TEXT: 1
  I 
  I I‘. 
  
  FOR ANY ETERNAL CHAMPION SERIES G*"E 
  -
  I
   
  t 
  r 
  c 
  P.. .I STORMBRINGER@ 
  or HAW KMOON@adven 
  tu re r 
  can use this supplement! 
  M E  SHATlERED ISLE is a supplement for the Eternal Champion serie 
  of 
  roleplaying games. This series, currently consisting of the games Stormbringer and 
  Hawkmoon, is based on the fantasy novels written by noted author Michael 
  Moorcock. This book contains two sections: Addaions and Scenarios. 
  ADDITIONS: contains new rules which are later used in the Scenarios. 
  Included here are guidlines for vehicular and aerial combat and exotic and 
  powerful weapons found in the New Fenian armory, more than 50 Beast 
  Orders from the isle of Granbretan, and a glimpse into the daily routine of 
  Oshol Nariva - 
  a typical member of the Order of the Boar. 
  SCENARIOS: contains numerous adventures set on Tragic Millennium 
  Earth. An extensive section titled Getting Here presents to the gamemaster 
  capsulized methods for getting the adventurers involved with the SHATTERED 
  ISLE scenarios, including a variety of options for both Young Kingdoms and 
  Tragic Millenium Earth adventurers. 
  Any adventurer created for a Eternal Champion game will function without 
  flaw in any scenario in the series. The strength of Law or Chaos on a plane 
  may affect a character's magical ability (demons take noteg. 
  I 
  The 
  ETERNAL 
  CHAMPION 
  series of 
  roleplaying games. 
  CHAOSIUM INC. 
  21 07 
  0 0 0 4 1  
  0 
  12515 00695 8 
  I S B N  0-933635-q1-7 
  THE SHATTERED ISLE 
  I 
  
  The 
  Shattered Isle 
  Once lucky, Eire was one of the few lands not hit by 
  nuclear fire during the Tragic Millennium. Now its 
  proximiity to evil Granbretan ensures its status as a 
  hunting preserve of the Beastmasks and as a testing 
  ground for horrible Granbretanian war machines and 
  weaponty. 
  Twenty years ago a ship wrecked foreigner drifted to 
  the shores of Eire. A kindly fisherman found him, 
  nursed him back to health, and told him of the land. 
  Zhenadar recovered his strength and displayed to the 
  villagers marvelous devices and knowledge. For their 
  help, he promised aid against the Granbretanian 
  oppressors. The people gladly did his bidding, and built 
  him a spectacular hilltop villa. 
  Now secure, and mad for power and the key to 
  eternal youth, Zhenadar searches the planes of the 
  multiverse in hope of discovering the clues to eternal 
  life and power. 
  He pillages surrounding towns, 
  kidnaping victims for his cruel research. 
  Hideous 
  monsters from other worlds guard his stronghold. 
  Zhenadar's 
  insane 
  experiments 
  succeed 
  at 
  tremendous cost to the natural order of the universe: a 
  handful of scientists, sorcerers, and heroes recognize 
  the growing danger. 
  Based on Michael Moorcock3 
  History of the RuneStaff and 
  Chronicles of Count Brass novels. 
  
  Contents 
  Additions .......................................... 
  3 
  Technology.. .................................... 
  . 4  
  Orders of the Beast .......................... 
  6 
  A Day in the Life of Oshol Nariva..14 
  I nt e rdi m ensio nal Trave 
  Scenarios .................... 
  Getting Here ................ 
  Emerald Isle ................ 
  .................. 17 
  .................. 18 
  .................. 20 
  .................. 25 
  Travel Inland .................................. 
  30 
  Croom ............................................ 
  35 
  Villa Kensai .................................... 
  45 
  Arkyn’s Eye .................................... 
  49 
  Credits 
  RULES ADDITIONS - 
  Steve Perrin and 
  Sandy Petersen; additional comments by 
  Charlie Krank 
  TECHNOLOGY - 
  Steve Perrin 
  ORDERS OF THE BEAST - 
  Sandy Petersen 
  A DAY IN THE LIFE OF OSHOL NARIVA - 
  Sandy Petersen and Kerie Campbell-Robson 
  THE EMERALD ISLE SCENARIOS - 
  Kerie 
  Campbell-Robson; with Greg Stafford, Harry 
  A. Robson V, and Sandy Petersen 
  SEEING THE ELEPHANT - 
  Steve Perrin; 
  with Sandy Petersen 
  COVER DRAWING - 
  Susan Seddon Boulet 
  INTERIOR ILLUSTERATIONS - 
  Brian 
  Giberson (most); Lisa Kasle (animal 
  silhouettes) 
  MAPS AND PLANS - 
  Carolyn Schultz 
  EDITORIAL - 
  Sandy Petersen 
  LAYOUT AND PRODUCTION - 
  Charlie 
  Krank 
  THE SHAlTERED ISLE: Rebels Against the Mutant Master is copyright 0 1987 by Chaosium Inc.; all rights 
  reserved. 
  ISBN 0-933635-4 1-9 695 
  Printed in the United States of America. 
  THE SHATTERED ISLE is publication 2107, published by Chaosium Inc. 
  This item is peripherally based on the characters and situations described by Michael Moorcock in his Chronicles of 
  Count Brass and History of the Runestaff novels, and is used with permission. This book is authorized by Michael 
  Moorcock. 
  THE SHATTERED ISLE is intended for use with any ETERNAL CHAMPION series game (currently consistting of 
  the STORMBRINGER and HA WKMOON games), which are copyrighted by Chaosium Inc. To fully enjoy this book, 
  readers need to be familiar with the STORMBRINGER or HAWKMOON rules. 
  Reproduction of the material within this book for the purposes of personal or corporate profit, by photographic, 
  electronic, or other methods of reproduction ur retrieval is strictly prohibited. Except in this publication and related 
  advertising, all original artwork for THE SHATTERED ISLE remains the property of the artists; all rights reserved. 
  To direct questions or comments concerning THE SHATTERED ISLE and for a free catalog of Chaosium games 
  and supplements, write to Chaosium Inc., Box 6302, Albany CA 94706-0302, U.S.A. Rules questions must be 
  accompanied by a stamped, self-addressed envelope. If at all possible, phrase questions so that we may give 
  Yes/No answers. (A question for you Glorantha fanatics: can you name the three Jumper stars located in the 
  Gloranthan heavens?) 
  
  The Shattered Isle 
  3 
  Additions 
  Try as we might, it is impossible for any roleplaying game designer to anticipate 
  every game situation. That’s why gamemasters are so important and why we create 
  game supplements. Here are additional rules for use with ETERNAL CHAMPION 
  series scenarios, such as THE SHATTERED ISLE. 
  Rules Written By: Steve Perrin and Sandy Petersen. 
  Additional Comments by: Charlie Krank. 
  Aerial Combat 
  Certain scenarios in this book, particularly those dealing with the 
  Elephant Order, present the possibility of Granbretanian ornithopters 
  engaged in combat with ancient-style helicopters. The rules presented 
  here can also be used when the aerial combat includes the flamingo 
  riders of the Kamarg. 
  Simply put, combat between two aircraft (including flamingos) 
  depends on successful Pilot rolls. A failed roll means that the vehicle 
  or rider cannot use its weapons against its chosen target that round. If 
  the opposing pilots are both successful, or both critically successful, 
  then both may fire (attack) in that combat round. If both fail, neither 
  may fire. 
  If one pilot receives a critical success and the other does not, then 
  he achieved the favorable position of being on his opponent’s tail. For 
  the next ld6 rounds, the pilot with this adventage attempts his Pilot 
  skill roll while his opponent forfeits his skill rolls for those rounds. 
  A faster vehicle may always try to escape. Escape requires 3d6 
  rounds while the enemy pilot attempts Pilot rolls and shoots at it. The 
  number of rounds to escape is reduced by 1 for every lOkph the 
  escaping vehicle is superior in speed to the pursuing vehicle. Thus, if 
  an ornithopter capable of 1OOkph maximum speed wished to escape a 
  helicopter capable of 60kph maximum, the ornithopter would have to 
  take 3d6-4 (minimum of 1) rounds of unreturned fire before it was 
  safely away. 
  A vehicle built with rem-firing weaponry can use such while 
  escaping, and is able to fire once for every time that the pursuer is 
  able to fire. 
  A vehicle can use as many of its weapons as it has personel to 
  man them. A pilot may operate forward-facing weapon systems and 
  still use his Pilot skills. Other weapon systems (especially those in 
  turrets) need gunners, and the ability to hit depends on the abilities of 
  the gunner. However, it doesn’t matter where the weapons are placed 
  on the vehicle. If the pilot doesn’t make the roll correctly, the gunner 
  doesn’t get a shot. 
  Non-Player-Character 
  Tactical Combat 
  This adventure is likely to involve the player-characters in struggles 
  smaller than those described under Land Battles in the Hawkmoon 
  rules, but larger than simple oneon-one struggles between the 
  adventurers and an enemy force. In most cases, the adventurers have 
  allies who are also involved in every fight. 
  Here are two ways to handle this without handing out 
  non-player-characters to the players and run the entire combat, which 
  can take excessive time. 
  The Mirror Effect 
  This system works best with evenly matched parties. Match up the 
  adventurers with opponents and randomly assign foes among the other 
  members of the adventurers’ party. Unless a player-character is an 
  obvious target, assign any extra enemies to non-player-characters to 
  start with. If the player-characters’ party outnumbers the other, have 
  the non-player-character allies gang up on enemies. 
  Now run the player-character conflicts normally, but as you 
  resolve each one, take a non-player-character conflict and mirror the 
  result there. Thus, if no damage is taken with the player-character 
  fight, then no damage happens with the non-player-character fight. But 
  if the adventurer is wounded, so is the non-player-character ally on his 
  side, and vice versa. Each adventurers’ fight is mirrored in a 
  non-player-character fight. 
  Thus, two fights are taken care of at once, and the success of the 
  adventurers controls the success of their allies. However, keep the 
  actual armor and hit points of the non-player-characters in mind. A 
  heavily armored player-character and his Beast Mask foe may 
  continue on forever while his lightly armored New Fenian ally and the 
  auxiliary he is fighting are both dead and gone. 
  
  4 
  The Eternal Champion Series 
  The Dramatic Effect 
  Whom do you really want to win this fight? Yes, a gamemaster is 
  supposed to be neutral, but you know how you want the adventure to 
  go, so make it work out. Simply describe the other fights in glowing 
  terms, with much hewing off of heads and sundered limbs, while 
  running the player-character battles normally. 
  Thus, if the player-characters are losing when you want them to 
  win, simply describe how their allies are defeating their foes with ease, 
  then turning to assist the adventurers. 
  Similarly, if you want to drive off the adventurers and they are 
  doing well in their own fights, describe the steady attrition of their 
  allies until they find themselves fighting multiple foes, by which time 
  the intelligent adventurers should try to get out of the mess they're in 
  by voting with their feet. 
  Technology 
  There are pieces of equipment used in The Shattered Isle scenarios 
  which require game rules and statistics: vehicles (armored, flying, 
  cargo), Elephant Helms, Preservation Gas, and Automatic Weapons. 
  Ve h ides 
  The major important vehicle characteristics are: speed, cargo capacity 
  (including passengers and crew), armor, and weapons. Six types of 
  vehicles are present in this scenario: ancient Irish battle tanks, ancient 
  Irish armored personnel carriers (APCs), ancient Irish military 
  helicopters, a Dark Empire burrowing machine (the Mole), combat 
  ornithopters, and cargo ornithopters. All are described below. 
  When attacking a vehicle, one must state what part of the vehicle 
  he is aiming at. Choices include turret (if any), wheels (or treads), 
  engine compartment, crew compartment, etc. Figure out how much 
  damage penetrated the armor and then roll ldlO for each piece of vital 
  equipment in the target area if your roll is equal to or less than the 
  penetrating damage, it was hit. 
  "Vital Equipment" includes 
  crewmembers, engine, fuel containers, ammo, weapons, transmission, 
  etc. It is possible to penetrate armor and not hit anything. 
  In general, if a piece. of equipment is hit, it is destroyed. 
  Dangerous substances such as ammunition and fuel explode if hit by a 
  flamelance or explosive device. Otherwise, they only explode if the 
  d10 roll was an even number. Any such explosion kills everyone 
  inside the tank, and gives everyone nearby outside 3d6 damage. 
  Example: the New Fenians fue a flamelance at the turret side of 
  one of the Elephants' tanks. The side armor is 15, and 17 is rolled. It 
  penetrates! The turret holds two weapons, two crew members, and a 
  supply of ammo for the two weapons. Hence, five dlOs are rolled, one 
  for each potential target. Any roll of 2 or less indicates a hit. The 
  results indicate that the autocannon is hit, as is one of the crew 
  members. The tank crew breathes a sigh of relief if the flamelance had 
  struck the a q o ,  the tank would have exploded! The autocannon is 
  automatically taken out of action, though it might be repairable by a 
  Mechanical Lore roll (up to the gamemaster in general, the more 
  damage that has been done, the less repairable an item is). The 
  crewman that is injured takes 2 points of damage (22 points of damage 
  rolled, minus the 20 points of tank side armor). His plate armor 
  absorbs the damage easily. 
  Ancient Eirish Battle Tanks 
  These ancient turreted vehicles are smaller than 1980s tanks, and 
  represent an advanced equivalent of light tanks, or reconnaisance 
  vehicles. Two parallel weapons project from the front of the small 
  turret. 
  Speed: up to 44kph cross-country, double that on roads. 
  Cargo: none, except that up to 300kg can be strapped to the 
  top without seriously harming the suspension. Each has a 
  two-man turret (commander and gunner) and a driver located in 
  the hull. 
  Armor: 30 points of armor on the front, 20 elsewhere. 
  Weapons: both flame cannon and autocannon can be fired 
  simultaneously, or only one might be fired. If both are fired 
  together, they must be aimed at the same target. 
  The autocannon can fire either high-explosive (HE) or 
  armor-piercing (AP) shells, at the whim of the operator. The 
  high-explosive shells do less damage, but explode, damaging 
  all targets within a 3 yard radius. One big advantage of the 
  high-explosive shells is that the firer doesn't have to aim at a 
  specific person only at the ground nearby. This adds +20 
  percentiles onto his chances of success when firing. 
  Tank Weapons 
  Weapon 
  Damage Range 
  Shots 
  Flamelance 
  7d6 
  200m 
  no limit 
  Autocannon (AP) 
  3d10 
  lOOm 
  60 
  Autocannon (HE) 
  2d6 
  lOOm 
  40 
  Ancient Eirish Armored Personnel 
  Carries (APCs) 
  These vehicles are intended to carry infantry into battle and support 
  them in combat. They are about the same size as the tanks, but with a 
  larger hull and small turret containing only a single weapon. 
  Speed: up to 45kph cross-country, double that on roads. It can 
  float and travel across water like a boat, at a speed of Skph. 
  However, the elephants are not aware of this special ability. 
  Cargo: can carry up to 8 passengers, a crew of two (driver and 
  turret gunner), and up to lOOOkg of cargo inside. 
  Armor: 10 points of armor all around. 
  Weapons: the oneman turret holds an autocannon. The 
  autocannon is identical to that on the tank (q.v.), and even its 
  ammo supply is the same. 
  Ancient Eirish Combat Helicopter 
  These light helicopters are much like the military helicopters used in 
  Vietnam. Each cames two rocket pods and has a nose turret in front. 
  Speed: up to 190kph. 
  Cargo: has a crew of two (one pilot and one gunner), and can 
  carry up to 400kg extra. Any passengers must be included in 
  the 400kg limit. 
  
  The Shattered Isle 
  5 
  Armor: 10 points of armor all around. 
  Weapons: the nose turret holds an autocannon, identical to that 
  on the tanks and APCs. The rocket pods each hold 4 rockets, 
  and the gunner can fire any number of rockets at once, from 1 
  up to the full 8, though all rockets fired simultaneously must be 
  directed at the same target. The rockets explode, doing 6d6 
  damage to everything within 5 yards hence, like the HE shells 
  for the autocannon, chances to hit human targets are increased 
  by +20 percentiles. A rocket must hit a tank or APC directly to 
  harm it. 
  Helicopter Weapons 
  Weapon 
  Damage Range 
  Ammo 
  Autocannon (AP) 
  3d10 
  lOOm 
  30 
  Autocannon (HE) 
  2d6 
  lOOm 
  70 
  Rocket Pods (2) 
  6d6 
  300m 
  4 
  Dark Empire Mole Machine 
  This device resembles a gigantic s a w  with mechanical clawed feet 
  extending from the sides and rear. It is intended to dig, and does that 
  well. The mole is waterproof, though it cannot float, and has its own 
  air supply. 
  Speed: up to 2Okph aboveground or in an open tunnel lkph 
  while burrowing. 
  Cargo: has a crew of one operator. It can carry up to 1200kg 
  extra. Any passengers must be included in the 1200kg limit. 
  Armor: 20 points of armor all around. 
  Weapons: the mole is unarmed. 
  Dark Empire Combat Ornithopters 
  The two war ornithopters sent by Huon are made to look like bats. 
  The pilot sits in the bat's mouth. 
  Speed: up to 7Okph. 
  Cargo: has one pilot. It can carry up to lOOOkg extra. Any 
  passengers must be included in the 1000kg limit. 
  Armor: 10 points of armor all around. 
  Weapons: twin flame cannons extending from the machine's 
  "shoulders" out past its "head." The pilot normally fires both 
  cannons at once. 
  Dark Empire Cargo Ornithopters 
  The two cargo ornithopters owned by Clyd are made to resemble 
  winged oxen. 
  Speed: up to 60 kph. 
  Cargo: one pilot. In addition, the machine can carry up to 
  3000kg of cargo. Any passengers must be included in the 
  3000kg limit. 
  Armor: 2 points of armor all around. 
  Weapons: none. 
  Automatic Weapons 
  Two types of automatic rapid-fire weapons are presented in this 
  adventure: the autorifle (for infantry use) and the autocannon 
  (mounted on the tanks, APCs, and helicopters). Both weapons use the 
  same rules. 
  Automatic weapons may f i i  more than a single shot on the user's 
  DEX. For each shot f i i d  in a burst, the chance to hit is increased by 5 
  percentiles, except that no matter how many shots are fired. the chance 
  to hit cannot more than double. Roll once for all attacks against a 
  single target. If the attack succeeds, roll an appropriate die to 
  determine how many bullets or shells actually hit. For instance, if 8 
  shots are fved in a burst, roll Id8 to determine the number of hits; if 3 
  shots are fired, roll ld3; and so forth. Only the first bullet criticals if a 
  critical hit is rolled. 
  Elephant Helms 
  The Elephant Helms created by Dilman Clyd for his Order are a bit 
  more complex than the standard helm. Clyd managed to build gas 
  shell projectors into the tusks of the mask. More important, the masks 
  act as gas masks against the gas, which no other Beast Mask does. 
  Weapon 
  STR 
  DEX 
  Damage 
  Range 
  Gas Shell 
  -- 
  9 
  special 
  30 m 
  The gas shells when fiied form a gas cloud with a 1 yard radius 
  around the point of impact. Anyone within that cloud must make a 
  CON x 3 roll each combat round or be. incapacitated with teary eyes, 
  coughing, etc. A successful roll means the character fought off the 
  effects that round and can operate normally for the moment. These 
  reactions hit every round the character is in the area, whether or not 
  previous CON rolls succeeded. The gas cloud lasts for two minutes 
  (10 combat rounds). 
  Each tusk holds one gas shell, and each mask has two 
  tusks. The user has to reach up and grasp a tusk to activate the 
  shell. 
  The Preservation Gas 
  This gas deadens all biological activity, keeping objects within it from 
  decay, rot, or infestation. However, this same characteristic makes it 
  into a potential weapon. Anyone engulfed by the gas is stunned, and 
  forced into inactivity. He remains inert, paralyzed, and incapable of 
  action until the gas dissipates, when he wakes up, with no memory of 
  what happened while he was "asleep." 
  Two gas projectors were rebuilt from the devices which preserved 
  the Ready Alert Base. Each works in a cone of action issuing from the 
  "barrel" and spreading in a cone 30 meters long and 30 meters Wide. 
  However, the gas supply is chancy, and a %-99 rolled each turn 
  means the gas shuts off and the user must make an Electrical Lore roll 
  to get it working again. A 00 means the gas source is drained 
  completely. 
  They are too bulky to take out in the field, so they guard the base. 
  
  6 
  The Eternal Champion Series 
  Orders of the Beast 
  At the age of 10-11, every Granbretanian is expected to apply for 
  acceptance to one or more beast Orders. The leaders of each Order 
  examine the applications, and accept those children who best fit their 
  Order's qualifications. Personality, physique, and intellect are all 
  considered carefully before anyone is permitted into an Order. 
  The characteristic modifiers below are added to standard Dark 
  Empire statistics. For instance, Bulls add +ld6 to STR and +2 to SIZ. 
  Since Granbretanians normally have +ld6 STR and +1 SIZ, Bulls end 
  up with +2d6 STR and +3 SIZ! 
  Replace the 
  standard Hawkmoon 
  Occupation rules 
  for 
  Granbretanians with those given here. First, roll ld100. On a result of 
  01-20, you are a Noble. Go to the Nobility section below. Otherwise, 
  choose an Order and go to the appropriate section below. 
  THE NOBILITY each noble can have his own unique mask. 
  Members of the nobility who are also Grand Constables generally 
  wear the mask of their Order, though not always. Duke Pra Flenn of 
  Lakasdeh wears a dragon mask, Countess Flana a heron, and Count 
  Shenegar Trott a caricature of his own face. Though Taragorm has his 
  own Order (the Ferrets), he wears a unique clock mask. 
  If your INT is 20 or more, you may choose to be either a 
  Scientist-Noble, a Wanior-Noble, or a member of the Order of Art 
  (see below). If your INT is 19 or less, you are automatically a 
  Warrior-Noble. You have Id1008 skill in Pilot Ornithopter plus 
  Manipulation bonus. 
  Order of the ANT 
  A Dark Empire male warrior society. Members of this Order serve as 
  gamson 
  troops, 
  holding 
  down 
  newly-conquered lands, serving as slave 
  masters, 
  and 
  similar 
  tasks. 
  Most 
  Granbretanians consider Ants second-rate 
  troops, though they have served well in 
  battle against ordinary Europeans. 
  Ants are Warriors. Subtract ld3 from 
  STR and 1 from SIZ. They receive no 
  Ride nor Pilot Ornithopter skill. 
  
  The Shattewd Isle 
  7 
  A Sampling of the Many Beast Orders 
  I 
  Order of ART 
  This tiny Order is reserved for playwrights, poets, and composers of 
  any sex. Their mask, called the Atrament, is made of a simple 
  covering of black velvet, sometimes formed into the wearer’s previous 
  mask-style, if any. Members are either non-Ordered nobility who have 
  received reagnition, or precocious children of exceptional genius. 
  This Order has no secret language. 
  A Noble who wishes to join this Order must have an INT of 20 or 
  more. If you wish your adventurer to have 
  joined this Order as a child, he must have 
  an INT of 24 or more. Members of this 
  Order receive the professional skills of 
  Noble-Craftsman, 
  specializing 
  in 
  the 
  chosen art-form. However, members of 
  this Order who are not of high birth 
  receive only 1/10 the money received by 
  Nobles by blood. Members of the Order of 
  Art receive Pilot (xnithopter at ldlOO% 
  plus Manipulation bonus. 
  Order of the BADGER 
  -1 
  Male military engineers. Badgers serve as 
  regular 
  engineering 
  troops, 
  building 
  trenches, constructing siege equipment, 
  etc., but their main function is to repair 
  and replace broken or lost equipment, such 
  as weapons, armor, harnesses, etc. Add 
  +ld3 to STR and subtract 2 from DEX. 
  Badgers receive the class background of both Warrior and Craftsman 
  (specializing in Siegewrk, Weapon-making, or similarly useful 
  skills), but receive no Ride nor Pilot Omithopter skill. In addition, 
  they do not receive a pimary weapon skill as Warriors, only 
  secondary and tertiary. 
  Order of the BOAR 
  An Order of male warriors. This is one of 
  the largest and most active Orders. Boars 
  are notoriously coarse and brutal, and are 
  usually in the forefront of any military 
  campaign. They are friendly to the Pigs, 
  and speak the same Order language. 
  Add ld3 to STR and ld6 to CON. 
  Subtract ld4 from INT if it is 10 or more. 
  Background is standard Wamor. Favorite 
  arms are heavy one-handed weapons such 
  as battle axes, maces, or war hammers. 
  They receive no Pilot Ornithopter skill. 
  Order of the BULL 
  Another male warrior Order; quite popular 
  among Dark Empire generals for their 
  insensate courage and willingness to die, 
  Their Grand Constable is Baron Saka 
  Gerden, who has been raised in the Order, 
  
  8 
  for nobles and officers. 
  Add 
  ld6 to 
  DEX. 
  Cyclopes 
  are 
  Craftsmen, 
  usually 
  specializing 
  in 
  Armoring. In addition to their Craft, they 
  receive 50% Mechanical Lore and 20% 
  Chemical Lore, plus their Knowledge bonus 
  ~~ 
  The Eternal Champion Series 
  and whose son expects to follow in his stead. 
  Add ld6 to STR, ld4 to CON, and +2 to SIZ Subtract ld6 from 
  INT if it is 10 or more. 
  Background is standard Warrior. Favorite 
  weapons are two-handed smashing or cutting arms such as poleaxes, 
  greatswords, or great hammers. They receive no Pilot Ornithopter 
  skill. 
  Order of the CAMEL 
  This small male Order is quite unusual, for its members often deal in a 
  friendly manner with outsiders. Camels lead trading parties to distant 
  parts of the world to trade for useful goods and spy out the land. They 
  are usually accompanied by soldiers from one of the warrior Orders. 
  When Camels come to lands where the people are weak or pacifistic, 
  they steal whatever goods they need, killing those who resist. When 
  they visit lands where the people are strong, Camels trade peaceably, 
  often bartering the very goods they have 
  stolen from others. As Granbretan’s sway 
  sp-eads over Europe, the Camels must 
  travel further and further abroad to find 
  1
  1
   
  useful markets. 
  Their background is Merchant. Subtract 
  ld3 from STR. They receive 20% Pilot 
  Ornithopter skill, plus their Manipulation 
  bonus. They are a wealthy Order, and 
  I 
  I 
  members receive twice as much startine 
  - 
  money as ordinary Merchants. 
  a 
  Order of the CAT 
  City watch and patrol. All are male, and are led by Duke Vendel. The 
  Orders of the Dark Empire police themselves and, of course, no act 
  committed upon any non-citizen is considered criminal. When 
  inter-Order conflicts arise, these are settled by the respective Grand 
  Constables, 
  or, 
  failing 
  that, 
  the 
  King-Emperor’s 
  own draconian justice. 
  However, the Cats are useful in patrolling 
  the Unmasked quarter of Londra (where 
  they go in large groups) as well as the 
  foreigners’ quarter (where they do not). 
  General Cat technique to solve quarrels is 
  the murder of both participants. 
  Cats are Wamors. Favorite weapons 
  are 
  long 
  spears, flamelances. 
  and 
  - 
  crossb~ws; Tiey receive la04 Pilot 
  Ornithopter skill. 
  Order of the CROW 
  rot 
  The most important Dark Empire aviator 
  Order. It is all-male. The great majority of 
  all ornithopters are flown by members of 
  this Order, who are not only the most 
  common, but regarded 
  as the 
  most 
  highly-skilled pilots in the world. 
  Add 
  +ld4 to 
  DEX. 
  Crows 
  are 
  Wamors, but receive no Ride skill, and 
  have a Pilot Omithopter of 
  65% + 
  Manipulation bonus. 
  Order of the CYCLOPS 
  Artisans of the Dark Empire. All are male. All those fancy helmets 
  and fine plate suits have to come from somewhere. While many are 
  made by armorers and workers directly within the Orders themselves, 
  Order of the EEL 
  The Dark Empire’s Merchant Marine. All are male. Eels sail to distant 
  ports to trade for products unavailable in 
  the Dark Empire’s sphere of influence. 
  They often work in conjunction with 
  Camels and, like the Camels, are as likely 
  to act as pirates as merchantmen. Most Eel 
  ships carry tough Fish or Otter marines for 
  muscle. 
  Eels are Merchant-Sailors. They receive I’ 
  I 
  no Pilot Ornithopter skill. 
  The FALCON Legion 
  A mercenary band of converts to the Dark Empire’s way of life. Most 
  are male, but many females fill the ranks. When the former leader of 
  the Falcon Legion was killed in battle, 
  Count Shenegar Trott of Granbretan took 
  over the Legion and runs it as an Order 
  along Dark Empire lines. Trott’s mask is 
  not a Falcon, but a silver caricature of 
  himself. 
  Members of the Order of the Falcon 
  have the statistics of whatever European 
  nation 
  they 
  come 
  from. 
  Most 
  are 
  Frenchmen. 
  Previous 
  background 
  is 
  Warrior. They receive no Pilot Ornithopter 
  skill. 
  Order of the FERRET 
  An Order of male military Engineers. Unlike the Badgers and Moles, 
  the Ferrets rarely serve in ordinary front-line action. Instead, they 
  build and operate new scientific devices, usually designed by the 
  Serpent Order, but sometimes created by the Ferrets themselves. 
  Taragorm, their 
  Grand 
  Constable, is 
  fascinated by time and time travel, and 
  wears a (working) clock mask. The Ferrets 
  are a small Order, and mostly confined to 
  Granbretan itself. 
  You must have an INT of 20 or more 
  to join this Order. Ferrets are Scientists. 
  However, their highest beginning Lore 
  must be Mechanical. They receive ld20% 
  Pilot Ornithopter skill. 
  Order of the FISH 
  Male sailors of the Dark Empire’s Navy. 
  Only men can join this Order. They 
  generally patrol 
  Granbretanian coastal 
  waters, but are sometimes found further 
  out to sea, to supplement the Orders of 
  . 
  
  The Shattered Isle 
  9 
  Shark and Sea Serpents. Fish are only indifferent seamen, compared to 
  the other naval Orders, but are tough fighters, specializing in 
  shipboard melees and boarding tactics. Their craft stop and board all 
  non-Dark Empire ships they encoirnter. If the enemy ship resists, all 
  are slaughtered. 
  Fish are Warrior-Sailors. Add 1 each to STR and DEX. However, 
  subtract 10% from all Sailor skills. 
  Order of the FLY 
  An infantry Order, which admits both men and women (though few of 
  the latter). Jerek Nankenseen, the Grand Constable, is now quite old. 
  His wife, Falmoliva Nankenseen, used to ride into battle when 
  younger. They are not the most courageous Order, but are well-skilled 
  tactically. Their cruelties are usually more subtle than most Dark 
  Empire troops. For instance, rather than simply burning a helpless 
  prisoner to death, a Fly might cut off his 
  hands, blind him, then release him alive. 
  Order of the FOX 
  Add +ld6 to DEX and subtract 1 from 
  CHA. Flies are Warriors, but never serve 
  as cavalry or dragoons (Hence their Ride 
  skill is always 25% plus Agility bonus). 
  Favorite arms are missile weapons, and 
  any 
  missile 
  chosen 
  as 
  a 
  primyy, 
  secondary, or tertiary weapon has its 
  Attack increased by 10%. They receive no 
  Pilot Ornithopter skill. 
  This small all-male Order acts as middlemen. They travel between 
  different Orders, and purchase surplus goods, paying for these with 
  products in short supply among their customers. These goods are 
  stored and used to trade for still more surplus goods. 
  The members of this Order often 
  attach themselves to some other Order, 
  and act to its benefit for life. Hence, they 
  are 
  generally 
  accompanied 
  by 
  soldier-bodyguards from some Warrior 
  Order. Sometimes they work with Eels, 
  whose job is similar. 
  Foxes 
  are 
  Merchant-Warriors. 
  Subtract 1 each from STR, CON, and 
  SIZ. They receive 25% Pilot Ornithopter 
  skill plus Manipulation skill. 
  Order of the GOAT 
  A male wamor society, led by Archduke Mygel Holst. This Order is 
  not so much Que1 as simply very, very callous -- Goats might bivouac 
  in a farmhouse and murder the owners, but they are unlikely to bum 
  the house and crops just for fun. Goats are traditional enemies of 
  Scandians, and each Goat swears an oath 
  every New Year to kill every Scandian he 
  meets. Hence, King-Emperor Huon did 
  conquest of Scandia, and other Orders are 
  careful to keep their Scandian slaves well 
  away from Goat camps. 
  Add 
  +Id8 to 
  CON. 
  Goats are 
  Warriors. 
  They 
  prefer 
  one-handed 
  weapons and shields. They receive no 
  Pilot Ornithopter skill. 
  not permit the Goats to participate in the 
  Order of GOD 
  A small Order, composed of priests and priestesses of the Dark 
  Empire. Members of the Order are termed Priests, rather than Gods. 
  The traditional &mi-gods of Granbretan include: Jhone, Phowl, Jhorg, 
  Rhunga, Skvese the Doom, Blansacredid the Chaos, and the Sacred 
  Four; Bjirin Adass, the Singing God; Chirshil, the Howling God; 
  Jeajee Blad, the Groaning God; and Jh’im Slas, the Weeping God. All 
  these deities are ruled by the supreme Aral Vilsn, the Roaring God, 
  who is often called, simply, God, and who equates to the universal 
  god of ancient Christians or Moslems, though he seems to care much 
  less about his worshippers. Recently the Yelite god Say-tunn has been 
  added to the roster of Dark Empire cults, 
  largely for the benefit of the Order of the 
  Mutant. 
  Modem 
  Granbretanians 
  are 
  atheists, as, in fact, are most Priests. 
  Priests service those few Granbretanians 
  who believe, or pretend to believe, or who 
  simply enjoy religious mummery. 
  Priests have the background skills of 
  Scholars. 
  They 
  receive 
  ld20% 
  Pilot 
  Ornithopter skill. 
  111 
  Order of the HARE 
  An Order of messengers and military couriers. All are male. They ride 
  gigantic goats, specially bred for speed over rough ground. Since the 
  advent of ornithopters, the Order has become obsolescent, and is now 
  quite small. However, Hares are still useful in some conditions, 
  especially during winter storms, when 
  ornithopters are grounded. 
  Add +ld4 to DEX and subtract ld3 
  from SIZ. They are Wamors. All Hares 
  have 75% Ride plus Agility bonus, 50% 
  Memorize plus Knowledge bonus, and 
  30% Make Maps plus Knowledge bonus. 
  They do not receive secondary weapon 
  skills as Wamors, only primary and 
  tertiary. 
  They 
  receive 
  ld20% 
  Pilot 
  Ornithopter skill. 
  Order of the HORSE 
  A male warrior Order. Horses fight in massed pike columns, 
  somewhat like the Landsknecht of old. Since the advent of weapons of 
  mass destruction, such as flame cannon, 
  this 
  specialized Order 
  has 
  lost 
  its 
  usefulness vs. civilized foes, but the 
  Horses are still effective against enemy 
  troops lacking high technology, such as 
  Shekians, Carpathians, and Slavians. 
  Add 2 to SIZ Horses are Warriors. 
  They receive +lo% to Long Spear Attack 
  and Parry, their preferred weapons. They 
  receive no Pilot Ornithopter skill. 
  Order of the HOUND 
  A male wamor Order. Hound and Wolf 
  are traditional rivals, and rarely serve in 
  the same campaign. They are led by the 
  obese 
  Adaz 
  Romp, 
  who 
  wears 
  brightly-colored silk over his armor, and is 
  emulated by his men. Other Dark Empire 
  folk think of Hounds as fops and dandies. 
  However, they are as bold in combat as 
  
  10 
  The Eternal Champion Series 
  any other troops. They are notorious for their lechery. 
  Add +1 each to STR and DEX. Hounds are Warriors. They receive 
  +lo% on primary weapon Attacks and Pames. They receive no Pilot 
  Ornithopter skill. 
  Order of the HYENA 
  A male warrior Order. Hyena, Lion, and 
  Jackal are traditional rivals, though Hyena 
  and Lion frequently fight side-by-side. 
  Hyenas enjoy combat even more than 
  torture and rapine, and laugh insanely in 
  battle, especially when mortally wounded. 
  Hyenas never take prisoners. 
  Add +ld4 to POW and -1 from CHA. 
  They 
  are 
  Warriors. 
  Hyenas 
  prefer 
  two-handed and missile weapons. 
  They 
  receive no Pilot Ornithopter skill. 
  Order of the JACKAL 
  A male warrior Order, specialized as skirmishers. Hyena, Lion, and 
  Jackal are traditional rivals. All Jackals are 
  mounted and, contrary to the usual Dark 
  Empire 
  practice, 
  wear 
  chainmail 
  or 
  half-plate rather than heavy plate armor. 
  Add +ld4 to DEX and subtract ld4 
  from SIZ if it is 10 or more. They are 
  trained as Warriors, and all Jackals receive 
  Ride at 65% plus Agility bonus. Favorite 
  weapons are missile 
  arms, 
  especially 
  flamelances. 
  They 
  receive 
  no 
  Pilot 
  Ornithopter skill. 
  Order of the LION 
  Yet another warrior society. Females are permitted into this Order (and 
  wear Lioness masks), though no inter-Order unions are permitted. 
  Lions dislike Hyenas and Jackals, and often squabble with them, 
  despite severe penalties leveled .by their Grand Constable, Duchess 
  Leesa Cohnn. Lions are heavy foot, wear especially heavy plate armor, 
  The special plate worn by Lions acts as 
  but are worthless in hot weather. 
  I 
  2d6+2 
  protection, 
  but 
  reduces 
  all 
  Perception skills (and related skills, such 
  as 
  missile 
  attacks) to 
  the wearer's 
  Perception bonus (or 5%, whichever is 
  higher). Only characters with STRs of 14 
  or more can even maneuver in this stuff. 
  Add +ld4 to STR. If, after this bonus, 
  the Lion still has a STR of 13 or less, he 
  must fight in regular plate instead of the 
  special Lion armor. Add ld3 to CON and 
  +2 to SIZ. Subtract 1 from DEX. Lions are Warriors, but never receive 
  any Ride or Pilot Ornithopter skill. Favorite weapons are heavy, 
  two-handed arms such as great hammers. 
  Order of the LIZARD 
  An 
  Order 
  of 
  male 
  historians 
  and 
  researchers. 
  They are reputed 
  to be 
  pedantic and ineffectual, but some of their 
  discoveries have led to impressive lines of 
  experimentation for the scientist orders. 
  Lizards are Scholars. Subtract ld6 from STR if 10 or more. They 
  receive ldlOO% Pilot Ornithopter. 
  Order of the MANTIS 
  King-Emperor Huon's Imperial Guard. All 
  must be male. Members of the Order of 
  the Mantis are tall, lean, and cool in 
  temperament. They are also quite fanatical 
  (even by Dark Empire standards), and live 
  only to protect their Emperor. 
  Add +ld6 to STR, +ld6 to CON, and 
  +ld6 to DEX. Mantises are Warriors, but 
  add 10% to all weapon skills. Favorite 
  weapons are flamelances, followed by 
  longswords. 
  They 
  receive 20% 
  Pilot 
  Ornithopter skill. 
  Order of the MINK 
  This Order is for women only. Their masks are soft fur with onyx 
  eyes. Children born to Mink mothers be accepted into any Order, 
  regardless of their father's status. This is 
  the only known way that a slave's child 
  can become a Granbretanian citizen. Their 
  Grand Constable is Lady A h a  Harentinus, 
  who 
  cares little about politics. Her 
  mansion, 
  Palace 
  Derova, 
  is 
  famous 
  throughout Londra. 
  It is wallpapered 
  entirely with tanned human skin. 
  The members 
  of 
  this Order 
  are 
  prostitutes, who service Dark Empire men 
  stationed away from slave women. The 
  Order of the Mink is generally confined to 
  Granbretan, as warriors on the continent satisfy their baser urges 
  through force. 
  Add ld3 to CHA. Minks are Craftswoman, and the Craft learned is 
  "Courtesan." They receive Idlo% Pilot Ornithopter skill, plus their 
  Manipulation bonus. 
  ~ 
  Order of the MOLE 
  Military engineers, mostly men. Their masks are black enameled 
  metal, and both armor and masks are covered with a layer of felt, to 
  eliminate all reflection. Though not all Moles are blind, all children 
  who are born blind, or are blinded before 
  they have joined an Order, are given to the 
  Order of the Mole, whether they are male 
  or female. However, all sighted Moles are -
  1
   
  male. 
  This Order specializes in underground 
  construction, especially of underground 
  bunkers, mines, and countermines. (In U 
  sieges, "mining" refers to the practice of 
  tunneling under enemy defenses.) All 
  Moles are trained to fight in the dark, and 
  their operations, especially underground 
  combat, are carried on without light. In fact, certain sighted Moles are 
  given flamelances and given the assignment to fire at light sources 
  brought underground (presumably by enemy miners). 
  If your character is a Mole, roll ld6. If a 6 is rolled, you are blind, 
  with the concomitant disadvantages. Moles are Wamor-Craftsmen 
  (specializing in Mining or similar militarily-useful skills). They 
  receive no Ride nor Pilot Ornithopter skill. Moles do not suffer any 
  disadvantage when fighting in the dark (except that they cannot use 
  missile weapons, of course). 
  
  The Shattered Isle 
  11 
  Order of the MUTANT 
  This Order is composed of renegade Yelites (of both sexes). Their 
  mask is a repulsive, half-melted human face. Children born to 
  members of this Order are automatically taken into the Order. 
  The Grand Constable varies from time. to time, and leadership of 
  this Order is regarded as punishment, or a ploy by jealous rivals to get 
  the Constable out of active life. The current Constable is Saran 
  Rappanus, an old foe of Baron Meliadus, who forced Rappanus to 
  either accept this Order or become an Unmasked. Rappanus wears his 
  old Frog mask, and never leaves his 
  Londra home. 
  This Order serves as scouts and 
  foragers for other Orders, especially in 
  radioactive lands. They are usually divided 
  into small groups and commanded by 
  whatever Order needs their services. 
  Members of this Order have ordinary 
  Yelite statistics and background. A few 
  Mutant-Masks are real mutants, from 
  various nations controlled by Granbretan. 
  If your character is one of these, his 
  mutation and nature is up to the gamemaster. Mutant-masks receive no 
  Pilot Ornithopter skill. 
  Order of the OTTER 
  An all-male military Order. Most serve as 
  marines aboard Dark Empire naval vessels. 
  While sometimes they are called upon to 
  make landings, normally they simply act 
  as extra muscle in boarding actions, 
  guards, and shore scouting parties. 
  Otters are Warrior-Sailors. They can 
  never be Mates nor Captains, and must 
  subtract 20% from all their Sailing skills 
  except for Swim. They receive no Pilot 
  Ornithopter skill. 
  1 
  Order of the OWL 
  An Order of aviators. All are male. This 
  Order primarily fly scout and troop 
  ornithopters, leaving the fighting machines 
  to the Crows. 
  Owls are Warriors, but receive no Ride 
  skill, and have a Pilot Ornithopter of 50% 
  plus Manipulation bonus. 
  . 
  Order of the PELICAN 
  This all-male Order performs surgery and 
  biological warfare. They often work with 
  the Order of the Serpent, which has 
  eclipsed the Pelicans in recent decades. 
  A character must have an INT of 20 or 
  more to become a Pelican. Member of this 
  Order are Scientists. Their major Lore is 
  always Biological Lore. They receive 
  ld20% Pilot Ornithopter skill. 
  Order of the PIG 
  An Order of prison guards, turnkeys, and bailiffs. All are male. Pigs 
  wear ruby-red masks. They speak the same Order language as the 
  Boars, and are friendly to their brother Order. Several decades ago, the 
  Pigs were split off from the Boars in a successful attempt by Huon to 
  curb the Boars’ growing power. Pigs guard 
  prison outerworks, escort prisoners around 
  the Dark Empire, and take surviving 7
  prisoners-of-war 
  back to 
  concentration 
  I 
  camps. 
  Add ld3 to STR and Id6 to CON. 
  Subtract ld6 from INT if it is 10 or more. 
  Backeround is standard Warrior. Favorite 
  - 
  arms are. heavy one-handed weapons such 
  as battle axes, maces, or war hammers. 
  They receive no Pilot Ornithopter skill. 
  Order of the RAT 
  An Order of male infantry. Rats specialize in siege warfare, 
  cooperating with Moles in tunnel warfare, going over the walls of 
  cities with Weasels, and preventing desperate breakouts on the part of 
  starving defenders. Brenal Farnu, the Rat Grand Constable remained 
  loyal in Meliadus’ rebellion, and was driven into Sussex With his few 
  remaining men. Presumably, he survived the final catastrophe of the 
  Dark Empire, and perhaps helped foster 
  the uprising of mask-wearers under Flana’s 
  Queenship. 
  Add ld4 each to CON and DEX. 
  Subtract I from SIZ. Rats are Warriors, 
  but never serve as cavalry or dragons (SO 
  their beginning Ride is always 25% plus 
  Agility 
  bonus). 
  Rats 
  prefer 
  short, 
  easy-to-wield 
  weapons such as short 
  swords, rapiers, and crossbows. They 
  receive no Pilot Ornithopter skill. 
  Order of the RAVEN 
  An 
  Order of 
  skirmishers. 
  They 
  are 
  unpopular among the other Orders, for 
  they love looting, and sometimes break off 
  combat before a battle is ended, to rob 
  corpses, empty houses of their goods, and 
  even take weapons and trinkets from the 
  bodies of other Dark Empire troops. 
  Subtract 1 from CHA. Ravens are 
  Warriors. 
  They 
  have 
  ld10% 
  Pilot 
  Ornithopter. Add +IO% each to a Raven’s 
  Search and See skills. 
  Order of the SEA-SERPENT 
  The most important and largest naval Order. All are male. They man 
  the Dark Empire’s main fleet, and its scout 
  ships found in all the world’s known seas. 
  In the entire history of this Order, they 
  never suffered a single naval defeat. After 
  each victory, the Sea-Serpents engage in 
  huge bacchanals, much envied by the other 
  Orders. 
  Sea-Serpents are Warrior-Sailors. They 
  do not receive their secondary Warrior 
  weapon skills, only primary and tertiary. 
  They receive no Pilot Ornithopter skill. 
  
  12 
  The Eternal Champion Series 
  Order of the SERPENT 
  The famous Dark Empire scientist Order. All are male. Baron Kalan of 
  Vital1 is the Grand Constable of this highly-regarded order. Serpents 
  are hand-picked from the Dark Empire youth by Kalan himself, 
  chosen for high intellectual capacity, scholarship, and callous 
  indifference to the comfort of others, which extends even to their own 
  kind. Serpents are often preoccupied with their experiments, to the 
  extent of ignoring food and sleep. In their pursuit of knowledge and 
  power, this Order's impatience to test new devices has caused 
  incalculable waste of life. The Serpents' enemies claim their motto 
  must be 
  "Back to the drawing board." 
  However, their boldness and disregard of 
  risk has led to many stupendous successes, 
  such as Kalan's acid cannon, which won 
  the Battle of Londra for Meliadus, despite 
  its malfunction. 
  You must have an INT of 20 or more 
  to 
  become a 
  Serpent. 
  Serpents are 
  Scientists. They may add +lo% to all Lore 
  skills. 
  They 
  have 
  ldlOOW 
  Pilot 
  Ornithopter. 
  Order of the SHARK 
  Male sailors in the Dark Empire navy. This is a very small Order, all 
  of which are stationed aboard major warships. The Order was created 
  only a few years ago, as a special reward 
  to Baron Davadleefarn, a favorite of 
  King-Emperor Huon. All the members of 
  this Order are raw youths, and it has not 
  really developed a personality of its own 
  yet. 
  Sharks 
  are 
  Warrior-Sailors. 
  All 
  beginning skills, however (both Sailor and 
  Warrior), are reduced by 5%. They receive 
  no Pilot Ornithopter skill. 
  Order of the SKULL 
  The all-male members of this order serve as torturers and prison 
  guards. They deal directly with prisoners 
  more often than do their comrades, the 
  Pigs. The Grand Constable, Zhoh Kaflan, 
  is extraordinarily tall and thin, so much so 
  that many believe he is a mutant. He is 
  noted for his musical talent. 
  Skulls are Warriors. Subtract 1 STR 
  and ld3 from INT. Favorite weapons are 
  battle axes, longswords, and especially 
  (skinning) knives. They receive ld20% 
  Pilot Ornithopter skill. 
  Order of the SPIDER 
  An Order of female soldiers. The Spiders are fierce warriors but, 
  despite stereotypes, are no more cruel than 
  other Dark Empire wamors (they're still 
  plenty cruel, however). Like the Hyenas, 
  Spiders do not take prisoners, except for 
  women opponents. The Spiders are widely 
  believed to engage in cannibalism, eating 
  any children born to their slaves. The 
  Grand Constable is Shaynon Makhartius. 
  Spiders are Warriors. They receive no 
  Pilot Ornithopter skill. 
  Order of the SWAN 
  This Order makes up the medics and 
  surgeons of the Dark Empire. Members 
  can be male or female. They stitch up 
  wounds and amputate shamred limbs of 
  soldiers from every military Or&r. They 
  never use anesthetic of any type. 
  Swans are Scholars. Their highest Lore 
  is 
  replaced 
  by 
  First 
  Aid. 
  Their 
  second-highest Lore must be Biological or 
  Chemical Lore. They receive ld20% Pilot Ornithopter skill. 
  Order of the TIGER 
  A military all-male warrior order. The 
  Tigers, like the Ants, 
  are generally 
  relegated solely to garrison duty and 
  support work behind the front lines. The 
  bulk of the Tiger Order are stationed on 
  the isle of Granbretan itself, where they 
  hunt down and exterminate raiders from 
  Ye1 or the Orkneys 
  Add 1 to STR, 1 to CON, and 1 to 
  SIZ They are Warriors. They receive no 
  Pilot Ornithopter skill. 
  Order of the TROLL 
  Armorers, both male and female. The Trolls are not known for their 
  craftsmanship (unlike the extremely skilled Cyclopes), and rarely 
  make beast-masks or other objets- d'ah 
  However, their work is serviceable enough, 
  and they produce the necessarily vast 
  quantities of swords, war hammers, axes, 
  and pikes needed by the armies of the 
  Dark Empire. 
  Trolls are Craftsmen, specializing in 
  armor or weapon-making. Their main Craft 
  is only 60% instead of 70%. They have 
  20% each Mechanical and Chemical Lore, 
  and ld20% Pilot Ornithopter. 
  Order of the VIPER 
  Female scientists and technicians. The 
  Vipers are a companion Order to the 
  Serpents, and act in much the same 
  manner. However, this Order is smaller 
  than the Serpents, and produces fewer 
  useful gadgets. 
  You must have an INT of 20 or more 
  to become a Viper. Vipers are Scientists. 
  They have ld100% Pilot Omithopter. 
  The VULTURE Legion 
  This is the largest military society of 
  Granbretan, and is entirely composed of 
  non-Granbretanian 
  mercenaries, 
  mostly 
  Magyars. 
  It is not a true Order, though 
  they wear Vulture masks to fit in with 
  Dark Empire society. Vultures lack both a 
  temple and the awesome discipline of 
  Granbretanian troops, though as ordinary 
  Europeans go, thev aio quite well-trained. 
  
  The Shattered Isle 
  13 
  Their leader is Asrovak Mikosevaar. His battle standard, and the 
  Legion’s motto, is a banner of a sword-wielding corpse on which a 
  vulture perches. Beneath it is his motto: “Death to Life.” 
  Vultures have the statistic bonuses of their original nationality, and 
  are Warriors. They receive no Pilot Ornithopter skill. 
  Order of the WALRUS 
  An all-male warrior Order of mounted skirmishers and scouts. This 
  Order, along with Jackals and Wildcats, are often used to scout out 
  new territories, evaluating their military 
  defenses and vulnerability to conquest. 
  Walruses are notorious gluttons and rarely 
  think 
  before 
  attacking. 
  They 
  wear 
  chainmail or half-plate rather than full 
  plate armor. 
  Add +1 each to STR and CON and 
  subtract 
  1 from CHA. Walruses are 
  Warriors, and all receive 65% Ride plus 
  Agility bonus. They prefer javelins and 
  spears as weapons. They receive no Pilot 
  Ornithopter skill. 
  Order of the WASP 
  A military society of women warriors. 
  They are a standoffish group, and fight 
  coldly and calculatingly. However, when 
  cornered or losing a battle, they go 
  berserk 
  Wasps are Warriors. They receive no 
  Pilot Ornithopter skill. 
  Order of the WEASEL 
  More male military engineers. The Weasel Order is well-known for its 
  love of violence. They enjoy building bizarre siege devices of mass 
  destruction, 
  such as wrecking-balls, 
  siege towers, or huge 
  pincer-tipped cranes to pluck defending soldiers off battlements. 
  Weasels enjoy ordinary combat, too and often go into battle as assault 
  troops, to place petards or wield battering rams. 
  The Weasel specialty is God’s Hammer, an anti-fortress device 
  which consists of a single slender wooden tower, constructed outside 
  the range of the defender’s fire. The tower’s enormous heinht is 
  carefully measured, so that the distance 
  from the tower’s base to its top is identical 
  to that between the tower and the 
  defenders to be destroyed. The top of the 
  tower is filled with lead weights, spiked 
  balls, and oil, set aflame at the last instant. 
  In use, the tower is pushed over, to crash 
  upon and smash the defender’s ramparts. 
  Weasels 
  are 
  Wamor-Craftsmen, 
  specializing in Siege Warfare or similar 
  arts. They have a Mechanical Lore of 35%, 
  and any one other Lore at 20%. 
  Order of the WILDCAT 
  A specialist male Warrior Order whose members are trained to fight at 
  night. They act as night watch, raiders, scouts, and bushwhackers. 
  They normally sleep all day, and awaken at night. When on the march 
  with an army, they sleep in wagons pulled by other Orders’ oxen. 
  Duke Wade the Round, the Wildcats’ Grand Constable, is disliked by 
  his men for his indolence, but Dark 
  Empire 
  discipline 
  keeps 
  the 
  Order 
  obedient. 
  Wildcats add +ld4 to DEX. They are 
  Wamors who prefer light weapons, such 
  as sabers, rapiers, and thrown spears. They 
  receive no Pilot Ornithopter skill. n
  Order of the WOLF 
  Warriors led by 
  Baron Meliadus of 
  Kroiden. The Wolves, traditional rivals of 
  the Hound, are the most bloodthirsty of all 
  Dark Empire Orders, and follow their 
  Grand Constable in his lust for power. 
  Add +I each to SI‘R and DEX. Wolves 
  are Warriors. They receive +5% on all 
  starting weapon Attacks and Parries. They 
  receive no Pilot Ornithopter skill. 
  Order of the WOLVERINE 
  A warrior Order. This order is composed 
  of shock troops, used to break enemy 
  shield walls and shatter resistance. 
  Add +Id3 to STR and POW, and 
  subtract 2 from CON. Wolverines are 
  Wamors. 
  They 
  receive 
  no 
  Pilot 
  Ornithopter skill. 
  The SISTERHOOD 
  Most women of the Dark Empire never give birth, and only participate 
  in sex, if at all, thrice a year during the nameless week-long orgies 
  overseen 
  by 
  King 
  Huon. 
  Resultant 
  pregnancies are generally aborted. These 
  women wear a variety of masks of twisted 
  leather. They have no Order language. 
  The legions of Granbretan are largely 
  maintained and swelled by children taken 
  from slave mothers and brought up by the 
  Sisterhood. These children, raised in the 
  dank gloomy tunnels ruled by the gaunt, 
  grim Sisters, grow up to be true citizens of 
  the Dark Empire. 
  Of course, many Dark Empire women, 
  and even some Sisters, take lovers and birth children. Usually these 
  children, too, are raised by the Sisterhood. Members of the Nobility 
  often prefer to raise their children in their own palaces, though they 
  often hire hags of the Sisterhood to raise their children in a special 
  wing devoted to that purpose. 
  The women of the Sisterhood are Scholars. However, they do not 
  receive the Intelligence increase common to most Scholars, since they 
  do little research, nor do they seek out new sources of knowledge. 
  Instead, they drill the accumulated wisdom of the Dark Empire into 
  their charges. They receive ldlO% Pilot Ornithopter skill. 
  Ip 
  Outlaw Orders 
  Not all Granbretanian Orders are acceptable even to the Dark Empire. 
  Some of these outlaw orders are discussed below. The Order of the 
  Butterfly was so nasty that King-Emperor Huon banned it. They 
  carried on blood-feuds with other Orders, invaded and tried to conquer 
  nations with which Granbretan was not yet at war, and sabotaged the 
  victories of rival Orders. The Butterflies mere disbanded, and all 
  
  14 
  The Eternal Champion Series 
  1 
  Unmasked. The few remaining Butterflies have fled to the wastelands 
  of Granbretan. 
  The Order of the Thief has never been approved by the 
  King-Emperor, and its members are slain on sight. They steal other 
  Orders’ masks to wear. 
  The Order of the Bear tried to assassinate Emperor Huon and was 
  banned, along with their Grand Constable. The Order’s remnants are 
  supposed to have fled to Asia Communista. They may still be there, 
  for all anyone knows. 
  ADavin 
  The Unmasked 
  Not an Order, the ranks of the Unmasked are Granbretanians that have 
  fallen out of favor of the King-Emperor for deeds against the 
  Emperor’s wishes, refusal to carry out orders, un-Granbretanian 
  activities, and similar crimes. The Unmasked have a special quarter of 
  Londra reserved for them, as no other Granbretanians wish to live near 
  or interact with them. The Unmasked grow or catch their own food in 
  the slums and sewers of deserted Londra, and rarely leave the 
  Unmasked Quarter. Members of other Orders who travel unguarded 
  into the Unmasked Quarter often disappear without trace. 
  Due to the aversion all Granbretanians feel for sunlight and fresh 
  air upon exposed faces, the Unmasked often try to hide their features 
  with cloth or leather hoods or even garbage. Any covering which 
  approaches or resembles a real mask is confiscated and destroyed, and 
  the violator executed. 
  All Unmasked hope and dream to perform some action to restore 
  their favor with the King-Emperor, their titles and, most importantly, 
  their masks. 
  Unmasked are normal Granbretanians in every respect, though 
  their posture is a bit more twisted than others of the Dark Empire 
  through their efforts to hide their faces. 
  The Unmasked are better 
  servants of the Dark Empire in their way than many “normal” masked 
  citizens, for, in their zeal to restore their status, they gleefully 
  undertake the most dangerous missions imaginable. 
  Unmasked have whatever statistics and skills they obtained in their 
  previous Order. Their few children are taken away by the Cat night 
  watch and raised by the Sisterhood. 
  Other Orders 
  We have not covered all the Orders of the Dark Empire in this article, 
  merely those that are most interesting, important, or large. Many other 
  orders, such as the Crocodile, Barracuda, Starling, and Mongoose, 
  have not been described here. If you, as the gamemaster, have a need 
  or desire to create new Orders for your players, feel no restraint. 
  Oshol 
  the Life of 
  Nariva 
  I’ 
  I 
  Meet Oshol Nariva, brother of the Order of the Boar. 
  Oshol is a sergeant in the glorious armies of 
  King-Emperor Huon of Granbretan. He is short and 
  stocky, as are most Boars, with bristly red hair and 
  beard. His Boar mask is made of serviceable brass with 
  enameled white tusks and red garnet eyepieces. Oshol 
  favors dark brown and tan in his clothing, which is 
  made of heavy leather and wool. He fears direct 
  sunlight, and constantly wears thick leather gloves and a 
  stout burlap cloak, with a voluminous hood extending 
  over his mask. This rude-looking cloak is pinned with a 
  gold and ruby brooch, taken from Oshol’s first wartime 
  kill, a French girl. 
  Oshol sleeps in the huge Boar barracks in the 
  military district of Londra. His bunkmate is Sgt. Wavan 
  Larmior. Wavan and Oshol detest one another, though 
  their Boar oaths keep them from fighting to the death so 
  far. Neither speaks to the other as they rise for morning 
  exercises. 
  After indoor drill in the gigantic, echoing barracks 
  hall, Oshol dismisses his squad to breakfast. A beam of 
  sunlight strikes his mask’s garnet eyes as he passes into 
  the mess hall, and he shivers involuntarily, suddenly 
  nauseated. In the mess hall, he and his troops are given 
  food, but they do not eat there, instead scattering around 
  the barracks or remote parts of the drill ground to eat. 
  Some sit back-to-back. Oshol himself returns to the 
  barracks, where Wavan has already glutted himself and 
  returned to his own squad. Before leaving, Wavan 
  relieved himself over Oshol’s bed linen, an act of malice 
  that grates Oshol’s teeth. He roars for two slaves, and 
  though the men come running, they cannot get there fast 
  enough for Oshol. When they arrive, Oshol whips out 
  his sword and cuts off one man’s feet. He then orders 
  the other to clean the bed linen to utter perfection or 
  suffer his dying companion’s fate. 
  Oshol sits down on Wavan’s bed and eats in the 
  jerky manner common to all Granbretanians, slipping 
  food under the edge of the mask. 
  As he eats, he 
  wonders that the non-Granbretanian sub-men can 
  
  survive without masks, eating in equal company with 
  their faces exposed. 
  The thought makes him shudder 
  and lose his appetite, and he straightens his mask as he 
  stands up. He drops his half-full tray on the dead man 
  and leaves. Behind him, the slave is left to clean the 
  linen, carry the tray back to the mess hall, and dispose 
  of the corpse. In a sense, this is a special treat -- the 
  slave gets the chance to eat the remainder of Oshol’s 
  meal, which has been spilled across the floor. 
  Oshol leave the barracks and heads towards the 
  parade ground, where his squad has already gathered. 
  He announces that their commanding officer, Rughi 
  Ravian, has approved a day’s leave for himself, and 
  leaves Corporal Nerlh in command. 
  Passing the Temple of the Boar on the way out of the 
  Boar barracks area, Oshol finds himself on a road 
  paralleling the Tayme. The Tayme is especially dark 
  today, as several thousand prisoners from Germania 
  were executed in celebration of Duke Adaz Pomp’s 
  birthday this morning. It is a fine day. Even the 
  black-green fog swirls a bit less menacingly than usual, 
  and patches of the city are completely open to the sun’s 
  killing rays. Oshol pales, under his mask and pulls his 
  cloak a bit tighter as a ray of sunlight strikes the river at 
  his feet, turning it a brilliant ruby color and reflecting 
  red sparkles into the air about him. 
  Suddenly, Oshol turns and runs breakneck for the 
  dark tunnel opening to the Sisterhood’s warrens. It will 
  be good to travel underground today, to see the places 
  of his infancy, and to escape the glaring sun. As he 
  races dangerously down the knobby steps, he reels from 
  side to side, crashing into slaves, squalling children, and 
  other masked warriors. But as he descends, he becomes 
  calmer, and suddenly transforms his wild run into a 
  slow walk. He strolls down the dank and smoky 
  Underworld tunnels, listening to children crying in their 
  gloomy creches. He smirks under his mask -- all 
  Oshol Enjoys a Fine Londra Day 
  
  16 
  The Eternal ChamDion Series 
  Granbretanians know that children are soft animals, 
  which must be tamed and trained in Dark Empire mores, 
  else they end up no more than sub-men. Ancient crones 
  wearing hideous masks of leather and plaster scuttle 
  across his path. Some lead forlorn packs of children at 
  the ends of rope harnesses. He can almost taste the 
  hags' resentment of his presence in their smelly 
  passageways. He tries to accost one, but she hisses at 
  him and jerks herself away. 
  Oshol emerges from the tunnels near the Hanging 
  Tower, a building that the sorcerer-scientists raised into 
  the air a decade ago and have been unable to re-ground. 
  The Tower, a forty-story affair hanging several meters 
  overhead, never fails to astound and delight Oshol, who 
  is fascinated by science. In fact, one of the Orders he 
  applied to for entry at the age of 11 was Serpents. 
  Though the Serpents rejected him, his interest in the 
  sciences never ceased. 
  Strolling further, Oshol sees two Mink women 
  approaching, chittering together in their Order tongue 
  behind their furry masks and lace fans. They wear only 
  thin straps of cloth tightly bound over strategic parts of 
  their bodies, and Oshol sways for a moment, stunned at 
  their nearly-nude bodies, fully exposed to the sunlight. 
  He puts a leather-gloved hand to his mask to steady his 
  throbbing head and then straightens himself as the 
  Minks pass by. 
  The Minks chitter once more to themselves and then 
  turn to regard him from the huge onyx eyes of their 
  masks. "Good day to you, sir Boar," one of them says in 
  dulcet tones, while stroking her companion's body 
  obscenely. The other coughs politely, making a gesture 
  of unambiguous meaning. "Can we be of service to you 
  this day?" Oshol grasps at them blindly, but they dodge 
  away, chortling. "Fifteen minutes' service for a touch, 
  two hours for more! A day's service if you need to hurt 
  us," they whisper hoarsely. 'A touch' is insufficient for 
  Oshol, and he does not wish to spend two hours of his 
  day's leave working for the benefit of the Mink Order in 
  return for a moment of gratification. 
  "I need nothing," Oshol grunts, and stalks up the 
  street, hearing the Minks giggle to each other about his 
  boorishness from behind. But soon they spot two Shark 
  masks to entice and forget about Oshol. Oshol pauses to 
  lean against the building next to him, wabbling his head 
  slowly. His skull aches. Must be the sunlight. Where is 
  a drinking hole? Some liquor and a place to sit would 
  straighten him out. 
  Abruptly pushing off from the building, Oshol grabs 
  a passing slave and slams him against the wall till his 
  teeth chatter. He shoves his mask into the slave's face 
  and bellows, "Quick! The nearest barrel house, you 
  putrid garbage!" The bloodied slave gestures frantically 
  up the avenue toward the Palace, whose odd, shifting 
  spires tower above the city. Not far away, Oshol sees a 
  tavern sign, The Hanged Lady. He throws the slave to 
  one side and makes a beeline to the tavern. Sitting down 
  on the tavern's stoop with a stein of hard liquor, he 
  inserts a tin straw through his mask and slurps up his 
  drink. From his seat under the dangling feet of the 
  tavern's "signpost," he can watch the Palace as he 
  drinks. The Palace's walls excite him, its clashing 
  designs are like martial music to his soul, and his 
  headache departs as he sways rhythmically side-to-side 
  in time with the discordant music pouring from the 
  tavern's common room. 
  The Hanged Lady is crammed full even at this early 
  hour, and dozens of beast-men stagger in and out of its 
  doors. A very drunk Rat, his mask askew, bangs heavily 
  into Oshol and spills his drink. 
  "Watch yourself, rodent," Oshol grumbles at the 
  befuddled Rat, who blinks stupidly at him through one 
  eye-hole. "And straighten your mask. You disgrace my 
  Empire ." 
  With a hiccuping gasp, the Rat pulls himself erect. 
  "Eat excrement, Boar." He whips his rat mask around 
  to cover his features, drawing a dagger with his other 
  hand. "Apologize or die." 
  Oshol sees red. Hefting his stein he roars, "Come on 
  then, see what a Boar can do!" The Rat is on him before 
  he finishes, stabbing at the Boar mask in drunken 
  frenzy. Oshol grabs the Rat's knife-hand and smashes in 
  the Rat's mask with his steel drinking-mug. The Rat 
  screams as the fight goes out of him. Oshol, in blind 
  fury, hurls the Rat to the ground and stomps on him 
  again and again and again, until another Rat rushes up, 
  short sword in hand. Oshol grapples with this second 
  Rat and lifts him overhead, while he hacks frantically 
  with his sword at Oshol's leather-wrapped arm. Then 
  the Boar throws him into the street in front of a 
  galloping platoon of mounted Skulls. As the unfortunate 
  foe is trampled, Rats come pouring out of the tavern. 
  Oshol goes berserk and raises his uninjured arm to 
  smash his enemies. The fight ends in a frenzied melee 
  of Rats, Boars, and Skulls. Oshol continues to fight until 
  a Skull's club deprives him of consciousness. 
  He comes to in his own bed, his arm and head 
  bandaged. 
  To his astonishment, his own Grand 
  Constable sits nearby, shaking his head rapidly back and 
  forth. The Constable's jewel-encrusted mask radiates 
  murderous good cheer. 
  "You fool," he chuckles. "You insane fool. You 
  killed one Rat, maybe two, and crippled four, did you 
  know that? Brenal Farnu [Grand Constable of the Rats] 
  is outraged. What have you done, Sergeant Oshol 
  Nariva?" 
  "I was provoked, Majes ty..." 
  "Silence!" The Constable regards him inquisitively. 
  "What punishment should be invoked for this breach of 
  peace, Sergeant Oshol Nariva?" 
  
  The Shattered Isle 
  17 
  "Noble one, I know not." Oshol gulps and tries not to 
  think of the ghastly fate surely awaiting him. Death, 
  even slow death, would be preferable to Unmasking. 
  Life without a mask ... he moans softly and shudders. 
  "Perhaps 
  we should unmask you, violent one. But you fought off 
  a whole squad of armed warriors, using only your fists 
  and a beer stein. You have been most inspiring, and 
  your war fury may prove of much use in the wars to 
  come. Name your desire." 
  Oshol is long in replying. "High One, I wish to serve 
  you as well as I may, though perhaps with a larger 
  command. One sergeant does oppose me, interfering 
  with my work and my men. If I could be rid of him ..." 
  "Done," the Grand Constable states. "I hereby elevate 
  you to lieutenant in the Order of the Boar and will so 
  notify your commanding officer. This other sergeant, 
  whomever he is, is hereby placed under your command. 
  Remember, though, that he is a Boar-brother.'' He 
  leaves. 
  Oshol grins painfully. A fine day. Tomorrow he will 
  have his new mask made, and assign Wavan to 
  perpetual latrine duty. Perhaps he will let his new 
  platoon kick some slave girls to death in celebration. 
  Musing pleasantly, he nods off to sleep. 
  The Constable regards him thoughtfully. 
  Daily Life in Granbretan 
  Most citizens of Granbretan are wamors, as can be seen in the 
  Hawkmoon novels. The city of Londra is a very military in nature, set 
  up mainly as a base for the millions of soldiers that inhabit the city 
  while off campaign. Among the natives, money is never used. All 
  Orders have their own job to do for the Dark Empire, whether it be 
  fighting, healing, building armor, or raising children. The citizens live 
  in barracks-like buildings free of charge, and are provided with 
  everything they need from their Order. 
  The Orders support themselves, taking food, textiles, and slaves in 
  war, all used for the capturing Order's benefit. Even land conquered in 
  wartime is parceled out among the Orders and the inhabitants thereof 
  are considered to be the Orders' property. 
  Trade of surplus items between Orders is normal. Oshol did not 
  have to pay for his drink at The Hanged Lady -- the bartender slave 
  keeps track of how many mugs of liquor are given to each Order. At 
  the end of the month, the tavern's owner, a Fox, tallies up the results 
  and these are given to a Boar Quartermaster, who gives the Order of 
  the Fox whatever services, slaves, or goods are needed to pay for the 
  liquor drunk, Fox slaves killed, and meals eaten by Boars. On a more 
  personal scale, the Minks encountered by Oshol would have expected 
  him to serve them personally for a greater or lesser period of time, in 
  return for greater or lesser sexual favors. Likely types of service might 
  have been overseeing slave labor in Mink workhouses, acting as a 
  bodyguard, or taking clothing or food for the Minks from Boar 
  supplies. 
  Each Order has a fine large building, called a Temple, which 
  serves as the Order's headquarters and shrine. Usually the temple is 
  located as near to the barracks as possible. 
  I n te rd i me nsi onal Travel 
  Although 
  the 
  games 
  Stormbringer 
  and 
  Hawkmoon 
  are constructed to allow easy 
  travel between them, there are 
  certain 
  effects 
  which 
  interdimensional 
  travel 
  forces 
  upon a character. 
  Entering Tragic 
  Millennium Earth 
  Of 
  all Moorcock's universes, 
  Hawkmoon's 
  is 
  perhaps 
  the 
  most 
  Lawful 
  and 
  least 
  influenced 
  by 
  Chaos. 
  Any 
  Stormbringer adventurer coming 
  to Tragic Millennium Earth finds 
  that all his magic skills are 
  divided by 10 (5 or greater 
  rounding 
  up). 
  Summoned 
  demons and elementals may not 
  be bound into a sorcerers 
  permanent service, though such 
  entities previously bound remain 
  under control once brought here. 
  Additionally, no magic may be 
  taught in Hawkmoon's world. 
  The nature of Law does no1 
  permit 
  the 
  tremendous 
  and 
  wierd flexing of logic and mental 
  perception necessary 
  to 
  the 
  learning of spells. 
  The abilities of elementals 
  remain 
  the 
  same 
  as 
  in 
  Stormbringer. 
  However, 
  elementals may not be bound 
  into a sorcerer's service on 
  Hawkmoon's Earth: they may 
  only 
  be 
  summoned 
  and 
  commanded once, after which 
  they depart. 
  All demon attributes, except 
  for SIZ, and all demon special 
  abilities are divided by 10 so 
  long as they stay on Tragic 
  Millennium 
  Earth. 
  This 
  even 
  applies to 
  powerful demons 
  such as Stormbringer itself, who 
  only drains ld10 points of POW, 
  instead of ld100. New demons 
  can be summoned on Tragic 
  Millennium Earth and, unlike 
  elementals, can be bound into 
  service. 
  The 
  total 
  of 
  the 
  demon's attribute points equals 
  the 
  sorcerer's total 
  attribute 
  points 
  divided 
  by 
  10. 
  The 
  demon's POW is based on a 
  normal roll of ld3, which makes 
  it extraordinarily easy to tame. 
  Since 
  SIZ 
  remains 
  normal, 
  points put into SIZ are multiplied 
  by 
  10 (or whatever fraction 
  thereof the summoner desires. 
  Upon return to the Young 
  Kingdoms, 
  all 
  the 
  demon's 
  statistics but SIZ are multiplied 
  by 
  10, including POW. This 
  POW increase gives the demon 
  an immediate chance to resist 
  the sorcerer's POW and escape 
  its binding. If it is an aggressive 
  type of demon, it immediately 
  attacks the sorcerer. Otherwise, 
  it merely departs. 
  Elemental 
  Rulers, 
  Beast 
  Lords, and the Lords of Law and 
  Chaos cannot be summoned in 
  Hawkmoon's 
  world. 
  Agents 
  (only) of Law, Chaos, or of an 
  Elemental Ruler, that try to 
  contact their patron can, at best, 
  get only a dim image or voice 
  from their god. Their god can 
  take no action here. 
  Amulets of Law or Chaos 
  become inert and dead while 
  within Hawkmoon's Earth. 
  Unlike other forms of magic, 
  Virtues 
  function 
  normally 
  in 
  Hawkmoon's 
  Earth. 
  However, 
  new 
  virtues 
  cannot 
  be 
  manifested here. 
  Entering the Young 
  Kingdoms 
  No change occurs to a native of 
  Tragic Millennium Earth upon 
  entering the Young Kingdoms. 
  Flamelances 
  still 
  function, 
  mutants 
  retain 
  their 
  special 
  powers, ornithopters fly perfectly 
  well. Science, the tool of Law, 
  works just fine in Elric's world. 
  However, the tools necessary to 
  science 
  are 
  generally 
  unavailable anywhere in the 
  Young 
  Kingdoms. 
  Unless 
  a 
  traveller brought his equipment 
  with him, no Hawkmoon Lore 
  skill can operate at higher than 
  20%. 
  Flamelances 
  and 
  similar 
  technological 
  weapons 
  are 
  generally not considered to be 
  magic, and do not damage 
  demon 
  armor, 
  though 
  the 
  damage points in excess of the 
  demon armor's protection will 
  still damage the wearer. Certain 
  special weapons, such as the 
  Sword of the Dawn, can harm 
  demon 
  armor. 
  Ant 
  other 
  weapons, such as the acid or 
  sonic cannons, produce effects 
  too devastating or too subtle to 
  be blocked effectively by demon 
  armor. 
  
  18 
  The Eternal Champion Series 
  bcenarios 
  I' 
  I 
  The adventures presented in The Shattered Isle can be used with either Hawkmoon 
  or Stormbringer adventurers. Ambitious gamemasters may also choose to use this 
  book with parties composed of both types. 
  Written by: Kerie Campbell-Robson, 
  With: Greg Staford and Harry A. Robson V. 
  This campaign takes place on Tragic Millennium Earth. 
  It can be played by either or both Hawkmoon and 
  Stormbringer adventurers. Reasons for the participation 
  of both types of adventurers are included. Several 
  different Non-Player Characters are included, to give 
  you and your players a choice in the motivation that 
  gets your players started in this adventure. Some of 
  these Non-Player Characters are important to this 
  adventure later on, so familiarize yourself with them all. 
  Background Information 
  This series of adventures takes place mainly on the 
  island of Eire, just west of Granbretan. It is part of the 
  Dark Empire. 
  Eire 
  Eire is nicknamed "the Emerald Isle" for the brilliant 
  green vegetation that abundantly covers its rolling hills 
  and valleys. North and south Eire boast ranges of small 
  mountains. Between the mountainous areas is a stretch 
  of fairly fertile lowlands dotted by vast bogs -- treeless, 
  cool areas where eons of moss have decayed into peat, 
  which is burned in the natives' fireplaces. Western Eire 
  is cold, especially in the winter, when North Atlantic 
  gales from the Arctic sweep over it. 
  Eire is mineral-poor. Its bones hold no oil and little 
  coal or metal. The people subsist mostly by farming, 
  though fishermen are in the west and south, and cattle, 
  sheep, and pigs are raised as well. Potatoes make up the 
  bulk of the diet. 
  The Eirish are a superstitious folk, repeating and 
  believing tales of the wee folk: leprechauns, elves, 
  fairies, ghosts, and goblins. Mutations are common, 
  probably due to the country's proximity to Granbretan, 
  since Eire is one of the few lands not hit directly by 
  nuclear fire in the Tragic Millennium. 
  Mutants are 
  believed to be changelings or otherwise part-faerie, and 
  are ostracized, though not harmed. Most mutants live in 
  small 
  self-sustaining 
  communities, 
  bolstered 
  occasionally by gifts from nearby farmers to keep them 
  happy and secluded. 
  Eire is used by the Granbretanians as a hunting 
  preserve. However, the men of the Dark Empire hunt 
  humans. The Granbretanian nobility permits the poor 
  fishers and farmers of the Emerald Isle to go about 
  their daily business and lives so that they will multiply, 
  giving the Beast Masks a plenitude of gruesome trophies 
  to display in Londra. Eire is also used as a proving 
  ground for new recruits, a sort of final exam for certain 
  Orders. Villages and towns are overrun and destroyed 
  in "mock invasions to instruct untried Granbretanian 
  youths in the arts of death and plunder. Tests for new 
  military equipment are often made in Eire, which is 
  conveniently close, yet isolated from the spies of other 
  lands. The ruins of ancient and new war machines lie all 
  over Eire. Since the invasion of the mainland, Eire's 
  importance has diminished, and it is now much less 
  used. 
  Eirish are fair-skinned with light-colored eyes. Their 
  hair is either deep black, or blond, red or light brown. 
  Eirish are usually short and slim, with fiery tempers and 
  fair humor. Any roll of Scholar or Scientist on the class 
  table should be replaced with Farmer. Roll ld6 for body 
  frame: 1-3 = light, 4-6 = medium. Add ld3 to CON, 
  ld3 to DEX, and 1 to CHA. Subtract 2 from SIZ if 
  already 10 or more. 
  
  The Shattered Isle 
  19 
  The Coming of the Sorcerer 
  Zhenadar-vron-Kensai is an Amarehkian scientist, the 
  infamous creator of the Charki. Two centuries ago, 
  after years of struggle against his insane appetites and 
  experiments, the Amarehkians drove him from their 
  lands. Zhenadar sailed across the Atlantic in a 
  mechanical ship and found himself in Eire, penniless 
  and friendless. 
  A fisherman found Zhenadar asleep on the beach, 
  took pity on the old scientist, and brought him to his 
  house. While recuperating in the fisherman’s home, 
  Zhenadar learned of the Eirish superstitions, the 
  existence and customs of the European lands he thought 
  were myth, and of the power-hungry Dark Empire. Too, 
  he learned that the common Amarehkian language he 
  spoke was nearly identical to the language that the 
  fisherman claimed was common for Europe. 
  Zhenadar, with his scientific marvels, soon convinced 
  the fisher and his village that he had come to punish the 
  evil of the Beast Empire. The fisher-folk swore fealty 
  to Zhenadar and helped him build his stronghold atop a 
  magic faerie mound. After a few experiments, Zhenadar 
  discovered that the faerie mound was actually a focus 
  for inter-dimensional activity -- a place where other 
  planes periodically intersect with Earth’s. 
  Zhenadar equipped his mound-top villa with devices 
  captured from Granbretanian patrols or built from raw 
  materials stolen from local farms. He wiped out the 
  fishing village that had originally helped him, and 
  settled down to learn about the other planes which 
  intersected the faerie mound, hoping to find allies he 
  could use to conquer first Amarehk, then the world. 
  After two decades of exploring the other planes, 
  Zhenadar discovered an artifact in an extra-dimensional 
  nil-space. This item, called Arkyn’s Eye, when 
  harnessed, restored his youth and kept him perpetually 
  young. he turned back his personal clock by thirty years, 
  reducing his age from 68 to 38 and keeping it there, 
  while continuing his watch for allies. 
  Generations passed. During this time, he fathered two 
  sons on captive peasant girls. His sons took up their 
  father’s cause when they came of age. Several years 
  before this scenario begins, a hunting party of 
  Granbretanians led by 
  two Serpents found his 
  laboratories. Enthralled by his genius, the Serpents 
  joined Zhenadar. With their help, Zhenadar stole one of 
  the new Granbretanian ironclads and sailed to Amarehk, 
  where he captured ten Charki before returning to Eire. 
  With the Charki, Zhenadar, his sons, and the 
  Granbretanians could pillage peasant towns whenever in 
  need of food or goods. He also used them to capture a 
  number of seacraft, assembling an armada in a western 
  Eirish bay for use in his upcoming conquests. 
  For some years, mercenaries have been trickling in to 
  Zhenadar from all over Europe. He has also managed to 
  The Scientist Zhenadar 
  
  20 
  The Eternal Champion Series 
  I 
  Getting Here 
  gamer a number of otherworldly allies from other planes 
  of existence. However, in so doing Zhenadar and the 
  Serpents have also managed to offend a number of 
  sorcerers and scientists from these other planes. Several 
  of these seek to stop him before he damages the fabric 
  of the Multiverse itself. 
  Arkyn’s Eye, Zhenadar’s 
  youth-enhancing artifact is much more important than 
  he dreams (his petty use of it to prolong life is rather 
  like using a jack-hammer to crush robin’s eggs). The 
  Eye is actually one of several secret creations whose 
  purpose is to stabilize and sustain the structure of the 
  Multiverse. Zhenadar’s drain on its forces has weakened 
  key parts of the interplanar continuum and upset the 
  Cosmic Balance of several worlds. 
  While visiting Granbretan for supplies, one of 
  Zhenadar’s Serpents gave information about Arkyn’s 
  Eye to Baron Kalan, who immediately probed for it 
  himself. Soon, he found the Eye in its little pocket of 
  nil-space, and managed to tap its power. He has 
  converted the Dark Empire’s siege beetles (titanic war 
  engines in the shape of huge insects) to derive their 
  power from this artifact. The new model siege beetles 
  are currently in use around Europe, causing further drain 
  on Arkyn’s Eye. 
  lvandir Ayoomas 
  (for Young Kingdom adventurers) 
  lvandir is a good choice to get your players into the adventure if 
  their adventurers are basically nice guys, but feel that financial 
  rewards are important, too. 
  lvandir is a wealthy Lormyrian sorcerer-priest of Arkyn. Arkyn 
  came to him in a dream and explained that an insane creature 
  of great power was working against the Multiverse and if he 
  were not stopped, many precious things would cease to exist. 
  lvandir awoke with a shout and a sense of purpose. He wishes 
  to gather a party of the faithful (i.e., Lawful adventurers) to 
  destroy this misled being. lvandir sends his call through the 
  temples of Law in the Young Kingdoms, entreating assistance in 
  his crusade. Those answering his summons must come to 
  Ivandir’s home in Ramasaz, where he will outline the mission. 
  lvandir’s story: “This mission must be accomplished in another 
  world, where magic is less powerful. Lord Arkyn will open a gate 
  for you in the ocean off the coast of Lormyr. Once through the 
  gate, sail north till you reach land. Once you have reached land, 
  you must travel further north till you reach the land of the 
  sorcerer. The threatened Eye lies on a plane other than the one 
  to which you are being sent. However, you should be able to 
  get enough information to find your way to the Eye from thence. 
  Arkyn’s Eye is globe-shaped, and is also known as the 
  Cornerstone. It is not dangerous in any way, but I know nothing 
  else of it. My instructions are either to cut the Eye off from 
  outside interference, or, if necessary, to destroy it. I believe that 
  destruction of the Eye will cease the Multiversal fluctuations by 
  releasing its ’soul’ to find a new container. 
  “In return for your services, you may, of course, keep all 
  booty found en route, provided unusual items are first taken to a 
  temple of Arkyn for inspection and possible reproduction. In 
  addition, each survivor will receive 1000 LE in any denomination 
  he chooses and a trip home to anywhere in the Young 
  Kingdoms, via Virtue of Transport.” 
  Agents and priests of Arkyn who successfully complete this 
  venture gain 2d10 Elan. Agents and priests of other Lawful lords 
  gain ld10. 
  lvandir cannot accompany the parly. He must stay behind in 
  case the adventurers fail, so that he can recruit a second party. 
  If lvandir is not used to introduce the players to this 
  scenario, he may come himself to stop Zhenadar’s menace, as 
  he was unable to find anyone else to do so. One promising way 
  to introduce him to the adventurers is to have them rescue him 
  from Charki or chaos creatures in Eire. lvandir is extremely 
  cautious and won’t directly assault Zhenadar or his minions, 
  hoping that the location of the Eye will be revealed to him in 
  another vision. lvandir is a coward and hates combat, but his 
  knowledge of other planes and Law may be of some use to the 
  players. 
  ~~ 
  lvandir Ayoomas, Lormyrian Priest of Arkyn, age 38 
  STR9 
  CON12 
  SI212 
  INT17 
  POW21 
  DEX 13 
  CHA 14 
  HP: 12 
  Armor: Half Plate, ld8-1 
  Weapon 
  Attack 
  Damage 
  Parry 
  Dagger 
  40 
  ld4+2 
  30 
  SKILLS: Ride 54. Sleight ot Hand 43. Balance 50. Scent 24. See 68, Credit (in 
  Young Kingdom) 89. Persuade 65. Sing 94, First Aid 67. Plant Lore 88 
  LANGUAGES: Common Tongue 95, Low Melnibonean 82. High Melnibonean 43; 
  Note: lvandir is literate. 
  SUMMONINGS: Elementab: Alr 52. Water 34 ; Virtues: Knowledge 51. Travel 47 
  Cudgel 
  35 
  ld6 
  35 
  Encounters with Agents of Law or servants of the Runestaff 
  such as the Warrior in Jet and Gold fill lvandir with awe. He 
  always recognizes such for what they are and is extremely 
  respectful. 
  If he encounters Agents 
  of 
  Chaos or 
  the 
  Melnibonean sorcerer 
  Ilendrik, he cowers and attempts to 
  escape. lvandir knows his limitations and won’t attack such 
  strong Chaos outright. The Granbretanians are Chaotic to him; 
  with proper display of scientific knowledge, lvandir may well 
  come to believe that they are the Lords of Chaos themselves. 
  
  21 
  The Shattered Isle 
  llendrik Tohrmhal 
  (for Young Kingdom adventurers) 
  llendrik is a good choice for your players if they are solely 
  profit-oriented or if several of them are chaotic. 
  The adventurers are approached by a half-Melnibonean 
  messenger, wearing the garments of that isle's slave-class. If 
  the characters do not live near one another, separate 
  messengers approach each one. All the messengers act in the 
  same manner and carry the same orders. 
  The man produces a scroll from his jerkin and lays it before 
  the adventurers. He then quietly waits, making no conversation. 
  Insistent questioning causes him to open his mouth and reveal 
  that his tongue has been removed at some time in the past. 
  The scroll reads (in the language used by the adventurers): 
  "Kindly accompany my servant to my abode. I know of 
  you and have work that people of your caliber should find 
  welcome. 
  Payment is handsome. You have an hour from 
  the arrival of this message to follow my messenger. If you 
  do not leave by the end of the hour, he shall depart to seek 
  another. Be fearful of no treachery." 
  The signature is illegible. but appears to be in a language 
  other than Common. 
  At the end of the hour, the messenger leaves. 
  Those 
  following him eventually arrive at a ship in the nearest sea port. 
  They are not accosted by any sailors as they walk aboard, 
  mostly due to the non-human blood in their silent guide. He 
  hands a scroll to the captain whose face drains of blood as he 
  reads it, and the ship is hurriedly prepared to sail. No word is 
  said about payment. 
  The players are shown to their cabin by the captain himself. 
  If questioned, the shaken Lormyrian states, "I do not envy you 
  gentlemen. It is not often that one is invited to Melnibone." He 
  says no more on the subject, and the ship sails inexorably 
  toward the Dragon Isle. 
  The characters are on their way to Fwem Omyeo, the largest 
  of the three smaller Melnibonean islands, northwest of the main 
  isle, Melnibone proper. Historically, Fwem Omyeo was the 
  estate of the throne's heir apparent. Depending on the 
  campaign, the island can play differing roles. 
  In a pre-Elric 
  game, the hiring sorcerer should be the crown prince of the 
  current Dragon Empire. In a game in which lmrryr has not yet 
  fallen, the sorcerer is an eccentric, living off to himself away 
  from the dreaming, dying main island. In a post-lmrryr game, 
  he is a hermit who cannot bear to leave his ruined homeland. 
  Fwem Omyeo is heavily forested with fragrant woods such 
  as cedar and pine. The sea barrier that surrounds the main 
  island is lacking here and a longboat can safely thread the 
  protecting reef to beach on the isle. The sorcerer dwells in the 
  towers of the crown prince's palace at the island's center. 
  When the longboat is rowed ashore by two terrified 
  crew-members, it is almost dark. As soon as the characters 
  disembark, the longboat hurries back to the ship, which sets sail 
  perforce. From the forest comes a scattering of unearthly hoots 
  and cries. 
  The messenger sets off into the forest along an 
  overgrown paved pathway. 
  The forest of Fwem Omyeo is not in itself dangerous. The 
  trees are oddly-colored but are not animate or malevolent in 
  most cases. 
  However, chaos creatures roam about freely, 
  products of Ilendrik's magical experiments. Their cries can be 
  heard, filtered through the trees, but no attack will come. These 
  creatures avoid the path, which is enchanted. 
  The estate proper is bare of trees, consisting of a manicured 
  stretch of bluish lawn, white and red roses, and the palatial 
  towers, which are at least three millennia old, though they are in 
  
  22 
  The Eternal Champion Series 
  excellent repair. They are not painted in the normal pastel 
  shades of Imrryr's mansions -- the sorcerer has seen fit to paint 
  his three towers an ebon black. 
  The characters are ushered into the center tower to meet 
  with the sorcerer. Only a few half-human slaves, silent like the 
  messenger, are present, but a feeling of being watched is 
  persistent and annoying. Any attack or untoward behavior 
  directed at the lord of the palace or anything his is abruptly 
  stopped by unseen, strong hands. Very powerful demons of 
  protection inhabit the castle, untouchable and unseeable. 
  By his bearing and appearance, the party's host is obviously 
  a noble in high standing. He is in fact of royal blood, either 
  brother or cousin to the Emperor (depending upon your 
  campaign's needs). He condescends to the party in a way that 
  suggests he feels he is far superior to them. 
  llendrik Tohrmhal, Melnibonean Royal-Warrior, Age 46 
  STR 11 
  CON 13 
  SI219 
  INT26 
  POW35 
  DEX 12 
  CHA 16 
  HP: 20 
  Armor: Special demons 
  Weapon 
  Attack 
  Damage 
  Parry 
  Sea Axe 
  75 
  2d6+2+ld6 
  70 
  SKILLS: Conceal 56, Climb 60. Dodge 87. Llsten 65, Memorize 95, Orate 60, 
  Persuade 55, pick Lock 48. Plant Lore 85. Poison Lore 90, Ride 90. Ride Dragon 65, 
  Scent 40, See 50. Sleight of Hand 95, Taste 80. 
  LANGUAGES (ReadtWritdSpeak): High Melnibonean 80. Low Melnibonean 100, 
  Common 100. 'pande 45, Mabden 60. Lawspeak 40. 
  SUMMONINGS: Elementals: Air 93, Earth 71, Fire 98. Water 55, Demns: Cwnbat 
  95. Desire 56. Knowle@e 82. Possession 95, Protection 97, Travel 66; Lassa 49; 
  Straasha 60: Grome 47; Kakatal 55; Hionhurn 41; Meerciar 64; Haaashaastaak 55; 
  Roofdrak 63; Uun-Ruzrr 51. 
  CARRIED GOODS: Ring, gold and diamond: 400 LB; Gold hoop earring: 60 LB; 
  Jewelled b d :  gold. topaz. and garnet: 1503 LB. 
  Thrown Dagger 
  85 
  ld4+2+ld4 
  -- 
  Once the adventurers have given llendrik their undivided 
  attention, he strikes a pose before the fireplace in which a 
  magical (elemental) fire burns and he begins to speak. 
  "You seem to be fine specimens, and I hear are hardy and 
  adventurous. I offer employment for you, temporarily only, of 
  course. My permanent employees are ... adjusted for silence. 
  "You must fetch something for me, an ancient artifact of 
  which I and I only can make proper use. Retrieve the item and 
  you each may have a fistful of these." 
  llendrik waves a languid hand and a velvet-lined tray 
  appears from nowhere in his hand. The tray contains a mound 
  of Melnibonean silver dragons. llendrik allows the party to drool 
  for a moment, and then motions the tray back to wherever it 
  came from. 
  "Do you accept? I cannot inform you of my requirements 
  until you have done so." 
  He waits for an answer from each adventurers. Those who 
  refuse are ushered into another room by invisible demons, 
  where they may reconsider. If they continue to refuse, they are 
  sent back to their home ports via demon of transport. 
  When all remaining have accepted, llendrik continues. 
  "A man in another continuum has offended me in many 
  ways, stealing my servants and magic and interfering with my 
  works. I want him eliminated. Furthermore, he has the key to an 
  item which I desire. This item is a fist-sized crystal of glowing 
  green. Kill this man and secure this artifact. The crystal is not as 
  important to me as this man. Bring me his head and I will 
  render payment." 
  llendrik then smiles thinly and reaches into the air as if to 
  pluck a fruit. A small silver arrow appears in his hand. 
  "Observe, this is a virtuous item. Only I can prime the arrow, 
  but it follows my commands explicitly. Watch closely." 
  He tells the arrow to point to a specific adventurer and gently 
  releases it. The arrow hovers for a moment and then points 
  directly at the correct character. llendrik grasps the arrow again 
  and continues. 
  "The arrow is now primed to seek the man I am after. 
  Dispose of him, and take home a handful of silver dragons. 
  Bring me the crystal as well, and 1'11 double your reward. You 
  may keep any money or magical artifacts you encounter on your 
  search, with the exception of the globe. Once you have killed 
  my enemy, the arrow will point towards me, or the best route to 
  get to me, to help you find your way home." 
  He speaks to the arrow and then hands it to the most 
  intelligent party member. If that person has demons, they object 
  to the arrow (which is an artifact of Law), but do nothing about 
  it. 
  llendrik ushers them to the tower gate. "When you want to 
  locate the item, just release the arrow. It will point in the correct 
  direction. I wait your return." 
  The Arrow of Law, Virtue of Knowledge 
  POW 17 
  This virtue is a peculiar virtue of knowledge. Rather than 
  answering questions, it manipulates its binding object, the 
  arrow, to point in the direction of whatever its owner seeks. It 
  can understand lwo commands at a time; three or more causes 
  it to cease functioning. 
  llendrik shows the characters to another room in the main 
  building. The room has been painted silver-blue and the walls, 
  ceiling, and floor are covered with black runes and diagrams. In 
  the center of the far wall is a door-shaped space of nothingness. 
  "There lies your path. The arrow leads you from now on. All 
  you need do is release the arrow and it will point in the correct 
  direction. Good luck." 
  The door shuts firmly behind them. 
  If llendrik is not used to hire the adventurers, he may have 
  decided to go in search of Zhenadar himself. The adventurers 
  could meet him near Villa Kensai, muttering blackly to himself at 
  the failure of his demons on this too-Lawful plane. Depending 
  on the adventurers' attitude, he may become their ally or their 
  enemy. He certainly wants Zhenadar's death; anyone objecting 
  to this is likely to be injured or killed. llendrik is Melnibonean, 
  after all, and his goals come before all else. 
  Sepriz 
  (for Young Kingdoms adventurers) 
  Sepriz is best used with players who enjoy doing good deeds, 
  dealing with cosmic powers, and saving the universe. Or who 
  are so actively Chaotic that the threat of universal destruction is 
  necessary to keep them in line. Though he is primarily intended 
  for Young Kingdoms adventurers, he can also be used by 
  Tragic Millennium characters -- simply change Sepriz's dialogue 
  accordingly (for instance, he won't refer to Zhenadar as being 
  from another plane). 
  The party is approached by a large, black-skinned man 
  wearing white linen and furs. A hooded cloak conceals his face. 
  He steps into the circle of firelight, up to their table in a tavern, 
  or whatever is appropriate. As he comes forward, he drops his 
  hood to reveal an ancient, withered face and speaks both 
  urgently and rapidly. 
  "I 
  am Sepriz, servant of the Balance. Your world is 
  threatened by a sorcerer on another plane. This being has 
  tapped into an energy source that holds together the cosmic 
  fabric. This energy source, which humans call Arkyn's Eye, 
  manifests itself as a globe of glowing green, and exists in a 
  cavern outside time. The Eye must be shattered, so its healing 
  
  essence can be freed to repair the damage done by this 
  sorcerer. I cannot send you directly to the Eye, for passage to 
  its cavern is beyond my power. However, I can easily send you 
  to the sorcerer's home plane, from whence you can find your 
  own path to the Eye. You may need to kill or disable the 
  sorcerer's minions. However, the sorcerer will perish when the 
  Eye is broken. Alas, I can offer you no reward beyond whatever 
  plunder you take from the sorcerer and his minions. However, I 
  assure you that this sorcerer's depredations are such that, if he 
  is not stopped, you will soon have but little use for worldly 
  riches. 
  "Walk due north from this place till you come to a small 
  sailing craft. This boat is magical, and will sail itself to the other 
  world. The sorcerer's name is Zhenadar. Asking for him always 
  leads to him. I wish you luck." 
  Sepriz then vanishes, as if he were a ghost. Sepriz cannot 
  go on the trip himself under any circumstances. He is a servant 
  of the Runestaff, and has many tasks to perform. 
  For All Young Kingdoms Players 
  If llvanir or Sepriz hire your players, they start out in a boat 
  of 
  some 
  description. 
  The 
  following 
  events 
  occur 
  (characters hired by llendrik find themselves on the beach 
  in The Emerald Isle): 
  As their ship moves, the light fades completely. 
  Eventually, the black lightens into a featureless gray color. 
  They can see nothing around them. Not their companions, 
  not parts of the ship, not even their hands before their 
  faces. They can still feel the seat they set on, and their 
  clothing and personal effects are still tangible, but their 
  sense of sight seems to be completely destroyed. A chill 
  dampness strikes their faces and clings in their hair and 
  clothes as if you had entered a fog. They seem to have 
  been struck deaf as well. At least, they cannot hear their 
  companions nor even their own voices. 
  Suddenly, the craft begins to pitch and roll violently as if 
  caught in the teeth of a storm. Simultaneously, they can 
  see again, through a normal fog in a normal storm. The 
  craft splinters around them. All the adventurers are thrown 
  free of the wreckage onto a beach. Through the mist and 
  swirling wind they see trees and rocks ahead, shelter to 
  weather out the storm. 
  Giorgiano Camparelli 
  (for Hawkmoon adventurers) 
  I 
  Camparelli makes a good opening for Hawkmoon adventurers 
  who are somewhat seedy. 
  The adventurers are approached by a huge swarthy man. 
  His clothing, though somber in color, is of fine velvet and 
  brocade, and he is bedecked with silver jewelry. He strokes his 
  thin moustache as he speaks. (He talks with a thick Italian 
  accent as well, so pile it on.) 
  "I am Marco. My boss-man, he wishes to hire enterprising 
  gentlemen for a single job. If you like lots of money, you go to 
  [Marco names the most expensive hotel in town] and ask for 
  Don Camparelli, my boss-man. He can tell you more specifics in 
  person. You need money, yes?" 
  When the adventurers arrive. they are guided into the 
  presence of a corpulent gentleman with a tasteful tunic, graying 
  hair and moustache, and a fluffy black cat draped over one 
  shoulder. He, too, has a thick Italian accent. 
  He introduces himself, "I am Giorgiano Camparelli, but you 
  can call me Don Camparelli. I run a small oliveoil shipping 
  business in Sardinia, and you would not believe how cutthroat 
  the olive-oil trade is nowadays. Would you believe I have to arm 
  my 
  employees 
  to 
  protect my 
  rights? Me, an 
  honest 
  businessmen! Anyhows, I ship some stuff for a fellow, but he 
  does no pay me. He steal my ship, he steal my goods, he never 
  pay me. And I think he murder my employees. No one does that 
  to Giorgiano Camparelli! I send some of my Sardinians to teach 
  this fellow, but they always disappear. I run out of men to send 
  to this fellow. Especially now that the oliveoil season is here, 
  and I must guard many ships, many plantations, and keep tabs 
  on many shamefully ruthless competitors. Please, let me make 
  you an offer." 
  Camparelli now pauses to gauge the adventurers' reactions. 
  Humor and talking out of place are both frowned on. Marco and 
  several other goons are present to assist Camparelli in case of 
  disturbance. 
  Camparelli continues, "You are fellows of refinement and 
  perception. You do this thing for me, I give each of you a favor. 
  Call it in any time, any place. If I can do it, and it don't cripple 
  me or my business, you get it. If you don't see the value in this 
  offer, then you want money, I got money." 
  To fulfill his "favor," Camparelli has access to a good-sized 
  shipping company (with contacts in many ports all across 
  Europe) and a small army of hardened criminals. He could 
  assassinate someone, bribe an official, obtain hard-to-find 
  merchandise, provide the adventurer and his friends with a 
  quick getaway, etc. The limit is up to the Game Master. Once 
  the favor is used up, Camparelli feels no further obligations 
  towards the adventurers, though he'll still feel warmly towards 
  them. If one or more of the adventurers just wants money, he'll 
  offer 1500-2000 small silvers each. 
  Once the adventurers have agreed. Camparelli goes on. "My 
  enemy, he is in Eire, I am not just exactly where. My spies, 
  none have come back. His name is Zhenadar, and please kill 
  him dead. One of my ships will take you to Eire, and 1'11 send 
  Marco along with you. My ship will leave you on the south 
  coast. From there, you go north, I think you meet Zhenadar 
  soon enough." 
  Camparelli can provide the party with any equipment they 
  desire (within reason -- he has no ornithopters, flamelances, 
  etc.). 
  Marco is primarily an observer, and will only fight when 
  essential to the preservation of the party. He should be the last 
  person to be challenged if the party finds itself in trouble. 
  If Camparelli does not open the campaign, he'll send goons 
  into Eire regularly, though he himself will probably not show up. 
  His thugs are all Sardinian and Sicilian and have similar 
  statistics to Marco (see above). If Camparelli's men ever catch 
  the adventurers, they'll question the party to see what they 
  know. If they seem to be against Zhenadar, the Sardinians will 
  free them, with a warning to keep out of their way. The goons 
  travel in groups of 2D4, are totally outclassed by Zhenadar, and 
  are regularly killed off by charki or similar nuisances. 
  Marco, Strong-arm Warrior in the employ of Don Camparelli 
  STR17 
  CON 18 
  SIZ16 
  INT9 
  POW 12 
  DEX 8 
  CHA 5 
  HP: 22 
  Armor: Half-Plate, Ids-1 
  Weapon 
  Attack 
  Damage 
  Parry 
  Longsword 
  80 
  ld8+2+ld6 
  75 
  Dagger 
  60 
  ld4+2+ld6 
  55 
  Club 
  90 
  ld6+ld6 
  05 
  Fist 
  80 
  ld3+ld6 
  (75) 
  
  Skills: Balance 35, Climb 31, Credit 36, Dodge 45, Evaluate 80. Hide 55. ~ u m p  
  42, 
  Listen 21. Persuasion 46. Ride 25 
  Languages: Common 60, 
  Italian 100 
  Dermod Hinjclid 
  (for Tragic Millennium adventurers) 
  This opening is good for adventurers of all types. It can be set 
  anywhere in Tragic Millennium Earth, including Amarehk (in 
  which caSe 
  Dermod will need to provide trans-oceanic 
  transport). 
  The party is met by a knight in dull yellow armor, mounted 
  on what appears to be a huge greyhound. He is armed with 
  flamelance, sword, and mace. (If the encounter takes place in 
  Amarehk, replace the flamelance with a crossbow.) He beckons 
  to the party in a friendly manner and calls out "Follow me, if 
  you're eager for good pay for an honest mission." He then leads 
  them cross-country for 10-15 km to a bubble-shaped citadel in 
  the middle of nowhere. There he dismounts, as servants come 
  out to take his riding hound and also to take the adventurers' 
  mounts (if any). Then he leads them inside. 
  The fort proves to be one enormous hollow dome. Biological 
  equipment is set up everywhere. The inside is a hubbub of 
  noisy activity. Here a huge oil-burning generator clanks on, 
  there a pack of chained riding hounds bark thunderously as 
  attendants rush food to them. Massed cages of experimental 
  animals yelp, chatter, and chirp, adding to both the din and the 
  smell. A few areas are separated from the rest by cloth 
  partitions -- evidently sleeping berths and surgical arenas from 
  what the adventurers glimpse through the curtains. 
  The adventurers are brought before a balding, bespectacled 
  man who labors over a table, performing some sort of delicate 
  operation on an anesthetized guinea pig. When the yellow 
  knight gets his attention, the scientist turns to the party, smiling 
  winningly. As he speaks, the unattended guinea pig slowly 
  expires. 
  "Good day, good day. I am Dermod Hinjclid, owner of this 
  facility. I'd like to invite you to perform a small project, a small 
  chore. Biology has a great deal of potential, you must 
  understand. It can be the most beneficial to humanity of all the 
  sciences. Or, you understand, the most destructive." 
  Here Dermod stops for a moment, looking serious. Then he 
  proceeds. "I belong to a small brotherhood of liberal-minded 
  scientists who share our discoveries and pool our resources, to 
  an extent. The Society of Man, perhaps you've heard of it?" 
  He stops and looks inquire at the adventurers who, of 
  course, have not heard of his group. Disappointed, he 
  continues. "Ah well, fugit gloria, fugit gloria. In any case, we 
  have become apprised of a scientist located in Eire; not a 
  Granbretanian, by the way. This fellow has tapped into a 
  powerful, though limited, natural energy source which, evidently, 
  he does not fully understand. I and my fellows of the Society of 
  Man have found definite indications that his drain on this energy 
  source is actually weakening certain natural laws. If this 
  continues, the consequences are unknown, but certainly 
  profound. In any case, we'd like you to travel to Eire and 
  confiscate his energy source. And bring it to me, if possible -- 
  we'd like to study it. We believe that this item is globe-shaped, 
  the size of a man's head or smaller, and that it emits a greenish 
  light. I'm afraid that's all information we have. Oh yes, we 
  understand that this rascal has developed some sort of 
  biological monstrosities, mutant animals to cause trouble. He 
  seems to be quite despicable, really. If you can do this, our 
  whole Society would be most grateful, most grateful. The 
  scientist cad is evidently located near the ancient land of 
  Limerick." 
  With this, Dermod stops speaking, and looks hopefully at the 
  party. Then he glances over at his guinea pig on its operating 
  table and realizes that it is now quite dead. At first he grimaces 
  with annoyance, then shrugs his shoulders and tosses the 
  animal's carcass into a nearby bin. 
  The adventurers can now bargain with Dermod for their 
  payment. He has little or no money (any cash he gets goes right 
  into his machinery), but each party member can choose one of 
  the following: 
  1) A riding greyhound. These beasts' statistics are just like horses, except that STR 
  and SIZ are ld6 bwer. and the only attack is BHe, whid has a base chance of 25%, 
  and does ld8 damage plus the dog's damage bonus (usually 266). They can run at 
  up to 80 kph (50 mph) (signlflcantly faster than a horse). They are, d course. 
  carnivorous, which makes them expansive to feed. They are docile and easily 
  trained. 
  2) Bioengineering. Dermod is happy to engineer a small. Eeneflclal mutation onto any 
  adventurer who wishes it. This increases one Characteristic (chosen by the 
  adventurer) by ld6. This takes 2 weeks of surgery and biochemical treatment. 
  Moreover, the alteration is not without penalty -- alter the treatment is finished, roll on 
  the following table: 
  ld6 result 
  1 lose 1 point of STR 
  2 lose 1 point of CON 
  3 lose 1 point of INT 
  4 lose 1 point of POW 
  5 lose 1 point of DEX 
  6 lose 1 point of APP 
  It is possible to lose 1 point off the same characteristic 
  supposedly enhanced by the treatment. If an adventurer ever 
  undergoes Dermod's treatment a second time, he must roll 
  twice on the above table. If he takes it a third time, he must roll 
  three times, and so forth, each time increasing the penalty for 
  advanced mutation. 
  Dermod Hinjclid, Scientist (originally from France) Age 55 
  STR11 
  CON 10 
  SI28 
  INT28 
  POW 14 
  DEX 7 
  CHA 13 
  HP: 9 
  Armor: none 
  Weapon 
  Attack 
  Damage 
  Parry 
  Fist 
  22 
  ld3 
  20 
  SKILLS: Craft Surgery 93, Biological Lore 81. Chemical Lore 53. Electrical Lore 29. 
  Mechanical Lore 31, Memorize 89 
  LANGUAGES: C o m m  100. French 100, Ancient Latin 73 
  Dermod, of course, won't accompany the adventurers on 
  their trip under any circumstances. Nor will the yellow knight, 
  who is Dermod's bodyguard and confidante. 
  The Society of Man has chartered a vessel to deliver the 
  adventurers on the south coast of Eire, from whence they must 
  find their own way north to Limerick. 
  On Orders of the 
  King-Emperor 
  (for adventurers from Granbretan) 
  This opening is best for loyal or naturalized citizens of the Dark 
  Empire. 
  The adventurers are called before the Serpent lord Avirus, 
  who is high in the Order of the Serpent, fourth in line after the 
  Grand Constable. His ornate mask grins down at them. 
  
  The Shattered Isle 
  25 
  Avirus says, "Fortunate fellows, you have an opportunity 
  both to advance within your Order and win the friendship of the 
  Serpents. A rebel has been causing trouble in our dominion of 
  Eire. Stop him. Kill him if possible. Deliver his notes to me. 
  Keep any mundane wealth or goods you find in the hands of 
  this creature, but his scientific notes must be returned. Huon 
  himself knows of this mission. Do not fail us. A ship is prepared 
  for you, and fresh supplies and equipment awaits you aboard. 
  "The ship will drop you off on Eire's southern coast, from 
  whence you must find your own way to the rebel. Spy reports 
  indicate that he is somewhere in central Eire, near ancient 
  Limerick. We wish you luck." 
  With minor modification, this opening can be tailored to fit 
  the Unmasked. For their participation in this matter, Huon will 
  restore them to masked status and their old ranks. 
  If your adventurers are not Granbretanian, then Avirus may 
  appear later in the scenario, curious to see what Zhenadar is up 
  to. He always has a small entourage of Serpents, Vultures, and 
  Wolves. He'll ignore any party that does not interfere with his 
  snooping. Adventurers who prove themselves to him, perhaps 
  by bailing him out of a tight spot, are rewarded with an invitation 
  to dine with him in his palace at an unspecified date in the 
  future. Anyone foolish enough to take him up on this is arrested 
  by guardsmen (Avirus will have completely forgotten his 
  invitation). Avirus is never any help to the party in any way. 
  Avirus, Scientist-Noble of Granbretan, Age 35 
  STR 12 
  CON 15 
  SI213 
  INT25 
  POW 19 
  DEX 8 
  CHA 5 
  HP: 16 
  Armor: full plate and robes, 
  Weapon 
  Attack 
  Damage 
  Parry 
  Rapier 
  92 
  ld6+l+ld6 
  90 
  ld10+2 
  Dagger 
  32 
  ld4+2+ld6 
  -- 
  SKILLS: Credit 100. Bbiogical Lore 62. Chemical Lore 84. Electrical Lore 34. 
  Evaluafe Treasure 55, Mechanical Lore 94, Memorize 79. Pick Lock 54, Pilot 
  Ornithoper 36, Plant Lore 42. Poison Lore 60. Ride 31, Set Trap 75. 
  LANGUAGES: Common 100, Granbretanian 100. Anaent English 51. Ancient 
  Esperanto 12. French 52. 
  The Runestaff Calls 
  This opening is best for players who enjoy doing good deeds, 
  dealing with cosmic powers, and saving the universe. Or who 
  are so rambunctious that the threat of universal destruction is 
  necessary to keep them in line. Though he is primarily intended 
  for Tragic Millennium adventurers, he can also be used in the 
  Young Kingdgms -- simply change the Warrior's dialogue 
  accordingly. 
  While at rest one day, a man clad head-to-toe in black and 
  gold plate armor approaches the adventurers. He does not raise 
  his visor, but speaks to them through the closed helm. 
  "I serve the Runestaff, which has instructed me to notify you 
  fellows of its needs. A scientist has discovered one of the 
  cornerstones of the Multiverse -- Arkyn's Eye -- and is draining 
  its power to keep himself alive. Each day that the scientist lives 
  on past his natural span drains life from the Multiverse itself, 
  causing larger and larger rifts in the fabric of time and space. 
  "The Runestaff itself is threatened by the scientist's 
  manipulations. I tell you now that you must help the Runestaff 
  defeat this menace. If you do not, life as you know shall cease 
  forever. 
  "A boat has been prepared to take you to the menace. After 
  it drops you off, head north, to the lands of the sorcerer. Your 
  best course of action is to destroy Arkyn's Eye, setting its 
  life-form free to inhabit a new form." 
  On the nearest shore of the ocean, a merchant craft awaits 
  them, large enough for their equipment, themselves, and any 
  mounts. The Warrior in Jet and Gold speaks quietly for a 
  moment to the crewmembers of the craft and then bids the 
  party farewell. 
  The Warrior will not reappear in this scenario. 
  II 
  I I  
  Emerald Isle 
  I' 
  I 1  
  Tragic Millennium parties should be sailing towards the 
  south of Eire. After a few days of travel, Eire is sighted 
  near evening. The adventurers are let into a longboat to 
  row themselves to Eire, and the ship sails off. 
  As the adventurers row towards shore, their boat is 
  suddenly attacked by ld8+2 Ocean ghouls. 
  GHOUL ONE 
  DEX 14 
  ArmorMP: 3/12 
  GHOUL MI0 
  DEX 17 
  ArmorMP: 3/17 
  GHOUL THREE 
  DEX 15 
  ArmorMP: 3/18 
  weapon 
  Rapier 
  Bite 
  weapon 
  Rapier 
  Bite 
  weapon 
  Claws (2) 
  Bite 
  attack damage 
  parry 
  60 
  ld6+1+ld6 60 
  attack damage 
  parry 
  64 
  ld6+1+ld6 62 
  42 
  2d6 
  __ 
  attack damage 
  parry 
  69 
  ld3+1d6 
  34 
  45 
  2d6 -- 
  50 
  2 d 6 ~  -- 
  GHOUL FOUR 
  DEX 10 
  Armor/HP: 3/15 
  GHOUL FIVE 
  DEX 12 
  Armor/HP: 3/16 
  GHOUL SIX 
  DEX 12 
  Armor/HP: 3/14 
  GHOUL SEVEN 
  DEX 17 
  ArmorMP: 3/17 
  GHOUL EIGHT 
  DEX 17 
  Armor/HP: 3/14 
  weapon 
  Claws (2) 
  Bite 
  weapon 
  Spear 
  Bite 
  weapon 
  Saber 
  Bite 
  weapon 
  Javelin 
  Bite 
  attack damage 
  parry 
  71 
  ld3+ld6 
  34 
  85 
  2d6 -- 
  attack damage 
  parry 
  65 
  ld10+1+ld6 75 
  40 
  2d6 -- 
  attack damage 
  parry 
  65 
  ld6+2+2d6 
  60 
  65 
  3d6 -- 
  attack damage 
  parry 
  45 
  ld6+ld6 
  40 
  40 
  2d6 -- 
  ~ 
  Thrown Javelin 
  55 
  ida+2+id4-- 
  weapon 
  attack damage 
  parry 
  Shortsword 
  55 
  ld6+1+ld6 64 
  Bite 
  35 
  2d6 -- 
  
  26 
  The Eternal Champion Series 
  No matter what their opening sequence, the 
  adventuring party eventually find themselves on the 
  south Eirish coast at the spot marked "X" on the map, 
  due east of Corcaigh (Cork). If the party was hired by 
  Ivandir the Melnibonean, they'll have the Arrow of Law 
  to guide them, otherwise they'll have to go by their 
  preliminary briefing (most of their employers told them 
  to head north after landing). 
  The coast near Corcaigh is nearly beachless, with 
  grassy hills sloping down into the water. Few trees dot 
  the countryside. 
  Bushes and weeds vary the wide 
  stretches of grassland, and the hills are often topped 
  with broken granite rock formations. 
  When the party arrives in Eire, it is nearly dusk, time 
  to set up camp. Depending on their rate of travel, the 
  adventurers should arrive at the charki-gutted viIlage of 
  Random Encounters Table 
  Roll ld6 for every 12 game hours; a roll of 1-2 indicates an 
  encounter. Roll ld20 and consult the table below. 
  ld20 result 
  ld20 result 
  1-6 Dark Empire Patrol 
  12-15 Natural Animals 
  7-8 Eirish Natives 
  16-19 New Fenians 
  9 Eirish Village 
  20 Other (Gaime- 
  10-1 1 Mutant Animals 
  master's choice 
  or roll again) 
  Croom sometime during the sixth day.-The encounters 
  described are open-ended and need not be played in the 
  GRANBRETANIAN PATROL 
  order given. 
  Dark Empire Patrol 
  Consists of 2d6 Granbretanians evenly divided between Fishes 
  and Vultures, with a Vulture sergeant. 
  Vultures wear ld8-1 halfplate, and are armed with axes; 
  Fishes wear ld10+2 full plate and are armed with longswords 
  and daggers. Vulture sergeants wear ld10+2 full plate and are 
  usually armed with flamelances. 
  1
  2
  3
  4
  5
  6
  7
  8
   
  STR 
  15 
  18 
  21 
  16 
  12 
  18 
  16 
  14 
  CON 
  17 
  14 
  14 
  12 
  8 
  19 
  7 
  7 
  SI2 
  15 
  9 
  13 
  10 
  12 
  19 
  13 
  10 
  INT 
  19 
  16 
  18 
  14 
  16 
  15 
  12 
  14 
  POW 
  13 
  12 
  14 
  13 
  17 
  20 
  9 
  12 
  DEX 
  10 
  12 
  10 
  8 
  10 
  6 
  13 
  14 
  CHA 
  12 
  7 
  10 
  8 
  10 
  6 
  11 
  8 
  HP 
  20 
  14 
  15 
  12 
  8 
  23 
  8 
  9 
  D Bonusld6 +ld6 +ld6 +ld6 
  -- +ld6 +ld6 
  -- 
  Orork (left) and Mikkhal in the Armory 
  
  27 
  The Rebels 
  A group of Eirish are planning an uprising against the 
  Granbretanian tyrants. 
  The rebels, who have become 
  known as the New Fenians, have stockpiled several caches 
  of 
  cast-off or experimental Granbretanian equipment. 
  Though their numbers are few, the rebels are firebrands, 
  and they conduct their bloody business with zeal. Dark 
  Empire forces which the rebels outnumber are ambushed, 
  often successfully. Beast-Mask outposts are attacked and 
  burned. Supply columns are trapped and the slaves 
  massacred. These dedicated men are set for the final 
  struggle -- to drive the Beast Lords from Eire, or die trying. 
  The New Fenians are led by a Finn Mikkhal. Currently, 
  Mikkhal is operating around Limerick, because of the 
  activities of Zhenadar and his pet Serpents. The rebels fear 
  Zhenadar, and recognize him as a threat. The New Fenians 
  are trying to find a way into Zhenadar’s fort, past the 
  imported creatures and artificial monsters, as well as his 
  technological devices. 
  The New Fenians are certain to notice the adventurers’ 
  party at one time or another. If they are convinced that the 
  party can assist them, whether by repairing some of the 
  broken Dark Empire devices or infiltrating Villa Kensai and 
  helping destroy Zhenadar, the rebels will try to enlist the 
  party. In general, they won’t interfere with the party. The 
  New Fenians are primarily a gamemaster tool. If the 
  adventurers are hard-pressed, or trapped by charki, a band 
  of rebels may happen by, and assist them. In such a case, 
  they‘ll also attempt to sway the characters to their cause. If 
  the adventurers’ actions somehow convince the New 
  Fenians that they are enemies, they’ll try to avoid the party 
  rather than attack, preferring to save their energies for the 
  Dark Empire. 
  Once the party meets the New Fenians, they are invited 
  to one of the rebel hideaways to rest and camp. The rebels 
  are 
  frank 
  and 
  open, 
  almost garrulous, 
  and their 
  conversation should reveal bits of history to the players. 
  Advanced science is unknown on Eire, except for such 
  equipment as is imported by the Dark Empire, so the New 
  Fenians are unable to repair their advanced weaponry and 
  eagerly display bits and pieces of equipment, hoping that 
  the adventurers can fix them: bent flamelances, dented 
  ancient rifles or handguns, corroded acid or cold cannon, 
  sonic pistols, needler pistols, and so on. If the adventurers 
  are honest and friendly, and at least attempt to try and 
  repair the technological castoffs, the New Fenians become 
  fast friends, and take the adventurers’ advice heavily. 
  Normally, the rebels travel in groups of four to ten, 
  though larger bands (up to twenty) prowl about Villa Kensai, 
  scouting. If Finn Mikkhal is not with the rebel band that first 
  contacts 
  the 
  adventurers, 
  that 
  band will take the 
  adventurers to meet him. 
  Important Fenians 
  Finn Mikkhal, Eirish freedom-fighter, Leader of the New 
  Fenians 
  STR15 
  CON 13 
  SI29 
  INT14 
  POW9 
  DEX 16 
  CHA 17 
  HP: 13 
  Armor: ld6-1 
  Weapon 
  Attack 
  Damage 
  Parry 
  Cudgel 
  65 
  ld6+ld6 
  60 
  Shortsword 
  50 
  ld6+1+ld6 
  40 
  Flame Pistol‘ 
  25 
  3d6 
  _- 
  Sling 
  45 
  ld8+1 
  -- 
  * see notes below. under ’The Fenian Armory.‘ 
  SKILLS: Ambush 75, Andent Elrlsh Legend 88. Balance 42. Climb 62, Conceal 
  35. oodge 49. Hide 63. Jump 27. Listen 33. Memorize 64. Move Quietly 50, 
  Ride 89, Persuade 45, Scent 54. Search 58. See 36, Set Trap 95, Sing 12. Tie 
  Knot 25. Track 40, Tumble 67. 
  LANGUAGES: C O m M  Tongue 65. Eirish 90, Granbretanian 21. Ancient Eirish 
  52. 
  Finn Mikkhal is a slim, wiry man. His hair and lank 
  moustache are black, his eyes icy green. His true name is 
  Mikkhal Donelly, but he took the name Finn after a 
  legendary Eirish hero. He is quick-witted and charismatic as 
  well as strong in battle. He would prefer to spend his life 
  reading about old Eirish lore and writing epic poetry, but he 
  feels it is his sacred duty to help his people to freedom. 
  Mikkhal is a little unstable, and every time the New Fenians 
  suffer a defeat, his mind is a little more unhinged. As time 
  passes, he lives more and more in a dream-world in which 
  he is the savior of his people and an avatar of the old Celtic 
  gods. Removing Zhenadar is his goal at present. He knows 
  that he must destroy the enemy in his rear (Zhenadar) 
  before he can destroy the enemy to his front (the Dark 
  Empire). 
  Jon Duggal, Warrior-Hunter, age 48 
  STR 10 
  CON 14 
  SI210 
  INT16 
  POW 12 
  DEX 11 
  CHA 14 
  HP: 14 
  Armor: Leather, ld6-1 
  Weapon 
  Attack 
  Damage 
  Parry 
  Quarterstaff 
  79 
  ld8 
  74 
  Punch 
  63 
  ld3 
  58 
  Cudgel 
  57 
  ld6 
  52 
  SKILLS: Andush 91, Blacksmith Craft 45. HMe 74, Jump 43, Juggle 51, Move 
  Quietly 41, Memrize 61. Plant Lore 25. Ride 89. Set rap 68, Track 65. 
  LANGUAGES: Common 71. Elrish 95. Granbretanian 15. 
  Jon Duggal is Finn Mikkhal’s second-in-command, a 
  seasoned hunter who has led raids on Granbretanian 
  hunting parties for years. Finn Mikkhal is his cousin’s son, 
  and looks to Duggal for advice on tactics and ambushes. 
  Jon is sensible and much-respected. Ultimately, he is 
  probably a better leader than Mikkhal, and has his feet 
  firmly rooted in the earth, but he refuses to be responsible 
  for the large forces of men that the rebels hope to someday 
  lead against Londra herself. 
  Patrik Orork, Warrior-Farmer, Finn Mikkhal’s Lieutenant, 
  age 21 
  STR 14 
  CON 19 
  SI217 
  INT6 
  POW8 
  DEX 9 
  CHA 13 
  HP: 23 
  Armor: old Half plate, ld8- 
  Weapon 
  Attack Damage 
  Parry 
  Battle Axe 
  85 
  ld8+2+1d6 
  73 
  Light Spear 
  75 
  ld6+1+ld6 
  70 
  Dagger 
  48 
  ld4+2+ld6 
  50 
  Cudgel 
  59 
  ld6+ld6 
  54 
  SKILLS: Blackslllrth Craft 40. Climb 62. Navigate 56. Plant Lore 32. Ride 25. 
  Track 45. 
  LANGUAGES: Common 82. Eirish 90. 
  Patrik is a fair-haired giant who favors drab green and 
  gray clothes. He is no mental giant, but in battle he is all but 
  unstoppable. He is young, but has long since proved his 
  worth through his unquestionable loyalty and dogged 
  determination to complete his orders no matter what the 
  cost. Finn Mikkhal is a distant cousin of his, and Patrik 
  idolizes him. 
  
  28 
  The Eternal Champion Series 
  The Fenian 
  Armory 
  Hidden in their secret lair in Fennis, the 
  Fenians have a cache of captured and 
  experimental 
  technology. 
  They 
  are 
  fiercely proud of this armory, which 
  includes: 15 flame pistols, 6 bent 
  flamelances; two dozen fragmentation 
  grenades dating back to the early 
  years of the Tragic Millennium; three 
  cracked sonic pistols; and a dented 
  needler. 
  Flame Pistols 
  These devices operate on the same 
  principle as flamelances, but have only 
  half the range (50 meters), This model 
  was cast-off for good reason -- the 
  design is defective. Whenever one of 
  these is fired, ld6 must be rolled. If the 
  result is 4-6, the gun doesn’t fire at all 
  that round. If the user ever rolls 00 
  when firing the pistol, it explodes, 
  doing 2d6 damage to him and anyone 
  else within 5 meters. Each such pistol 
  has ld20 shots left; they can be 
  recharged 
  just 
  like 
  ordinary 
  flamelances -- a process impossible to 
  the primitive Eirish. Base pistol chance 
  is 10% plus Attack bonus -- this can be 
  applied to all pistols, not just flame 
  guns. 
  Bent Flamelances 
  Each of these has ldlO charges 
  remaining. Through long tinkering, the 
  Fenian smiths have managed to get 
  them operational again, at a risk. 
  Whenever 96-00 is rolled when firing 
  one of these, the lance explodes, doing 
  4d6 damage to everyone within 10 
  meters. 
  Fragmentation Grenades 
  These are fist-sized black spheres with 
  pull-rings set into it. The grenades are 
  extremely old and partially corroded, so 
  pulling the ring takes a STR x 5 roll on 
  ld100. After pulling the ring, the user 
  has 5 seconds before it explodes, if the 
  thing works properly. A Throw roll is 
  used to place the grenade where 
  desired. 
  Each time one of these bombs is 
  thrown, roll ldlOO and consult the 
  following table. 
  ld100 result 
  01-15 
  Explodes, doing 5d6 
  16-20 Explodes, doing 2d6 
  21-00 Dud, no effect. 
  81 -95 
  Delayed explosion; 5d6 
  damage to all within 5 m. 
  damage to all within 5 m. 
  damage after ld100 
  round delay. 
  96-00 
  Explodes the instant the 
  ring is pulled, doing 5d6 
  damage to the user and all 
  within 5 m. 
  Sonic Pistols 
  These 
  experimental 
  Dark 
  Empire 
  devices are streamlined, over-sized 
  gray-green guns with parabolic bells 
  instead of barrels. When 
  working 
  properly, the victim must roll his POW 
  x 5 or less on ld100. If he fails, he is 
  knocked comatose by ultrasonics and 
  takes ld6 damage per round the gun is 
  trained on him (armor does not protect 
  vs. this). He can try another POW roll 
  each round, but his POW multiplier 
  decreases by one each time. Hence, 
  on the second round, he would only 
  get to roll his POW x 4, then POW x 3, 
  and so forth, to a minimum of POW x 
  1. Base pistol chance is 10% plus 
  Attack bonus -- this can be applied to 
  ail pistols, not just sonics. 
  Consult 
  the 
  following 
  table 
  whenever a sonic pistol is fired. 
  ld10 result 
  1-3 Functions normally 
  4-0 Noeffect 
  9-10 Backfire, stunning the user 
  and giving him id6 damage 
  with no chance of avoidance. 
  Needler Pistol 
  The needler is a glass and steel 
  object with a cylindrical action. It uses 
  compressed 
  carbon 
  dioxide 
  to 
  soundlessly fire poisoned needles. The 
  needler that the Fenians have captured 
  is almost out of C02, having only 
  enough to shoot 16 more times. They 
  do 
  have 
  several dozen 
  needles, 
  however. Alas, the needler’s poison 
  was quite volatile, and has long since 
  evaporated, 
  though 
  sometimes 
  the 
  Fenians dip the needles in stale bull 
  urine (this usu$ly infects the target 
  with tetanus). Amazingly enough, aside 
  from the above problems, the needler 
  works fine, doing ld2 damage with 
  each shot. For purposes of penetrating 
  armor (only) the needler is considered 
  to do 
  ldlO damage. 
  Base pistol 
  chance is 10% plus Attack bonus -- 
  this can be applied to all pistols, not 
  just needles. 
  weapon 
  Longsword 
  Dagger 
  Battleaxe 
  Flamelance 
  attack 
  damage 
  parry 
  60 
  ld10+1 
  55 
  45 
  ld4+2 
  40 
  60 
  ld0+2 
  55 
  35 
  5d6 
  00 (3d6 charges) 
  Eirish Natives 
  Native Eirish encountered are polite, peaceful folk living on 
  small farms, camps, or traveling by wagon. Any non-Beast 
  masks are greeted in a friendly, though guarded, manner. 
  Offers of food or weapons are welcomed and soon return the 
  Eirish to their native ebullience. If the party is despicable 
  enough to attack, the Eirish attempt to flee, rather than fight. A 
  typical group includes: 
  Ida-1 adult men 
  ld8-1 adult women 
  ld6-1 boy children 
  ld6-1 girl children 
  2d10 sheep or pigs 
  Eirish treated well have encyclopedic knowledge of the 
  surrounding land and hazards up to 10 km away. Beyond that, 
  their information gets more and more hazy and uncertain. 
  Naturally, the closer the party draws to Villa Kensai, the more 
  the Eirish know of Zhenadar-vron-Kensai and his charki. 
  Whenever native Eirish are encountered, there is a 5% chance 
  that they are supporters of the New Fenians. In such a case, 
  the party’s activities and motives are reported to the rebels as 
  soon as possible. 
  
  The Shattered Isle 
  29 
  Eirish Viilage 
  A typical Eirish village contains around 3d100 inhabitants, who 
  behave as do the native Eirish described above. However, if 
  they are attacked, they will fight. Normally, only the men have 
  weapons (clubs, scythes, and daggers). Children and most 
  women hide in their homes and pitch stones or other heavy 
  objects through the windows at aggressive intruders. 
  However, most adventurer parties will probably not assault 
  the village, but be glad for the chance to warm themselves at a 
  real fireplace, sleep on a real straw bed (instead of the hard 
  ground), and have a roof over their heads. Every village has at 
  least one or two contacts of the New Fenians, who will let the 
  rebels know about the party's actions. 
  Mutant Animals 
  Many mutant animals of Eire are hungry and belligerent and 
  attack anything they see that looks edible. Unfortunately, the 
  adventurers fall into that category. This unusual ferocity is partly 
  due to Granbretanian experiments in biological warfare. 
  The most common aggressive mutants of 
  Eire are 
  Stenchrunners, which are normally encountered in packs of 
  2d10. Remember, anyone fighting Stenchrunners has -10 
  percentiles from both Attack and Parry due to the nauseating 
  smell these creatures exude. 
  If you wish the party to encounter a different type of mutant 
  animal, you may wish to create your own. The only mutants 
  found in Eire for which statistics are given in Hawkmoon or The 
  Shattered Isle books are Jeebies, Mesmeroses, Minims, and 
  Stenchrunners. Many other types, of course, exist, most of them 
  found only in Eire. 
  STENCHRUNNERS 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
  HP 
  Bonus 
  1 
  16 
  16 
  10 
  6 
  11 
  18 
  16 
  +ld6 
  ~ 
  ~~ 
  2
  3
  4
  5
   
  13 
  12 
  15 
  13 
  18 
  14 
  15 
  17 
  7 
  9
  1
  5
   
  8 
  11 
  5 
  11 
  7 
  1
  3
  7
  2
  8
   
  10 
  14 
  11 
  18 
  17 
  14 
  18 
  16 
  -- +ld6 
  -- 
  __ 
  ~~ 
  6 
  11 
  14 
  12 
  8 
  8 
  14 
  14 -- 
  ~~ 
  7
  8
   
  11 
  8 
  11 
  12 
  8
  9
   
  5
  8
   
  6
  9
   
  .8 
  7 
  10 
  12 
  -- 
  -_ 
  weapon 
  attack 
  damage 
  parry 
  Bite 
  40 
  ldlO 
  -- 
  Claws 
  60 
  ld6 
  50 
  Stench 
  auto 
  special 
  -- 
  Armor: 1 point Fur. 
  Notes: anyone fighting them 18 overcome by nausea and must subtract 10 percentiles 
  form all attadcs and parries. 
  Natural Animals 
  Common large animals found in Eire include bears, wild cattle, 
  deer, wild dogs, hawks, wild horses, and wolves. Only bears, 
  dogs, and wolves ever attack humans and even these, unless 
  led by an intelligent mutant, are cowardly. If they outnumber a 
  party, dogs or wolves may attack, but killing a quarter or more 
  of their number, should convince the creatures to back off. If a 
  bear decides to attack, usually it must be killed. Dogs or wolves 
  may keep following the party and harassing them, ganging up 
  on stragglers. 
  Cattle, dogs, horses, and wolves are found in groups of 
  3d10. Other natural animals are generally solitary. 
  I 
  I 
  New Fenians 
  New Fenians look like normal Eirish, except that all are adults, 
  most are men, and all are scarred, hard-looking individuals. 
  They are only found at farms or permanent camps when visiting 
  normal Eirish. If the party meets some New Fenians, the rebels 
  are already aware of the adventurers and their actions, and 
  react accordingly. Typical parties of New Fenians have 2d4 
  members. 
  Each rebel is armed with one melee weapon (club, sword, or 
  hatchet) and one missile weapon (bow or sling). For armor, 
  about half wear furs (ld3 armor), and half wear leather (ld6-1). 
  NEW FENIANS 
  1
  2
  3
  4
  5
  6
  7
  8
   
  STR 
  16 
  CON 
  16 
  SIZ 
  10 
  INT 
  6 
  POW 
  11 
  DEX 
  18 
  CHA 
  10 
  HP 
  16 
  Bonus +ld6 
  weapon 
  Club 
  Broadsword 
  Hatchet 
  Self Bow 
  Sling 
  13 
  18 
  15 
  13 
  18 
  14 
  15 
  17 
  7 
  9
  1
  5
   
  8 
  11 
  15 
  11 
  17 
  13 
  7 
  12 
  8 
  10 
  14 
  11 
  18 
  13 
  16 
  10 
  14 
  17 
  14 
  18 
  16 
  attack 
  damage 
  50 
  ld6 
  30 
  ld8+1 
  40 
  ld6+1 
  35 
  ld6+1 
  25 
  ld8+1 
  -- +ld6 +ld6 
  -- 
  11 
  11 
  8 
  14 
  11 
  12 
  12 
  8 
  9 
  8 
  15 
  8 
  8
  6
  9
   
  14 
  8 
  7 
  12 
  11 
  15 
  14 
  10 
  12 
  parry 
  50 
  30 
  40 
  15 
  __ 
  _- 
  -_ 
  -_ 
  Other Encounters 
  Aside from the above mentioned folk and animals, the 
  adventurers might encounter creatures belonging to Zhenadar: 
  
  30 
  The Eternal Champion Series 
  chaos monsters, weak demons, or races from elsewhere in the 
  Multiverse. Such encounters are up to the Gamemaster, but 
  none should be friendly to the party. 
  rl 
  II 
  Travel Inland 
  I ‘  
  ‘1 
  The following encounters are indicated on the Map of 
  Eire located on the next page 
  First Day: The Rock Jumble 
  (map area #1) The small section of gravel beach on 
  which the adventurers put ashore is surrounded by dark 
  granite monoliths of extreme age. The formation does 
  not appear to be man-made, though certain faces of each 
  rock are planed smooth. Much of the area is a 
  Nauseating Stenchrunners 
  treacherous jumble. However, the adventurers can pick 
  a path through the formation. 
  While traveling through the jungle, the adventurers 
  must clamber through a small gully. Only one Climb 
  roll is necessary to get down and up its walls. Halfway 
  up the opposite side of the gully is a huge gnarled oak 
  tree. A cave is at its base, partly screened by rocks and 
  brush. A See roll made while passing the cave reveals a 
  gleam of metal just inside the entrance. 
  
  The Shattered Isle 
  31 
  The Cave 
  (map area #2) The cave is dry and clean, with dirt floor, 
  walls, and roof, all supported by the oak's roots. The 
  floor of the cave is rough, and looks as though it had 
  been tilled. 
  The cave is actually the lair of five mutant moles. 
  These creatures are normally shy, but feel cornered by 
  intruders and attack anyone entering their cave. 
  MUTANT MOLES 
  1
  2
  3
   
  STR 
  11 
  11 
  12 
  CON 
  14 
  10 
  11 
  SIZ 
  8 
  10 
  13 
  POW 
  11 
  8 
  7 
  DEX 
  10 
  2 
  8 
  ArmorJHRI13 
  1110 
  1/12 
  Weapon 
  Attack 
  Bite 
  40 
  Paws (2) 
  45 
  D Bonus 
  -- 
  -- +ld6 
  4
  5
   
  12 
  12 
  14 
  13 
  12 
  14 
  9 
  12 
  10 
  9 
  1/14 1115 
  -- +id6 
  Damage 
  Parry 
  1 d6+2 
  -- 
  2d8 
  30 
  Skills: Hae 90, Listen 60, Scent 60 
  Aside from the moles the cave holds only a 
  crumbling skeleton. Clutched in one bony fist is a 
  working ancient compass and a gold ring worth 55 
  silvers. This accounts for the metallic gleam seen from 
  outside the cave. The adventurers may find it useful to 
  camp overnight in the cave once it is secured. 
  Day Two: The Ruined Villa 
  (map area #3) The next evening, after nearly twelve 
  hours of marching, the party leaves the meadowlands 
  they have been traveling through and enters a lightly 
  forested region. As they travel, they pass a hill, atop 
  which a ruined building is framed by the setting sun. 
  Stone gateposts stand at the foot of the hill, flanking a 
  cobbled path leading up to the building's entrance, 
  which stands open. 
  If the party choose to ignore the villa, and simply set 
  up camp, they are attacked by the villa's inhabitants (a 
  pack of wild dogs) during the night. However, if they 
  investigate the ruin before retiring, read on. 
  Ten large bushes with brilliant flowers grow beside 
  the entrance. The flowers glint in the growing darkness 
  and throw rainbow patterns into the air. These are 
  mesmeroses. 
  Any creature viewing a mesmerose bush must roll 
  ldlOO and add the bush's POW to the die roll. If the 
  total exceeds the viewer' s POW x 5, he is enthralled 
  and unable to look away from the rose of his own 
  accord. 
  He stays there until he dies, collapses from 
  hunger and/or thirst, or is removed from the rose's 
  vicinity by a friend. These mesmeroses each have a 
  POW of 15. 
  If anyone is caught by the mesmeroses, the villa's 
  wild dogs attack within 6 combat rounds. 
  Inside the Villa 
  (A) The Great Hall: the villa is a ruin from ancient (early Tragic 
  Millennium) times. All its really valuable artifacts were looted 
  long ago. The great hall and surrounding corridor have become 
  the den of a wild dog pack. If the party was not caught by the 
  mesmeroses, the dogs and their mutant leader lurk in the 
  corridors until they can attack the humans from behind. The hall 
  may once have been tastefully furnished and decorated. Now all 
  that remains is a concrete shell. Even the few formica and 
  plastic furnishings are wrecks, victims of centuries of weather. 
  Eleven dogs dwell here with their mutant leader. 
  Their 
  statistics follow: 
  WILD DOGS 
  1
  2
  3
   
  STR 
  8
  5
  3
   
  CON 
  10 
  14 
  11 
  SI2 
  7
  8
  7
   
  INT 
  6
  2
  1
   
  POW 
  4 
  8 
  11 
  DEX 
  9 
  9 
  15 
  HP 
  8 
  13 
  9 
  D Bonus 
  - 
  "-" = -1d6, "0" = none) 
  weapon 
  attack 
  Bite 
  45 
  4
  s
   
  10 
  6 
  9
  9
   
  6 
  12 
  2
  2
   
  6 
  11 
  16 
  11 
  6
  9
   
  -
  0
   
  damage 
  Id8 
  6
  7
  8
   
  12 
  3 
  12 
  12 
  10 
  9 
  10 
  9 
  6 
  5
  3
  6
   
  8
  5
  8
   
  13 
  11 
  13 
  12 
  10 
  6 
  0
  -
  0
   
  Skills: Dodge 45. Tradc 85; can Dodge once and ma& per mund. 
  MUTANT DOG LEADER (MASTIFF) 
  STR15 
  CON 16 
  SIZ14 
  INT15 
  POW10 
  DEX 8 
  ArmorlHP: 1/18 
  Weapon 
  Attack 
  Damage 
  Bite 
  55% 
  ld8+ld6+poison 
  SKILLS: Dodge 67. Track 93; can dodge once and attack per mund. 
  
  The Eternal Champlon Series 
  32 
  The mutant is a genetically altered mastiff, part of a 
  Granbretanian experiment to develop war dogs. Long ago, he 
  was taken to Ireland to test on the native populace, but he had 
  been trained improperly (with insufficient loyalty/respect for his 
  handlers) and escaped. He believes that all humans deserve to 
  die. He may be convinced that not all humans are like his old 
  Dark Empire masters, but this would take some time. 
  The mutant is highly intelligent, and can speak crudely, but 
  coherently. He controls his pack through verbal commands. 
  Additionally, the mutant has poison saliva. Anyone bitten by him 
  must attempt to resist by rolling his CON x 5 or less on ld100. 
  If the roll succeeds, the victim takes only ld6 points of damage 
  from the poison. If the CON roll is a failure, however, he takes 
  3d6 damage. 
  If the adventurers manage to make an ally of the mastiff, he 
  can tell them "Many more live in that great, smelly dungeon, like 
  I did. Many puppies, all taught to kill and kill." Evidently the 
  experiment continues. 
  The mastiff can also tell the adventurers that once he and 
  his pack traveled north, roaming for food. "We saw a craft full of 
  metal-headed humans, like those from the smelly dungeon. 
  They sailed up a river and went into a big black building. But I 
  could not follow -- the building reminds me too much of Londra." 
  The mastiff, 
  of 
  course, 
  is speaking of the traitorous 
  Granbretanians and Villa Kensai. He doesn't want to leave his 
  villa, and only the most extraordinary persuasive measures on 
  the part of the adventurers should be able to get him to do so, 
  assuming they have befriended him at all (a difficult proposition, 
  considering that the first contact with the mastiff is likely to be 
  an ambush). 
  (B) Bath: like the guest rooms, this has deteriorated. The tub, 
  sink, and toilet have been removed. Plastic paisley shower 
  curtains are all that remains. 
  (C) Sitting Room: this room, like the master bedroom (E 
  below), was used as a temporary camp for a pair of refugee 
  soldiers, a century ago. A radiation grenade tossed in at the 
  door killed them all, leaving only yellowed bones and armor. 
  The armor is half plate but is poorly-preserved -- it still protects 
  for ld8-1 damage, but if the user ever gets a result of "0" for his 
  armor protection (Le., he rolls a "l"), the armor disintegrates 
  before the attacker's weapon and is henceforth useless. 
  Two ancient flame-lance tips holding two shots each lie by 
  the leg of one of the lwo skeletons. 
  (D) Master 
  Bedroom: 
  the 
  furnishings 
  are 
  completely 
  disintegrated, no more than heaps of dust and splintered wood. 
  The grinning skull and rodent-gnawed bones of another refugee 
  soldier lies atop one mound of dust. 
  If the characters search the dust piles, they find a small steel 
  case containing 3 metal vials full of a sweet golden liquid 
  resembling honey. 
  This liquid is a super-healing virus which 
  greatly accelerates the drinker's natural healing rate, permitting 
  him to heal ld6 points of damage every full day of rest. The 
  virus's effect lasts for the drinker's CON in days. Each vial holds 
  enough for one person. 
  (E) Kitchen: the kitchen has been stripped of almost everything, 
  including the tile work. All that remains are huge steel shelves 
  and cabinets. 
  By the time the adventurers are finished with the 
  villa, it is probably well after midnight. The villa is as 
  good a place as any to camp for the night. Game is 
  plentiful and easy to catch, so the players can feast that 
  evening. 
  Day Two: Ambush 
  Three hours or so past the villa, the party is spotted by a 
  Dark Empire patrol. Adventurers acting in the interests 
  of the Empire are not bothered, if they can prove this 
  satisfactorily to the captain. Strangers or enemies of 
  Granbretan are attacked, at first to take prisoners. 
  However, 
  if 
  the party 
  resists strenuously, 
  the 
  Granbretanians lose control and fight to the death. 
  At dusk as the party seeks a campsite, they move 
  past a group of 400 jeebies (23 DEX and Dodge 96 
  each). The jeebies spy on the party all night, follow 
  individuals around, and make creepy little nuisances out 
  of themselves. Anyone failing either a POW x 5 or INT 
  x 5 roll on ldlOO (his choice as to which roll to 
  attempt) is unable to sleep from nervousness and has all 
  skills reduced by 5 percentiles the next day due to 
  exhaustion. The jeebies silently leave just before dawn. 
  TIGERMASK PATROL 
  1
  2
  3
   
  STR 
  18 
  15 
  7 
  CON 
  11 
  13 
  13 
  SI2 
  16 
  13 
  15 
  17 
  14 
  9 
  INT 
  POW 
  15 
  6 
  15 
  DEX 
  6 
  12 
  7 
  HP 
  15 
  14 
  15 
  DBonus+ld6 +ld6 
  -- 
  weapon 
  attack 
  Battle Axe 
  70 
  Warhammer 
  70 
  Thrown Javelin 
  50 
  4
  5
   
  19 
  15 
  9 
  14 
  12 
  16 
  16 
  14 
  10 
  9 
  11 
  9 
  9 
  18 
  +ld6 +ld6 
  damage 
  ld8+2 
  ld6+3 
  ld8+2 
  6
  7
  8
   
  14 
  10 
  18 
  12 
  13 
  16 
  11 
  16 
  12 
  18 
  17 
  10 
  15 
  15 
  18 
  11 
  13 
  10 
  12 
  17 
  16 
  +ld6 +ld6 +ld6 
  Parry 
  70 
  70 
  _- 
  Armor: 1610+2 plate 
  Day Three: Faery 
  (map area #5) The third day starts out uneventfully. The 
  adventurers must succeed at both an INT x 5 roll and a 
  See roll to notice the suspicious lack of local wildlife. 
  Towards evening, just as the party is setting up camp, 
  successful Listen rolls allow each adventurer to hear the 
  music of pipes slowly playing off to the east. 
  Following the sound, the adventurers come upon a 
  four-foot-tall midget sitting on a boulder and playing 
  bagpipes. He is dressed in a red jerkin and britches, with 
  black boots and belt and a snowy white cap. He is 
  beardless. 
  As the party approaches, he looks mournfully up. He 
  makes no hostile moves, and does not speak till spoken 
  to. 
  The "midget" is Kendall, one of Zhenadar's 
  cross-planar imports. He was uninterested in Zhenadar's 
  mad lust for power, so the sorcerer released him into 
  Eire. Kendall suffers here tremendously, since the little 
  guy has no power to return to his home. He is lonely for 
  
  I 
  The Shattered Isle 
  33 
  civilized company -- the Eirish peasants think him to be 
  a leprechaun and constantly try to capture him for his 
  gold, when, of course, he has none. If the party 
  threatens or ridicules him, he sinks into the rock with a 
  little wail of despair, and cannot be coaxed out again. 
  If the party is kind to him, perhaps feeding him, he’ll 
  draw them a rough map of the area, showing the mutant 
  elk’s cave (area eight), the fen, and Villa Kensai. He 
  won’t accompany the party towards Villa Kensai -- his 
  lack of magic ability on this plane terrifies him. He’ll 
  also reward kind adventurers with a small sack holding 
  four magic cookies. He’ll tell the adventurers that the 
  cookies can help them when they are tired or weak. 
  Magic Cookies: eating one of these cookies adds 2d10 
  to the eater’s Strength for a number of hours equal to 
  his CON. 
  KENDALL THE FAERY 
  STR 8 
  CON 35 
  SIZ6 
  INT 16 
  POW 20 
  DEX 19 
  CHA 15 
  HP: 32 
  Armor: none 
  weapon 
  attack 
  damage 
  parry 
  Bite 
  25 
  Id4 
  _- 
  Fist 
  60 
  ld3 
  60 
  Knife’ 
  55 
  2d8+2 
  55 
  Notes: Kendall’s knlfe is made of an unknown material resembllng staghorn. It dose 
  phenomenal damage for Its six-inch size - penetrating armor. flesh. and bone like 
  butter. 
  He can dodge and attack In the same conbat round. 
  Skills: Climb 80. Cut PUr) 
  SO. Dodge 95, Hide 83. Juggle 35. Make Map 45, Move 
  Quietly 80. Music Lore 95, Persuade 70. Pidc Lodc 40. See 51, Sing 100 
  Magic: in his home plane, he can manipulate earth and stone at will. On Earth, he 
  has all but lost this power. Now. he can only sink Info earth and stone to hide. and 
  move through it at the rate of 1 foot per minute. 
  Hunting Party 
  (map area #6) Two hours after making camp for the 
  evening, a group of savage mutants happen upon the 
  camp. If the person on watch fails a Listen roll, the 
  mutants gain surprise and have one free round to act 
  while the party is stunned and sleeping. Only the person 
  on watch, and anyone who slept in his armor can have 
  armor. Sleeping in armor is painful and fatiguing -- 
  anyone doing so is at -20 percentiles off all skills for the 
  duration of the combat. 
  SIX HUNTING MUTANTS: The mutants are out for 
  blood. Some are deformed Eirish who have taken to 
  crime, 
  rejected 
  by 
  their 
  society. 
  Others 
  are 
  Granbretanian experiments or accidents released in Eire 
  to provide more hunting fodder. 
  If the adventurers offer to provide the mutants with 
  weapons, armor, or similar goodies, they won’t attack 
  unless the adventurers seem quite weak and defenseless. 
  ~ 
  ~~ 
  ~ 
  MUTANT ONE 
  STR12 
  CON 12 
  SI213 
  INT11 
  POW10 
  DEX 12 
  CHA 8 
  HP: 13 
  Armor: ld6-1 leather 
  weapon 
  attack 
  damage 
  parry 
  Club 
  41 
  ld6+ld6 
  47 
  Thrown Javelin 
  19 
  ld0+2+ld4 
  -- 
  Note: huge earn mounted on mollen knobs. gMng hlm superacute hearing, and a 
  1OU% Listen skill. However. he is sensitive to loud noises at close range -- 1. when 
  he is engaged in melee combat. his cpponent shouts at him, he is stunned, and 
  cannot attack that round (though he can still parry). 
  MUTANT TWO 
  STR 10 
  CON 13 
  SI211 
  INT13 
  POW13 
  DEX 13 
  CHA 5 
  HP: 13 
  Armor: ld6-1 leather 
  weapon 
  attack damage 
  parry 
  2H Spear 
  55 
  ld10+1 
  51 
  22 
  2d4+ld4 
  _- 
  Thrown Rock 
  Note: expanded snout and 
  as the mutants’ tracker. 
  piglike nose. 
  an excellent sense of smell. and 
  MUTANT THREE 
  STR9 
  CON 14 
  SIZ14 
  INT2 
  POW13 
  DEX8 
  CHA3 
  HP: 16 
  Armor:none 
  weapon 
  attack 
  damage 
  parry 
  Bite 
  31 
  ld4 
  __ 
  Fist (2) 
  70 
  ld3 
  -- 
  Note: this mutant Cannot speak, only crow (rather like a rooster). He is an imbecile. 
  However. his S d t .  slimy skln is resistant to hacking and Mushing weapons. and he 
  only takes hall damage from ail weapon types exoept thNStinOlhnpaling ones, such 
  as spears. arrows. rapiers. etc. 
  MUTANT FOUR 
  STR 15 
  CON5 
  SI210 
  INT10 
  POW7 
  DEX 9 
  CHA 10 
  HP: 5 
  Armor: ld8-1 half-plate 
  weapon 
  attack 
  damage 
  parry 
  Axe 
  29 
  ld8+2+ld6 
  32 
  Thrown Rock 
  47 
  2d8+ld4 
  __ 
  Note: bright orange, wet-looklng skln. 
  MUTANT FIVE 
  STR8 
  CON 22 
  SI212 
  INTI5 
  POW9 
  DEX5 
  CHA4 
  HP:22 
  Armor:none 
  weapon 
  attack damage 
  pany 
  Club 
  51 
  ld6 
  54 
  Thrown Rock 
  39 
  2d4+ld4 
  -- 
  Laser 
  25 
  3d6 
  -- 
  Note: this mutant is highiy mallwmed. and hk whole twso ta struclumd around an 
  organic laserare whose tip emerges at the base of he tnmat. He can fire his laser 
  onm a round in additim to any other attacks he makes. He was a Granbretanian 
  exmknent. 
  MUTANT SIX 
  STR6 
  CON8 
  SI215 
  INT10 
  POW12 
  DEX 10 
  CHA 9 
  HP: 11 
  Armor: ld6-1 leather 
  weapon 
  attack 
  damage 
  parry 
  Club 
  42 
  ld6 
  38 
  Thrown Rock 
  35 
  2d4cld4 
  __ 
  Spit 
  56 
  special 
  -- 
  Note: this mutant can spit a clot at extremely fouCsmellng matter up to 4 meters, and 
  usually does It when In melee. This substance smelk so horrbly that anyone hR by It 
  (and anyone wRhln a meter of the vldim) must succeed in an INT x 5 mll each mund 
  or be overcome by nausea and incapable ot attadcing that round (though he can still 
  parry normally). Ordinary soap and water removes the taint. The mutant is lmnune to 
  the smetl. 
  
  The Eternal Champion Series 
  Day Four: Mutant Wolf 
  (map area #6) Approximately five hours into the day, 
  the party stumbles across a brainwolf. This bizarre 
  animal is nearly invisible inside a hollow log that 
  crosses the path, and can only be detected if someone is 
  actively searching and succeeds at half his See roll. The 
  brainwolf attacks the person with the highest INT, 
  which it can readily sense. The brainwolf looks like a 
  wolfs head, with a swollen cranium. Its body is 
  shrunken, and it has only two legs left, which it uses to 
  drag itself around. However, it has effective psychic 
  powers. 
  The victim of a brainwolf must roll his POW x 5 or 
  less on ld100, subtracting the creature’s POW x 2 (in 
  this case, 42 percentiles) from his chances of success. 
  An unsuccessful roll indicates that the brainwolf has 
  taken over the victim’s system, and that the monster can 
  control all his actions. The brainwolf immediately forces 
  his prey to attack nearby friends, hoping to kill one or 
  more of them, or at least to have his prey killed by 
  them. Then he will creep out from his log to feed on the 
  remains. If the victim successfully resists, he knows that 
  some force tried to interfere with his mind, and he gets 
  a brief mental image of the brainwolf itself. 
  The best way to save a person victimized by the 
  brainwolf is to overpower him and carry him away from 
  the creature’s influence. Its mental control fades rapidly, 
  and vanishes if the victim it taken more than a hundred 
  meters away. 
  BRAINWOLF 
  STR 3 
  CON 10 
  SI2 2 
  INT9 
  POW21 
  DEX 9 
  HP: 5 
  Armor: 1 
  weapon 
  attack 
  damage 
  Bite 
  45 
  Id4 
  Mind Control 
  Auto. 
  controls victim’s actions. 
  SKILLS: Climb 58, HMe 83, Move Quietly 95, Scent 75. Sense INT 56, Swim 86. 
  Day Four: Mutant Elk 
  (map area #8) While passing under a huge stone 
  archway in a small wood, the party is dropped upon 
  from above by a mutant carnivore elk. The animal is 
  covered with spiny armadillo-like plates, steel-gray in 
  color. Its horns are replaced with a flexible jointed 
  tentacle-like structures, in which it wraps and crushes 
  Prey * 
  Once the elk has wrapped a person in its tentacle, it 
  begins to crush him, and continues to do so until it is 
  dead or its victim dies. Armor helps absorb crushing 
  damage. A person being crushed can keep his weapon 
  arm free on a DEX x 3 roll. Each round he is crushed, 
  he must roll CON x 5 to avoid fainting from the pain. 
  MUTANT ELK 
  STR 26 
  CON 19 
  SI225 
  INT3 
  POW 10 
  DEX 14 
  HP: 32 
  Armor: 8 point scales 
  weapon 
  attack 
  damage 
  Bite 
  45 
  ld8 
  Crush 
  60 
  3d6 
  If the party backtracks on the elk’s trail, a relatively 
  simple task, they find its lair, a solid, dry cave good for 
  a night’s camp. 
  Day Five: Fen 
  4 
  (map area #9) Two hours into the day, the adventurers 
  find themselves entering a fen (marshy area) which lies 
  in a small valley between two large hills. The fen is 
  small, and it is clearly easier for the party to cross the 
  fen by the visible path rather than walk for miles out of 
  their way to avoid it. 
  < 
  Day Five: Lunch 
  (map area #lo) An hour’s march into the marsh, the 
  party is discovered by four hungry swampsnappers, 
  imported from Italia in yet another Dark Empire 
  biological warfare experiment. 
  SWAMPSNAPPERS 
  1 
  STR 
  16 
  CON 
  21 
  SI2 
  18 
  INT 
  6 
  POW 
  6 
  DEX 
  22 
  ArmorlHRf27 
  D Bonusld6 
  2
  3
  4
   
  15 
  17 
  17 
  15 
  17 
  19 
  15 
  12 
  17 
  2
  5
  3
   
  5
  4
  1
   
  20 
  21 
  18 
  4/18 
  4/17 4/24 
  +Id6 +id6 +ld6 
  weapon 
  attack damage 
  parry 
  Bite 
  40 
  2d10 
  Claw (2) 
  60 
  ld8 
  50 
  Ripping 
  Auto. 
  3d6 
  -_ 
  -- 
  Day Five: Smoke 
  (map area #11) The sun is setting as the party emerges 
  from the fen. As they rest, recovering from their muddy 
  trek, the adventurers notice a smudge of smoke, as of 
  some large thing burning, some distance to the west. 
  The smoke is several miles away -- since night is falling 
  fast, the adventurers may well wish to wait till morning 
  to investigate. 
  However, a brief look at a map shows that the 
  adventurers are quite near to their destination. Perhaps 
  the smoke indicates the goal itself? Or a clue leading to 
  it? 
  The smoking site is actually three hours off. If the 
  adventurers choose to investigate that very night, in the 
  darkness, have them attempt a Navigate to find the 
  source of the smoke. 
  Failure finds the adventurers 
  wandering aimlessly about the hills until morning, when 
  they can see the faint remains of smoke rising up. 
  
  J 
  35 
  The Shattered isle 
  Successful Navigate rolls allow them to find the village 
  of Croom with fair speed. 
  However, if the adventurers do find Croom that night 
  (via a Navigate), each member must attempt a POW x 3 
  roll on ld100. Each person that succeeds has attracted 
  one of the Charki from the next section towards him and 
  the party. The charki take the party by surprise if they 
  fail Listen rolls (chances for success are halved because 
  of the charki’s stealth). The charki take advantage of 
  surprise by attacking the adventurers with the highest 
  POW. 
  Croorn 
  Croom is a small village lying dangerously close to 
  Villa Kensai. For the last few years, Croom’s people 
  have been in close contact with the New Fenians. The 
  rebels and the town have an agreement whereby Croom 
  provides free food and medical care to the New Fenians 
  in exchange for books and technological items the rebels 
  do not want or need. Ultimately, Croom gathered quite a 
  selection of ancient books and useless artifacts, and 
  even built a Hall of Learning and museum to house 
  these materials. 
  Eventually, Zhenadar’s pet Serpents received word of 
  Croom’s growing science and the town’s alliance with 
  the Eirish rebels. Their outrage at the Croom’s temerity 
  was not lessened by their disloyalty to Granbretan. 
  Zhenadar sent spies -- his two sons -- to observe, 
  determine the number of scholars and scientists, 
  discover the principle allies of the New Fenians, and 
  destroy all these people and their treasured Hall of 
  Learning. The spies were ordered to finish the business 
  and return to Villa Kensai within ten days. 
  The Kensai brothers identified the scientists and 
  scholars of Croom and their students. They uncovered a 
  few of the New Fenian contacts, and believed they knew 
  of them all. Scant hours before the adventurers will 
  enter Croom, the Kensai brothers attacked with their 
  band of cross-planar raiders, killing most of the 
  townspeople and wrecking the town. The charki 
  assisting the brothers became sated before the to’wn was 
  completely demolished, so the brothers retreated to their 
  camps to wait out the night and unleash another attack 
  before dawn. 
  The adventurers approach Croom just as the fires are 
  beginning to burn out. A half-mile outside of town, they 
  stumble across a man lying in the grass, moaning to 
  himself. This is Zarlin, leader of Croom’s New Fenian 
  supporters, and the instigator of Croom’s brief boom in 
  learning and knowledge. He is not an Eirishman, but 
  was born and raised in Espaniya, which he was forced 
  to flee because of a family vendetta. After the 
  sophisticated cities of Espaniya, Zarlin found Croom’s 
  quality of living abominable, so he set out to bring 
  Croom up to “modern” standards. Zarlin did not take 
  Granbretan into account, however, and Croom has been 
  destroyed several times in the past decade. After each 
  catastrophe, Zarlin rallied the people and rebuilt Croom. 
  Now, Croom has quite a high standard of living, and the 
  people are grateful to him, despite the attention they 
  have received from the Dark Empire. 
  Zarlin has peripherally scouted out Villa Kensai, 
  trying to get an idea of the true scope of its size and 
  numbers of inhabitants. He is grief-stricken from seeing 
  so many of his adopted people dead, but is willing to 
  talk to the adventurers. He is a proud Espanyian, and 
  won’t give them any information unless they clear 
  Croom of the remaining destroyers. Once he has 
  extracted such a promise, he’ll tell them everything he 
  knows, and draw a map showing Villa Kensai’s 
  location. He can accompany the party into Croom, but is 
  too badly injured to fight. 
  ZARUN, Scholar of Espaniya, Age 51 
  STR 13 
  CON 14 
  SIZ14 
  INT21 
  POW 12 
  DEX 11 
  CHA 14 
  HP: (16) currently 5 
  Armor: none 
  weapon 
  attack 
  damage 
  parry 
  Fist 
  50 
  ld3+ld6 
  39 
  Rapier 
  32 
  ld6+1+ld6 
  40 
  SKILLS: Ancient Hidory 91. Biological Lore 56. Cartography 81. Chemical Lwe 70. 
  Credit 31. Eledrlcal Lore 33, Mechanical Lore 63. Memorize 91. Navigate 81, 
  Persuade 31. 
  LANGUAGES ( S W r e a M t e ) :  Common 100, Andent English 65. Anclent Spanish 
  50. 
  Zhenadar’s two sons, 
  Aloryk-won-Kensai and 
  Nihlar-vron-Kensai, and their band of otherplanar 
  warriors, are due back within a week. Most of the charki 
  have already left for home. If they do not return soon 
  
  36 
  The Eternal Champion Series 
  Raiders From Other Worlds 
  
  _I 
  __
  The Shattered Isle 
  37 
  after the charki arrive, Zhenadar will assume the worst 
  and send out a much larger force to find and punish his 
  son’s killers. If the adventurers defeat Aloryk and 
  Nihlar, and linger in Croom, they will soon be beset by 
  Zhenadar’s forces. 
  Raiders 
  While the adventurers are within Croom, roll ld6 every 
  hour. If a “1” results, they encounter ld4 of Zhenadar’s 
  cross-planar invaders. 
  Sample Raider Statistics 
  NEESHA, JAGUARMOMAN CHAOS HYBRID 
  STR20 
  CON23 
  SIZ 15 
  INT8 
  POW 10 
  DEX 17 
  CHA 13 
  HP: 26 
  Armor: ld8-1 half-plate 
  weapon 
  attack 
  damage 
  parry 
  Rapier 
  60 
  ld6+1+ld6 
  60 
  Bite 
  45 
  2d6 
  -- 
  Claw 
  80 
  ld10+ld6 
  25 
  NOTES: each round. Neeaha altadm wkh Rapier, one Blte. and one Claw. I her 
  sword breaks or is lost, she switches to two Claw and one Bite attack. 
  SKILLS: Ambush 80. Balanw 85. Climb 65, Listen 70, Scent 70. Track 55 
  Neesha is an attractive creature, but her heart is full 
  of hatred. She has jet black fur, a jaguar’s head with 
  human eyes and nose, human limbs, and a jaguar’s tail 
  and claws. She constantly growls deep in her throat. 
  ALMANDRIC, MELNIBONEAN NOBLE-WARRIOR-SORCERER 
  STR 17 
  CON 16 
  SIZ 13 
  INT25 
  POW37 
  DEX 14 
  CHA 12 
  HP: 17 
  Armor: 9 point demon armor 
  weapon 
  attack 
  damage 
  parry 
  Scimitar 
  98 
  2d6+2+ld6 
  95 
  Dagger 
  45 
  ld4+2+ld3+ld640 
  Thrown Dagger 
  85 
  ld4+2+ld3+ld4 -- 
  SKILLS: Balance 54. Credil 90. Conceal 40. Evaluate Treasure 30, LLsten 80, 
  Memorize 30, Plant Lore 64. Poison Lore 87. Ride 90. Ride Dragon 50. Scent 25, 
  See 70. Swim 30, Taste 40. 
  MAGIC: On Tragic Millennium Earth. Almandrlc knows he has IMle. il any, chance to 
  summon demons or elementak. and no chance to summon any Chaos Lord. His 
  reduced chances are listed below. 
  DEMONS: Combat 10. Desire 10. Knowledge 10. Possession 5, Protection 6. Travel 
  9. 
  ELEMENTALS: Air 9. Earth 9. Fire 8. Water 9 
  OTHER: Lassa 6. Straasha 6. Grome 5. Kakatal 7; Meerclar 5. Rooldrak 4. Muru’ah 
  4: Hionhurn 4 
  DEMON ARMOR: CON 9. SIZ 13, POW 2 
  DEMON SCIMITAR: STR 10. SIZ 2. POW 1 
  DEMON DAGGER: STR 5. SIZ 1. POW 2 (had the ability to levlate on Almandric‘s 
  home plane). 
  FIRE WAND: holds 3 bound fire elementab. 
  Almandric is very pale skinned, with blue-black hair 
  and eyes. His demon armor is in the form of 
  Melnibonean plate, complete with dragon helm. Under 
  the armor, he wears velvet in an unusual periwinkle 
  color. A cloak over his armor is bright orange. If the 
  adventurers were hired by Ilendrik (and can prove it), 
  Almandric is friendly to them and won’t allow his 
  companions to harm them. At the moment, he is still 
  loyal to Zhenadar, but is rapidly becoming bored with 
  Zhenadar’s tedious orders of killing natives and looting, 
  so fast-talking adventurers may well be able to talk 
  Almandric into revolting against his master, in the 
  capricious manner of Melniboneans. 
  TOLUVER, HUMAN WARRIOR 
  STR14 
  CON18 
  SIZ12 
  INT8 
  POW11 
  DEX 15 
  CHA 10 
  HP: 18 
  Armor: ld6 special 
  weapon 
  attack 
  damage 
  parry 
  Dagger 
  50 
  ld4+2+ld6 
  45 
  Pole Axe 
  60 
  3d6+ld6 
  54 
  SKILLS: Hide 45. Move Quietly 65. Persuade 70, Pick Lodc 50. Ride 90. Search 45 
  Tolliver is a human warrior from a Mabden world, 
  more primitive than Tragic Millennium Earth. His axe is 
  crudely, though stoutly, made. Tolliver is thickset, and 
  wears only wolf fur and leather made of alligator skin. 
  He has delusions of grandeur and believes he is meant 
  to take over Zhenadar’s operation after Eire is 
  completely conquered. Zhenadar is amused by his plans 
  and leaves him alive for the moment. 
  EEVAAKHA, CHAOS BEAST 
  STR20 
  CON 19 
  SIZ23 
  INT4 
  POW 10 
  DEX 8 
  CHA 0 
  HP: 30 
  Armor: 6 point scales 
  weapon 
  attack 
  damage 
  parry 
  Claws (2) 
  70 
  ld10+2d6 
  65 
  Bite 
  49 
  2d6+2d6 
  __ 
  E’Evaakha has an obese, human-like body and 
  alligator-like head. Its skin is covered in deep purple 
  scales. Wiry black hair protruding from between the 
  heavy plates. E’Evaakha is always hungry and eats 
  constantly. It enjoys meat when available, but also 
  devours wood, stone, metal, and anything else it can lay 
  its talons on. Almandrik is its master, and the two are 
  constant companions. 
  The Township of Croom 
  Croom is gutted by fire and charki. Houses marked with 
  an X on the map are aflame, smoldering, or have 
  already burnt out. Houses marked by a [I are lying in 
  Charki-caused ruin. Buildings marked with a 0 are 
  normal, habitable homes (all of which are similar). 
  These normal homes may yet be burned or attacked by 
  charki. 
  Each normal home has one to three rooms, 
  depending upon the size of the home and the wealth of 
  the owner. Single roomed houses normally held ldlO 
  people of the same family, enough feather mattresses to 
  
  sleep them all comfortably, plus quilts, cooking utensils, 
  earthenware plates, cups and bowls. 
  Double and triple roomed homes are similar to single 
  room homes, above, except that the family sleeps in the 
  extra room or rooms, leaving the common room for 
  cooking, eating, and guests. 
  In homes destroyed by fire, all goods are destroyed. 
  One or more charred bodies are present in the 
  smoldering ruins 50% of the time. 
  In homes attacked by charki, at least one corpse is 
  readily apparent. The building's goods are largely 
  unharmed, though they are buried under wooden beams 
  and fallen stones. 
  In other homes, roll ld10. 1-8 = the house is still 
  untouched, though the family has either fled or is dead 
  in the street nearby. In such a case, any valuables are 
  still within, untouched. 9 = the house has been cleaned 
  out. 10 = ld4 raiders are still inside. 
  The Hall of Learning (1) 
  The main force of charki and raiders struck this building first. 
  Both it and the nearby storehouselmuseum are nearly 
  completely demolished. Its interior consisted of two rooms, one 
  smaller than the other. 
  In the ruins of the smaller room, splintered wrecks of tables 
  and benches lie strewn about. A large hole in the floor, 
  surrounded by upturned dirt, shows the entry point of the 
  invaders. Huge worm-like tracks lead out of the tunnel. 
  Bookshelves in the smaller room once held curiosities from 
  ancient times and a few dozen books. Most have been 
  destroyed or stolen, but two remain, perhaps overlooked. 
  The first is a small book, water-damaged and dog eared, 
  and written in Ancient English. If this tome is translated, it 
  proves to be a work titled "The Queen of the Swords". Its author 
  has the unlikely name of Michael Moorcock. 
  
  The Shattered Isle 
  39 
  The second item of note is in a glass case, partly covered by 
  dirt. A Search roll is required to notice it. The Eirish could find 
  no practical use for it and Zarlin does not know what it does, 
  though he knows its name. The item is a small silvery globe 
  with a button at one end and a trumpet-shaped nozzle at the 
  other. Its name "Life Energy Enhancer" is engraved on one side 
  in Ancient English. 
  Life Energy Enhancer: when pointed at a person whose POW is 
  6 or less, and the button pressed, a black haze surrounds the 
  target. He gains ld3 POW, and a similar number of charges is 
  drained from the device. If the Enhancer is directed at a person 
  whose POW is 7 or more, he gains no POW, and loses 1 Hit 
  Point. Such a use drains one charge from the device as well. 
  The Energy Enhancer currently contains 25 charges, and 
  cannot be recharged. 
  The larger room of the Hall of Learning is a shambles. 
  Desks and chairs lie in smashed ruin. The west wall is nearly 
  completely destroyed. A black slate board covered with chalk 
  writing hangs on the north wall. The chalk drawings are 
  obscured by splashes of blood. Many corpses lie in the ruins, all 
  but three hacked to pieces. The three who are untouched have 
  pale, clammy skin, showing no wounds at all. 
  The Hall of Learning Museum (IA) 
  This small building once contained supplies and equipment for 
  the Hall of Learning, plus miscellaneous town curiosities and 
  artifacts from ancient times. Almost everything stored here has 
  been destroyed or stolen. Underneath the rubble, successful 
  Search rolls uncover a complete set of stainless steel socket 
  wrenches, in both English and Metric measurements. 
  The invaders entered this building through a gaping hole 
  smashed through the east wall. The worm-like tracks seen in 
  the Hall itself lead off to the north and south of this building, 
  fading as they leave the rubble and freshly-turned earth behind. 
  Town Commons (2) 
  The town commons is just an open space of short-cropped 
  grass and flower bushes. No evidence of violence is here, for 
  no one was in the commons when the raid hit. 
  At the northern end of the commons is a raised dais of 
  granite topped with an obelisk of darker stone (at the numeral 2 
  on the map). The obelisk is five meters high and nearly that 
  width at its base. Carved into its southern face is a baffle scene 
  from the Tragic Millennium. Below the battle depiction is the 
  following inscription, in both Ancient English and Ancient Irish: 
  THIS MEMORIAL IS ERECED 
  TO HONOR THOSE SONS OF CROOM 
  SLAIN IN THE BA'ITLE FOR DUBLIN 
  AUGUST 5 THROUGH SEETEMBER 18,2021 
  GOD GRANT THEM PEACE. 
  SEAN LELLY 
  JOHN ARCHEX KlLmNNY 
  MIQIAEL CASLE WARY 
  DOUOLAS RYAN OROURK 
  At the south end of the commons is the town well (at the 
  numeral 2A on the map). The boards that once covered its top 
  lie scattered on the ground. From the depths of the well comes 
  a scraping sound of flesh on stone. 
  Inside the well is the only charki remaining within the town 
  proper. The charki retired to the well to let some of the energy it 
  had drained dissipate before seeking out more. It has begun to 
  get hungry again in the depths of the well, and will attack 
  characters foolish enough to look down into the well itself. 
  Once the charki is aware of the adventurers' presence it 
  hounds them all through Croom, burrowing through the earth to 
  emerge and attack them at the most inopportune times. In 
  general, it goes after the person with the highest POW, but 
  initially it will attack the sucker who first looks into the well. 
  Each time the charki attacks, it first emits its mental rays for 
  2d6 combat rounds (presumably forcing the party to fight among 
  themselves) then erupts from the earth (or the well) to attack 
  physically. If it is wounded, no matter how slightly, it 
  immediately retreats underground, to attack again later. 
  THE CHARKI FROM THE WELL 
  STR 18 
  CON 34 
  SI2 28 
  INT3 
  POW 15 
  DEX 9 
  ArmorlHit Points: 6/50 
  weapon 
  attack damage 
  parry 
  Tentacle (1 d6) 
  64 
  ldG+POW loss 34 
  Mental Impulses 
  Auto. 
  madness 
  -- 
  SKILLS: Sense LHe 61, Track 51 . 
  About a meter and a half down the well-shaft, and nearly 
  invisible from above (See roll to detect), is a tunnel that heads 
  north. This tunnel is easily reached from above with a rope, and 
  is, in fact, the charki's first point of attack within the town. 
  Some distance north (just beyond Croom's limits) the tunnel 
  forks. The secondary tunnel turns to the northeast and opens 
  onto a hillside just before the Charki Spy Lair. The main tunnel 
  heads due north, ending in a stand of trees near the Main 
  Charki Encampment. About a kilometer down this tunnel lies a 
  small vial full of a greenish-gray liquid. If swallowed, this liquid 
  increases the person's POW by ld6. This effect is permanent. 
  The liquid is difficult to analyze, as two major components are 
  unavailable on this plane of the multiverse: the glandular 
  excretions of a crimson xoar (a colossal monster from a chaos 
  plane) and the ichor of a Melnibonean dragon in heat. 
  Tavern (3) 
  The tavern was set alight by overzealous raiders and was partly 
  burnt before they managed to extinguish the fire. The north end 
  of the building is burned, but the south part is almost intact. 
  Four raiders are here, drinking the little liquor remaining and 
  cruelly teasing a captive Croomian girl tied to a chair. 
  The adventurers do not look Croomian, so the raiders won't 
  attack immediately, unless the adventurers are overtly hostile. If 
  the adventurers pretend to friendliness, the raiders welcome 
  them in for a drink and a hand of cards. The raiders are edgy, 
  however, and will attack a party up to twice their number if they 
  think the adventurers mean them harm. 
  TAVERN RAIDERS 
  KAUMBUR, YELITE WARRIOR 
  STR 18 
  CON20 
  SI28 
  INT9 
  POW 13 
  DEX 10 
  CHA 4 
  HP: (19) currently 16 
  Armor: l d d l  
  leather 
  weapon 
  attack damage 
  parry 
  Dagger 
  75 
  ld4+2 
  77 
  Shortsword 
  83 
  ld6+1 
  79 
  SKILLS: Cllnb 37, Dodge 85. Hide 85, Move Quleny 56. Scent 31, Turrble 45. 
  
  40 
  The Eternal Champion Series 
  Kalimbur is a mutant, with green warty skin and shocking 
  mauve hair. He was injured in killing the tavern keeper. His 
  companions have razzed him about it, and he is feeling mean, 
  looking for a chance to prove himself. 
  POLLIK TANTRAGEL, MABDEN WARRIOR 
  STR16 
  CON18 
  SIZ16 
  INT12 
  POW10 
  DEX 13 
  CHA 8 
  HP: 22 
  Armor: ld8-1 half plate 
  weapon 
  attack 
  damage 
  parry 
  Denledhyssi Axe 
  58 
  3d6+ld6 
  50 
  Scimitar 
  82 
  ld8+2+ld6 
  75 
  SKILLS: Jump 54. Navigate 60, Search 45. See 75, Track 32. 
  Pollik comes from the same world as Tolliver (see earlier). 
  He is the one tormenting the captured girl, while the others are 
  just watching and shouting out jocular advice. 
  WHULLIN, CHAOS CREATURE 
  STR25 
  CON 8 
  SIZ24 
  INT5 
  POW20 
  DEX4 
  CHA2 
  Armor/Hit Points: 8/23 
  weapon 
  attack 
  damage 
  parry 
  Bite 
  40 
  ld10+2d6 
  -_ 
  Claw (4) 
  60 
  ld6+2d6 
  60 
  SKILLS: Memorize 90. Scent 95. 
  Whullin is a hulking blue-gray beast with four limbs and an 
  eyeless, lumpy head. It has an extraordinary sense of smell, so 
  its lack of visual organs does not hinder it. His favorite tactic is 
  to grab prey in all four talons, squeeze it to death, then force it 
  down its considerable gullet. 
  Whullin cannot speak, but can understand human speech. It 
  has no sense of humor and is not sure why its companions 
  aren’t letting it eat the captured girl, but is willing to wait till they 
  are finished. 
  SSHHAYSSA, SERPENT MAN WARRIOR 
  STR20 
  CON26 
  SIZ10 
  INT15 
  POW 12 
  DEX 16 
  CHA 3 
  HP: 26 
  Armor: ld6+4 
  weapon 
  attack 
  damage 
  parry 
  Bite’ 
  25 
  ld6+poison 
  -- 
  Scimitar 
  95 
  ld8+2+ld6 
  92 
  SKILLS: Memorize 90. Move Quietly 65. Poison Lore 75. Scent 85, Swim 50. Taste 
  90 
  leather and scales 
  Sshhayssa is a glistening legless creature with two arms. He 
  can make remarkable speed over most terrain -- the rougher the 
  terrain, the faster he can move (polished tile nearly immobilizes 
  him). Anyone bitten by Sshhayssa must roll its CON x 5 or less, 
  with Sshhayssa’s CON added to the die roll. Failure indicates 
  4d6 poison damage, success gives him none. However, in any 
  case, a bitten victim is ill with nerve damage for ld6 days, 
  unable to do more than moan and sip at liquids. 
  COLLEEN DOUGLAS, THE CAPTIVE GIRL 
  STR10 
  SIZ15 
  CON9 
  INT14 
  POW13 
  DEX 17 
  CHA 16 
  HP: (15) currently 10Armor: none 
  weapon 
  attack 
  damage 
  parry 
  Self 
  Bow 
  42 
  ld6+1-- 
  Dagger 
  60 
  ld4+2 
  40 
  SKILLS: Listen 35, Memorize 50. Persuade 36. Ride 40, Sing 90, Taste 84. 
  Colleen is a Croom native. The raiders won’t let her speak to 
  the adventurers, though she’ll constantly mouth the words, 
  “Help me, please!” to the party when the raiders aren’t 
  watching. She is determined not to cry in front of the raiders, 
  but the adventurers can see she is barely able to contain her 
  emotions. 
  The girl is Zarlin’s niece. She believes, correctly, that the 
  raiders are here because of Zarlin. If the raiders find out who 
  her uncle is, they’ll take her back to Zhenadar for questioning. 
  Otherwise they mean to kill her after they sport with her a bit. 
  The girl is spunky and good with weapons. She saw her parents 
  murdered by the raiders. If the adventurers free her, she’ll gladly 
  accompany them to Zhenadar’s destruction. If they don’t want 
  her along, she’ll join the New Fenians instead. 
  Smithy (4) 
  This is a two-story building, the only one in town. The smith 
  shared space with his brother, a wainwright and cooper. Both lie 
  dead in this building, victims of the raiders. The huge corpse of 
  the smith lies roasting in a high blaze in the yard; his brother is 
  stretched out nearby, his throat cut. One raider, a Granbretanian 
  butterfly-mask, lies dead between then, her skull crushed by the 
  smith’s hammer. 
  The raiders took everything of value in the smithy, including 
  tools and anvil -- Zhenadar has use for such craft items. 
  The second story of the smithy is storage space, holding raw 
  lumber, coal, and iron for the businesses below. The attic door 
  is concealed behind a half-finished hogshead, and a Search is 
  necessary to discover it. It is barricaded from the inside. 
  In the attic are the two wives and six children of the smith 
  and wainwright. All are unharmed and alive. They are terrified, 
  and observed the slaughter of their menfolk through a crack. 
  They won’t open without a great deal of convincing, including a 
  successful Persuade. 
  The smithy’s yard burns merrily -- the carts and wheels kept 
  there are gone. The western wall is singed, too, but the building 
  as a whole is untouched. 
  Tailor and Cobbler (5) 
  This building is a blazing inferno, No access is visible, and the 
  only clue to the structure’s function is its sign, the depiction of a 
  bolt of cloth, needle and thread plus a huge wooden shoe the 
  paint of which is already smoldering. 
  Bakery (6) 
  This building is untouched as yet and smells just like a bakery 
  should -- fresh bread and rolls. The door is locked and barred 
  from within. Approaching adventurers succeeding at See detect 
  the terrified baker and his family peering out from behind the 
  curtains flanking the porch. If they realize they’ve been seen, 
  the family jerks away from the windows and huddles together in 
  the main room, behind the display counter. 
  A Persuade is required here to convince the baker and his 
  family that the party means no harm. Once in the baker’s 
  confidences, the party is welcome to rest in his house and eat 
  freely of his goods. When they leave Croom, the baker offers 
  them all the hard bread they can carry, to eat while on the road 
  to Villa Kensai. 
  Trade Goods (7) 
  The trading post was ravaged by charki, after which the raiders 
  looted all the valuable goods and food. Little is left but a few 
  farming implements. The shopkeeper’s portly frame swings back 
  and forth from a beam in the middle of the emptied room. 
  Under a pile of rubble near the main counter is a secret 
  floorboard safe. A Search finds locates it. Within it are 2 bars of 
  silver worth 100s each and four pieces of jewelry made of 
  
  41 
  The Shattered Isle 
  A Charki Bursts Upon a Brave Croomian 
  carefully carved wood. There is a bracelet worth 25s, a ring 
  worth 8Os, and two chains of delicate serpentine workmanship 
  each worth 100s. 
  Warehouse (8) 
  The extra goods for the trade post were stored herein, as well 
  as scientific and ancient items that would not fit into the storage 
  room next to the Hall of Learning. Nothing of value is here, save 
  a bloodied bolt of paisley cloth upon which rest two corpses. 
  Vegetable Gardens (9) 
  This was a communal plot for all the village's vegetable 
  gardens. Each family's plot is carefully marked and staked out. 
  Most of the vegetables are trampled, and three women lie here 
  dead and slashed. 
  Enough vegetables are left to supply rations to the party for 
  a week. 
  Cattle Pen (10) 
  The cattle held here were used as target practice by the raiders. 
  What is left of thirty bovine carcasses has been crudely 
  butchered and laid in the sun to dry. The party can help itself to 
  the choice cuts of beef laying around in vast amounts. 
  Barn (11) 
  The barn housed animals in winter, and sick animals in other 
  seasons. Now it is a blazing wreck now, the charred skeletons 
  of a few hapless animals barely visible through the flames. 
  Sheep Pen (12) 
  Like the cows, the sheep were used as target practice and the 
  meat left to dry out. Over fifty animals were slaughtered herein. 
  Coop (13) 
  This long, low building held the town's poultry. The chicken 
  coop is burning merrily away, and is nearly gone. A few of the 
  chickens are still alive, wandering forlornly around the fenced-in 
  yard and along the shore of the duck pond. 
  Duck Pond (14) 
  The ducks managed to escape the carnage, and are floating on 
  the duck pond quacking away as if nothing had happened. 
  However, the corpses of several townsfolk and a cow share the 
  waters with the birds. 
  
  42 
  The Eternal Champlon Serles 
  Living Quarters (15) 
  The family here still lives, as the raiders have overlooked this 
  small house in their greed for loot. However, this respite will not 
  last long. As with the other surviving townsfolk, the adventurers 
  need to succeed at Persuade as well as deliver a convincing 
  story to gain the barricaded family's trust and be allowed inside. 
  The family consists of a young married couple, their baby and 
  their dog. So far, they have not dared to try to creep out of town 
  while the raiders were occupied elsewhere. 
  Raided Home (16) 
  This small cottage is completely looted. Three raiders are still 
  inside, torturing the woman who owned it. She is nearly dead of 
  pain and blood loss, and dies before the adventurers can save 
  her, unless they succeed at First Aid. She has only 2 hit points 
  left, and her name is Connie Davan. 
  The raiders have belween them 38s, a richly embroidered 
  velvet belt worth 150s, and several fancy bejeweled daggers 
  worth a total of 250s. 
  FRITZ VON ROCHOFFEN, 1916 GERMAN CAVALRY 
  OFFICER 
  STR13 
  CON10 
  SIZ15 
  INT16 
  POW11 
  DEX 14 
  CHA 17 
  HP: 13 
  Armor: Leather ld6-1 
  weapon 
  attack 
  damage 
  parry 
  Saber 
  92 
  ld6+2+ld6 
  90 
  9mm Luger 
  70 
  2d6 
  __ 
  SKILLS: Chemical Lore 45. Hide 25. Orate 68. Ride 80. Set Trap 75, Sleight of Hand 
  45. Track 38. 
  Von Rochoffen's pistol holds seven bullets and he has 
  another 62 shells in his pockets. Base pistol chance for Tragic 
  Millennium users at is 10% plus attack bonus. Von Rochoffen is 
  not sure what he is doing in this strange place, but greatly 
  prefers pillaging helpless civilians to fighting on the Russian 
  front, which is what he was doing before Zhenadar's 
  cross-planar magic brought him here. His pistol and aristocratic 
  manner make him the leader of this small band of raiders. 
  ALORM NAIKHEDA, NHADRAGH WARRIOR 
  STR15 
  CON13 
  SI214 
  INT17 
  POW15 
  DEX 12 
  CHA 12 
  HP: 15 
  Armor: ld8+2 Nhadragh 
  weapon 
  attack 
  damage 
  parry 
  Staff 
  85 
  ld8+ld6 
  81 
  Shortsword 
  60 
  ld6+1+ld6 
  55 
  SKILLS: Balance 34. Cut Purse 45. Evaluate Treasure 80. Lkten 75. Persuade 95, 
  Search 50, See 85. 
  half plate 
  The Nhadragh are a humanoid, highly magical race from a 
  different plane. They have low foreheads with deep widow's 
  peaks, prominent brow ridges and very dark skin. Their eyes 
  are orange with bluish sclera and are pupil-less. 
  LONG-ARMED EATER, DYING EARTH HUMAN WARRIOR 
  STR 20 
  CON 15 
  SIZ 11 
  INT6 
  POW 15 
  DEX 14 
  CHA 12 
  HP: 15 
  Armor: 3 point fur and leather 
  weapon 
  attack 
  damage 
  parry 
  Spiked Club 
  54 
  ld8+ld6 
  50 
  Dagger 
  45 
  ld4+2+ld6 
  40 
  SKILLS: Balance 48. Juggle 50, Move Quietly 80. Navigate 75. RMe Horse 30. Ride 
  Walrus 90. 
  Long-Armed Eater is almost bestial, owing to his extreme 
  stupidity. All he cares about is food, sex, and fighting. 
  Untouched Home (17) 
  This home has yet to undergo the attentions of the raiders. The 
  family has apparently fled. 
  Untouched Home (18) 
  This home is also untouched by the raiders. The family is 
  hidden in the root cellar, and unless the party makes a great 
  deal of noise, the family won't even be aware that someone has 
  come to rescue them. The cellar door is concealed within the 
  kitchen pantry. 
  Raided Home (19) 
  All the furniture in this home is wreckage, and the tip of a charki 
  tentacle lies still writhing on the floor, presumably severed by 
  the dagger a female corpse in the front room is clutching. 
  Anyone so foolish as to touch the tentacle with anything but 
  a weapon or long pole loses 1 POW permanently. 
  In the house's back room are five raiders, shooting craps 
  and arguing over their accumulated loot. The raiders won't be 
  unduly suspicious of the adventurers (if they don't look like or 
  accompany any Croom townsfolk), and may invite them into the 
  game. 
  ROURYYK, MELNIBONEAN WARRIOR-NOBLE 
  STR15 
  CON 13 
  SI219 
  INT20 
  POW21 
  DEX 15 
  CHA 16 
  HP: 20 
  Armor: ld10-1 Plate 
  weapon 
  attack damage 
  parry 
  Sea Axe 
  65 
  2d6+2+1d6 
  60 
  Long Sword 
  70 
  ld10+1+ld6 
  62 
  Dagger 
  35 
  ld4+2+ld6 
  30 
  SKILLS: Conceal Bo. Make Map 35. Memrbe 40. Ride Dragon 75. Ride Home 90, 
  Search 80, Swim 50, Tie Knot 50. 
  The Melnibonean is aloofly ignoring the sport, and 
  incidentally keeping a watch for trouble. Of all the gamblers, he 
  will be most suspicious of the party. 
  IVELDA, MABDEN WARRIOR 
  STR 12 
  CON 17 
  SIZ 11 
  INT 10 
  POW 14 
  DEX 12 
  CHA 9 
  HP: 17 
  Armor: ld6-1 Leather 
  weapon 
  attack 
  damage 
  parry 
  Staff 
  60 
  Id8 
  55 
  Shortsword 
  50 
  ld6+1 
  45 
  Self Bow 
  30 
  ld8+1 
  -- 
  SKILLS: Ambush 80, Climb Jo, Hide 57. Listen 35, Ride 90, Scent 70. Swim 45. 
  lvelda is quite a coward in her heart. She fears to let her 
  comrades see this, however, so she Musters and toughs 
  everything out. But if she is faced with armed opponents (as 
  opposed to helpless townspeople), each round she must 
  succeed at a POW x 5 roll to keep from panicking and running 
  away. 
  AMUEN DU GUERRE, FRENCH THIEF 
  STR 13 
  CON 12 
  SI2 11 
  INT17 
  POW 15 
  DEX 18 
  CHA 15 
  HP: 12 
  Armor: ld8-1 Half Plate 
  weapon 
  attack 
  damage 
  parry 
  Rapier 
  85 
  ld6+1 
  78 
  Dagger 
  45 
  ld4+2 
  40 
  . 
  1 
  
  e 
  The Eternal Charnoion Series 
  A? 
  Thrown Dagger 
  75 
  ld4+2 
  _- 
  SKILLS: Balance 30. Cllmb 85. Conceal 71. Cut Purse 90, Evaluate Treasure 56, 
  Hide 81, Lisp7 50, Move Quletly 56. Pick Lock 60. Ride 80, Search 45. See 61. Sei 
  Trap 60. Sleight of Hand 45 
  Amlien is from the contemporary Tragic Millennium Earth. 
  He's been gone from home so long that he is desperate for the 
  sound of a French voice, and will instantly befriend and take the 
  side of any Frenchman he meets. 
  ULURAS, AFRICAN WARRIOR 
  STR16 
  CON 14 
  SI212 
  INT10 
  POW9 
  DEX 16 
  CHA 10 
  HP: 14 
  Armor: none 
  weapon 
  attack 
  damage 
  parry 
  Calmant * 
  76 
  special (see below)-- 
  Agonizer ** 
  66 
  special (see beIow)70 
  SKILLS: Arrbush 67. Climb 45. Search 35, Tie Knot 80. Track 65. Tumble 70. 
  * Uluras' calmant is a complex mesh oi green metal mounted on the end of a 
  beautiiully-carved ivory rod. When the violet beam it fires strikes any Wing creature. 
  that creature is overwhelmed by pacifism and peaceful feeling lor the next Id6 hours. 
  It must roll its INT x 3 or less to be abb to fight or even defend itself. This roll must 
  be made afresh every single ccmbat round. The rod has 6 remaining charges and 
  WnOt be recharged outside of Uluras' African kingdom. 
  '' The agonizer is a long red metal rod with a basket hilt. When it strikes a foe 
  (whether or not that foe la armored), he roils 1620. The target lakes 1 point of 
  damage for each point the 620 roll exceeds his CON. or 1 point ol damage in any 
  case. 
  Uluras is from contemporary Tragic Millennium Africa, a 
  place completely unknown and mysterious to Europeans of 
  Hawkmoon's time. He either cannot or will not speak, and 
  communicates with his companions through sign language. 
  However, he is perfectly capable of understanding everything 
  they say. 
  FLAVIUS, ANCIENT ROMAN WARRIOR 
  STR14 
  CON16 
  SI212 
  INT16 
  POW12 
  DEX 9 
  CHA 14 
  HP: 16 
  Armor: ld8-1 Roman armor 
  weapon 
  attack 
  damage 
  parry 
  Shortsword 
  87 
  ld6+2+ld6 
  53 
  Javelin 
  45 
  ld6+ld6 
  32 
  Thrown Javelin 
  66 
  ld8+2+ld4 
  -- 
  SKILLS: Baknce 35, Junp 50. Scant 80, See 26. Sing 70. 
  Flavius is an especially brutal soldier just doing his job. His 
  centurion sentenced him to crucifixion for his crimes, and he 
  was saved by Zhenadar's recruiters. He is loyal to Zhenadar. 
  Raided Home (20) 
  This home sags drastically on its one intact wall. Anyone 
  entering the building must attempt a SI2 x 5 roll. Success brings 
  down a shower of timbers and brick, doing ld10 damage to the 
  culprit. 
  Main Charki Encampment 
  While 
  Zhenadar-vron-Kensai's 
  sons 
  planned 
  the 
  plundering of Croom, the charki dug this area in a 
  sheltered section of the forest (no map of this 
  encampment is provided). The forest is quite dense, and 
  a Search is needed to find the path leading to the charki 
  burrow. At the trail's terminus, the burrow itself is quite 
  obvious -- a 6 meter wide hole leading into the earth at 
  a 45 degree angle. 
  ENTRANCE CAVERN: battery-powered lamps burn in the 
  bedrock walls of this largish chamber. Four such lamps are here 
  and one each in areas 2, 3, and 4. Their batteries are good for 
  100 hours of steady burning. A switch turns them on or off. 
  A charki sits in the middle of the room and attacks anyone 
  unfamiliar to it. After three combat rounds, the two charki from 
  area 6 will have joined the fray. The guard charki won't pursue 
  fleeing enemies -- their orders are to guard only. At the start of 
  any combat, the charki immediately emits its madness-inducing 
  impulses in an attempt to lessen the odds against it. 
  CHARKI GUARD 
  STR 20 
  CON 28 
  SI239 
  INT 10 
  POW 11 
  DEX 10 
  Armor/Hit Points: 6/55 
  weapon 
  attack 
  damage 
  parry 
  Tentacle (1 d6) 
  62 
  ld6+POW loss 38 
  Mental Impulses 
  Auto 
  madness 
  -- 
  SKILLS: Sense Life 70, Track 57 
  STOREROOM: shelves line this large, smooth-walled room. 
  Two-thirds of the shelves hold dried food, with the remainder 
  being divided between rolled-up clothing of fine cut and fabric 
  and poetry scrolls. The thirty-two rolls of dothing are each worth 
  ld100s. The seventy-eight scrolls of poetry are each worth 
  1dlOs. The food is edible, but not especially valuable or even 
  tasty. 
  On one shelf, hidden behind stacks of jerky, is a black wand 
  (Search to locate). The wand is 60cm long and Icm thick. Two 
  gems, a ruby and a diamond, are set into it about 12cm from 
  one end. When the gemless end is pointed at an opponent and 
  a gem pressed, the victim must roll its POW x 4 or less. If the 
  roll succeeds, nothing happens. If it fails, the target is stunned 
  and incapable of combat action for 3d6 rounds. Pressing the 
  ruby stud affects humans, the diamond, charki. The wand 
  recharges itself slowly, regaining one charge per 12 hours of 
  disuse, up to the wand's maximum level of 6 charges. One 
  charge is necessary to stun a human, and ld6 for a charki. 
  Dismantling the rod destroys it permanently. 
  NIHLAR-VRON-KENSAI'S QUARTERS: Nihlar is not here right 
  now, but in the Charki Spy Lair. The room is decorated garishly 
  and holds a bed, a dresser, and a chair. An old book in Ancient 
  English, titled Lessons in Chemistry, lies on the dresser. If 
  studied carefully (taking at least a month to do so) it raises the 
  reader's Chemical Lore to 20%, or by ld6 percentiles if his skill 
  is already above 20. 
  In the dresser is a bag of coins, 304s in all. The rich clothes 
  (worth 200s) in the dresser fit SI2 16. 
  ALORYK-VRON-KENSAI'S OUARTERS: Aloryk is awakened 
  by combat in the entrance cavern, and waits patiently for any 
  intruders surviving the guard charki. He engages whomever 
  opens the door, preventing others from slipping past. He fights 
  till he has lost half his HP, when he throws down a smoke 
  grenade, blinding all intruders for ld10 combat rounds. After the 
  smoke clears, they notice Aloryk's absence. (Aloryk escaped 
  through a secret door in the northeast corner of the room.) 
  Aloryk's secret door is so well-constructed that a critical 
  Search is needed to locate it. Aloryk should be long gone by 
  then, riding hard to the Spy Lair to warn his brother. If the 
  adventurers reached that area first, he rides north to warn his 
  father. 
  The only item of real value in the room is a jewelled dagger 
  under the bed's pillow. This dagger is made of a strange, 
  
  The Shattered Isle 
  44 
  extremely hard metal (vanadium alloy) and does ld6+2 
  damage. 
  ALORYK-VRON-KENSAI, WARRIOR-SCHOLAR, AGE 26 
  STR15 
  CON 16 
  SI214 
  INT14 
  POW13 
  DEX 11 
  CHA 9 
  HP: 18 
  Armor: ld10-1 plate 
  weapon 
  attack 
  damage 
  parry 
  Energy Pike * 
  65 
  ld6+1+ld6 (+ld10)61 
  Scimitar 
  40 
  ld6+2+ld6 
  44 
  Mace 
  43 
  ld8+ld6 
  39 
  Abryk’s energy pike cannot be recharged. It has 52 remelnlng charges. li the pike’s 
  regular damage penetrates armor (by even a single point). then the pike does id10 
  addniond points of damage. and loses 1 charge. Once the charges are gone. the 
  weapon is a normal spear in every respect. 
  SKILLS: Ancient Lore 73. Balance 45. Credit 36, Memorize 61. Mechanical Lore 61, 
  Persuade 45. Ride 72 
  SECRET TUNNEL: roughly hewn by the charki, this escape 
  tunnel runs a kilometer through bedrock, opening in the 
  woodland further east. Stable room for two horses is available in 
  the natural cave entrance, but Nihlar has one at the Spy Lair. 
  By the time the adventurers reach this place (if, indeed, they 
  ever do), Aloryk has saddled the remaining beast and ridden off. 
  CHARKI CAVERN: this cavern is bare stone. Two charki lurk 
  here, one wounded, one imperfectly formed. At the sound of 
  battle, the two rush to the entrance cavern (taking three rounds) 
  to help the charki guard. If the adventurers dispose of the guard 
  silently, or sneak past it somehow, these two will still be waiting 
  here. 
  INJURED CHARKI 
  STR18 
  CON 29 
  SI231 
  INT8 
  POW 15 
  DEX 12 
  Armor/Hit Points: 6/38 
  (normally 48 hit points) 
  weapon 
  attack 
  damage 
  parry 
  Mental Impulses 
  Auto 
  madness 
  __ 
  Tentacle (ld6) 
  70 
  ld6+POW loss 40 
  SKILLS: Sense Lle 62. Track 59. 
  IMPERFECT CHARKI 
  STR12 
  CON 16 
  SI223 
  INT2 
  POW 10 
  DEX 17 
  Artnormit Points: 4/27 
  weapon 
  attack 
  damage 
  parry 
  Tentacle (1 d4) 
  40 
  ld4+POW loss 20 
  Mental Impulses 
  Auto 
  madness 
  _- 
  SKILLS: Sense Lffe 82. Track 56. 
  Charki Spy Lair 
  The charki dug a hole here to spy out Croom and 
  discern whom the rebel sympathizers and scholars were. 
  The Kensai brothers took turns watching. Now that 
  Croom is demolished, the brothers and charki prepare to 
  return to their father to report their successful attack on 
  the upstart village. 
  ENTRANCE: the entrance cavern is dimly lit by the sun’s rays 
  filtering over the hills. Some large worm-like tracks mar the dust. 
  CHARKI CAVERN: a lone charki stands guard. If it senses 
  battle from Room 6, it goes to assist; if the charki in Room 6 
  senses battle here, it comes. It takes each charki 4 rounds to 
  get to one another. 
  STR 19 
  CON 22 
  SI2 33 
  INT3 
  POW 13 
  DEX 10 
  ArmorRlit Points: 6/58 
  weapon 
  attack 
  damage 
  parry 
  Tentacle (ld6) 
  55 
  ld6+POW loss 45 
  Mental Impulses 
  Auto 
  madness 
  _- 
  SKILLS: Sense LNe 63. Track 56 
  HORSE CAVE: Nihlar’s horse is stabled here, waiting while he 
  packs up the bedding and food remaining in the lair. Nihlar’s 
  mount is a heavy warhorse, equipped with saddle, saddlebags, 
  and bridle. It is trained to be unafraid of the charki, unlike most 
  animals. 
  STORAGE: several small bundles lie here, wrapped in fur and 
  tied with leather thongs. Most of the bundles hold food, but one 
  is a sleeping roll. 
  SLEEPING ROOM: this is the room the brothers slept in while 
  watching Croom. Nihlar is here right now, and if he has heard 
  any fighting in the outer rooms, he’ll wait here quietly to ambush 
  any surviving intruders. He has no escape route, and Nihlar will 
  fight to the death to avoid capture. 
  NIHLAR-VRON-KENSAI, WARRIOR-SCHOLAR, AGE 32 
  STR13 
  CON 12 
  SI216 
  INT16 
  POW11 
  DEX 18 
  CHA 15 
  HP: 16 
  Armor: ld8-1 half plate 
  weapon 
  attack 
  damage 
  parry 
  Scythe 
  82 
  2d6+ld6 
  72 
  Battle Axe 
  73 
  ld8+2+ld6 
  63 
  Shortsword 
  51 
  ld6+1+ld6 
  41 
  Long Bow 
  43 
  ld10+2+ld4 
  -- 
  SKILLS: Ancient Lore 75, Balance 50, Chemical LOr8 84. Credit 28. Jeweler Craft 51, 
  Memorize 80. Persuade 55. Ride 80. 
  Nihlar wears a silver ring set with star sapphires worth 
  2500s. 
  CHARKI CAVE: a lone charki stands guard in this cavern. If it 
  senses battle from Room 2, it will go to assist; if the charki in 
  Room 2 has sensed battle here, it will come. It takes each 
  charki 4 combat rounds to reach one another. 
  STR 16 
  CON 38 
  SI232 
  INT7 
  POW 14 
  DEX 10 
  ArmorRlit Points: 6/58 
  weapon 
  attack 
  damage 
  parry 
  Tentacle (ld6) 
  70 
  ld6+POW loss 40 
  Mental Impulses 
  Auto 
  madness 
  _- 
  SKILLS: Sense LUe 68. Track 52 
  Co ncl u si o n 
  If either Aloryk or Nihlar escaped the adventurers, 
  Zhenadar may come looking for the party, rather than 
  wait for them to arrive at his lair. He will set out from 
  Villa Kensai with two charki, 10 Vulture-masks, and a 
  smattering of otherworldly beings (such as Clakars). If 
  Zhenadar cannot find the party within a week of 
  searching, he returns to Villa Kensai. 
  I 
  
  Y 
  The Shattered Isle 
  45 
  I1 
  I 
  Villa Kensai 
  IL 
  1 
  Whether the characters chose to investigate Croom or 
  not is immaterial for this part of the scenario. Villa 
  Kensai is about a week’s walk north of Croom, and the 
  terrain is only slightly hilly. 
  The encounters are the same as in the Emerald Isle 
  chapter, with the exception of those listed below the 
  table. 
  If no alarm has been raised, careful adventurers could 
  march right up to Villa Kensai and pretend to be 
  members of the raider army. Certain areas within the 
  Villa are off-limits to the army, but in general, 
  restrictions are minimal. Suspicious actions on the 
  party’s part, of course, lets the cat out of the bag. Also, 
  if any of them are Eirish, they are all taken prisoner. 
  Otherwise, they may explore the Villa freely. 
  At one point or another, the adventurers are likely to 
  encounter Zhenadar himself. Due to his manipulation of 
  Arkyn’s Eye, he is both invulnerable and immottal. 
  Only releasing the Eye from his control can ensure his 
  death. When this is done, he crumbles to dust -- his 
  natural life span ended two centuries before. 
  ZHENADAR-VRON-KENSAI, AMAREHKIAN SCIENTIST, AGE 
  260+ 
  STR 12 
  CON nla 
  SIZ 14 
  INT38 
  POW 20 
  DEX 10 
  CHA 15 
  HP: n/a 
  Armor: none 
  Random Encounters Table 
  This close to the villa, a different encounter table must be 
  used. Roll ld6 for every 12 game hours. 
  A roll of 1-2 
  indicates an encounter. for which roll below. 
  Id20 result 
  ld20 result 
  1-7 Zhenadar’s Raiders 
  12-16 Natural Animals 
  8 Charki 
  17-19 New Fenians 
  9-10 Eirish 
  20 Other (Game- 
  11-12 Mutant Animals 
  master’s choice 
  or roll again 
  ZHENADAR‘S RAIDERS: this is Id8 cross-planar mercenary scum. For 
  slatistics. use any of the raiders found In the Crmm d6sCr;Ption. or make up 
  your own from past (dead) characters. 
  CHARKI: a mark1 from the villa It is initially seen at a dktam. ll the 
  adventurers approad, it sends out its madness-inducing mental rays. then 
  anacks. 
  weapon 
  attack 
  damage 
  parry 
  Flamelance 
  60 
  5d6 
  -- 
  99 
  ld10+1+ld6 
  99 
  Longsword 
  Thrown Dagger 
  80 
  ld4+2+ld4 
  -- 
  Dagger 
  80 
  ld4+2+ld6 
  80 
  SKILLS: Andent Lore 100, Biological Lore 100. Blacksmith Craft 90. Cartography 
  BO. Chemical Lore 100. Conceal 50. Credit 100. Dodge 35. Electrical Lore 100, 
  Evaluate Treasure 100, First Aid 100. Jeweler Cralt 90, Listen 70. Mechanical Lore 
  100, Memorize 100. Orate 90, Persuade BO. Pick Lock 50, Search 70, See 70, 
  Sleight of Hand 65. Taste 85. 
  LANGUAGES: COrnmOn Tongue 100, Andent English 100. Ancient Lath 50. Ancient 
  Greek 50. Granbretanian 50. Serpent Tongue 25. 
  Inside the Villa 
  The Grand Hall (Al) 
  Adventurers pretending to be raiders find it an easy matter to 
  enter the Great Hall, as the army is fed here. Huge tables fill the 
  room and tapestries hang on the walls, depicting scenes of 
  ancient Amarehk. The tapestries each measure 5 meters by 10 
  meters, and each is worth lOOOs, though a wagon is needed to 
  transport even one of them. At all times, a number of raiders 
  are 
  here, 
  unconscious from 
  drink, or 
  simply sleeping 
  companionably in the straw with the Hall’s canine inhabitants. 
  The Kitchens (A2) 
  The food for the troops is prepared here by a large staff of 
  kitchen personnel working twelve-hour shifts. The. kitchens 
  never .shut down, as the raiders eat at widely varying times, 
  depending on duty and racial need. The cooks are enslaved 
  Eirish, and live in terror of the raiders. 
  LibraryIStudy (A3) 
  Zhenadar’s extensive library is kept here, and this room is also 
  the entry to his private quarters, so two guards stand within the 
  door here at all times. Adventurers masquerading as raiders 
  might someday be lucky enough to pull duty shift here. 
  Titanic shelves line all the walls. Two oval tables and a large 
  desk sit in the center of the floor. The books are arranged by 
  the ancient Dewey decimal system, so to find a specific book, 
  the adventurers need an Ancient Lore roll. Books are available 
  on all scientific subjects from biology and chemistry to, 
  anthropology and computer science, written in many different 
  ancient languages. Roll on the following table to determine the 
  language of any one book. 
  01-50 ANCIENT ENGLISH 
  86-90 ANCIENT SPANISH 
  51-55 ANCIENT FRENCH 
  91-93 ANCIENT LATIN 
  56-65 ANCIENT GERMAN 
  94-96 ANCIENT GREEK 
  66-85 ANCIENT RUSSIAN 
  97-00 OTHERPLANAR LANG. 
  
  46 
  The Eternal Champion Series 
  VILLA KENSAI 
  
  I__ 
  The Shattered Isle 
  47 
  Rolls of 98-00 turn up books from other planes. Most are in 
  High Vadhagh, High Nhadragh, or Eldren (the only Eldritch 
  races that produced high science). Determine the contents and 
  award anyone that reads it ld6% in the appropriate knowledge 
  skill, or create a separate skill if appropriate. 
  GUARD ONE: BRO-AKLWLLYN, MABDEN WARRIOR 
  STR 16 
  CON 18 
  SIZ16 
  INT10 
  POW14 
  DEX 8 
  CHA 8 
  HP: 22 
  Armor: ld3 Fur 
  weapon 
  attack 
  damage 
  parry 
  Pole Axe 
  75 
  3d6+ld6 
  70 
  Shortsword 
  60 
  ld6+1+ld6 
  55 
  SKILLS: Anbush 50. Balance 50, Climb 35. Ride 80. Tie Knot 40. Track 60. 
  GUARD TWO: FORDO, YEUTE MUTANT 
  This Yelite's mutation is toughened hide, manifesting itself as 
  natural armor. 
  STR 12 
  CON 13 
  SIZ10 
  INT15 
  POW25 
  DEX 18 
  CHA 3 
  HP: 13 
  Armor: 4 point tough hide 
  weapon 
  attack 
  damage 
  parry 
  Scimitar 
  90 
  ld8+2 
  90 
  Dagger 
  45 
  ld4+2 
  23 
  SKILLS: Ambush 60. 
  Search 60, 
  Track 95 
  Carmullage 45. Conceal 90. Dodge 50, Jump 80. Lkten 45. 
  HalVStairs (A4) 
  This staircase leads down into the transporter chamber, area A 
  15. Zhenadar is aware of the danger that intruders face when 
  entering the obelisk chamber, so he has posted no guards. 
  HalllStairs (A5) 
  These stairs also lead down into Area A15. As in area A4, no 
  guards are here. 
  Laboratory (A6) 
  Zhenadar's main laboratory is here. If the adventurers do not 
  find him in his quarters or Area A9, the biological research lab, 
  he is likeliest to be in this room. The array of scientific goods 
  here is enough to please even a Granbretanian Serpent. Almost 
  any item that a Scholar or Scientist seeks can be found here, 
  from surgical instruments to rare and expensive blown glass 
  containers. 
  Two ancient microscopes stand on tables 
  surrounded by a selection of old glass slides. 
  Zhenadar's pet Serpents are always in this room and leave it 
  only to sneak back to the homeland for supplies. Their beds are 
  here, they take their meals here, and they are certainly here 
  when the adventurers arrive. The Serpents hate to be 
  interrupted by the "common trash" that Zhenadar has hired, and 
  shoot to kill with flame tubes at any intruders not accompanied 
  by Zhenadar or one of his sons. 
  Nothing personal; these 
  Serpents are more than normally unbalanced and prefer to be 
  left in peace. 
  FLAMETUBE: flametubes are the size and shape of a test-tube 
  formed of gray metal. When a stud on its side is pressed, it fires 
  a gout of flame. 
  A tube can fire only once, then is useless. 
  Each scientist has two. After exhausting the tubes, they fight 
  with shortswords. 
  AQUINUS, RENEGADE SERPENT MASK 
  STR12 
  CON 10 
  SIZ15 
  INT30 
  POW21 
  DEX 12 
  CHA 9 
  HP: 13 
  Armor: ld8-1 halfplate 
  weapon 
  attack 
  damage 
  parry 
  Flametube 
  60 
  4d6 
  -_ 
  Shortsword 
  50 
  ld6+l+ld6 
  40 
  SKILLS: Andenl Lore 80, Bblogkal Lore 50. Blacksmith Cratt 60. Chemlcal Lore 90. 
  Eleclrical Lore 80. Mechanical Lore 95, Memorize 50. Scent 50. Taste 65 
  CHOROLHNA, RENEGADE SERPENT MASK 
  STR 13 
  CON 18 
  SI214 
  INT26 
  POW22 
  DEX 10 
  CHA 6 
  HP: 20 
  Armor: ld8-1 halfplate 
  weapon 
  attack 
  damage 
  parry 
  Flametube 
  55 
  4d6 
  -_ 
  Shortsword 
  70 
  ld6+1+ld6 
  60 
  SKILLS: Bblogical Lore 70. Cartography 40. Chemlcal Lore 90. Electrical Lore 50. 
  Evaluate Treasure 32. Jeweler's Craft 90. Mechanical Lore 95, Credit 45. Pibt 
  Ornlhopter 60, Ride 50, See 50. 
  Interrogation Room ( A n  
  Prisoners are brought to this room for questioning. All manner of 
  torture implements line the walls. Blood gutters are carved into 
  the stone floors and two large stone tables. If the party needs 
  manacles or whips, these are easily available. No one is 
  currently here. 
  Slave Quarters (A8) 
  Zhenadar's kitchen staff, clean-up crews, and other enslaved 
  Eirish sleep here during their few resting moments. About 
  twenty five slaves are sleeping, 
  exhausted, when the 
  adventurers arrive. One cannot be awakened, and dies in his 
  sleep. The others are too physically drained to be used in battle, 
  but are grateful if set free. 
  Biological Laboratory (A9) 
  The party may well encounter Zhenadar here, as he spends a 
  good deal of time here, conducting further experiments. 
  This laboratory, like Area A6, is well-equipped in the latest 
  scientific gear. The equipment was all stolen with the help of the 
  Eye, and is large and bulky, specialized devices used in 
  biological research and development. 
  Each of two cloning tanks on the south wall hold a charki, 
  obviously of a different breed than those which have been 
  ravaging the Eirish countryside. These charki seem to be made 
  more of flesh than stone, and they are bulkier than their older 
  cousins. The adventurers can do the world a great service by 
  shutting off or destroying these tanks, as the monsters cannot 
  yet support themselves in the open. If the adventurers ignore 
  the new charki, Eire will receive quite a shock when the charki 
  break out of their prisons in ld6 weeks. The new charki have 
  an additional 2d6 SIZ, but no armor. Their mental ray does not 
  cause madness -- instead, it acts as a feeding mechanism. 
  Anyone failing to resist the mental ray loses ld6 POW to the 
  charki. 
  Concubine Quarters (AI 0) 
  The eight women here are each lobotomized, imbecile, and 
  helpless. Four are pregnant. They are used by both Zhenadar 
  and his sons. 
  Some small trinkets are on the mindless women, pieces of 
  cheap costume jewelry worth a total of 25s. 
  Zhenadar-Vron-Kensai's Quarters (AI 1) 
  Zhenadar may also be encountered here. The room is bizarrely 
  furnished in styles stolen from many ages and worlds. 
  Adventurers that have seen Londra may be reminded of the 
  
  The Eternal Champion Series 
  48 
  Palace of the King-Emperor. Rich clothing fitting SI2 14 hang in 
  the wardrobe. 
  Wealth is not as important to Zhenadar as is scientific 
  achievement, but he has collected a stash of coin and jewelry 
  Over the years, hidden below the massive featherbed. 
  Adventurers need Search rolls to find the concealed panel 
  hiding the stash. When the safe is opened, a mechanical spider 
  leaps onto the nearest adventurer. This trap cannot be disarmed 
  -- even Zhenadar himself is bitten by the spider every time he 
  opens his safe. Of course, he is immune to pain and death, so 
  he does not care. 
  Inside the safe is quite a collection of coins, gems, and 
  jewels: 1200s. 1029, 24G, a 35 karat diamond (worth 1600s), 
  four 20 karat rubies (worth 1300s each), a 50 karat emerald 
  (2600s), ten 15 karat jades (280s each), two silver necklaces 
  worth 300s each, eight rings worth 100s each, and a bejewelled 
  golden belt buckle in the shape of an eagle in flight, worth 
  1500s. The total value of this is so high that the adventurers are 
  certain to have trouble finding buyers. 
  ~~ 
  MECHANICAL SP:DER 
  DEX 20 
  ArmorMit Points: 8/15 
  weapon 
  attack 
  damage 
  Bite 
  60 
  ld6+2 
  Anyone bHten by the splder must roil their CON x 3 of less on ldl W or de. Even a 
  succassful roll gives the adventurer 1610 damage and knocks hlm unconscious for 
  Id6 hours. 
  Aloryk-Vron-Kensai's Quarters (A1 2) 
  The adventurers may well have killed Aloryk in Croom. If not, he 
  is here, nursing any wounds he received from the attack on the 
  village. His statistics are given in the Croom section of the 
  adventure. 
  The room holds rich clothes (SI2 14), several spare scimitars 
  and maces, and a small sack of 32s and 49. Nothing else of 
  extraordinary interest is here, unless Aloryk escaped alive from 
  Croom. If so, he is here, in which case he'll recognize the 
  adventurers, raise an alarm, and try to hold them off till help 
  arrives (1 d 10 rounds). 
  Nihlar-Vron-Kensai's Quarters (AI 3) 
  Nihlar's room is similar to Aloryk's, induding Nihlar's reaction if 
  he escaped Croom and recognizes intruding adventurers. 
  Important items in the room include a rusted, useless ancient 
  revolver, spare weapons, fine clothes (SI2 16), and a lacquered 
  box worth 10s that contains a fine white powder and a small 
  tube for sniffing it up one's nose. The powder is a 
  STR-enhancing drug that gives the imbiber +ld6 STR for 2d6 
  hours. At the end of this time, he loses 1 hit point. 
  Storage (AI 4) 
  This is a store-all for Villa Kensai. It holds bits of wire, spare 
  dishes, bolts of doth, food with a long shelf-life, bags of salt, 
  containers of chemicals, and tools. Nothing spectacularly 
  valuable is contained here, though the party could stock up on 
  adventuring equipment such as rope or trail rations. 
  Below Ground Transporter (AI 5) 
  Underneath the Great Hall lies the chamber through which 
  Zhenadar channels the energy from Arkyn's Eye. This chamber 
  is huge, carved out of bedrock granite, and bare of all but 
  stairways and a huge obsidian octagon. Atop the octagon is a 
  translucent, triangular obelisk, that shimmers and changes color 
  through a wide range of green-tinged hues. The obelisks colors 
  pulse in time to some distant beat. On each of the obsidian 
  octagon's sides is cawed Zhenadar's personal symbol, "the 
  crawling eye," a flaming mass with a human eye in its center. 
  No guards are here, for Zhenadar believes none are needed. 
  Zhenadar is the only being who can directly contact Arkyn's Eye 
  through the transporter. From anywhere in the room, he can 
  draw a beam of energy directly from the obelisk into his body. If 
  anyone touches the obelisk, or is in contact with the octagon for 
  more than 10 seconds, he is sucked through the obelisk onto 
  the plane of the Young Kingdoms. The adventurers doing so 
  find themselves on the island of Fwem Omyeo, part of 
  Melnibone. From there, they must find the true location of the 
  Eye on their own. 
  Each time an adventurer touches the obelisk or dais and is 
  transported to Fwem Omyeo, roll the combined POW of the 
  missing adventurers as a percentage. If the roll ever succeeds, 
  the obelisk begins an irresistible call to all other beings in the 
  chamber, compelling them to follow through the obelisk. This 
  impulse lasts for several minutes, then fades. Only Zhenadar 
  and the Charki are immune to this effect. 
  Once the adventurers pass through the obelisk, continue 
  with ARKYN'S EYE, below. 
  Charki Cave (B) 
  If the alarm has not been raised, Zhenadar's remaining charki 
  are here, dormant and digesting their recently-absorbed POW. 
  A few of those injured in battle with the party in Croom may be 
  here as well. If the party did go to Croom, they are undoubtedly 
  wary of charki, and they should realize that this is a large charki 
  burrow, housing many beasts. Those that are not discouraged 
  by this fact are faced with the remaining charki, who are aware 
  of them and ready for a fight. 
  The charki have been ordered to stay in their cave. They 
  follow this order to the letter, and won't even leave the cave to 
  chase unwary adventurers. If Zhenadar is openly threatened by 
  the party, he'll mentally summon the charki who burrow to his 
  aid within 10 rounds. 
  ~~ 
  CHARKIONE 
  ~ 
  STR 19 
  CON 33 
  SI230 
  INT 2 
  POW 16 
  DEX 8 
  Armor/HP: 6/51 
  weapon 
  attack 
  damage 
  parry 
  Tentacle (1 d6) 
  65 
  ld6+POW loss 40 
  Mental Impulses 
  Auto 
  madness 
  __ 
  CHARKI TWO 
  STR 20 
  CON 25 
  SI226 
  INT4 
  POW 14 
  DEX'11 
  Armor/Hit Points: 6/39 
  weapon 
  attack damage 
  parry 
  Tentacle (ld6) 
  50 
  ldG+POW loss 30 
  Mental Impulses 
  Auto 
  madness 
  -- 
  CHARKI THREE 
  STR 15 
  CON 34 
  SI222 
  INT 1 
  POW 15 
  DEX 8 
  Armor/Hit Points: 6/44 
  weapon 
  attack damage 
  parry 
  Tentacle (ld6) 
  55 
  ld6+POW loss 45 
  Mental Impulses 
  Auto 
  madness 
  _- 
  CHARKI FOUR 
  STR 17 
  CON 28 
  SI232 
  INT3 
  POW 12 
  DEX 9 
  Armor/Hit Points: 6/48 
  weapon 
  attack 
  damage 
  parry 
  Tentacle (ld6) 
  50 
  ld6+POW loss 40 
  Mental Impulses 
  Auto 
  madness 
  __ 
  . 
  
  ~ 
  The Shattered Isle 
  49 
  Arkyn’s Eye 
  Barracks (Cl) 
  A 
  Most of Zhenadar’s army is housed here, along with the horses 
  and other mounts. The variety of beings housed herein is too 
  lengthy to be described, so statistics for raiders in the Croom 
  section can be used if necessary. Adventurers picking a fight in 
  the barracks are asking for trouble, as over 200 men, women, 
  and unidentifiable creatures are sheltered here. The races of 
  people housed here include humans from all planes, far futures, 
  and distant pasts. Many individuals of the Eldritch races 
  (Vadhagh, Nadhragh, Melniboneans, etc.) are here also. In 
  addition, there are many members of exotic alien races, 
  including a number of Chaos creatures. These latter tend to 
  keep to themselves in the northeast corner. 
  Adventurers that have caused no alarm can wander here 
  freely, and experience many interesting encounters with beings 
  from other planes is here. The raiders are bloodthirsty brigands, 
  but most are willing enough to converse with a neighbor. 
  Stables (C2) 
  I 
  The mounts of Zhenadar’s troops are kept here. Horses in all 
  colors of the spectrum are here, including two fine Shazaarian 
  blue warhorses. Two giant owls are hooded and linked to 
  perches by fine leather jesses. Four large walrus-like creatures 
  wallow in a mudbath in the south end of the room. 
  The mounts, like the raiders, are not necessarily hostile. 
  However, a number of carnivorous animals are here, including 
  some of the horses, and they may well taste-test any 
  adventurers that happen into reach. 
  Barracks (Dl) 
  I 
  Zhenadar’s Granbretanians are quartered herein, partly because 
  they make the best prison guards, and partly because the Beast 
  Masks are dangerous to keep with the other raiders. The 
  barracks are empty when the adventurers arrive, as the 
  Granbretanians have gone to the coast to await a supply ship 
  from Londra. The prisoners are safely locked away, but their 
  keys hang openly on the wall by the outer door. 
  Adventurers searching the barracks can find enough spare 
  dothing and masks to masquerade as Ants and Boars. They 
  also find 58s, 2 gold chains worth 200s each, a silver and ruby 
  ring worth 650s, a samite belt worth lo&, and 3 flamelance tips 
  each holding Id20 charges. 
  Prison (D2) 
  This great cell room is nearly empty. Most of Zhenadar’s 
  prisoners have been killed in experiments or fed to the charki, 
  chaos beasts, and carnivorous animals. 
  Filthy straw dots the floor. Here and there, atop heaps of 
  dirty bedding are human shapes. Five are corpses, but six still 
  live, all Eirish. Two are women. One of the surviving prisoners is 
  a New Fenian named Doogle. If the adventurers prove their 
  good intentions, he’ll gladly lead them to Fennis (the rebels‘ 
  secret headquarters). He is in no shape to fight, so no statistics 
  are given for him here. If attacked seriously, he dies. 
  Conclusion 
  At some point, the adventurers should have encountered 
  the magic obelisk. If Zhenadar captures the adventurers 
  (a likely prospect, if they attack his invulnerable person) 
  he feeds them to the obelisk to dispose of them. 
  Zhenadar does not know that other gates exist to the 
  Eye through the obelisk and believes that this is an 
  appropriate way to get rid of mysterious intruders. 
  It 
  il 
  Those who encountered Zhenadar’s obelisk find 
  themselves here, in the forest of Fwem Omyeo. A faint 
  trail leads away from their position to the northwest. 
  Characters that follow the path eventually find 
  themselves at the demon hill, described be1ow:It is just 
  dusk when the adventurers arrive. 
  The forest of Fwem Omyeo is not in itself dangerous. 
  The trees are oddly colored but are not animate or 
  malevolent in most cases. However, demons and chaos 
  creatures roam freely, products of Melnibonean magical 
  experiments. Their cries can be heard all around, filtered 
  through the trees, but no attack comes. 
  As the party travels, the night gets blacker and 
  blacker. No light-source is needed, as the trees’ weird 
  veined 
  fruit 
  glows 
  faintly, giving off 
  enough 
  luminescence to travel by. 
  After an hour’s hike, the ground begins to rise, as a 
  large hill pokes its way up into the sky. The trees cover 
  its lower half, but the upper slope is bare. When the 
  characters emerge through the trees, they are dazzled by 
  a flash of bloody light. When their vision clears, they 
  see a pair of obsidian pillars at the crest of the hill. 
  Manacled between the pillars is the skeleton of a 
  not-quite-human entity. Its greenish bones and skull 
  shape reveal to any Melnibonean scholars that the 
  skeleton is that of a Dharzi. The bones stand upright in 
  the manacles, and the eye sockets glow dimly red. The 
  bright light emanates from the pillars. 
  To either side of the pillars stands a being. The one 
  on the left is a gorgeous non-human (Melnibonean) 
  woman. On the right is a creature with a male human 
  torso and legs, the head and neck of a cobra, and the 
  
  50 
  The Eternal Champion Series 
  arms of a mantis. The entire scene reeks of Chaos and 
  magic. 
  The woman, her long honey hair flowing behind her, 
  the light from the pillars making her sea-green gown 
  almost transparent, steps down the hill toward the 
  characters and stops halfway to them. She smiles 
  enticingly. 
  "I am Li'it," she says. "Who will kiss me?" She 
  spreads her arms in a very friendly gesture. Even if the 
  adventurers are attacking, each male in the party must 
  roll his POW x 5 (add Li'it's CHA to the roll). Those 
  who fail must rush towards her to claim a kiss (see 
  below) which releases them from the enchantment. They 
  may be enchanted in this manner over and over again. 
  Li'it and the other two are here to prevent anyone 
  from gaining the gate. If Li'it's ploy fails, she attacks, 
  as does the snake-man. The Dharzi bones must stand 
  where they are. 
  LI'IT, DEMON OF COMBAT AND DESIRE 
  Ll'il Is a very minor noble of Hell, but a noble nonetheless. She rules a natbn of 
  succubl (a type of female demon of desire). She cannot be killed. but if her hit points 
  are reduced to zero, her form disappears. perhaps to take vengeance at a Yer time. 
  All demons of desire in female lorm must obey her orders to the letter. even over the 
  commands of their sorcerer master. 
  STR 30 
  CON 60 
  SI2 llt 
  INT40$ 
  POW 30 
  DEX 30 
  HP: 60 § 
  Armor: 10 
  CHA currently 25 (can be changed from -5 to 25) 
  t SI2 can be changed from 1 to 40. 
  * CHA can vilry f m  
  (-5) to 25 
  si always 80. regardless of SI2 
  weapon 
  attack 
  damage 
  parry 
  Claw (2)' 
  80 
  2d8+2d6 
  60 
  Kiss" 
  75 
  ld6+2d6+POW drain-- 
  * The 'dsw' attack come8 from her long, sharp fingemalls. 
  ** On a successful kiss attack. the victim mud roll his POW x 5 or less (add Li'iis 
  POW to the mlb. ll Me roll falls, the victim loses ld6 POW permanently. If he willingly 
  come8 to her for the Wss. the POW and hR point bss am automatic. but he feels no 
  pain. Li'ii can try to kiss her foes at the same time she attacks wiih her claws. 
  EEGHAASHA, DEMON OF COMBAT 
  STR40 
  CON30 
  SI219 
  INT10 
  POW20 
  DEX 20 
  CHA 2 
  HP: 37 
  Armor: 5 points 
  weapon 
  attack 
  damage 
  parry 
  Bite 
  60 
  ld10+3d6 
  -_ 
  Claw (2) 
  50 
  2d6+3d6 
  50 
  NOTE: On a bite that penetrates armor, Eeghaasha injeds poison. The victlm must 
  roll hk CON x 5 or less to resist poison, adding 20 to his die roll. The poison causes 
  246 damage to the nervous system (lowering the target's DEX). or ld6 that if the 
  CON roll succeeded. If a victim's DEX is reduced to 0. his breathing slaps and he 
  dies. 
  Eeghaasha can snap weapons he parrles wRh his daws on a STR x 1 roll. He can 
  attack three t l m  a round. twica,wRh claws. once with the bite. 
  SPECIAL ABILITIES: Regeneration; Id6 HP returned per Conbat round. 
  Once these two are defeated (if, indeed, they are), the 
  Dharzi skeleton laughs insanely. 
  The Dharzi skeleton is the gate. It cannot harm the 
  party in any way, but they are likely to be wary of it and 
  hang back. It gibbers and capers about within the 
  confines of its manacles. If any of them have the 
  virtuous Arrow of Direction, it points straight towards 
  the skeleton. Anything or anyone who touches it (even 
  using a hand-held weapon) is transported back to Tragic 
  Millennium Earth, at a battle between Granbretan and 
  the walled city of Talon (ancient Tallinn) in Muskovia. 
  Bat t I ef i el d 
  Adventurers 
  stepping 
  through 
  the 
  Dharzi 
  find 
  themselves in the middle of an immense battlefield. 
  Beast-helmeted men in bizarre, highly-decorated armor 
  struggle in mortal combat with more normal soldiers as 
  far as the eye can see in all directions. Huge metallic 
  birds, griffins, gargoyles, and dragons clank heavily 
  through the air, spewing fie from their jewelled eyes at 
  the struggling massed armies below. Screams of the 
  wounded and dying fill the air. 
  Perhaps a mile away, across the battlefield, a huge 
  column of roiling purple, black and green smoke can be 
  seen. 
  Suddenly, as the adventurers stand gawking at the 
  spectacle, they all see an immense, inhumanly beautiful, 
  androgynous face appear translucently in the sky before 
  them. It smiles and speaks, and each of them hear its 
  voice, as though it were whispering in their ears. None 
  of the warriors on the battlefield seem to notice it 
  evidently this vision is intended only for the party. Any 
  priests or agents of Arkyn recognize the vision as their 
  personal deity. It whispers, "A cornerstone of the 
  universe is imprisoned and dying. My namesake is 
  being drained of the power of eons. Free it. All you 
  need do is touch the sphere to release the force 
  contained therein. Go towards the city. The path to 
  success, and to your homes, begins within a metal 
  beetle. The gods themselves wish you well." 
  The mysterious vision hisses its message seven times, 
  then it vanishes. If the adventurers try to interrupt it, or 
  speak to it, it ceases speaking, waits for them to finish, 
  then goes on with its message. It does not respond to 
  their questions. 
  Naturally enough, it is dangerous to walk across the 
  battlefield. However, the adventurers do not look like 
  they belong to any of the armies present, and are mainly 
  unmolested. It takes them 30 minutes to walk across the 
  battlefield. Each 10 minutes, have each adventurer 
  attempt a DEX x 5 to avoid a knot of battling soldiers. 
  Success keeps them out of trouble. If a single adventurer 
  fails the DEX roll, the whole group is attacked by ld6 
  Granbretanians. Some sample beast-helms follow: 
  .- 
  FLY ONE 
  DEX 14 
  HP: 15 
  Armor: 1D10+2 
  weapon 
  attack damage 
  parry 
  Longsword 
  50% 
  ld10+1+ld6 
  50% 
  Buckler 
  25% 
  ld4+ld6 
  50% 
  
  The Shattered Isle 
  51 
  FLY TWO 
  DEX 15 
  HP: 13 
  Armor: 1D10+2 
  weapon 
  attack 
  damage 
  parry 
  Rapier 
  70% 
  ld6+1+ld6 
  50% 
  LH Dagger 
  25% 
  ld4+2+ld6 
  70% 
  HOUND 
  DEX 11 
  HP: 14 
  Armor: ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Crossbow 
  50% 
  3d6 
  -- 
  Broadsword 
  40% 
  ld8+1 
  40% 
  BOAR ONE 
  DEX 9 
  HP: 16 
  Armor: ld10+2 
  weapon 
  attack damage 
  parry 
  Long Spear 
  60% 
  ld10+1+ld6 
  60% 
  BOAR TWO 
  DEX 10 
  HP: 10 
  Armor: ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Great Hammer 
  70% 
  1 d l  0+2+1 d6 
  50% 
  WOLF 
  DEX 12 
  HP: 15 
  Armor: ld10+2 
  weapon 
  attack damage 
  parry 
  Poleaxe 
  50% 
  3d6+ld6 
  60% 
  Broadsword 
  40% 
  ld8+1 
  40% 
  Battling with one of the beast-headed men has a 10% 
  chance per combat round of drawing ld6 more into the 
  struggle. Repeat the above statistics as needed. 
  As the party draws near the column of vivid smoke, 
  they can see that they are approaching a fortress-city, 
  surrounded by truly stupendous walls. None of the party 
  can recognize it as Talon unless they are Muskovian or 
  scholars. Many gigantic beetles besiege the walls, their 
  huge pincers impatiently grinding at the stones. Huge 
  bursts of flame from one tower dart towards one of the 
  beetles, and are reflected again and again off its shiny, 
  metallic hide. Several of the beetles lay in smoking ruin, 
  but nearly three times as many still work at the walls. 
  The War Scarabs 
  Eventually, the characters must choose one beetle 
  (called War Scarabs) they will enter. Every beetle is the 
  same inside, so it doesn’t really matter which the party 
  enters, so long as they enter one of them. 
  As the party approaches a beetle, they can clearly see 
  that the beast is actually made of metal, dully shining in 
  the sunlight which filters reluctantly through the smoke 
  surrounding the city. Clanks and thuds come from 
  engines deep inside the machine. Huge, serrated 
  mandibles work at the stone of the city wall. Though the 
  beetle’s crystalline eyes can be seen dimly moving 
  human shapes. 
  Just behind the beetle’s head is a raised turret. Steps 
  built into the body of the creature allow easy access to 
  the turret. A round plate rests atop the turret with a bar 
  set into it to pull up on. The stairs can be mounted with 
  a successful Climb roll, while the machine pitches and 
  rolls beneath the adventurers’ feet. 
  Beneath the turret is a corridor, running lengthwise 
  down the beetle’s back. Toward the head of the beetle, 
  five feet from the turret, is a door. 
  The Control Room (1) 
  The control room has two leather swivel chairs set atop metal 
  posts. Before the chairs is a control panel that follows the curve 
  of the beetie’s head. Switches and dials cover the panel, as well 
  as seven levers and a tong-like device. Two serpent-masked 
  men sit in the chairs, operating the controls. Behind them, a 
  lone vulture-man stands bored watch. The beetle’s crystal eyes 
  fill the curved wall before the serpent men. As the adventurers 
  watch, one of the serpents operates the tongs, closing the 
  beetle’s mandibles on a pair of enemies running towards the 
  beetle, carrying a petard. Their death agonies are short. 
  The statistics for the serpents and vulture are as follows: 
  VULTURE 
  DEX 12 
  HP: 17 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Mace 
  60% 
  ld0+ld6 
  60% 
  SERPENTONE 
  DEX 7 
  HP: 10 
  Armor: Id6 
  weapon 
  attack 
  damage 
  parry 
  Dagger 
  60 
  ld4+2 
  60% 
  SERPENT TWO 
  DEX 10 
  HP: 8 
  Armor: ld6 
  weapon 
  attack 
  damage 
  parry 
  Dagger 
  73% 
  ld4+2 
  59% 
  The serpents are no warriors, and are rather old and frail. If 
  the control room door is opened, they continue to work their 
  controls unless the vulture is attacked, in which case they watch 
  horrified, but fight only to defend themselves. If the serpents 
  cease to operate the beetle, half of the vulture contingent in 
  Area 3 runs up to investigate the beetle’s lack of motion. They’ll 
  arrive in 2d6 combat rounds. 
  Crew Room (2) 
  Three serpents and two moles are here, resting on their off-duty 
  shift. They lounge on some benches (bolted to the floor) and 
  talk quietly together in the native Granbretanian. 
  SERPENTONE 
  DEX 12 
  HP: 11 
  Armor: ld6 
  weapon 
  attack 
  damage 
  parry 
  Shortsword 
  55% 
  ld6+1+ld6 
  50% 
  ~ 
  ~~ 
  SERPENT TWO 
  DEX 11 
  HP: 10 
  Armor: ld6 
  
  52 
  The Eternal Champlon Series 
  Battlefield Chaos 
  
  The Shattered Isle 
  53 
  weapon 
  attack 
  damage 
  parry 
  Shortsword 
  65% 
  id6+i+id6 
  48% 
  SERPENTTHREE 
  DEX 9 
  HP: 10 
  Armor: ld6 
  weapon 
  attack 
  damage 
  parry 
  Dagger 
  57% 
  ld4+2+ld6 
  50% 
  MOLE ONE 
  DEX 7 
  HP: 14 
  Armor: ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Shortsword 
  55% 
  ld6+1+2d6 
  50% 
  MOLE TWO 
  DEX 8 
  HP: 12 
  Armor: ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Battle axe 
  65% 
  ld8+2+ld6 
  63% 
  These folk avoid combat if possible, but raise an alarm as 
  soon as safely feasible if they encounter the party. The total of 
  the valuables in this room consists of jewelry on the beast men: 
  two jeweled golden rings, one set with topaz, one with ruby 
  worth 700s and 500s respectively; a silver necklace worth 250s. 
  Squadron Room (3) 
  Two large tables and a dozen stools are bolted to the floor here. 
  Eight vulture-masked men sit at or stand around ong of the 
  tables where a dice-game is in progress. If the beetle has 
  stopped operation, or an alarm was raised, vultures 1-4 are 
  moving through the beefle’s chassis, investigating, while 5-8 
  wait here with weapons ready. 
  VULTURE ONE 
  DEX 12 
  HP: 19 
  Armor: Ida-1 
  weapon 
  attack 
  damage 
  parry 
  Great Hammer 
  55% 
  1 d 10+2+1 d6 
  50% 
  VULTURE TWO 
  DEX 11HP: 15 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Buckle r32% 
  ld4+ld6 77% 
  VULTURE THREE 
  DEX 13HP: 13 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Battle Axe61% 
  ld8+2 
  59% 
  VULTURE FOUR 
  DEX 13HP: 18 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  War Hammer 
  55% 
  ld6+3+ld6 
  52% 
  VULTURE FIVE 
  DEX 10HP: 16 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Battle Axe79% 
  ld8+2 
  80% 
  VULTURE SIX 
  DEX 14HP: 21 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Longsword59% I d  10+1+1 d6 
  55% 
  44% 
  Buckler 
  22% 
  ld4+ld6 
  VULTURE SEVEN 
  DEX 16HP: 16 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  RH Saber49% 
  ld6+2+ld648% 
  LH Saber 
  59% 
  ld6+2+ld6 
  58% 
  VULTURE EIGHT 
  DEX 12HP: 16 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Great Hammer493Cd 10+2+ld6 
  51 % 
  Within this room are a few artifacts: a pair of dice made of a 
  porous, bone-like material, 62s, and a small metal box with a 
  hinged top. The box is perhaps two inches by one inch by one 
  quarter inch thick and sloshes lightly when shaken. Its hinged 
  lop swings back, revealing a small metal grille surrounding a 
  piece of flint and a round wheel. Runes are stamped into the 
  bottom of the box. If somehow translated, they read, ‘Zippo, 
  1985.” The box is rather battered, but its owners took good care 
  of it, knowing its value. The lighter can be lit 56 more times 
  before it runs out of fuel. 
  Engine Room (4) 
  The characters’ largest obstacle is this room. Crew and warriors 
  are both numerous. Four moles and a serpent in a jewelled 
  mask are at work herein, guarded by four vultures. The moles 
  and serpent are busy with the workings of the beetle and do not 
  respond to the threat of the adventurers immediately. Once the 
  vultures join battle, however, the crew and scientist attempt all 
  manner of dirty fighting, such as bludgeoning unsuspecting 
  warriors over the back of the head with monkey-wrenches, 
  cutting the throats of wounded opponents, and trying to trip 
  warriors with cables or chains. 
  VULTURE ONE 
  DEX 11 
  HP: 16 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Broadsword 
  57% 
  ld8+1+ld6 
  45% 
  Heater Shield 
  47% 
  ld6+ld6 
  55% 
  
  54 
  The Eternal Champlon Series 
  VULTURE TWO 
  DEX 9 
  HP: 17 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Mace 
  47% 
  ld8+1+ld6 
  43% 
  Heater Shield 
  53% 
  ld6+ld6 
  58% 
  VULTURE THREE 
  DEX 9 
  HP: 16 
  Armor: ld8-1 
  weapon 
  attack 
  damage 
  parry 
  Mace 
  67% 
  ld8+1+ld6 
  67% 
  Heater Shield 
  37% 
  ld6+ld6 
  45% 
  VULTURE FOUR 
  DEX 15 
  HP: 12 
  Armor: 1138-1 
  weapon 
  attack 
  damage 
  parry 
  Greatsword 
  81% 
  2d8+ld6 
  75% 
  MOLE ONE 
  DEX 5 
  HP: 15 
  Armor: ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Spanner 
  42% 
  ld8+ld6 
  41 % 
  MOLE TWO 
  DEX 7 
  HP: 18 
  Armor: ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Shortsword 
  54% 
  ld6+1+ld6 
  31% 
  MOLE THREE 
  DEX 10 
  HP: 17 
  Armor: ld10+2 
  weapon 
  attack damage 
  parry 
  Screwdriver 
  43% 
  ld4+ld6 
  33% 
  SERPENT 
  DEX 5 
  HP: 13 
  Armor: ld6 
  weapon 
  attack 
  damage 
  parry 
  Dagger 
  38% 
  ld4+2+ld6 
  33% 
  Flametube 
  70% 
  4dW' 
  -_ 
  *. 
  the Wiretube' is a device made of gray metal the same shape and she as a 
  test-tube. When a stud on it8 side is pressed. R tires a gout of flame. Each tube can 
  fire only once. then is useless. but the serpent carries three. After they are used up. 
  he will fight with his dagger. 
  The only item of value here is the serpent's mask. It is 
  plated with silver, the eyes are 30 karat emeralds, and the fangs 
  are ivory. The thing's entire value is 4400s; taken in pieces, its 
  value is much less, 2100s total. 
  On one panel of the wall is Zhenadar's personal symbol, a 
  rolling mass with a flaming eye in the center. The adventurers 
  have certainly seen this symbol if they entered Villa Kensai at 
  any time. Above the crawling eye symbol is an enameled green 
  circle. 
  An inspection of the panel reveals nails with slotted heads at 
  6cm intervals around its sides. The panel measures l m  square. 
  Searching 
  adventurers can 
  eventually 
  find 
  a 
  flat-head 
  screwdriver in the grip of one of the moles. A simple INT x 5 roll 
  allows non-mechanically minded adventurers to divine its use. 
  The panel is well-armored bashing at it gives a 10% chance per 
  blow of breaking normal weapons, gets demon weapons 
  exasperated, and does ld3 damage to fists or feet, ignoring all 
  armor. Only the screwdriver can do the trick. 
  Behind the panel is only a black space, intermittently lit by 
  streaks of colored lightning. Nothing can be seen but the dark 
  and the lightning. No walls, no machinery, no floor. For just an 
  instant, all can hear the whispering voice of the god or spirit that 
  appeared to them outside the battle, "Yes." Evidently they have 
  found something useful. 
  The Eye of Arkyn 
  Those who scrunch through the panel into the 
  nether-space can see themselves and each other but 
  nothing else. A mysterious force pulls them gently in 
  one direction. As they float, sensing motion only with 
  their inner ears, the blackness lightens to gray, then to 
  white. The party finds themselves in a huge chamber, 
  An ebony dais fills the middle of the floor. From the 
  dais rises a silver pillar, wrapped about with pipes and 
  tubes of all varieties. A green globe the size of a fist 
  pulses atop the pillar. Thin transparent tubes shoot off in 
  all directions toward the ceiling from the globe. 
  Flickering lights can be seen traveling up the tubing. 
  Naturally, this globe is Science in action, not magic. 
  Any intelligent ,adventurer should realize that the globe 
  powers the beetle somehow. This is a correct 
  assumption. 
  As the adventurers watch, the globe flickers, dims, 
  then skips a pulse. As the pulse slips, a hole appears in 
  the air of the chamber, through which the party can see 
  pink swirling vapors and a huge, whale-like shape. Then 
  the pulse resumes, the globe resumes its former glow, 
  and the hole disappears. If the adventurers spend more 
  than a very few minutes in this chamber, they can see 
  the globe (Arkyn's Eye) lose its pulse from time to time 
  as other rents in the space-time fabric manifest, showing 
  the adventurers scenes from other planes of existence. 
  The Eye is visibly weakening. Each skipped pulse 
  lasts a bit longer, allowing the holes in space to last for 
  increasing periods within the air of the chamber. If the 
  adventurers do not act quickly, some sort of cataswophe 
  is clearly imminent. As they watch, one of the tubes 
  flashes, breaks, and begins to emit white opaque smoke. 
  When this happens, the Eye keens in pain. 
  Any adventurer approaching within ten meters of the 
  Eye feels dizzy, and loses ld6 points of POW 
  temporarily. (He will recover it over the next few hours.) 
  The adventurers should remember, at this point, that 
  they were told to "touch the eye" by the divine vision. 
  This alone may be insufficient motivation, but to fulfill 
  their contract with their employers it is also necessary to 
  obtain or destroy the Eye (if only because it may kill 
  Zhenadar). Finally, the Eye is obviously fabulously 
  valuable it would bring a pretty penny in any civilized 
  city. 
  Touching the Eye causes it to pulse more rapidly; 
  anyone doing so feels the pulse as a rapid vibration. If 
  
  55 
  The Shattered Isle 
  Arkyn Standing Before the Eye 
  
  56 
  The Eternal Champion Series 
  the Eye is removed from the pillar, a high-pitched 
  keening fills the chamber, physically hurting the ears 
  and exposed skin of all present, and causing armor and 
  weapons to vibrate alarmingly (delicate weapons, such 
  as 
  flamelances, 
  are 
  ruined). 
  Eldritch 
  peoples 
  (Melniboneans, Vadhagh, Nadhragh, and Eldren), and 
  exotic folk such as Myrrhyn, must roll their POW x 1 or 
  pass out from the pain in their skulls. The room starts 
  shaking and rumbling as the keening goes on and on. 
  Even hurriedly replacing the Eye back on its pedestal 
  does not halt or mitigate the noise. 
  Suddenly, every pipe in the room explodes, abruptly 
  cutting off the keening, but giving ld10 damage to all 
  present from fragments of metal and stone. An instant 
  later, the pillar and dais explode as well. The party is 
  engulfed by a brilliant green light, and as the room 
  becomes invisible to them, they receive a series of brief 
  visions: 
  ... On a bloody battlefield, the mechanical beetles besieging a 
  beautiful walled city all simultaneously grind to a halt, and begin 
  to fall apart, emitting clouds of smoke ... 
  ... A dark caravel on a becalmed, misty sea catches the 
  time-wind in its sails. The immortal crew raises emaciated limbs 
  and cheer weakly, their blind eyes and golden hair glinting in 
  the din1 red light of an unseen sun ... 
  ... On an emerald isle in a gray sea, a maddened scientist 
  turns slowly to dust, and his death agonies are infinite. 
  Zhenadar-vron-Kensai is no more ... 
  ... A spring wind begins to blow across the battlefields of a 
  million nations. Where the wind touches, flowers spring up from 
  the spilled blood of dead warriors ... 
  The green light rises to an intolerable brightness and 
  blinds the party to all other visions. Each adventurer 
  feels filled with strange power. An instant of 
  excruciating pain follows and they are aware of no more. 
  Each adventurer touched by the magic light is healed 
  of all damage. In addition, he gains 20 "extra" hit 
  points. These special magic hit points remain with him 
  until they are destroyed by injury. They cannot be 
  healed once gone, they are gone for good. Still, they are 
  a fine unexpected bonus. 
  Homecoming 
  At the destruction of the Eye and the escape of its 
  activating force, all party members are forcibly returned 
  to their own planes. 
  Adventurers from the Young Kingdoms find 
  themselves on Fwem Omyeo, on the hillside which once 
  held Li'it and the Dharzi skeleton. The party lies on the 
  grass, surrounded by chips of broken stone and greenish 
  bone. A length of silver chain (worth 100 LB) lies 
  across one of the party. The hilltop is scorched. 
  Whether they were hired by Ilendrik or not is 
  unimportant. His demon of knowledge of has shown 
  him the adventurers' quest from beginning to end. He 
  waits for them at the bottom of the hill when they 
  recover. He is impressed with their ultimately useful 
  deeds, and is glad to assist any party off Fwem Omyeo 
  to the city of their choice with the help of his large, 
  rug-like demon of travel. The party he hired to retrieve 
  the Eye is rewarded as he promised, despite the fact that 
  the Eye could not be brought to him. 
  Hawkmoon characters find themselves lying within 
  the walls of Villa Kensai on Eire. The complex is a ruin, 
  the walls melted into slag. Charki fragments lie tossed 
  about, as do the corpses of the imported raiders 
  evidently most were caught in the vortex of destruction 
  which attended the Eye's release. The quiet is broken 
  only by birdsong. 
  If the adventurers explore the villa's ruins, they find, 
  in the great hall, a man-shaped pile of dust wrapped in 
  the robes of Zhenadar-vron-Kensai. His ring lies in the 
  dust as well. 
  The adventurers can leave Eire at their leisure, as the 
  natives of all southern Eire are pleased to assist them 
  any way they know how. The adventurers are properly 
  rewarded if they were hired by Don Camparelli, 
  Dermod Hinjclid, or ordered to Eire by King-Emperor 
  Huon. Those employed by the Warrior in Jet and Gold 
  have found reward enough in healing the Multiverse. 
  
  The Shattered Isle 
  57 
  I Seeing The Elephant 
  This adventure, like the others in this book, takes place in Eire. 
  It can be tied into the Emerald Isle adventure, or run separately, 
  as the gamemaster chooses. 
  Getting There 
  The following are the available openings to this scenario. 
  Review them all. If none is appropriate to your campaign, 
  concoct a suitable rational of your own. 
  1) The Dark Empire 
  Granbretanian adventurers are called before their Grand 
  Constable. If the adventurers belong to different Orders, each is 
  called before his own constable and given effectively the same 
  briefing. "One year ago, Serpent Joakam led an expedition to 
  the god-forsaken wasteland of Eire. Huon himself sent Joakam 
  to investigate something the Lizards found in a Londra cellar 
  dating from before the Tragic Millennium. 
  "No word has arrived from Joakam, so I want you to join the 
  investigatory expedition now going to Eire. If the expedition has 
  been destroyed, find the perpetrators and punish them. Bring 
  back anything the expedition found that is still intact or 
  repairable. If Joakam simply has not sent in any reports, get his 
  report, investigate his work, and report back directly to me. 
  'I shall report to the King-Emperor." 
  If the adventurers are from different Orders, the constable 
  has one further remark. 
  "You shall work with members of several of our brother 
  Orders on this expedition. You will, of course, give them all the 
  courtesy and honor they deserve. However, ensure that our 
  order receives our just share of whatever spoils the expedition 
  may provide." 
  The adventurers are given a map to Joakam's destination, 
  and two &passenger Ornithopters. If there are not lwo Crows 
  among the adventurers, pilots and gunners are provided from 
  the Crow Order. The expedition totals 11 people. Fill out the 
  ranks with Hounds, 
  Bulls, and Serpents taken from the Hawkmoon Gamemaster 
  Book. 
  Unless one of the player characters is a high-ranking noble, 
  thus eligible to lead the expedition, the leader is a noble Hound 
  named Maxell Howel. After a storm-tossed ride across the Eirish 
  Sea, the expedition is left at the garrison town of Athaclait (on 
  the site of the old Dublin), ready to venture inland and find the 
  Joakam expedition. 
  Maxell Howel 
  Maxell Howel is a cousin of A d a  Prom and a potential heir for the Conslableshp. 
  He clearly shares his musin's propensity towards excessive girth. However, he is a 
  veleran soldier, and no one to sneer at in a fight. This Is his first independent 
  command and his chance to prove himself lit for the Hound succession. In his fervor, 
  he is likely to be rash and wasteful of his followers' lives. 
  STR 14 
  CON 15 
  SIZ18 
  INT12 
  POW13 
  DEX 13 
  CHA 14 
  HP: 21 
  Major Wound: 11 
  Nationality: Granbretan 
  Armor: ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Greatsword 
  74% 
  2d8+ld6 
  83% 
  Dagger 
  57% 
  ld4+2+ld6 
  35% 
  Flamelance 
  82% 
  5d6 
  -- 
  COMBAT BONUSES: Attack 4%. 
  Parry -3%. 
  AGILITY (-3%): Climb 15%. Dodge 24%, Junp 36%. Rde 92%. Swim 13%. Tumble 
  14%. 
  COMMUNICATION (+3%): Credit Q% 
  Orate 67%. 
  Persuade 7296. Sing 14%. 
  KNOWLEDGE (+We): 
  Andent Lore 38%. Cartography 28%. Evaluate Treasure 65%, 
  First Ad 42%. Mechanical Lore 28%. Memorize 48%, Music Lore 22%. Navigate 
  78%. 
  MANIPULATION (+%): Pilot Ornithopler 37%. Tie Knot 37%. 
  PERCEPTION (-1%): Balanca 42% Llsten 33% Search 45%. See 220/., Taste 67%. 
  STEALTH (-5%): Anbush 7656, Conceal 35%. Hide 66%, Move Quietly 25%. 
  Maxell Howel's Hounds (repeat as needed) 
  Hound One 
  DEX 12 
  Armor: ld10+2 
  Hit Points: 12 
  Longsword 70 attack 
  ld10+1+ld6 damage 
  65 parry 
  Hound Two 
  DEX 13 
  Armor: ld10+2 
  Hit Points: 11 
  Flamelance 70 attack 
  5d6 damage 
  Broadsword50 attack 
  ld8+1+ld6 damage 
  45 parry 
  Hound Three 
  DEX 
  16 
  Armor: ld10+2 
  Hit Points: 12 
  Battle Axe 70 attack 
  ld8+2+ld6 damage 
  65 parry 
  Hound Four 
  DEX 12 
  Armor: ld10+2 
  Hit Points: 14 
  War Hammer 
  70 attack 
  ld6+3+ld6 damage 
  65 parry 
  Hound Five 
  DEX 10 
  Armor: ld10+2 
  Hit Points: 11 
  Flamelance 70 attack 
  5d6 damage 
  Mace 
  50 attack 
  ld8+ld6 damage 
  45 parry 
  Maxell Howel's Bulls (repeat as needed) 
  Bull One 
  DEX 11 
  Armor: id10+2 
  Hit Points: 16 
  Greatsword 60 attack 
  2d8+ld6 damage 
  55 parry 
  Bull Two 
  DEX 9 
  Armor: ld10+2 
  Hit Points: 18 
  Poleaxe 
  60 attack 
  3d6+ld6 damage 
  55 parry 
  Bull Three 
  DEX 6 
  Armor: ld10+2 
  Hit Points: 19 
  Gt Hammer60 attack 
  ld10+2+ld6 damage 
  55 parry 
  
  The Eternal Champion Serle! 
  Background to Date 
  ONE YEAR AGO Mandos Joakam, Serpent, -went before King-Empefor Huon and presented the findings of 
  a Lizard, Fortentius Shoot, regarding a site in Eire potentially rich in ancient technology. Shoot had 
  discovered mention of the site while sifting through documents found in the basement of a recently razed 
  government building. Joakam received permission from King-Emperor Huon to lead an expedition to Eire to 
  investigate the site. 
  Joakam discovered Shoot's work when he sabotaged the work of one of his associates, Dilman Clyd, 
  causing Clyd to be Unmasked and Joakam to get all his papers, including his correspondence with Shoot. 
  Joakam saw the possible importance of the site and cultivated the unworldly Shoot. 
  With Huon's blessing the expedition of five Serpents, Fortentious Shoot, two Moles, a guard of 32 Ants, 
  and about 50 Unmasked workers leave for Eire with two cargo Ornithopters. Most of the party must march 
  overland to Mount Sleeveman while Joakam and his explorers and Moles ride, along with the innovative 
  Mole Machine meant to be used for digging out the site. 
  TEN MONTHS AGO: the diggers, several Unmasked slaves led by two Mole engineers, unearth an 
  underground "ready alert" center, totally preserved by a "Stasis Ray: Everything from this 2079 center is 
  intact, just as when it was established. 
  EIGHT MONTHS AGE: after the site is fully exposed and the true extent of the find is realized, Joakam 
  discovers the hard way that Dilman Clyd is among the Unmasked slaves taken along to do the toilsome 
  work. Clyd assassinates Joakam and makes it look like the local natives did it. The guards destroy the local 
  village, using the ancient weapons discovered in the center "for practice." The other Unmasked workers, 
  all of whom had been primed by Clyd, ambush the guards and kill them all. Clyd takes over as expedition 
  leader and his minions kill all the other Masked. Unfortunately, Clyd cannot inform Huon of what he is doing 
  (or rather what he wants Huon to think Joakam is doing), since he doesn't know the reporting codes. He 
  decides to hope Huon doesn't demand a report soon and to recruit an army, using the unfamiliar 
  technology to gain an edge and carve out a small empire for himself. 
  Darse Sprin ar, an Unmasked who was actually the son of another Unmasked, doesn't want to take up 
  wearing a Mas! so he volunteers to find recruits for Clyd. Fortunately, Joakam brought most of his fortune 
  along to meet expenses, so there is plenty of money for mercenaries. 
  It takes a month for the Serpenfs to figure out how to shut off the Stasis Ray. 
  SIX MONTHS AGO: Clyd, to bring everyone under his sway, insists that everyone discard the masks they 
  took off of the dead Masked Ones and adopt Elephant masks crafted with the supplies in the alert center. 
  They are now the Elephant Order. Clyd took the Elephant name because of the still-popular folklore that an 
  "Elephant never forgets," and Clyd has no intention of forgetting the disgrace of being made one of the 
  Unmasked. 
  Needing to save money for the mercenaries who are beginning to arrive, Clyd authorizes the mercantile 
  former Foxes to sell surplus tools found in the base for supplies. 
  NOW: Huon wants to know what is happening and is sending an investigatoryparty to find out. 
  The Fenians want to know who destroyed their village and are puffing together a group of bravos to 
  check out the damage. 
  Rumors of great riches taken out of an Ancients site are starting to percolate through the country. 
  Bandits like Brennan MacCool are gathering bands together to grab off the riches before they can be taken 
  back to Granbretan. 
  Clyd is recruiting mercenaries to bolster his force and help him carve out his little empire. 
  Enter our heroes. 
  
  -.- 
  The Shattered Isle 
  59 
  Bull Four 
  DEX 10 
  Armor: ld10+2 
  Hit Points: 17 
  RH Axe 
  60 attack 
  ld8+2+2d6 damage 
  55 parry 
  LH Axe 
  50 attack 
  ld8+2+2d6 damage 
  45 parry 
  Bull Five 
  DEX 13 
  Armor: ld10+2 
  Hit Points: 14 
  Greatsword 60 attack 
  2d8+ld6 damage 
  55 parry 
  2) Freedom Fighters 
  A messenger from the New Fenians of Eire has contacted the 
  adventurers, and one of the rebel leaders has asked them to 
  investigate reports that some Beast Masks have destroyed a 
  town. 
  "Now we don't want you to go getting yourselves 
  slaughtered to no purpose, lad (or lassie), but if you'd go and 
  find out what's happening and, if it doesn't look too hard, make 
  sure the spalpeens are properly chastised, the Sons of Fenn 
  would be mighty grateful." 
  The Freedom Fighters are given a rough map of the area 
  around the village and an introduction to the leader of the 
  village, a queer duck known as "Father." One of the adventurers 
  must be chosen as leader of the expedition. The group may 
  recruit New Fenians to beef up their forces, up to twice their 
  number. Thus, if there are 10 players, they can recruit 10 New 
  Fenians. 
  Sample New Fenlan Stats (repeat as needed) 
  REBEL ONE 
  STR14 
  CON 12 
  SIZ14 
  INT10 
  POW 10 
  DEX 13 
  CHA 11 
  Armor: Leather (ld6-1) HP: 14 
  weapon 
  attack 
  damage 
  parry 
  Spear 
  67% 
  ld6+1+ld6 
  58% 
  Dagger 
  52% 
  ld4+2+Id6 
  38% 
  Buckler 
  41% 
  ld4+ld6 
  68% 
  Self Bow 
  38% 
  ld6+1+ld4 
  -- 
  Sword 
  45% 
  ld8+1+ld6 
  41% 
  SKILLS: CIW ao/.. 
  Dodge 52%. Hme s%. 
  MOVE auidiy 6
  7
  ~
  ~
   
  REBEL TWO 
  STR 12 
  CON 15 
  SI211 
  INT12 
  POW15 
  DEX 17 
  CHA 12 
  HP: 15 
  Armor: Leather (ld6-1) 
  weapon 
  attack 
  damage 
  parry 
  Spear 
  77% 
  ld6+1 
  -- 
  Sling 
  62% 
  ld8+1 
  __ 
  Buckler 
  42% 
  ld4 
  75% 
  Hatchet 
  54% 
  ld6+1 
  34% 
  SKILLS: Climb 54%, Dodge 72%. Hide 63%. Move Quletly 72% 
  REBEL THREE 
  STR 16 
  CON 13 
  SI214 
  INT9 
  POW 10 
  DEX 11 
  CHA 10 
  HP: 15 
  Armor: Leather (ld6-1) 
  weapon 
  attack 
  damage 
  parry 
  Battleaxe 
  46% 
  ld82+ld6 
  28% 
  Shield 
  44% 
  ld6+ld6 
  63% 
  SKILLS: Climb a%.. 
  Dodge 25%. Hide 73%, Move OuieHy 62% 
  Javelin 
  58% 
  ld8+2+ld4 
  -- 
  3) Outlaws 
  Adventurers 
  hunted 
  by 
  authorities 
  for 
  less 
  socially 
  commendable reasons than opposition to the Dark Empire are 
  contacted by an Eirish bandit leader, Brennan MacCool. 
  "I hear that some Beasty lord has taken up residence in the 
  area. Let's go roust him out and see if he's brought anything 
  worth lootin' from Londra town." 
  MacCool has a small troop of his own, and wants to add the 
  player characters to the total. He insists on leading the group 
  unless one of the player characters has a great reputation. 
  Brennan MacCool 
  Brennan Mw200l is a fa- 
  bandn chid in Eire. He 16 also a mutation. Besides his 
  great STR and SIZ, he has a tough. warty. skin which gives him 3 points of 
  additional arm. 
  STR24 
  CON 14 
  SI224 
  INT14 
  POW 15 
  DEX 15 
  CHA 17 
  HP: 26 
  Major Wound: 13 
  Nationality: Eirish 
  Armor: Skin and Chain (3+ld6) 
  weapon 
  attack 
  damage 
  parry 
  Battleaxe 
  92% 
  ld8+2+2d6 
  56% 
  Poleaxe 
  87% 
  3d6+2d6 
  79% 
  Shield 
  44% 
  ld6+2d6 
  87 
  Javelin 
  54% 
  ld8+2+2d4 
  -- 
  COMBAT BONUSES: Attack +M%. Parry +6%. 
  AGILITY (+6%): Climb 88% Dodge 22%. Jump 55% 
  COMMUNICATION (+loSr.): Orate 357- Persuade 68%. 
  KNOWLEDGE (+4%): Andent Lore 45%, Evaluate Treasure 67%- First AM 38%. 
  Mechanical Lore 2296, Memrize 3546, Cra Armoring 72%. 
  MANIPULATION (+ZO%): SleigM of Hand 65%. Set Trap 72%. Tie Knot 58%. 
  PERCEPTION (+5%): Balanca 79%, Listen 45%, Scent 66% Search 72%. See 83%. 
  Track 76%. 
  STEALTH (-6%): Arrtwsh 72%. Camouflage 44% Conceal 56% Hide 85% Move 
  Quietly 75%. 
  MacCool Followers (repeat as needed) 
  STR13 
  CON 13 
  SI212 
  INT11 
  POW11 
  DEX 15 
  CHA 10 
  HP: 13 
  Armor: Leather (ld6-1) 
  weapon 
  attack 
  damage 
  parry 
  Battle Axe 
  48% 
  ld8+2+ld6 
  37% 
  Shield 
  37% 
  ld6+ld6 
  68% 
  Javelin 
  45% 
  ld8+2+ld4 
  -- 
  SKILLS: Climb 44%. Dodge 52%, Jump OW' 
  Search 48%. See 377' Track 52%, 
  set Trap 43%. Ambush 65%. H i e  52%. MOW Quietly 664- 
  4) Mercenaries 
  Law-abiding adventurers looking for work run into a secretive 
  man called Darse Springar. His version of Common has a 
  distinct Londra accent, quite different from the Eirish one. 
  Springar has already done a thorough background check on the 
  player characters, and does not approach them if there is the 
  slightest hint that they work with Dark Empire or New Fenian 
  forces. 
  "I'm representin' a certain foreign gentleman what's come to 
  this land to set up housekeepin', like. He's lookin' fer a few 
  good hands with weapons what can help keep him safe in these 
  parlous times. It's good money -- 30 silvers a day and found. 
  "If you're interested, just go south to the foot of Sleeveman 
  mountain and someone there will take you to the Big Trunk 
  himself." 
  Springar does not expound on what he means by "Big 
  Trunk," aside from saying it's the way a lot of his followers refer 
  to their employer. Asking around the area about Springar gets 
  you nowhere, he's a recent addition to the local scene. The next 
  day, Springar leaves, heading North. He's not furtive about it. 
  
  60 
  The Eternal Champion Series 
  and if asked, he says that he's talked to everyone here that 
  could be interested, so he has to find some more mercenaries 
  elsewhere. 
  Springar refuses to fight unless attacked. 
  Darse Springar 
  STR10 
  CON 12 
  SIZ11 
  INTl4 
  POW12 
  DEX 14 
  CHA 15 
  Major Wound: 6 
  HP: 12 
  Nationality: Granbretan 
  Armor: Leather (ld6-1) 
  weapon 
  attack 
  damage 
  parry 
  Sling 
  49% 
  ld8+1 
  _- 
  Dagger 
  76% 
  ld4+2 
  63% 
  Sword 
  42Ya 
  ld8+1 
  52% 
  SKILLS: Climb 55%. Dodge 76%. Jump 64%. Listen 88%. Search 48%. First Aid 
  4% 
  Persuade 7W, Pick Lock 88%. A m s h  66%, Cut Purse 79%. 
  Corn pl icating the Issue 
  At this point, your party of adventurers has been recruited by 
  one of the interested parties. 
  Whomever the 
  player-adventurers support, 
  the 
  other 
  interested parties are not going to sit around idly. Huon is 
  sending his investigators, the New Fenians are mounting a 
  punitive expedition, and the bandits are going to try to loot the 
  site. 
  Which party arrives in which order is up to you. YOU can 
  ignore one group or another if it makes your life simpler. But the 
  opportunities for wheeling and dealing are much greater when 
  a l  are involved. 
  The Dark Empire 
  If the adventurers are not part of the Granbretan party, simply 
  use Maxell Howel and his group of Hounds and Bulls. Howel 
  takes his ornithopters directly to the site of the expedition. Clyd 
  has no intention of allowing official investigators to snoop 
  around his operation, so he has tucked his battle tanks out of 
  sight around the curve of the hill, under some trees. The 
  Elephant Order wears the masks of their former oppressors and 
  invites the ornithopters down. Once the Granbretanians are on 
  the ground, they attack, bringing the tanks around to destroy the 
  ornithopters while footmen take out the investigators. Howel falls 
  for this ploy to some extent, though he commands his followers 
  to be alert for treachery and parks the ornithopters so their 
  weapons can cover a 360 degree field of fire. 
  If the Granbretanians are lead by a player-character noble, 
  he may make any approach he likes. 
  If the adventurers are neither Granbretans nor mercenaries 
  working for Clyd, this fight could take place before the 
  adventurers come on the scene. Anyone viewing the battlefield 
  sees two burned-out ornithopters and a burned-out tank, and 
  signs of a communal grave south of the camp. 
  Just who won the fight is up to you, the gamemaster. If Clyd 
  won, he's licking his wounds and preparing to move what's left 
  of his command to a safer place. 
  If Howel wins, he is investigating the site and trying to figure 
  out how to get his men and booty back to Athaclait without 
  ornithopters. 
  The New Fenians 
  The New Fenians are interested in the town of Kilsheel on the 
  Anner River, just south of Sieeveman Mountain. A town has 
  existed here on the river for four thousand years, though its 
  fortunes have varied. 
  
  The Shattered Isle 
  61 
  Before the attack by the Elephants, it was a small farming 
  village of 200 people. Only a few hunters had ranged weapons, 
  and the helicopters and tanks frightened everyone. 
  Now the village is a ruin, with a few survivors attempting to 
  put things back together. Leading the villagers is Father, their 
  hereditary ruler. 
  The current Father is an old man who was hidden by his 
  followers when the invaders came. When the New Fenians 
  arrive, whistling the birdcalls which identify them as friends, 
  Father comes out to meet them. The onlookers see a wraith-thin 
  old man in plain black robes with a white collar round his neck. 
  Though old and frail, Father still has all of his faculties. He 
  can describe the attackers closely, his description based on the 
  testimony of several surviving villagers. Better, he knows where 
  the attack came from, because a couple of hunters tracked the 
  tanks (no great feat) back to their point of origin. A season’s 
  rains have destroyed the tracks now, but the hunters have been 
  observing the site on the sly ever since. 
  The Hunters 
  HUNTER ONE -- PADRAG 
  STR12 
  CON11 
  SI210 
  INT11 
  POW12 
  DEX 15 
  CHA 10 
  HP: 11 
  Armor: Furs (ld4-1) 
  weapon 
  attack 
  damage 
  parry 
  Javelin 
  58% 
  ld8+2 
  -_ 
  Dagger 
  52% 
  ld4+2 
  32% 
  SKILLS: Climb 57% Jump 62%. Track 78% First AM 44% Set Trap 82%. Ambush 
  44% Conceal 67%. Hide 78%. Move Quietly 92%. 
  HUNTER TWO - DUFF 
  Hatchet 
  49% 
  ld6+1 
  43% 
  STR14 
  CON 13 
  SI211 
  INT13 
  POW12 
  DEX 13 
  CHA 12 
  HP: 13 
  Armor: Furs (ld4-1) 
  weapon 
  attack 
  damage 
  parry 
  Sling 
  87% 
  ld8+1+ld4 
  -- 
  Hatchet 
  58% 
  ld6+1+ld6 
  44% 
  Dagger 
  62% 
  ld4+2+ld6 
  55% 
  SKILLS: Climb 73%. Jump 68%, Track 58%, First AM 24% Set Trap 929% Ambush 
  a%, 
  Conceal 74%. Hide 68%. M o v e  Ouietly 72%. 
  The hunters are glad to lead the rebels to the camp. Padrag 
  assists in any way he can to avenge his village and murdered 
  family. Duff, whose family survived the attack, gladly acts as 
  messenger, but won’t willingly take part in any combat. After all, 
  he points out, someone has to hunt for the village until their 
  fields are bearing crops again. 
  If the rebels are not accompanied by player-characters, they 
  reconnoiter carefully, perhaps finding the bandits (see below). If 
  they witness the fight against the Dark Empire, they attempt to 
  make common cause with Clyd, but this is doomed to failure. 
  Clyd is, after all, Granbretanian, and as megalomaniacal as the 
  worst. He insists that the New Fenians become his men and 
  don elephant masks, not something the rebels are pleased to 
  hear. A fight will probably ensue, which Clyd is likely to win 
  (after all. he has former Dark Empire trained soldiers, advanced 
  technology, and a brain full of treachery on his side). 
  The Bandits 
  The bandits may find either village or Clyd’s site first, depending 
  where you decide they are coming from. If they find the village 
  first, MacCool will just observe the villagers, seeking clues as to 
  what caused the devastation. There’s obviously no loot here. If 
  they arrive simultaneously as the Fenians, they follow the 
  Fenians. Otherwise, they arrive before the Fenians and follow 
  Padrag and Duff on their scouting trips. 
  If the bandits arrive at the expedition site before the 
  Granbretanian investigators arrive, they scout out the area and 
  learn where all the equipment is hidden. Then they kidnap an 
  elephant-mask and get all the information they can about the 
  setup, when they learn of the anticipated advent of the 
  Granbretanian investigators. If they aren’t operating with player 
  characters, MacCool waits for the aftermath of the investigators’ 
  arrival, which should be chaotic enough to allow his men ample 
  opportunity to loot, or even take over the establishment. 
  If a player character is in charge or allied with MacCool, then 
  the bandits do whatever the leader wants, so long as it is not 
  suicidal. Suicidal plans (your discretion) cause MacCool to pull 
  his men out of the alliance, leaving the player characters are on 
  their own. 
  MacCool has no desire to ally with Clyd. He is strictly after 
  the neat weapons and a few captives to teach him how to use 
  the weapons (then he’ll sell the captives). He is not adverse to 
  parlaying with Clyd, hoping to surprise the Serpent and attack 
  him from within the encampment. 
  MacCool is willing to work for the New Fenians or even 
  Howel. However, he is a tricky ally, ready to backstab at a 
  moment‘s opportunity. How do you think he became an outlaw 
  in the first place? Any agreement with the MacCool has to be 
  enforced by constant vigilance. 
  The Mercenaries 
  If the player characters are mercenaries looking for employment 
  by Clyd, they arrive at the encampment before any of the other 
  parties, meet Clyd and his followers, and sign on as 
  mercenaries. One or more of them are given posts of 
  importance because of 
  their 
  superior experience Clyd’s 
  followers are mostly Unmasked Badgers, Foxes, and Serpents, 
  none of which have much military experience. Thus, the player 
  characters have much to say about the defense of the camp, 
  including scouting parties, how watches are set, and so forth. 
  If the player characters are not mercenaries, Clyd has 
  recruited some other band of mercenaries to take care of such 
  things for him. 
  And Then There’s Zhenadar 
  Remember the Emerald Isle? There’s nothing to say that this 
  adventure is not happening at exactly the same time as the 
  events in the other scenario. This adventure takes place in 
  southern Tipperary, barely fifty miles from the initial events of 
  the other adventure. 
  This means that the Random Encounters Table from The 
  Emerald Isle is valid for any party wandering through the area. 
  The adventurers involved in this adventure could even be 
  inveigled into the other adventure. Or, after succeeding in 
  wresting some of the ancient technology from Clyd, they might 
  be excellent allies for the New Fenians who want Zhenadar 
  stopped. 
  Alternately, Zhenadar might learn of Clyd’s encampment, 
  and send a raiding party to attack Clyd. The possibilities are 
  endless. 
  The Elephant Order 
  Most of these former Unmasked miss their former masks, but 
  most also see the point of starting a whole new order. Their 
  mannerisms are the same as they were in the old masks, and 
  any of them, including Clyd, must make an INT x 3 roll to 
  remember the gas shells in their elephant tusks. 
  
  The Base 
  MAIN CAMP 
  Most of the personnel live here, since 
  the ancient alert base's living quarters 
  are virtually uninhabitable. Here are 
  parked the two cargo ornithopters the 
  expedition arrived in, and the "mole 
  machine" they used for much of the 
  excavation. 
  The 
  whole 
  camp 
  is 
  endosed by a dirt wall, with living 
  quarters of mud and wattle. 
  In the center of the camp is a big 
  tent used for the mess and Joakam's 
  pavilion. Dilman Clyd bunks inside the 
  base. 
  THE EVACUATION 
  This is the hole in the side of the 
  mountain made by Joakam's engineers 
  with the mole machine to find the base. 
  THE BASE 
  This is actually the hanger and machine 
  shop area of the base. 
  It is in 
  immaculate shape, except for mud and 
  debris tracked in by Dilman Clyds 
  people after 
  they 
  supplanted 
  their 
  masters. 
  Before the revolution, the 
  Unmasked kept the place spotless, but 
  such work is beneath them now, and 
  they don't have a supply of slaves. 
  The vehicles in the base when it 
  was found are shown on the map in the 
  positions in which they were found. 
  Now, the Armored Personnel Carriers 
  (APCs) are kept in the northwestern 
  corner of the hanger, the helicopters are 
  kept where they were, and the tanks 
  are kept in position 10, as shown below. 
  PRESERVATION GAS MOUNTS 
  The 
  current 
  locations 
  of 
  the 
  preservation gas projectors, where they 
  are kept ready for any invasion. 
  MESS HALL 
  The Mess Hall is where the original 
  occupants of the base cooked and ate. 
  It was not under the preservation ray, 
  so it is a mass of debris frbm falling 
  sections of roof and the leavings of 
  various burrowing creatures. There are 
  also the barely recognizable remnants 
  of the plastic tables and chairs and 
  kitchen 
  appliances 
  which 
  originally 
  furnished the area. 
  Now, the room is used as the 
  studylprison of Fortentius Shoot, the 
  only member of the original leaders of 
  the expedition not wiped out by the 
  Unmasked. His captors consider him a 
  model prisoner, for he is that sort of 
  academic who cares nothing for who 
  uses the fruits of his research, as long 
  as he can research. 
  He is happily 
  pouring over the remnants of the official 
  papers and personal correspondence of 
  the previous occupants. 
  Dilman 
  Clyd 
  kept 
  Shoot 
  alive 
  because he was the only one who could 
  read Ancient Eirish and interpret the 
  letters. 
  THE LOUNGE 
  This was the lounge for the personnel 
  originally assigned to the base, three 
  thousand years ago. The mess in here 
  is even worse than that in the cafeteria, 
  since there has been no attempt to 
  make it habitable (as was done with the 
  cafeteria so it could serve as a living 
  space for Shoot). 
  Burrowing 
  into 
  the 
  northeastern 
  corner of the room would reveal an 
  amazing artifact -- a completely intact 
  video game called (in Ancient Eirish) 
  "Blast 'Em Kill the Invader." The finder 
  would have to develop an electrical 
  power supply to run the game, but 
  scholars could arrive at thousands of 
  theories about pre-Tragic Millennium life 
  after viewing this game. The likelihood 
  of any of these theories being right is 
  approximately .001%. 
  LIVING QUARTERS 
  In ancient times, the base personnel 
  slept in these rooms. Now, it is 
  impossible to tell if they were barracks, 
  individual suites, 
  or 
  a combination 
  thereof, as most interior walls have 
  collapsed. The rooms are full of detritus 
  of 
  one sort or 
  another, and the 
  expedition has only explored them long 
  enough to find any containers holding 
  papers that might still be readable. They 
  probably haven't found all the possible 
  items (gamemaster's discretion as to 
  where and what items can be found). 
  One of the rooms on the west end 
  still has an operating toilet (it goes to a 
  nearly empty cistern), though no one 
  knows it. Tree roots have ruined the 
  plumbing elsewhere in this area. 
  GUARD POST 
  Three guards are on duty here at all 
  time, allowing communication between 
  the expedition camp and location 10, 
  where the tanks are kept in hiding. 
  THE TANKS 
  The tanks are held outside the cavern 
  and around the spur of the mountain, 
  under the trees. 
  OCCUPANTS 
  Most of the occupants of the base still 
  live in the outside camp, though they 
  retreat to the cave for major storms. 
  Primitive as they are, the amenities are 
  still better in the camp. 
  Dilman Clyd and his lieutenant, 
  Baras Anor, have set up tents inside the 
  cavern, just inside the fields of fire of 
  the Stasis Rays. There they live with 
  Badgers #1-3, who are their principal 
  aides. 
  
  63 
  The Shattered Isle 
  Oilman Clyd 
  Dilman Clyd is the ruler of the roost now, and doesn't let 
  anyone forget it. So far, his followers think his plans are just 
  fine, and no one contradicts him. He is slim for a Granbretan, 
  and young for a Serpent. He is barely past thirty. It was his 
  overweening pride, as much as anything, that caused Joakam 
  to sabotage his experiments in the first place. 
  STR 12 
  CON 11 
  SIZ10 
  INT25 
  POW14 
  DEX 12 
  CHA 8 
  HP: 11 
  Major Wound: 6 
  Nationality: Granbretan 
  Armor: none 
  weapon 
  attack 
  damage 
  parry 
  Dagger 
  35% 
  ld4+2 
  22% 
  Flamelance 
  45% 
  5d6 
  __ 
  Autorifle 
  36% 
  2d6+2 
  _- 
  Stasis Ray 
  89% 
  special 
  -_ 
  (Unmasked) 
  COMBAT BONUSES: Attack + 15. Parry +2%. 
  AGILITY (+2%): Ride 34%. 
  COMMUNICATION (+14%): Orate 74% Persuade 8%. 
  KNOWLEDGE (+O%): Ancient Lore 47% Electrical Lore 86%- Evaluate Treasure 
  44%, First Aid 62% Mechanical Lore 9%- 
  Memorize 6%. 
  MANIPULATION (+15%): Pilot Ornithopter 35%. Drive TanWAPC 56%. 
  PERCEPTION (+15%): Search 45%, SW 55%. 
  STEALTH (+13) Anhsh 4%. Conceal 5%, Hide 34%. MoveQuietly 45%. 
  Baras Anor 
  Baras Anor was Clyds toady when they were both Serpents, fell 
  when Clyd fell, and now glories in the status of deputy leader 
  and fellow researcher with his hero. A modern day man, seeing 
  Clyd and Anor together, would immediately say, "computer 
  nerds," and he would be right. 
  STR 14 
  CON 10 
  SIZ 11 
  INT22 
  POW 13 
  DEX 14 
  CHA 6 
  HP: 10 
  Major Wound: 5 
  Nationality: Granbretan 
  Armor: none 
  weapon 
  attack 
  damage 
  parry 
  Flamelance 
  52% 
  5d6 
  -- 
  Autorifle 
  39% 
  2d6+2 
  __ 
  Stasis Ray 
  85% 
  special 
  __ 
  (Unmasked Serpent) 
  Dagger 
  42% 
  ld4+2+ld6 
  37% 
  BONUSES: Attack +15% Parry +5% 
  AGILITY (+5%): Ride 42%. 
  COMMUNICATION (+e%): 
  Orate 4%- 
  Persuade 56%. 
  KNOWLEDGE (+30%): 
  Andent Lore 37%, Bblogical Lore 85% Cartography 43% 
  Electrical Lore 42%. Evaluate Treasure 65%. Mechanical Lore 5%. 
  Memorize 33%, 
  Music Lore 42%. Craft -- Herbalist 47% 
  MANIPULATION (+15%): Pllot Ornithopter 86% 
  Pilot Helicopter 32%. Drive 
  TanWAPC MY* 
  PERCEPTION (+11%): Listen 78%- Search 34%. See 424, Taste 56%. 
  STEALTH (+12%): Camouflage 43% Conceal 56%. Hide 65%, 
  Badgers 
  These Badgers were part of a disgraced unit which was 
  unmasked as a group. These managed to stay together and 
  gravitated to Clyd while he was Unmasked. The first three are 
  Clyd and Anor's assistants in learning how to use the equipment 
  they have found. The other three act as trainers for the others. 
  1
  2
  3
  4
  5
  6
   
  STR 
  15 
  14 
  16 
  12 
  15 
  10 
  CON 
  9 
  12 
  13 
  10 
  11 
  9 
  SIZ 
  10 
  13 
  12 
  13 
  11 
  14 
  INT 
  15 
  16 
  13 
  14 
  17 
  12 
  POW 
  8 
  10 
  12 
  13 
  11 
  9 
  DEX 
  10 
  11 
  12 
  13 
  8 
  9 
  CHA 
  5 
  7 
  8
  1
  0
  1
  1
   
  6 
  HP 
  9 
  13 
  13 
  11 
  11 
  10 
  Armor (All): ld10+2 
  weapon 
  War hammer 
  Flamelance 
  Autorifle 
  Heater 
  Stasis 
  Vehicle 
  Flamelance 
  Autocannon 
  attack 
  57% 
  45% 
  54% 
  35% 
  Ray 
  53% 
  44% 
  damage 
  1 d6+3+ld6 
  5d6 
  2d6+2 
  ld6+ld6 
  42% 
  7d6 
  5d6 
  Parry 
  48% 
  __ 
  -- 
  58% 
  special-- 
  __ 
  -- 
  SKILLS: Excavaibn 78%. Weaponsrnithlng 93%. Siegework 67% Drive TanWAPC 
  34% 
  Foxes 
  These Foxes were part of the same scandal that got the 
  Badgers Unmasked. As such, they stayed with their comrades 
  in crime and are now reaping the benefits. One of the benefits 
  is training in how to fly the Helicopters. In any air-to-air combat, 
  these are the helicopter pilots. 
  1
  2
  3
  4
  5
   
  STR 
  10 
  13 
  15 
  16 
  17 
  9 
  14 
  12 
  13 
  11 
  CON 
  SIZ 
  15 
  12 
  10 
  11 
  13 
  INT 
  12 
  14 
  16 
  13 
  15 
  POW 
  9 
  10 
  11 
  12 
  13 
  DEX 
  13 
  11 
  10 
  9 
  12 
  4
  7
  8
  3
  8
   
  CHA 
  HP: 
  12 
  14 
  12 
  13 
  12 
  Armor (all): ld10+2 
  weapon 
  attack 
  damage 
  parry 
  Sword 
  67% 
  ld8+1+ld6 
  56% 
  Flamelance 
  51% 
  5d6 
  __ 
  Autorifle 
  28% 
  2d6+2 
  __ 
  Heater 
  38% 
  ld6+ld6 
  54% 
  Rocket Pod 
  58% 
  6d6 
  -- 
  -_ 
  Autocannon 
  44% 
  5d6 
  SKILLS: Pllot OrniMopter 45%- Pilot HelicoDter 42%. Drhre TanWApc 44% 
  Others 
  (assorted lower class fighting orders) 
  These are Unmasked from various fighting units who were 
  conscripted into serving on the expedition. There were more to 
  start with, but treatment by the Masked overlords before the 
  revolt, along with some careful winnowing by Clyd after the 
  revolt has left these six men. 
  1
  2
  3
  4
  5
  6
   
  STR 
  13 
  14 
  16 
  18 
  15 
  17 
  CON 
  11 
  10 
  12 
  14 
  12 
  13 
  SIZ 
  12 
  13 
  11 
  14 
  11 
  12 
  I NT 
  9 
  12 
  13 
  11 
  10 
  8 
  POW 
  10 
  11 
  13 
  9 
  8 
  12 
  DEX 
  13 
  14 
  13 
  13 
  15 
  16 
  CHA 
  3 
  5 
  4 
  2
  1
  6
   
  HP 
  11 
  11 
  12 
  16 
  12 
  13 
  Armor (all): ld10+2 
  
  weapon 
  attack 
  damage 
  parry 
  Battleaxe 
  72% 
  ld8+1+ld6 
  63% 
  Long 
  Spear 
  53% 
  I d  10+1+1 d656% 
  Flamelance 
  45% 
  5d6 
  -- 
  Autorifle 
  34% 
  2d6+2 
  -- 
  Heater 
  43% 
  ld6+ld6 
  64% 
  SKILLS: Ride 45%. Pibl Ornithopter 34%. Drive TanWAPC 42%. Search 46%. See 
  42%. 
  Mercenaries 
  If the player characters are not acting as mercenaries for 
  Dilman Clyd, he has managed to procure the services of a small 
  group of mercenaries from elsewhere. These mercenaries have 
  not been shown how to use the new vehicles, though they are 
  supplied with auto-rifles. 
  EON FRAZER, Mercenary Leader 
  STR14 
  CON15 
  SI213 
  INT15 
  POW16 
  DEX 17 
  CHA 14 
  HP: 16 
  Major Wound: 8 
  Nalbnaiily: EirkhArmor: 1610-1 
  weapon 
  attack 
  damage 
  parry 
  Greatsword 
  84% 
  2d8+ld6 
  76% 
  Sword 
  74% 
  ld8+1+ld6 
  54% 
  Heater 
  45% 
  ld6+ld6 
  82% 
  Autorifle 
  28% 
  2d6+2 
  -- 
  Long Bow 
  93% 
  ld10+2+ld4 
  -- 
  COMBAT BONUSES: Attack +14%, 
  Parry +lo% 
  AGILITY (+lo%): Climb 48%. Dodge 5%, 
  Jump 67%, Ride 56%. Swim 42%, 
  Tumble 38%. 
  COMMUNICATION (+9%): 
  Credit 45%. Oraie 64%. Persuade 72% Sing 34%. 
  KNOWLEDGE (+6): Ancient Lore 24%, Cartography 67%. Electrical Lore 45%. 
  Evaluate Treasure 76%, First Aid 62%, Mechanical Lore 56%, Memorize 34%. Musk 
  Lore 57%. Navigate 45% Crrdt Blacksmith 67%. 
  MANiPULATlON (+14%): Pick Lock 45%. Set Trap 56%, Tie Knot 76%. 
  PERCEPTION (+7%): Balance 45%. Usten 57%, Scent 23%, Search 78%- See 89%. 
  Taste 45%. Track 56%. 
  STEALTH (+7%): Alrbush 8%. 
  Camouflage 567- Conceal 48%. Cut Purse 4%- 
  Hide 789" Move Quietly 56%. 
  Other Mercenaries 
  1
  2
  3
  4
  5
  6
  7
  8
   
  STR 
  13 
  12 
  11 
  12 
  14 
  15 
  11 
  10 
  CON 
  14 
  15 
  15 
  13 
  16 
  12 
  13 
  14 
  SI2 
  11 
  12 
  13 
  10 
  10 
  9 
  13 
  14 
  INT 
  10 
  10 
  11 
  11 
  12 
  12 
  9 
  9 
  POW 
  11 
  10 
  9 
  12 
  9 
  10 
  11 
  12 
  DEX 
  13 
  15 
  16 
  14 
  12 
  18 
  15 
  17 
  CHA 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  HP 
  14 
  15 
  16 
  13 
  16 
  12 
  14 
  16 
  Armor (all): ld8-1 
  weapon 
  attack damage 
  parry 
  Heater 
  45% 
  ld6 
  84% 
  Autorifle 
  25% 
  2d6+2 
  __ 
  Long Bow 
  56% 
  ld10+1 
  __ 
  Broadsword 
  68% 
  ld8+1 
  72% 
  SKILLS: Search 76%, See 54%. Evaluate Treasure 35%. First AM 45%, Swim 34%. 
  Climb 65%. Dodge 45%, Jump 42%. Ride 66%. Swim 34%, Track 54%. Ambush 
  3496. Hide 66%. Move Ouielly 44%. 
  Fortentius Shoot 
  This is the prisoner kept in the old Mess Hall. He is the only one 
  who can read Ancient Eirish. 
  Autorifles 
  The autorifles used by this group were found in three 
  crates of ten each in the machine shop of the base in 
  perfect condition. 
  Originally, there was 300 rounds of 
  ammunition for each rifle, but practice and the attack on 
  the village cut that amount down to 90 for each. At this 
  time, everyone who carries an autorifle has one clip of 30 
  shots in the gun, and carries another clip of 30. The 
  remaining 30 clips are kept in Dilman's tent in the hanger. 
  I 
  ;TI312 
  CON 11 
  SI210 
  INT34 
  POW 14 
  )EX 9 
  CHA 3 
  HP: 11 
  Major Wound: 6 
  lationality: Granbretan Lizard 
  Armor: none 
  meapon 
  attack 
  damage 
  parry 
  )agger 
  44% 
  ld4+2 
  22% 
  :OMBAT BONUSES: Attack +24% Parry +We. 
  DMMUNICATION (+20%): Credit 45%, Orate 29%. Persuade 35%. 
  :NOWLEDGE (+89%): Ancient Lore 134%, Cartography 89%, Evaluate Treasure 
  19%. Memorize 89%, Musk Lore 8%. 
  lANlPULATlON (+24%): Pilot Ornithopter 34%. 
  'ERCEPTION (+24%): Listen 45%. Scent 4%, Search 67%, SW 8W- 
  Wrapping Up 
  50 what is the expected outcome of this adventure? Aside from 
  he need to do something about this monumental find, there is 
  lone. Or rather, there are a lot of possible desired results, all 
  jepending on what your campaign objectives are. 
  Most people would assume that keeping these weapons out 
  i f  the hands of the Dark Empire is a good thing. But that's what 
  Yyd wants to do. Maybe the adventurers should simply let him 
  30 his way and hope he proves a thorn in the side of the 
  Empire. Of course, the fact that Clyd wants to set up his own 
  iersion of Granbretan's mad society might be a factor to 
  xnsider, too. Do you players want to foster a madman's 
  jreams? 
  If the adventurers are active rebels and foes of Granbretan, 
  hey could use this equipment. This means they need to get it 
  may from Clyd. Certainly the Fenians would love to have these 
  Neapons under their control. Voila -- instant objective. 
  Alternately, characters who are in it for the money have a 
  *ea1 treasure trove here. Of course, they'll probably have to sell 
  to Granbretan -- no one else in Eire has enough cash, and it's 
  doubtful that the adventurers can transport the equipment to the 
  Continent for sale. Do they trust Granbretan's deals? Especially 
  after several valued Beast Masks have died over these items? 
  The fact that your party may have had nothing to do with those 
  deaths matters little to a Dark Empire torturer. 
  Whatever the players' objectives, these vehicles are a hot 
  potato. Even if the adventurers manage to get control of them, 
  your campaign will be full of wonder as they try to use them. I 
  wonder what they use for fuel? I wonder if we can get more 
  ammunition? I wonder if we can find a scientist who can 
  duplicate them? I wonder if they are really any more efficient 
  that ornithopters and wagons? 
  Happy Wondering. 
  
SOURCE: textdata/thevault/Elric/The Shattered Isle.pdf