, stand-alone
  adventures set in a remote,
  mountainous region . Included are :
  " Detailed descriptions of the
  mining town of Coronan, the
  mines, the Fairie City of the
  Pech, and the Aerie of the
  winged Hirazi .
  " 9 area maps and views of
  adventure sites in the untamed
  Peligris region .
  " 6 detailed adventure locations .
  " Adventures for Characters of lst
  level and up.
  " Stats for Rolemaster" and
  Fantasy Hero" game systems,
  including an NPC Chart, a Beast
  Chart, and a Master Military
  Table .
  The adventures in this book will
  fit easily into your campaign or
  adventure setting!
  Adventures in this module take place on a
  small area of the planet Kulthea . The Shadow
  World Master Atlas (St . #6000) details the
  world and its inhabitants . Two Master Guides
  and a color 3' x 4' world map are included in the
  Atlas boxed set .
  o 11.=l~~l~~sl~~ iiiiiiii~~ii
  
SOURCE: textdata/thevault/Shadow World/Shadow World Cyclops Vale.pdf