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  Lemurian Legends
  wj iowjd  wd ida l qds okqpdkes nick riggs was hered w
  Fantastic adventures for the
  Barbarians of Lemuria Mythic Edition 
  sword and sorcery roleplaying game
  LEMURIAN
  LEGENDS
  LEGENDS
  The Complete Adventures
  
  2
  Lemurian Legends  
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  Writing
  Garnett “G-Man” Elliott 
  Interior artwork
  Jenna Fowler (Bloodhunt!)
  Peter Frain (Children of the Void, Crimson 
  Shoals, Ghosts in the Moontower, Unholy Greyl, 
  and Shades of Ygdarr)
  John Blaszczyk (Skyward Citadel)
  Cartography
  Glynn Seal 
  www.monkeyblooddesign.co.uk
  BoL Mythic Kickstarter, 
  production and graphic design
  Phil Garrad
  Editing and layout
  Nick Riggs
  Thanks to
   
  4 Andrew “The Venomous Pao” Trent
   
  4 Floyd Thompson, III
  Lemurian Legends: The Complete Adventures
  a supplement for Barbarians of Lemuria Mythic Edition
  Lemurian Legends: The Complete Adventures
  
  3
  Lemurian Legends
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  Contents
  Bloodhunt! ............................................... 5
  Background ..................................................5
  Minor Complications ........................................6
  Involving the Characters ................................6
  The Adventure .............................................6
  Dinner at the Big Table ...................................6
  We Have Poad-Sign! .........................................7
  Raisha’s Signal ..................................................8
  The Perilous Boar Hunt ...................................8
  Chark Attack .....................................................9
  Kick ‘Em When They’re Down ..................... 10
  End Game ....................................................... 10
  Challenging Lax ............................................. 10
  Cast of Characters  ...................................11
  Ships ............................................................14
  The Tyrian Star ............................................. 14
  The Jungle Fist ............................................... 16
  Overland Map.............................................18
  Children of the Void ........................... 19
  Adventure Overview .................................19
  Involving the PCs ........................................... 19
  Research .......................................................... 19
  The Approach ............................................20
  Town Ruins ..................................................... 20
  The Tower of Arax Ohm .............................. 22
  Conclusion ..................................................24
  Appendix One ............................................25
  Cast of Characters ........................................ 25
  Appendix Two ...........................................27
  Celestial Magic ............................................... 27
  First Magnitude .............................................. 27
  Second Magnitude ......................................... 27
  Crimson Shoals .................................... 28
  Adventure Overview .................................28
  The Approach ................................................ 28
  The Pirate Sloop ........................................28
  The Funerary Barge ...................................... 29
  Quarterdeck Cabin ........................................ 30
  Rowers’ Deck .................................................. 30
  The Hold .......................................................... 30
  What Happens Next ..................................32
  Escaping the Reef ......................................32
  Appendix A ................................................32
  Cast of Characters ........................................ 32
  Ghosts in the Moon Tower ............... 35
  Adventure Overview .................................35
  The Village of Yqar ...................................35
  The Archway .................................................. 35
  The Trail ......................................................... 35
  Ollim Parvus ................................................... 36
  The Azhdarkho .............................................. 36
  The Ruins ........................................................ 36
  The Moon Tower ............................................ 38
  The Restless Dead .......................................... 38
  Appendix A ................................................40
  Cast of Characters ........................................ 40
  Shades of Yggdar ................................. 42
  Adventure Overview .................................42
  Pursuit! ........................................................42
  The Dolmens .................................................. 42
  The Pit.............................................................. 44
  The Circular Chamber ................................. 45
  A - The Blank Archway ......................................45
  B - The Guardian Statues  ..................................45
  The Hallway ................................................... 47
  Princess Xumides’s Chamber ...................... 47
  Endgame .....................................................48
  Appendix A ................................................48
  Cast of characters ......................................... 48
  Incense of Stasis ............................................. 50
  The Skyward Citadel .......................... 51
  Adventure Overview .................................51
  Starting the Adventure ............................51
  Attempted Abduction! ................................... 51
  Getting There is Half the Fun ...................... 52
  The Approach ................................................ 53
  
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  Fortress Layout ..........................................53
  Cave Complex ................................................ 53
  1 - Aerie of the Xhats ..........................................53
  2 - Xhat Food Caves .............................................53
  3 - Tribal Chamber ..............................................53
  4 - “Dungeon” Area .............................................53
  5 - Trapdoor ..........................................................55
  Upper Fortress ................................................ 55
  A - Courtyard .......................................................55
  B - Watchtower .....................................................55
  C - Squat Reinforced Tower ...............................57
  D - Ennenku’s Hall ...............................................57
  E - Ennenku’s Private Tower ..............................58
  End Game ....................................................58
  Appendix A ................................................59
  Cast of Characters ........................................ 59
  Appendix B .................................................62
  Ennenku’s Grimoire ...................................... 62
  First Magnitude ....................................................62
  Second Magnitude ...............................................62
  The Unholy Greyl ................................ 64
  Information for the GM ...........................64
  Daily Complications ...................................... 66
  Day One .......................................................66
  Day Two ......................................................66
  Day Three ...................................................67
  Conclusion ..................................................68
  The Grey Drakk .........................................69
  
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  Bloodhunt!  Lemurian Legends
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  Somewhere above the canopy of scarlet and 
  jade foliage the sun must be glaring. A line 
  of porters, hunters, and trackers slash their 
  way through the steaming jungle, pausing 
  only to wipe sweat from their brows or slap 
  at insects. 
  Without warning, the surrounding gloom 
  goes deathly still. Even the incessant chatter 
  of birds high in the zannibal trees stops. The 
  safari members eye each other uneasily, 
  hands straying to weapon-hilts. Then: a 
  thunderous roar shatters the quiet. 
  The echoes die. Atop his kroark, broad-
  shouldered Lax Dhalv chuckles at the party’s 
  reaction. “Just a bouphon – and a small one.” 
  Still, his dissipated eyes scan the surrounding 
  vines, and he uncoils the braided whip from 
  over his shoulder. “Make haste. We need to 
  reach the encampment by nightfall.”
  Grumbling, the group resumes its pace 
  through verdant hell. A dusky-skinned 
  Shamballan tracker, long accustomed to 
  jungle ways, shakes her head. “That was no 
  bouphon...”
  Background
  Laxos “Lax” Dhalv, a Tyrus nobleman with 
  far too much time on his hands, is planning 
  an extensive safari upriver into the jungles 
  of Qush. Lax’s obsession with hunting is 
  such that he’s sunk much of his family’s 
  fortune into the Tyrian Star, a two-
  storied sailing barge he takes on all 
  excursions. The Star enables him to 
  travel in comfort and relative safety 
  whenever he leaves the fortified walls 
  of Tyrus. 
  Lax’s previous expedition did not fare 
  well. His party was attacked by a full-
  grown chark, and after barely escaping with 
  his life, Lax vowed to return to the site and 
  exact revenge. In fact, he’s cleared space in 
  the vast trophy room of his estate where he 
  plans to exhibit the chark’s bleached skull. 
  All he needs is to do is recruit some new help, 
  re-provision the Star, and the beast is as good 
  as dead.
  Of course, no sane hunting party would go 
  after a mature chark (think an indigo-mottled 
  Tyrannosaurus Rex). At least, not without 
  demanding obscene amounts of pay. So Lax is 
  spreading the word that he’s hunting a pack of 
  elusive red bouphon, formidable in their own 
  right.
  And where is he going to find a group of 
  rough and ready hunters to protect him 
  beneath the treacherous canopy of the Qush? 
  Beyond his ever-present bodyguards, a rogue 
  Blue Giant and a tame andrak, that is? Enter 
  the PCs.
  Bloodhunt!
  An adventure for Barbarians of Lemuria
  vines, and he uncoils the braided whip from 
  over his shoulder. “Make haste. We need to 
  Grumbling, the group resumes its pace 
  through verdant hell. A dusky-skinned 
  Shamballan tracker, long accustomed to 
  jungle ways, shakes her head. “That was no 
  Laxos “Lax” Dhalv, a Tyrus nobleman with 
  far too much time on his hands, is planning 
  an extensive safari upriver into the jungles 
  of Qush. Lax’s obsession with hunting is 
  such that he’s sunk much of his family’s 
  , and after barely escaping with 
  his life, Lax vowed to return to the site and 
  exact revenge. In fact, he’s cleared space in 
  the vast trophy room of his estate where he 
  the PCs.
  
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  Minor Complications
  The Tyrian Star’s many trips along the 
  placid waters of the Tyr and Sham rivers 
  have not gone unnoticed. A Shamballan 
  pirate named Zusra has decided to make 
  the barge her prize, and use it as a mobile 
  base of operations. To this end, Zusra has 
  sent her sister Raisha, a master hunter in 
  her own right, to Tyrus, where she plans to 
  infiltrate the Star’s crew. Once aboard, Raisha 
  will signal crucial information to Zusra’s 
  fleet, hiding just upriver. The Shamballan 
  captain wants to attack when the Star is most 
  vulnerable, approaching silently at night in 
  dugout canoes.
  Of course, after several days of having to put 
  up with Lax’s corrosive personality, the PCs 
  may very well opt to side with the pirates!
  Involving the Characters
  At start, all the PCs are either in or near the 
  impressive walled city-state of Tyrus. Let them 
  supply their own reasons for being there. If 
  they know each other, so much the better. 
  The most convenient way to “hook” characters 
  into the adventure involves their career 
  backgrounds. PCs with ranks in Hunter, 
  Barbarian, Beastmaster, Soldier, Mariner, or 
  Mercenary will either be approached by one 
  of Lax’s many recruiters or hear about the 
  expedition. In addition to savvy hunters, 
  sailors, and seasoned guides, Lax is always 
  looking for extra muscle. Ferocious animals 
  and tribes of man-eating grooth are regular 
  hazards of the Qush. 
  Noble PCs – even ones from other cities –
  might receive a formal invitation from Lax to 
  join him on the expedition. Laborers could be 
  hired on as porters, Slaves appropriated as 
  oarsmen, etc.
  Note that in Tyrus, Magicians are vigorously 
  persecuted. Lax holds his city-state’s 
  traditional view towards sorcery, and will not 
  knowingly hire anyone affiliated with magic. 
  PCs with a rank or two in Magician would be 
  wise to keep this part of their background 
  secret.
  Any attempt to gather information about Lax 
  himself reveals he is generally considered 
  harsh and arrogant, though generous towards 
  people who manage to impress him. On a 
  successful Tough task roll (–2, modified by 
  Appeal or Mind, + any appropriate career 
  ranks), the inquiring PC can find out Lax’s last 
  hunting expedition was nearly wiped out, a 
  fact the nobleman has gone to some lengths to 
  conceal. 
  The Adventure
  The Tyrian Star is detailed near the back in 
  the section titled Ships. After arranging how 
  the PCs get aboard her, the adventure begins.  
  Bloodhunt! is not intended to be ‘railroady.’ 
  What follows are a number of encounters that 
  play out as the Star makes its journey upriver. 
  They do not have to be followed in strict 
  order, though in general it is recommended to 
  run Dinner at the Big Table first, then Chark 
  Attack, and finish with Kick ‘em When They’re 
  Down. The other encounters provide further 
  opportunities for role-playing, and can extend 
  the adventure into more than one session, if 
  desired. 
  Though Lax is calling the shots on ‘his’ safari, 
  the players should always have free will 
  during the adventure. If, for example, PCs 
  decide they’re fed up with Lax and want to 
  arrange a revolt or assassinate him, let them 
  make the attempt (see Challenging Lax). Just 
  make sure they have a time of it, and that 
  consequences flow logically from their actions. 
  Dinner at the Big Table
  After the barge is underway and cruising 
  upriver (by rowing, sailing if the winds are 
  favorable, or tacking if they’re not), Lax wastes 
  no time establishing the social order of things. 
  He arranges for a grand meal in the Star’s 
  opulent dining hall. There is an elaborately 
  carved table for nobles and important guests, 
  and a much more cramped ‘little’ table for 
  everyone else (slaves and most mariners eat 
  on deck). Diners at the ‘big’ table get first pick 
  of all the courses; succulent bouphon steaks, 
  roast fowl, fresh fruit, exotic wines, etc. 
  Remaining food is then gathered on trays and 
  brought to the ‘little’ table to be squabbled 
  over, along with bowls of heavily watered 
  wine. Even the serving wenches at the ‘big’ 
  table are prettier. 
  Most, if not all PCs start out at the little table. 
  A character with at least one rank in Noble, 
  
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  however, will be seated with his peers, as well 
  as anyone with the Great Wealth boon or two 
  ranks or more in Merchant (avariciousness in 
  Tyrus is considered a mark of refinement).
  The first night, Lax will be sitting at the 
  big table along with his two noble guests, 
  Quovo and Saiga Sens, making smug talk 
  and enjoying their elevated position. As 
  the adventure proceeds, Lax might bestow 
  a worthy PC the honor of eating with him, 
  provided the hero has distinguished himself 
  (performing well on a hunt, making a good 
  call, saving a noble, etc.) However, Lax will be 
  quick to demote the PC should they slight him 
  or commit some other faux pas.
  The main purpose of this encounter is to get 
  Lax under the PCs’ skins.
  We Have Poad-Sign!
  The next morning, any PCs out on deck 
  who succeed at a Moderate task roll (Mind 
  as modifier, + any appropriate background 
  ranks and boons) notice a commotion in the 
  normally placid waters off the bow. A group of 
  lurkfish is spawning. 
  Sensing an opportunity for sport, Lax orders 
  the barge anchored and a number of punts 
  dispatched. It’s three to a punt, with one 
  person poling, another carrying a harpoon, 
  and a third with a spear ready to assist. 
  Naturally, the PCs should be out on a punt.
  The little boats split up and approach 
  the lurkfish (giant electric eels with spiky 
  protrusions) from different directions. As 
  soon as one of the creatures nears the surface, 
  the harpooner casts his weapon and drags the 
  stuck lurkfish towards the punt, within range 
  of the spearman. The lurkfish’s electrical 
  powers won’t affect anyone as long as they’re 
  not in contact with water.
  Of course, this approach leaves much 
  opportunity for danger. If successfully 
  harpooned, trying to haul in a lurkfish 
  (Strength 3) will probably require help, as well 
  as a task roll. When the creatures draw close 
  they are likely to rear up out of the water and 
  lunge with their barbed projections (+1 attack, 
  d6L damage, though taking a penalty die for 
  their relative position). A calamitous failure 
  on any PC roll unbalances the punt and sends 
  everyone into the drink! The river’s currents 
  aren’t especially strong, but anyone in heavier 
  than Light armor is going to be struggling just 
  to stay afloat. PCs fighting in the water should 
  take a penalty die on their actions. 
  After a few of the lurkfish are taken, a 
  powerful swell comes rippling down the river, 
  making the punts rise. Someone yells “Poad-
  sign!”, and immediately, the punts start a mad 
  poling back towards the barge. In moments, 
  an enormous serpentine head breaks the 
  surface about 100 yards upriver. The poad 
  starts swimming towards the Star with 
  ominous purpose. 
  Lax orders the barge to make for shallow 
  water along the bank, where it will be harder 
  to capsize. Hands scramble to load the heavy 
  arbalests on deck. Let the PCs describe what 
  they’re doing to prepare and ratchet the 
  tension as the poad slithers towards them. 
  After a couple volleys of missile fire, the 
  behemoth decides to go after the lurkfish 
  instead, and follows them downriver. The Star 
  slips away – unless you want to run a battle 
  royale with the giant creature!
  On the plus side, lurkfish flesh is especially 
  meaty, and diners will be eating well tonight. 
  
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  Raisha’s Signal
  This encounter takes place at night on the 
  second day. The first PC to mention they 
  are out on deck after dinner will come upon 
  Raisha, the Shamballan tracker hired by Lax. 
  She is huddled over the side of the barge, 
  fiddling with something. Far in the darkness 
  upriver a light winks.
  Approaching Raisha unnoticed requires 
  a Tough (–2) task roll, given her hunter’s 
  instincts. She is using a lantern-like device 
  to communicate with her sister, Zusra the 
  pirate captain. If simply observed, she will 
  signal a few moments longer and slink back 
  to her stateroom.
  If Raisha becomes aware of the PCs, her first 
  action is to toss the lantern into the river. 
  She then promptly clams up about what 
  she was doing. No action short of torture or 
  magical coercion will make her talk, and if 
  reported to Lax she will claim to have been 
  out on deck, minding her own business. 
  However, if the PCs somehow manage to 
  capture the lantern as evidence, Lax will 
  put her in irons and keep her locked in a 
  stateroom for the rest of the voyage. She will 
  be unable to send any more signals to Zusra.
  Unimpeded, Raisha attempts this same stunt 
  every night aboard the Star, slipping out on 
  deck at various times. Without her signaling, 
  Zusra will still eventually attack, though her 
  chances of achieving a tactical advantage will 
  be fewer. 
  The Perilous Boar Hunt
  On the third day, Lax recognizes a landmark 
  (a giant jallallabar tree, poking up over the 
  jungle canopy), and orders the barge moored 
  near the river bank. Gangplanks are thrust 
  over the side, and a formal hunting party, 
  including the nobles Quovo and Saiga Sens, 
  assembles on the bank. The PCs should all be 
  present as well. Lax has three riding kroarks 
  and lance-like spears brought over from the 
  Star; he and his highborn companions will be 
  hunting dionhyus (enormous boars) with the 
  rest of the party’s assistance. 
  A half-dozen game trails wend into the thick 
  jungle. Lax has the hunting party divided into 
  three groups, with one noble apiece, and bids 
  them to take different trails. The day’s hunt 
  begins.
  You can have the PCs split up with different 
  groups or remain together as you see fit. This 
  is an opportunity for characters with hunting 
  and tracking ability to show off their skills. 
  It should also be an opportunity for the PCs 
  to interact with Raisha, if she is still around 
  at this point. The Shamballan hunter seems 
  preoccupied as she goes about her duties. 
  Lax has no trouble tracking down a female 
  dionhyus and cruelly killing both her and 
  her young. The inexperienced Quovo and 
  Saiga Sens, however, insist on proving their 
  manliness by breaking away from their 
  respective groups . . . and getting into trouble. 
  Only prompt intervention might save them. 
  Saiga Sens wanders into a patch of slith 
  (vampire flowers). He is quickly overcome 
  by their narcotic pollen and falls, while his 
  nervous kroark skitters away. The flowers 
  fold themselves over him, their petals turning 
  crimson as they suck blood through tiny 
  fangs. Anyone approaching Saiga without 
  taking precautions (e.g. holding their 
  breath) must make Strength task rolls with a 
  them to take different trails. The day’s hunt 
  
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  cumulative –1 penalty every round to avoid 
  becoming stunned. PCs who succumb will take 
  1 LB of damage every other round from the 
  thirsty flowers. Pulling Saiga to safety literally 
  requires ripping him free. When he recovers, 
  he will have little memory of what happened.
  Quovo, meanwhile, finds and wounds a prime 
  dionhyus specimen, splintering his longspear 
  in the process. The dionhyus returns the favor 
  by disemboweling Quovo’s kroark. The noble 
  is thrown against the bole of a large tree, and 
  the dionhyus, now in a blood-frenzy, closes 
  for the kill. Quovo attempts to fend the beast 
  off with his dainty rapier. Unless the PCs 
  quickly intervene, the dionhyus’s tusks will 
  make short work of him. 
  Unlike Saiga, the impressionable Quovo will be 
  grateful if rescued. Later in the adventure, if 
  PCs decide to challenge Lax and/or side with 
  the pirates, Quovo will consider joining them. 
  Chark Attack
  An uneventful fourth day passes, but on the 
  morning of the fifth Lax once again orders the 
  barge to draw up on the bank and lay anchor. 
  He seems anxious as he announces the hunt 
  for “red bouphon” will now begin. 
  Kroarks are brought out to haul a heavy 
  covered wagon. Lax is secretive about the 
  wagon’s contents, shooing away any nosy PCs 
  who get close. It contains a heavy ballista with 
  a number of barbed, poison-smeared bolts, as 
  well as shovels, picks, and axes. 
  Only a skeleton crew is left behind to guard 
  the Star. Once assembled, Lax hustles the 
  hunting party down an ancient, overgrown 
  trail into dense jungle. PCs who might 
  have knowledge of bouphons (hunters, 
  beastmasters, etc.) can make a Standard task 
  roll (Mind as modifier, + appropriate career 
  ranks) to realize the creatures generally live 
  along riverbanks or coasts, not deep within 
  the jungle. If asked about this, Lax hurriedly 
  explains, “Red bouphon are different.” 
  The party hikes for most of the day. By late 
  afternoon, the trail leads them to the outskirts 
  of an abandoned village. A primitive wall, 
  made from tied-down vegetation, has been 
  stomped flat in places by something very 
  large. The huts within the village are of crude 
  construction, and on the verge of falling down 
  (this is actually an old grooth settlement). 
  Lax orders the wagon set up on a small hill 
  at the center of the village. He then posts a 
  few guards and bids everyone else to either 
  start digging pits around the hill or cutting 
  down timber. As work progresses, he has the 
  timbers sharpened and placed at the bottom 
  of the pits. If questioned, Lax gives vague 
  responses that he plans to herd red bouphon 
  into the area. 
  However, his attempts at preparation are in 
  vain. The same chark that nearly wiped out his 
  earlier expedition returns to the village just as 
  the sun is setting, before the pits can be fully 
  completed. Enraged to find encroachers in its 
  territory, the beast attacks. 
  Unless the PCs can somehow rally the party, 
  half their number routs and runs blindly 
  off into the jungle to escape the towering 
  saurian. The chark charges forward, gobbling 
  up unlucky hunters and scattering more with 
  great sweeps of its tail. Lax tries to make for 
  the wagon atop the hill, but is blocked by the 
  chark itself. The PC with the highest initiative 
  roll can slip around the creature and reach the 
  hill. It will take a round to get the cover off 
  the wagon, and another to train the ballista 
  (already loaded) on the chark. 
  The ballista bolt will do d6H x2 damage if it 
  hits. Unfortunately, the poison smeared on 
  its head will only make the chark groggy (all 
  actions with a penalty die for 2d6 rounds) 
  before wearing off. This would be a good time 
  for the PCs to burn some hero points...
  Some of Lax’s Tyrus bowmen decided to stand 
  and fight, peppering the chark with shafts. Lax 
  himself will either be frozen in terror or try to 
  flee, depending how the conflict goes. If the 
  PCs somehow manage to slay the chark, Lax 
  insists on sawing its head off (a lengthy and 
  repulsive task), then using the wagon to haul 
  his gory trophy back to the Star. 
  Escape is probably a wiser option. The chark 
  can’t pursue everyone running off into the 
  jungle, and if the PCs pause to gather their 
  wits they will eventually find the trail leading 
  back to the river. If this is the case, then Lax 
  makes it back too, along with his bodyguards. 
  He declines to wait for stragglers and orders 
  the barge to push off immediately into 
  deeper water. He will not risk sailing at night, 
  however. 
  
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  Kick ‘Em When They’re Down
  Meanwhile, the Shamballan pirate Zusra 
  has been biding her time, waiting for an 
  opportune moment to try and take the Star. If 
  Raisha is still alive at this point, and still has 
  the capability to signal, she will summon her 
  sister to attack when the Star’s crew is at their 
  weakest; just after dealing with the chark. 
  Otherwise, Zusra will still make her attack, but 
  1d2 nights later, as the barge is returning to 
  Tyrus. 
  Zusra approaches under cover of darkness, 
  with a fleet of near-silent dugout canoes and 
  her own catamaran. She will have roughly 40 
  rabble, plus her personal crew of 6-8 hand-
  picked toughs. At full strength, the Tyrian 
  Star’s crew numbers around 50, though this 
  will likely be depleted after encountering the 
  chark. 
  Zusra’s strategy is to pull alongside the barge 
  and slip aboard quietly as possible, taking out 
  any sentries first. She will try to avoid causing 
  structural damage to the Star. If Raisha is with 
  the PCs when her sister attacks, she will make 
  an impassioned plea for them to join her 
  cause. This should be a moment of truth for 
  the heroes: do they stay loyal to the arrogant 
  nobleman, or side with ferocious pirates?
  There are several ways to run the ensuing 
  battle. The easiest is to simply narrate events, 
  with PCs as the focal point; their successes 
  or failures will mirror the overall conflict. 
  Another method is to figure the number of 
  rabble involved. The side with numerical 
  superiority will inflict d6L casualties per 
  round, while their opponents cause d3 
  casualties in return (as per the BoL Mythic 
  rulebook). Even with this option, the PCs 
  should still be the deciding element in the 
  conflict. They can use hero points to mow 
  down rabble, take out individual toughs, 
  and use the environment to their tactical 
  advantage. Just keep the pace blazing, and 
  remember to offer classic “bits” of naval 
  combat like swinging from stay-lines, climbing 
  rigging, hurling people overboard, etc. 
  If the PCs side with Zusra, then the climax 
  of the fight should be a final showdown 
  with Lax, his remaining Tyrus bowmen, pet 
  andrak, and Blue Giant bodyguard, Jankkar. 
  Perhaps they’ve all holed up in Lax’s room. If 
  this happens, make sure Zusra and her forces 
  fade into the background; they can arrive as 
  ‘reinforcements’ if the PCs are having a rough 
  time of it, but otherwise should stay out of the 
  spotlight. 
  If the PCs stay loyal to Lax, then the final 
  conflict will involve Zusra, her officers, and 
  Raisha, fighting to the death on the blood-
  soaked decks of the Star. Lax and his men are 
  conveniently elsewhere.
  Of course, the PCs can put their own survival 
  ahead of any loyalties and try to steal away in 
  a punt while the battle rages. Make sure their 
  escape is fraught with peril, and reinforce that 
  it’s a long trip back to civilization...
  End Game
  Depending on how the PCs have aligned 
  themselves, the adventure likely ends with the 
  Star limping back to Tyrus, or traveling with 
  its new Shamballan crew even further upriver 
  towards Zusra’s camp. Generous to a fault, Lax 
  will bestow expensive gifts and honors on the 
  PCs who were so instrumental in saving him 
  (though he will inflate his own role). Likewise, 
  Zusra will allow victorious PCs their pick of 
  loot from Lax’s private rooms. She might even 
  take a fancy towards one of the heroes, if only 
  for a brief courtship.
  If Zusra has the Star, she will play hell on 
  Tyrus shipping for several months, until the 
  city gets its navy together and hunts her 
  down. The GM might opt to play this out as a 
  scenario if the PCs are still involved with her. 
  Award advancement points as you see fit and 
  congratulate your heroes for surviving the 
  hunt!
  Challenging Lax
  At several points during the adventure PCs are 
  likely to balk under Lax’s leadership. Heroes 
  don’t like being treated like dogsbodies, and 
  fed-up players might either try to mutiny 
  or go after Lax directly. The former will be 
  difficult at the beginning of the scenario, but 
  become more likely as expedition members 
  are killed and Lax’s overbearing manner 
  wears thin. He will attempt to put down any 
  rebellions promptly. PCs overcome by his 
  loyal men should be locked away under irons 
  rather than killed outright. The focus of the 
  adventure then shifts to escape. 
  
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  If the PCs do manage to take over the barge 
  they will still have to contend with Zusra 
  and Raisha. In this case, there is no option to 
  ‘switch sides’ when the pirates attack. 
  PCs brash enough to fight Lax onboard will 
  have to contend with the Star’s fifty-odd crew, 
  as well as his bodyguards and Tyrus bowmen. 
  Attacking him during a hunting expedition 
  is more likely to be successful, as well as 
  sneaking into his stateroom at night. Lax’s pet 
  andrak always sleeps at the foot of his bed (a 
  Hard task roll to avoid waking, at best), and 
  Jankkar has a stateroom directly next to his 
  master. 
  Cast of Characters 
  Laxos “Lax” Dhalv, Tyrus nobleman (villain)
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  1 
   
  Agility  
  1 
  Melee  
  2 
   
  Mind   
  1 
  Missile  
  1 
   
  Appeal  
  0 
  Defence 
  0
  Careers
  Noble  
  2 
  Hunter  
  1
  Beastmaster 
  1 
  Mariner 
  0
  Boons/Flaws
  4 Great Wealth: Lax rolls a bonus die when 
  obtaining any goods, services, or other 
  items he needs whilst in Tyrus.
   
  4 Beast-Friend: Lax has a natural affinity 
  with animals. Whenever dealing with 
  animals, he rolls a bonus die. He also has 
  one large animal companion, Beauty the 
  andrak.
  4 Braggart: Lax has a very high opinion 
  of himself and needs to share it with 
  the world. He takes credit for things 
  that he did not do, and makes his own 
  accomplishments so much grander with 
  each retelling, disregarding the role 
  anyone else played in the story. He plays 
  fast and loose with the truth with these 
  boasts, which could lead to him being 
  called a liar.
  Protection 
  Light armor 
  d6–3 (1) 
   
   
  (when hunting)
  Weapons 
  Whip  
  d6L+2
   
   
  Rapier  
  d6+2
   
   
  Tyrus longbow  d6+1
  Points
  Lifeblood 
  12 
  Villain Points 5
  Tall, broad-shouldered, with dissipated 
  features framed by thinning dark hair, Lax 
  is heir to the powerful Dhalv estate in Tyrus. 
  He is obsessed with hunting, to the point of 
  squandering his family fortune on building 
  the Tyrian Star and planning expeditions, 
  each more dangerous than the last. In combat, 
  he likes to use his barbed whip, as the 
  weapon can be used for tricky maneuvers like 
  disarming or tripping an opponent, blinding 
  them, etc. 
  Beauty, tame andrak (villain)
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack +3, damage d6H
  Agility  
  2 
  Defense  
  2
  Mind 
   
  0 
  Protection 
  d3–1
  Lifeblood 
  20
  Lax ‘rescued’ this loyal creature as a cub, after 
  killing its mother. The black-maned andrak 
  accompanies him everywhere he goes, and 
  even sleeps near his bed.
  
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  Jankkar, blue giant bodyguard (tough)
  Attributes 
  Combat Abilities
  Strength 
  4 
  Initiative 
  0
  Agility  
  0 
  Melee  
  2
  Mind 
   
  –1 
  Ranged 
  0
  Appeal  
  –1 
  Defence 
  0
  Careers
  Warrior 
  1 
  Torturer 
  1
  Protection 
  Light armor 
  d6–3 (1)
  Weapons 
  Cesti 
   
  d3+4
   
   
  “Short” sword d6+4
  Points  
  Lifeblood: 12
  Jankkar is an atypical blue giant, aggressive 
  and bloodthirsty. Lax took him in during a 
  plains-hunting expedition and he’s been loyal 
  ever since. Jankkar is bosun aboard the Star, 
  keeping order among the mariners.
  Jankkar will use either his cesti or “short” (for 
  a blue giant!) sword in combat, depending 
  on the lethality of the situation. He can opt 
  to dual-wield these weapons (see Mythic 
  rulebook for details on two-weapon fighting).
  Tyrian Star Crewmember (rabble)
  All stats 
  0
  Careers
  Mariner, Laborer or Slave 
  1
  Protection 
  none
  Weapons 
  Cutlass , oar 
  d3
  Points  
  Lifeblood 
  3
  Tyrus Longbowmen (toughs)
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0
  Agility  
  1 
  Melee  
  0
  Mind 
   
  0 
  Ranged 
  2
  Appeal  
  0 
  Defence 
  0
  Careers 
  Soldier  
  2
  Protection 
  Light armor 
  d6–3 (1) 
  Weapons 
  Tyrus longbow  d6
   
   
  Knife  
  d6L+1
  Points  
  Lifeblood 
  7
  Lax has a half-dozen of these elite soldiers 
  onboard the Star. They are classed as toughs.
  Saiga Sens and Quovo, nobles of Tyrus 
  (toughs)
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1
  Agility  
  0 
  Melee  
  1
  Mind 
   
  1 
  Missile  
  0
  Appeal  
  1 
  Defence 
  0
  Careers 
  Noble  
  2
  Boons/Flaws
   
  4 City Dweller: They aren’t happy in the 
  great outdoors and take a penalty die in 
  situations to do with wilderness survival.
  Protection 
  none
  Weapons 
  Longspear 
  d6H
   
   
  Rapier  
  d6
  Points  
  Lifeblood 
  6
  Both these young men are slightly plump and 
  green to the ways of the jungle, though Quovo 
  is brave. Lax has brought them along mostly 
  as drinking companions.  
  
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  Raisha, Shamballan tracker (tough)
  Raisha is sister to Zusra, and currently aboard 
  the Tyrian Star as a double-agent. Like most 
  Shamballans, she has dusky skin and dark 
  hair. Her mauve eyes seem to glow like a cat’s 
  in semi-darkness. She is attractive but gruff.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  –1
  Agility  
  1 
  Melee  
  1
  Mind 
   
  1 
  Missile  
  2
  Appeal  
  0 
  Defence 
  0
  Careers 
  Hunter  
  2
  Boons/Flaws
   
  4 Jungle-Born: Raisha grew up in the 
  jungle. When tracking, trapping, hunting, 
  (not fighting) in a jungle environment, she 
  rolls a bonus die.
  Protection 
  none
  Weapons 
  Bow 
   
  d6
   
   
  Knife  
  d6L
  Points  
  Lifeblood 
  8
  Zusra, Shamballan river pirate (villain)
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1
  Agility  
  2 
  Melee  
  1
  Mind 
   
  1 
  Missile  
  0
  Appeal  
  1 
  Defence 
  2
   
   
   
  (or 3 with buckler)
  Careers
  Hunter  
  1 
  Mercenary 
  1
  Pirate  
  2 
  Merchant 
  0
  Boons/Flaws
   
  4 Hard to Kill: +2 lifeblood (included below)
   
  4 Inspire: Gives a bonus die for one round 
  after the call to all her crew’s Attack Rolls 
  (if they can hear her). Can be done once a 
  day for free, or again for a Villain Point.
   
  4 Missing Eye: She takes a penalty die 
  whenever appropriate to the situation.
  Protection 
  Light armor 
  d6–3 (1)
   
   
  Buckler 
  +1 Defence
  Weapons 
  Cutlass  
  d6
   
   
  Crossbow 
  d6
  Points
  Lifeblood 
  12 
  Villain Points 5
  
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  Zusra physically resembles her sister, Raisha, 
  though she lost her left eye to a deodarg while 
  still in her teens. After a rough childhood, she 
  became the leader of a mercenary band, and 
  eventually, a group of riverine pirates. Though 
  Raisha will paint her as noble and fair, she is 
  every bit as ruthless as Lax. 
  Zusra has her own catamaran, the Jungle Fist. 
  In combat, she favors the cutlass paired with a 
  buckler. 
  Zusra’s Lieutenants (toughs)
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Attack 
  Agility  
  1 
  cutlass +3, d6+1
  Mind   
  0 
  javelin +1, d6 damage
  Appeal  
  0 
  Defense 
  0
  Protection  Light armor 
  Lifeblood 
  7
  These are hand-picked toughs of different 
  nationalities who crew the Jungle Fist and 
  generally keep the rest of the men in line. 
  They are rank 2 in Pirate.
  For typical river pirates, use the same stats as 
  the Star crewmembers, except they are armed 
  with cutlass and javelins. 
  Ships
  The Tyrian Star
  ...is a sailing barge with a rounded prow and 
  square stern. Lateen-like sails allow her to 
  tack into the wind. She can also be rowed with 
  long, broad oars called “sweeps.” 
  The craft sports heavy spikes along the 
  gunwales, to dissuade attacking river-
  monsters. She has 6 auxiliary boats, called 
  “punts,” that can be poled or rowed, and 
  hold up to 3 people apiece. The punts are 
  sometimes used to drag the barge out of 
  shallows, or up particularly strong currents. 
  There are two stories atop the main deck 
  (the Star has no lower deck). The first floor 
  houses supplies, sleeping quarters, stalls 
  for kroark, etc. The second is arrayed like a 
  small palace, with Lax’s luxurious stateroom, 
  the dining hall, a trophy room with various 
  stuffed beasts of prey, baths, and staterooms 
  for important guests. A PC who is promoted 
  to eat at the big table might also be allowed to 
  sleep on this level.
  Oars 
   
  50 
  Crew 
   
  50
  Hull 
   
  50 
  Resources 
  +4
  Weapon 
  Heavy Arbalests
  Ram Damage d6L
  Ram Damage d6L
  
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  The Jungle Fist
  The Jungle Fist is a catamaran designed more 
  for rivers and coastal waters than open seas.
  Oars 
   
  30 
  Crew   
  35
  Hull  
   
  30 
  Resources  
  +2
  Weapon 
  None
  Ram Damage d6L
  The Jungle Fist is a catamaran designed more 
  Jungle Fist is a catamaran designed more 
  Jungle Fist
  for rivers and coastal waters than open seas.
  Oars 
   
  30 
  Crew   
  35
  Hull  
   
  30 
  Resources  
  +2
  Weapon 
  None
  Ram Damage d6L
  
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  Overland Map
  
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  “Under bright skies, the silted harbor of 
  Skara-Issk glitters along her rotting wharves 
  and ruined avenues. But the eye is drawn 
  west, upwards, towards the massive tower 
  that served as a lighthouse back when ships’ 
  prows cut the waters of the bay. Come 
  nightfall, the tower’s apex flares with a 
  brilliant bluish-white that no hand tends, 
  and no fuel feeds. Who can say what the 
  lighthouse of Skara-Issk guides now . . .”
  Adventure Overview
  The PCs journey to an abandoned harbor-town 
  in order to investigate a nearby lighthouse 
  that burns with an eerie, seemingly everlasting 
  fire. What few people know is the ‘lighthouse’ 
  was once the tower of Arax Ohm, a sorcerer 
  during the First Age of Man, centuries before 
  the harbor was built. Arax used magic and 
  his knowledge of the heavens to call down 
  demons from the night sky – translucent, 
  tentacle-covered horrors with a taste for 
  human blood! These ‘Children of the Void’ 
  eventually slew him, but at least one of his 
  enchantments, the great spectral fire, remains 
  intact.
  The PCs encounter an uncouth goatherd 
  named Cyrzech, who is more than he appears. 
  Something of a wizard himself, Cyrzech feeds 
  his goats (and the occasional human) to the 
  Void Children who still visit the tower when 
  the stars are right. The demons occasionally 
  whisper arcane secrets in exchange.
  Depending on their actions, the PCs might 
  tangle with Cyrzech, or the notorious Drogus 
  Brothers, who are cooling their heels in one 
  of Skara-Issk’s many abandoned buildings, 
  before confronting the secret of the dread 
  tower itself.
  Involving the PCs
  The ‘default’ setting begins in the city of 
  Urceb, with one or more PCs approached 
  by the opportunistic scholar Til Tokrus. Til 
  is compiling a reference of local ancient 
  structures that he plans to sell to treasure-
  hunters, and wants the PCs to investigate the 
  lighthouse at Skara-Issk to learn its secret. 
  He isn’t sure what this secret is, but feels it’s 
  probably important enough to warrant an 
  entire chapter in his book. Til knows that the 
  tower is somehow connected to Arax Ohm, but 
  won’t reveal this to the PCs for fear of scaring 
  them off. He offers to pay handsomely, 
  including whatever costs are necessary to 
  outfit an expedition. Regrettably, Til explains, 
  his studies are such that he will have to 
  remain behind...
  If the above seems too contrived, the GM can 
  simply have traveling PCs chance upon the 
  lighthouse’s gleam at night, hopefully drawing 
  them to investigate.
  Research
  PCs with the Scholar/Scribe career can 
  make a Tough (–2) Mind check to discover 
  the relationship between Arax and the 
  ‘lighthouse’, provided they have access to a 
  library. 
  More general means of collecting information 
  (carousing, “asking around,” etc.) can glean 
  that the ruins of Skara-Issk are shunned, most 
  likely because of the necrophage-haunted 
  forests just west of the town. PCs with the 
  Rogue/Thief background might overhear 
  whispers that the Drogus Brothers have 
  recently holed up somewhere near the ruins, 
  following a robbery that left one of them 
  wounded. 
  Children of the Void
  On the coast road from Urceb...
  
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  The Approach
  Skara-Issk is close enough to Urceb to be 
  considered within its territory. The PCs set 
  off along an overgrown track called the Old 
  Culver Road. Just towards evening, a flock 
  of mangy goats pours down from a nearby 
  hill and obscures their path (see location 
  ‘A’ on the map). Successful Mind checks (no 
  modifiers) reveal a group of black-haired, 
  ferret-faced boys watching them from the 
  concealment of a nearby hillock.
  The seven boys are all sons of Cyrzech 
  the goatherd. They are armed with slings 
  and will try a few casts if the PCs menace 
  their herd, but otherwise watch and wait. 
  No amount of persuasion will get them 
  to speak. The goats themselves look wan 
  and lethargic. Examination shows rows of 
  strange sucker-marks along their legs and 
  abdomen.
  Cyrzech himself eventually appears and 
  asks the PCs what they’re doing on his 
  land. He stands 6’ 4” with a scraggly black 
  beard, and speaks in a thick, rustic accent. 
  However, he’s not overtly hostile and will 
  warn PCs of the local dangers (besides 
  himself) if feeling favorably inclined. 
  If the PCs ask about accommodations, 
  Cyrzech will reluctantly allow them to 
  spend the night in his goat-pens nearby. 
  He hints broadly, however, that if they want 
  anything nicer, they’ll have to part with 
  coin. PCs who agree to pay will be put up in 
  Cyrzech’s sturdy sod house, and fed a meal 
  of hastily-slaughtered goat. A number of 
  Cyrzech’s children will be evicted in order to 
  make room for the PCs to sleep by the hearth. 
  If for some reason the PCs attack Cyrzech, 
  he’ll use his magic to seemingly fade to 
  nothingness and hightail it to the topmost 
  level of the tower (location ‘C’), leaving his 
  children to their fates. PCs spending the night 
  with the goatherd and his family might notice 
  that there’s no Mrs. Cyrzech anywhere to be 
  seen (he sacrificed her to the Void Children 
  about a year ago, when he felt she was getting 
  a little long in the tooth). Cyrzech will be 
  reluctant to speak about the tower, explaining 
  the structure is cursed and best avoided. If 
  asked about the strange sucker-marks on his 
  herd, he’ll explain they’re the result of a local 
  parasite. 
  A loose stone at the back of the hearth 
  hides a bag with all of Cyrzech’s magical 
  paraphernalia: an astrolabe, star-charts, a 
  large sacrificial dagger of meteoric iron, and a 
  worn grimoire detailing star-magic.
  Town Ruins
  The once-bustling port town of Skara-Issk 
  (location ‘B’) is now just an assortment of 
  rotting timber structures, overgrown with 
  weeds. Stone docks jut out into the silted, 
  muddy harbor. There is one relatively intact 
  building: a warehouse, set back a short 
  distance from the waterfront. The entrance 
  has been hastily barricaded with stone blocks 
  and planking. The first PC to start moving 
  aside rubble will be greeted by a pair of 
  leveled crossbows.
  
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  The Drogus Brothers, Cam and Harm, have 
  holed up inside the warehouse with their gang. 
  Harm was badly wounded during a heist-
  gone-wrong in Urceb, and now the bandits are 
  waiting for him to recover before moving their 
  loot (a small fortune in jade figurines).
  In addition to the brothers, there are a number 
  of bandits (rabble) equal to the PCs plus one. 
  Cam acts as leader. Not usually the trusting 
  sort, he knows he’s in a bad situation and is 
  genuinely worried about his brother, whose 
  wound has become infected. Depending on 
  how the PCs conduct themselves, Cam might 
  offer to trade some of his loot for supplies, or 
  ideally, the services of a Physician/Healer to 
  treat Harm. 
  Any PC with at least rank 0 in Rogue/Thief will 
  know the Drogus brothers have a substantial 
  price on their head for murdering an Urceb 
  noble during the course of a robbery. This 
  price is even more substantial if the two can 
  be returned alive.
  If the PCs prove hostile, Cam will use his 
  powerful magical amulet to transform and 
  attack, joined by his men and a desperate 
  Harm.
  The warehouse’s interior contains the 
  gang’s bedrolls, personal possessions, and a 
  dwindling supply of food. The jade figurines 
  are kept in a steel box buried under rubble in 
  the northwest corner of the building.
  The Tower of Arax Ohm
  There are two ways of approaching the 300-
  foot ‘lighthouse’ (location ‘C’ on the map). The 
  most obvious is to move through the ruined 
  town and then climb the hill on which the 
  tower stands. This will bring the PCs close to 
  the warehouse in the town ruins.
  The second, “secret” route (which Cyrzech 
  uses) winds through the wooded hills just 
  north of the tower, before arriving at the 
  structure’s base and a concealed back 
  entrance. Anyone with a rank or two in 
  Hunter/Tracker might discover Cyrzech’s 
  trail, worn over the years by his many visits. 
  Traveling this route allows PCs to skirt the 
  town ruins, but if done at night will attract the 
  attention of several (1.5 x the number of PCs, 
  rounded up) hungry Necrophages. The ghouls 
  will try to spring a surprise attack from the 
  cover of dark forest.
  The tower’s square base of broad limestone 
  blocks forms the first story, and rises for 
  20’ before tapering into a cylinder. Narrow 
  windows are spaced high along this ground 
  floor, and the front double doors have long 
  since rotted away. Spacious, empty rooms 
  lead to a great stairwell hugging the tower’s 
  exterior wall. These ground-floor chambers 
  show signs of having been looted; bare 
  patches on the floor and walls marking where 
  panels of semi-precious stone and tiles were 
  removed. 
  The hike up the stairs is taxing and 
  uneventful. Occasionally, a piece of dried 
  animal dung (goat) can be found. PCs 
  eventually catch sight of a bronze portal 
  near the top. A section of stairs 10’ from the 
  portal has had its stone supports removed 
  and replaced with old timber by Cyrzech. 
  This trap can be bypassed by staying within 
  4’ of the exterior wall. A PC who specifically 
  examines the footing during the long trek up 
  can make a Hard (–1) Mind check, modified by 
  levels in Barbarian/Savage, Thief/Rogue, or an 
  appropriate Worker career (e.g. stonemason). 
  On a success, the PC notices the stairs are 
  sagging slightly lower on one side.
  gang’s bedrolls, personal possessions, and a 
  
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  Each person passing over the weakened 
  section has a 1-3 chance (d6) of setting off 
  the trap, dropping them 15’ onto the stairs 
  directly underneath. The fall causes d6+2 
  Lifeblood damage, and the PC must then 
  make an Agility check or tumble an additional 
  3-18 feet (3d6) down the stairwell, sustaining 
  another 1 LB damage per 3’ traveled. A 
  Calamitous Failure on this check means the PC 
  has slipped into the open, central shaft, and 
  drops over two hundred feet to the flagstones 
  below (fatal). 
  At the GM’s discretion, a character who takes 
  over half his LB from the fall and subsequent 
  tumble will either tear a muscle or break a 
  bone (make a Strength roll to avoid the latter). 
  The wound will cause a penalty die to all 
  appropriate physical actions until fully healed. 
  The bronze portal itself is also trapped: 
  Cyrzech placed an enchantment on the 
  door that causes it to burst into white-hot 
  flames if a command word (“Achenar”) isn’t 
  uttered when the door is touched. The flames 
  are illusory, but they will seem to cause 
  d6 damage per round of contact. Anyone 
  brought below 0 LB this way will simply fall 
  unconscious. A PC can try to ‘disbelieve’ 
  the fire by making a Tough (–2) Mind check, 
  modified by levels in Magician/Sorcerer. 
  Success dispels the illusion.
  Past the portal, the stairs climb into a large 
  open chamber with 3’ high walls. This is the 
  tower’s apex. Stone columns support a clear 
  glass dome, and enchantments prevent strong 
  wind-gusts from entering. The vantage affords 
  a stunning view. 
  A huge bronze bowl occupies the room’s 
  center. This is the source of the spectral blue-
  white light, though it will not flare into life 
  until the sun sets. The ‘fire’ sheds no warmth. 
  Impressed into the floor around the bowl is 
  an enchanted mosaic made of lapis lazuli 
  and quicksilver. The mosaic slowly changes 
  to reflect the night sky above, with the 
  constellations identified in a glowing, ancient 
  script. Just beyond the bowl is an altar made 
  of meteoric iron, featuring the statuette of a 
  slender young man (Sa’Tel, The God of Stars).
  What happens in this chamber depends on 
  when the PCs enter it. During the day, the 
  room is deserted. Around evening, Cyrzech 
  will come trudging up the stairs with a couple 
  goats in tow. If the PCs have arrived before 
  him and left a clear trail of their passing (i.e. 
  triggering the stairs trap, leaving the bronze 
  portal open, etc.) Cyrzech will be forewarned 
  and use his magic to become invisible. Most 
  likely he’ll leave before the hungry Void 
  Children appear and attempt to feed on the 
  PCs (see below). 
  If Cyrzech is not aware of the PCs, he will 
  come blundering into the chamber with his 
  goats, genuinely surprised. He’ll make the 
  hasty excuse that he came to make sure 
  everyone is alright, and will try to leave. 
  Cyrzech knows the Void Children will be 
  showing up soon, and doesn’t want to be 
  around without the protection of a magic 
  circle!
  If the PCs arrive at night, they will most likely 
  interrupt the ceremony of several (2d3) Void 
  Children gorging themselves on fresh goat’s 
  blood. Cyrzech watches from the protection 
  of a magic circle drawn on the floor. The 
  Children immediately attack the PCs, as they 
  vastly prefer human prey. However, their 
  feeding has left them flushed with blood and 
  fully visible. Cyrzech joins their assault by 
  casting spells at the PCs. Note that if someone 
  can obliterate a section of the magic circle, or 
  force Cyrzech outside its confines, the Void 
  Children will attack him as well! The (intact) 
  circle of protection can hold up to three PCs. 
  Any remaining Children will go soaring back 
  to the stars just before dawn.
  If the PCs arrived before Cyrzech, and he 
  has either fled or been killed, then 2d3 Void 
  Children will swarm the tower shortly after 
  nightfall, just as the star Achenar appears 
  above the horizon. Unfortunately, they will be 
  invisible – make a Demanding Mind check (–4) 
  to even notice a faint distortion of starlight as 
  they move. The Children attack the PCs in a 
  frenzy of serrated tentacles. 
  Conclusion
  Any PCs who survive a night-time visit to the 
  tower’s topmost chamber will have learned 
  enough of its ‘secret’ to satisfy Til Tokrus 
  (assuming they give the scribe a factual 
  accounting of what happened). If Cyrzech is 
  killed, then the goat sacrifices cease and the 
  Void Children will eventually stop haunting 
  the tower.
  
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  PCs who weren’t hired by Til to investigate 
  can discover a small fortune in astronomical 
  equipment (e.g. a golden astrolabe, a working 
  telescope) hidden in the altar to Sa’Tel, 
  provided the GM is feeling generous. 
  If Cyrzech survives, assume another year until 
  he stumbles on a magical secret so powerful 
  that he becomes a real threat . . .
  Appendix One
  Cast of Characters
  Cyrzech, Rustic Sorcerer
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  –1 
  Agility  
  1 
  Melee  
  1 
  Mind 
   
  2 
  Missile  
  0 
  Appeal  
  0 
  Defence 
  2
  Careers
  Herdsman 
  1 
  Rogue  
  1 
  Magician 
  2 
  Scholar  
  0
  Boons/Flaws
   
  4 Learned (Star-Lore): When recalling Star 
  Lore, Cyrzech receives a bonus die.
   
  4 Country Bumpkin: In the unlikely event 
  that Cyrzech enters a big city, he takes a 
  penalty die in situations to do with urban 
  survival.
  Protection 
  none
  Weapons 
  Quarterstaff 
  d6+1
   
   
  Knife  
  d6L+1
  Points  
  Lifeblood 
  11
  Tall, scraggly, and generally uncouth, 
  Cyrzech’s seemingly ignorant ways mask a 
  powerful mind. His goal is to acquire arcane 
  knowledge, for which he’ll gladly sacrifice 
  anyone, even family. Cyrzech specializes in 
  celestial magics taught by the Void Children 
  (see Appendix Two for suggested spells).
  Typical Bandit (rabble)
  All stats 
  0
  Careers
  Thief/Rogue 
  1
  Protection 
  none
  Weapons 
  Large knives 
  d3
  Points  
  Lifeblood 
  3
  Lean and desperate, these rabble are unusually 
  loyal to the Drogus brothers.
  Cam Drogus, Notorious Rogue
  Attributes 
   
  Combat Abilities
  Strength 
  1 (3) 
  Initiative 
  1 
  Agility  
  1 (2) 
  Melee  
  1 
  Mind 
   
  2 (–1) Missile  
  0 
  Appeal  
  0 
  Defence 
  0
  Careers
  Assassin 
  1 
  Rogue  
  1
  Boons/Flaws
   
  4 Sneaky: Cam rolls a bonus die where 
  stealth is important.
  Protection 
  none (but see below)
  Weapons 
  Sword  
  d6+1
   
   
  Thrown knife d6L
   
   
  (Claws +3 hit d6+2) 
  Points  
  Lifeblood 
  9 (11)
  Cam stands only 5’ 5” tall, with a wiry build 
  and shaggy brown hair. A scar extends from 
  the bottom of his chin, across an eye socket, 
  and ends at his hairline. He cultivates his own 
  sense of honor as a “gentleman of the road” 
  and keeps his word (though he is loath to give 
  it).
  Cam wears a necklace of braided fur beneath 
  his clothes – a powerful item called The 
  Lanyard of the Wulf, stolen from a coven 
  of Crimson Druids many years ago. The 
  amulet allows him to transform into a wolf-
  like creature during periods of duress. In 
  this form, he adds 2 to his Strength, 1 to his 
  Agility, and subtracts 1 from Mind. He gains 
  natural weapons and a protection of d6+1 
  from all attacks, save silver, magic, or fire 
  (against which he has a protection of 0).
  Any PC who gains possession of the necklace 
  can use the transformation power, but the GM 
  secretly rolls 2d6 every time he wants to turn 
  back to human. On a roll of doubles, the PC is 
  permanently “stuck” in wolf-form.
  
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  Harm Drogus, Cam’s Wounded Brother
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  0 
  Agility  
  1 
  Melee  
  1 
  Mind 
   
  1 
  Missile  
  1 
  Appeal  
  0 
  Defence 
  0
  Careers
  Merchant 
  1 
  Rogue  
  1
  Boons/Flaws
   
  4 Wounded: Harm rolls a penalty die on 
  most actions.
  Protection 
  Light armor 
  d3–1
  Weapons 
  Axe 
   
  d6+1
   
   
  Thrown knife d6L
   
   
  (Claws +3 hit d6+2) 
  Points  
  Lifeblood 
  3 (wounded)
  Sandy-haired and taller than his older brother, 
  Harm serves as the “brains” of the bandit-
  gang. A deep puncture wound in his abdomen  
  oozes pus, and, if untreated, the infection will 
  kill Harm Drogus in less than a week.
  Necrophagi
  See stats from the BoL Mythic rulebook. 
  Void Children
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +0* 
  Agility  
  1 
  Damage 
  d6–2 
  Mind 
   
  0 
  Defence 
  1 (4 if 
  Appeal  
  0 
   
   
  invisible
  Protection 
  Non-terrene 
  d6–2 
   
   
  flesh
  Points  
  Lifeblood 
  13
  Boons/Flaws
   
  4 Many tentacles: Two attacks per round.
  These horrors are native to a planet in the 
  loathsome Achenar system, but can cross 
  vast interstellar distances in a matter of 
  seconds. Normally, their flesh is transparent 
  to visible light (–4 Mind check to spot them 
  when moving, with an effective defense of 4 if 
  attacked), but when flushed with blood they 
  appear as a mass of serrated tentacles floating 
  in mid-air. Any tentacle attack that does at 
  least 1 LB of damage will render the Void 
  Child visible in this manner.
  Void Children possess a certain amount of 
  magical knowledge, though few of their kind 
  actually cast spells.
  
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  Appendix Two
  Celestial Magic
  The following are several “star-themed” spells 
  known by Cyrzech. 
  First Magnitude
  Magic Circle
  The caster draws a magic circle around 
  himself that blocks the approach of any 
  lesser celestial demons. Note that the circle’s 
  protection is revoked if the caster attacks the 
  demons. Requires Casting Time and Special 
  Item. Cost is 3 Arcane Power and Difficulty is 
  Moderate (0). 
  Bend Light
  This spell is similar to Pass Unnoticed from 
  the Barbarians of Lemuria: Mythic Edition 
  rulebook, though the caster actually does 
  become invisible.
  Call Void
  This spell plunges up to a room-sized area 
  into cold blackness, blocking sight. The caster 
  can still see as normal. Requires Obvious 
  Technique. Cost is 4 Arcane Power and 
  Difficulty is Hard (–1).
  Star-Bolt
  The caster hurls a shower of bluish-white 
  sparks, blinding a single target. Requires Line 
  of Sight and Obvious Technique. Cost is 3 
  Arcane Power and Difficulty is Moderate (0), 
  modified by the target’s Mind. The blindness 
  lasts until the target has a chance to recover.
  Ask the Stars
  The caster can perform minor feats of 
  divination. This could include learning 
  an enemy’s name, predicting the general 
  outcome of a course of action, or asking a 
  ‘yes’ or ‘no’ question. Note that the result is 
  heavily dependent on the GM’s fiat – he does 
  not have to reveal information that could 
  damage suspense or threaten the outcome of 
  a story arc. Requires Casting Time and Hour 
  Pour (midnight). Cost is 3 Arcane Power and 
  Difficulty is Hard (–1).
  Celestial Fire
  The caster summons a font of pale blue 
  flames, directed at one target. The ‘fire’ burns 
  with the coldness of vacuum and does 1d6 
  + caster’s Mind in damage, ignoring armor. 
  Requires Line of Sight and Obvious Technique. 
  Cost is 3 Arcane Power and Difficulty is Hard 
  (–1).
  Second Magnitude
  Pull of the Void
  The caster dramatically increases gravity 
  in a 30’ sphere, centered around himself 
  (the caster is unaffected). Anyone caught in 
  this area will have their Strength effectively 
  reduced by 2, though LB totals remain the 
  same. Anyone brought to a negative Strength 
  total will be unable to move, pinned to the 
  ground by high gravity. Characters with a ‘0’ 
  or higher Strength after the reduction can 
  move at half speed and perform physical 
  actions with a penalty die. Most missile fire 
  directed through the sphere will fall to the 
  ground before striking the caster. Requires 
  Wounds (gravity backlash). Cost is 9 Arcane 
  Power and Difficulty is Tough (–2).
  Call Void Children
  The caster summons 2d3 Void Children who 
  will immediately attack unless placated by a 
  sacrifice or kept at bay by the protection of a 
  Magic Circle. Using the promise of fresh blood, 
  the caster can try to compel the Void Children 
  to perform a single action or reveal secrets 
  of celestial magic. Requires Casting Time and 
  Ritual Sacrifice – additionally, the spell can 
  only be completed at night. Cost is 8 Arcane 
  Power and Difficulty is Tough (–2).
  
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  Wind-driven rain pounds the dark 
  outcroppings of reef, churning the nearby 
  shoals into froth. Despite the gloom, 
  occasional lightning flashes reveal a small 
  forest of splintered ship’s masts, shattered 
  keels, and barnacle-encrusted hulls. This 
  watery hell is a ship’s graveyard!
  Less than a quarter-league’s walk (or swim) 
  looms the silhouette of a massive funerary 
  barge. But why is this ungainly, low draught 
  craft beached here, in the Gulf of Satarla? 
  Doubtless, the answer lies somewhere below 
  her dark decks…
  Adventure Overview
  Caught in a tumultuous storm en-route to the 
  Port of the Sea Lords, PCs find themselves 
  washed up on a coral reef. They soon discover 
  they are not alone. The crew of the pirate 
  sloop Zarro’s Folly has also recently crashed 
  ashore, and sent a party to investigate the 
  nearby wreck of a funerary barge. 
  Blinded by greed, the Folly’s Captain Zarro 
  inadvertently frees the mummified form 
  of Menkar Thal, a Bloodless Sorcerer King 
  centuries old. Menkar Thal kills two of the 
  pirates and drains the life essence from Zarro 
  in order to re-invigorate his own ancient body. 
  The PCs arrive on the funerary barge shortly 
  after these events. They have to contend with 
  the surviving, terror-stricken pirate crew as 
  well as a disguised Menkar Thal, before facing 
  the final horror that waits for them in the 
  hold! 
  The Approach
  Have the players justify why their characters 
  were originally bound for the Port of the Sea 
  Lords. Whatever the reason, their ship was 
  struck by a horrible storm and they find 
  themselves washed up on a large reef (Point 
  A on the map). The ‘default’ setting assumes 
  they are clinging to pieces of wreckage or 
  aboard a battered (and now badly damaged) 
  longboat. The storm is still going strong, with 
  gusting winds and hard rain.
  Heroes can walk – albeit slowly – atop the 
  weathered reef, but because of the slippery 
  conditions and wind, trying to run requires a 
  Tough (–2) Agility check, or the character falls 
  for d3 damage against the sharp coral.
  The wreck of the Zarro’s Folly is only a short 
  distance (about ten minutes of careful travel) 
  from where the PCs initially wash up. 
  The Pirate Sloop
  The Heroes can make out the hull of a small 
  (single-masted) ship run aground on the reef 
  (Point B). Her keel is cracked in two places 
  and the mast snapped near the middle. PCs 
  with rank 0 or greater in Pirate/Buccaneer (or 
  rank 1 or higher in Mariner/Seaman) can make 
  a Moderate (0) Mind check to recognize the 
  Zarro’s Folly, a pirate ship known for its bad 
  luck and hapless master, Captain Zarro.
  Huddled in the sloop’s stern is Alx (treat as a 
  Typical Pirate, see Appendix A), who appears 
  wild-eyed and frightened out of his wits. If PCs 
  are hostile or make no attempt to calm him 
  as they approach, the pirate will try to flee, 
  possibly injuring himself in the process.
  Alx can explain the rest of the crew has gone 
  on to investigate the funerary barge visible in 
  the distance (Point C). Captain Zarro wants to 
  find serviceable timber to repair his ship. Alx 
  refused to go, offering instead to stay behind 
  and “guard” the Folly. “That barge’s cursed, I 
  tell you. I can smell the evil she gives off from 
  here.”
  No amount of cajoling can make Alx approach 
  the barge. He will accompany PCs only if 
  forced.
  Crimson Shoals
  In a fearsome storm in the Gulf of Satarla...
  
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  The Funerary Barge
  At first glance, the beached craft looks 
  unscathed. The barge is leaning slightly to 
  port and all her oars appear to have been 
  shipped. There are several holes along the 
  keel, allowing water to partially flood the 
  lowermost deck, but this won’t be apparent to 
  PCs until they reach the hold.
  On either side of the prow are brightly-painted 
  glyphs. Anyone able to translate Sorceric can 
  read: “Soul-Barge for King Menkar Thal and his 
  Faithful Consort, Amataunu.” 
  The most obvious way onto the barge involves 
  climbing roughly 10’ to reach the main deck. 
  This requires a Moderate Agility check, with 
  failure resulting in a fall to the sharp coral 
  below. Once aboard, the PC(s) 
  can make an unmodified Mind 
  roll to notice a coil of rope 
  and grapnel near the railing.
  The remains of the Folly’s 
  crew are hiding on the 
  forecastle (elevated front 
  deck). All are panic-stricken, 
  having only recently escaped 
  an ambush by Menkar Thal 
  on the deck below. The fate 
  of their captain is unknown. 
  The men are torn whether to 
  flee the ship or try and find 
  Zarro. At sight of the PCs they 
  will likely attack, assuming 
  them to be hostile. There 
  are two pirates (rabble) for 
  each PC, along with Quenti, 
  the Parsoolian First Mate. Be 
  sure to describe the looks of 
  stark terror on their faces as 
  they attack. After a round of 
  combat, the pirates can be 
  reasoned with -- if the PCs opt 
  to do so. 
  Any crewmember can relate 
  the sequence of events: “We 
  climbed our way up here, 
  using hook and rope. Cap’n 
  Zarro wanted to investigate 
  the cabin on the quarterdeck 
  (elevated rear deck), and 
  we found two coffins of 
  hammered gold inside. One 
  we opened, and tore the gold 
  and jewelry from the linen-wrapped corpse. 
  But then Zarro grew wary and feared a curse, 
  so he forbade us open the second. We traveled 
  down to the rower’s deck, and that’s when 
  something attacked from the darkness. Braxtus 
  and Juvo were killed. The rest of us fled, here, 
  and we’ve not seen the Cap’n since.”
  Roughly half of any surviving Folly crewmen 
  (including Quenti) will want to accompany the 
  PCs as they investigate the barge, in order to 
  try and find Zarro. The other half flees to their 
  beached sloop. The GM can use accompanying 
  pirates like extras in a slasher movie, having 
  them attacked first and killed off in order to 
  build up tension. Of course, it’s just as likely 
  the PCs will slaughter them all during the 
  initial combat. So it goes.
  
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  Quarterdeck Cabin
  This is the only above-deck structure. It 
  consists of a single room adorned with 
  scarlet feathers, ebony couches, and two 
  gold-covered sarcophagi. Menkar Thal’s has 
  already been opened and stands empty. The 
  intact sarcophagus belongs to Amataunu, his 
  consort. Inside lies her mummy, wearing a 
  death-mask of beaten gold and ceremonial 
  headdress. A small fortune in silver and 
  gold jewelry encrusted with semi-precious 
  stones (Lapis Lazuli, Amethyst, Turquoise, 
  Garnet, etc.) adorns her body. Opening the 
  sarcophagus and removing the jewelry will not 
  cause Amataunu to animate, as it did Menkar 
  Thal. However, the Sorcerer King may try to 
  revive her later, using life-force stolen from a 
  female PC (see What Happens Next).
  Any accompanying pirates will react with 
  horror at the sight of Menkar Thal’s empty 
  sarcophagus. “There was a mummy in there, 
  I swear it.” Menkar Thal did not animate until 
  after the pirates left the cabin.
  Rowers’ Deck
  The next deck down is accessible through 
  hatches from the main deck. PCs will need 
  some kind of light source here. The roar of the 
  storm can be heard outside, and the barge’s 
  timbers make ominous creaking noises.
  A narrow aisle runs between rowing benches 
  to port and starboard. The shipped oars are 
  alongside the benches. About a third of the 
  way down lies the body of Braxtus, impaled 
  through the chest with a shattered oar. A little 
  further Juvo sits slumped on a bench. His 
  head has been wrenched all the way around, 
  so that it faces above his shoulder-blades. 
  Both men have a terrible rictus frozen on their 
  faces.
  Further search turns up a third body, shoved 
  beneath one of the benches. The remains are 
  so shriveled the corpse is unrecognizable, and 
  its clothes and other personal belongings have 
  been removed. This is all that’s left of Zarro, 
  after Menkar Thal drained his life-essence. 
  Nearby lies a pile of linen bandages, stiff and 
  yellowed with great age.
  Let the PCs puzzle for a moment about 
  what might have happened. Suddenly, the 
  single hatch in the floor thrusts upwards. A 
  handsome, bearded face peers out. Captain 
  Zarro! “Quick,” he whispers hoarsely, “get 
  down here where it’s safe, before that thing 
  returns.”
  Menkar Thal gained knowledge of the 
  Lemurian tongue after stealing Zarro’s 
  essence. He wants to lure the PCs into the 
  hold, where they can be attacked by the 
  creature who lairs there. Quenti and any 
  accompanying pirates will immediately move 
  to join him. If the PCs refuse to go below, 
  Menkar Thal will give up and close the hatch 
  (sealing the fates of any remaining pirates). 
  See What Happens Next for consequences.
  The Hold
  This cramped space is pitch-black and 
  partially submerged. Sea-water has flooded 
  the front third of the barge to depths of 5’ 
  (the craft is tilted slightly forward). Funerary 
  treasures are heaped along the hold’s walls:  
  finely-crafted furniture of uld and jallallabar 
  wood, casks of scented oil, carved animal 
  figures, golden statues, bronze weapons 
  adorned with jewels, blocks of incense, jugs of 
  ancient wine,  small shrines, votive candles--a 
  fortune, if all the stuff can be transported.
  Menkar Thal, holding a torch, makes sure 
  the hold’s contents are visible. Any surviving 
  pirates go loot-crazy and start grabbing up the 
  most valuable items, some splashing through 
  the water to search.
  Unfortunately, a giant octopus recently oozed 
  its way through a hole near the ship’s keel 
  and now considers the chamber home. Hidden 
  beneath the dark water, it will snake tentacles 
  around anyone who enters into the deeper 
  sections and attempt to draw them to its 
  toothy beak.
  Depending on the odds, Menkar Thal 
  might use the octopus’s appearance as an 
  opportunity to attack, or try to escape through 
  the hatch while everyone is distracted. See 
  What Happens Next if he opts for the latter.
  Note that the octopus will not fight to the 
  death: if the main body takes more than 
  half its LB total, or if it loses four or more 
  tentacles, the octopus squirts an ink cloud and 
  tries to flee out the hole it entered through, 
  swimming for a submerged cave beneath the 
  reef.
  
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  What Happens Next
  Menkar Thal’s main goal is to slaughter 
  everyone else and figure out a way back to 
  Thule. If a female PC is present, he may try 
  to steal her life-essence and use it to restore 
  Amataunu back to flesh.
  If PCs do not follow him into the hold, Menkar 
  Thal kills any remaining pirates (including 
  Quenti). He’s strong enough to smash his way 
  out of the hold, if this becomes necessary, and 
  will use his Vex the Dead ability to animate 
  any corpses he comes across, creating a small 
  army of Lurching Dead. Eventually, an epic 
  battle between the Sorcerer King and PCs 
  ensues.
  Note that Menkar Thal will become enraged 
  if he discovers the PCs have damaged and/
  or looted Amataunu’s remains. Berserk, he 
  will attack by direct means vs. using magic 
  or guile (which could play to the PCs tactical 
  advantage).
  Escaping the Reef
  After the storm dies, PCs will be able to 
  see coastline (Kasht Swamp) not far in the 
  distance. The Zarro’s Folly can be made 
  seaworthy again with salvaged timber--
  seaworthy enough, at least, for a short voyage. 
  Even without a complete crew, the sloop 
  stands a decent chance of making shore if it 
  can be guided off the reef.
  Of course, making landfall on Kasht Swamp 
  invites further perils…
  Appendix A
  Cast of Characters
  Typical Pirate (rabble)
  All stats 
  0
  Careers
  Pirate 1
  Protection 
  none
  Weapons 
  Cutlass  
  d3
  Points  
  Lifeblood 
  3
  A motley assortment of Parsoolians, Satarlans, 
  and Lysorians from the Pirate Isles make up 
  the Folly’s crew. 
  Giant Octopus
  Attributes 
   
  Combat Abilities
  Strength  
  6 
  Attack +1, damage d6* 
  Agility   
  –1 
  Defence    
  2 
  Mind   
  0 
  Protection   
  d2–1
  Lifeblood 
  30
  Boons/Flaws
   
  4 Multiple Attack: Tentacle attacks may be 
  made against up to four targets.
  This old, cunning creature normally lives in an 
  underwater cave, but was recently drawn to 
  the barge (perhaps by the aura of evil).
  *A successful hit from a tentacle means the 
  target is ‘grabbed’ and can be hauled closer 
  for a bite attack (d6H). A ‘grabbed’ character 
  suffers a penalty die on appropriate actions 
  until freed – either by forcing the tentacle 
  off (pass a Demanding Strength check), or 
  severing it (doing 6 LB damage with a slashing 
  weapon). Attacks against tentacles don’t 
  reduce the main body’s LB of 30.
  
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  Lurching Dead
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Attack  
  +0
  Agility  
  –1 
  Damage 
  d6+2
  Mind 
   
  – 
  Defence 
  0
  Lifeforce 
  8 
  Protection 
  0
  These are freshly-slain Bloodless, reanimated 
  by Menkar Thal’s Vex the Dead spell. Note that 
  they have no independent mind of their own 
  and must be directed by Menkar every round. 
  Otherwise, they slump back to the ground.
  Quenti, Parsoolian First Mate
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0
  Agility  
  2 
  Melee  
  1
  Mind 
   
  0 
  Ranged 
  1
  Appeal  
  –1 
  Defence 
  0
  Careers
  Marine  
  1 
  Pirate  
  1
  Protection 
  Light armor 
  d6–3 (1)
  Weapons 
  Barbed spear d6H+1
  Points  
  Lifeblood 
  9
  Quenti is a longtime friend of Zarro, and 
  faithful to the end. He has a mild superstitious 
  streak, but this will not prevent him from 
  trying to find his captain. 
  Menkar Thal, Bloodless Sorcerer King
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +2
  Agility  
  0 
  Damage 
  d6+3 
  Mind 
   
  3 
  Defence 
  2
  Appeal  
  –1 
  Careers 
   
  Sorceror 
  3
  Boons
   
  4 Magic of the Sorcerer-Kings: Menkar 
  understands the ancient secrets of the 
  Sorcerer-Kings. He gets a bonus die when 
  casting spells.
   
  4 Power of the Void: Menkar has two bonus 
  points of Arcane Power.
  Flaws
   
  4 Unsettling: Menkar is a long-dead creature 
  – his mere presence is an abomination.
   
  4 Arrogant: Menkar gets a penalty die when 
  dealing with provincials or foreigners.
   
  4 Hot-Headed: Menkar gets a penalty die to 
  any rolls when trying to suppress your 
  anger and act rationally, such as when 
  trying to ignore an enemy’s taunt..
  Protection 
  unholy vitality
   
   
  d6+1, 0 against fire and
   
   
  weapons consecrated to the
   
   
  Twenty Gods
  Points
  Villain Points 5 
  Arcane Power 15
  Lifeforce 
  13
  Menkar Thal was a trusted lieutenant of 
  Zorphalar, who retreated to Thule along 
  with most of his kind after the defeat of the 
  Sorcerer Kings. Such was his knowledge of 
  the dark arts that a rival sorcerer had him 
  mummified alive, inadvertently transforming 
  him into one of the Bloodless. Menkar’s 
  funeral barge was supposed to have carried 
  his remains out beyond the rim of the 
  Unknown Sea. However, after a freak storm it 
  has come floating back into the Satarlan Gulf, 
  unscathed despite the centuries.  
  Menkar Thal’s ‘true form’ is a desiccated 
  corpse, armed with a cutlass. However, when 
  masquerading as Captain Zarro, he appears as 
  a tall, rakish man sporting a blue-black beard.
  
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  Menkar is a rank 3 Sorcerer, though in play 
  it is simpler to give him a number of magical 
  abilities rather than cast spells:
   
  4 Steal Life-Essence allows him to suck vital 
  forces from anyone he touches (PCs can 
  make a Demanding Strength or Mind 
  roll to resist; failure does d6+3 LB per 
  round he remains in contact).  Menkar can 
  assume the appearance and memories of 
  anyone killed in this manner. 
   
  4 Vex the Dead allows him to animate 
  and control the recently slain (see 
  example stats to follow), though he must 
  concentrate to do this.
  He can manifest other powers (such as a 
  beguiling gaze or summoning a cloak of 
  shadows) as the GM sees fit.
  it is simpler to give him a number of magical 
  allows him to suck vital 
  forces from anyone he touches (PCs can 
  make a Demanding Strength or Mind 
  roll to resist; failure does d6+3 LB per 
  he remains in contact).  Menkar can 
  assume the appearance and memories of 
  anyone killed in this manner. 
   allows him to animate 
  and control the recently slain (see 
  example stats to follow), though he must 
  He can manifest other powers (such as a 
  beguiling gaze or summoning a cloak of 
  
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  Adventure Overview
  The Heroes are traveling through the 
  mountains of Besharoon, where they chance 
  upon a village of peaceful herders. A 
  mysterious archway and rumors of fantastic 
  wealth draw them even higher into the crags, 
  to the site of an ancient ruin. 
  The characters discover crypts guarded by 
  masked mummies, but the biggest surprise 
  is a slender bell-tower that appears when 
  moonlight bathes the central plaza. Inside the 
  tower, ghosts enjoy an eternal celebration.
  One ghost in particular wants the Heroes to 
  trigger the means of his release. Depending on 
  their actions, the characters could unwittingly 
  free an army of shambling mummies!
  The Village of Yqar
  Exactly why the characters are traveling 
  through the Besharoon mountains is up to 
  the GM. Maybe they are journeying to the 
  deserts of the south, or the Qo jungles to the 
  north. Maybe their sky boat crashed nearby, or 
  they’re following rumors of a rogue Haklaton 
  settlement far up among the peaks.
  Whatever the reason, travel through the 
  mountain passes is cold and damp, and the air 
  thin. Fog clouds ahead lift to reveal a cluster 
  of sod huts.
  The village’s small population survives by 
  tending herds of cold-adapted Sand Runners. 
  Though there is no tavern, the village hetman 
  invites characters to his timber and sod house 
  for a meal. The villagers are mostly pleasant 
  and eager to talk to people from the outside 
  world.
  The Archway
  At least one Hero will notice a magnificent 
  stone arch at the edge of the village. Beyond, 
  an overgrown trail winds at a steep angle 
  further up into the mountains. Examination 
  of the arch shows precisely cut, un-mortised 
  stones covered with strange glyphs (pre-
  Ygddarian, unreadable to even the most 
  advanced scribes). The workmanship is clearly 
  beyond anything the locals could produce. 
  If asked about the archway, or where it leads, 
  the villagers are hesitant to speak. Eventually, 
  characters can learn the arch is associated 
  with an ancient ruin much higher up in the 
  mountains, a cursed place animals refuse to 
  approach. The builders are long dead, but 
  rumors of burial treasure, and a fantastic 
  tower that appears only in the moonlight, 
  continue to live on.
  At the GM’s option, Heroes with a high Appeal 
  or backgrounds in information gathering 
  can find out more. For example, that Darkho 
  sometimes nest in the upper mountains, or 
  that a foolish traveler (Ollim Parvus) set out 
  on the archway trail a short while ago.
  Villagers will make no effort to stop the 
  Heroes from journeying to the accursed ruins. 
  They will only shake their heads sadly and 
  marvel at the brashness of strangers.
  The Trail
  The ascent to the ancient ruin takes at least 
  twelve hours of trudging along a narrow, 
  winding path, plus the time to overcome any 
  minor (but ultimately passable) obstacles 
  the GM wants to throw the characters’ way, 
  including rock falls, decrepit rope bridges, 
  and sudden gusts of wind. A Hero with the 
  Mountain-Born boon has a good chance (Easy 
  to Moderate difficulty) of picking up the fresh 
  trail of a single person with a heavily-loaded 
  pack animal.
  Roughly half the way up, any animals with 
  the characters will start to spook. Trusted 
  pets will not desert their masters, but 
  they will make it clear they do not like the 
  Ghosts in the Moon Tower
  In the fog-shrouded mountains of Besharoon...
  
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  surroundings. Mounts and other beasts of 
  burden will balk and refuse to go any farther.
  Ollim Parvus
  Characters hear passionate cursing and the 
  grunts of some animal just around a bend in 
  the trail. Investigation reveals a short man 
  dressed in finery, trying to drag his pack-
  Kroark by the bridle. The animal is weighted 
  down with tarps, excavation equipment, and 
  supplies. Clearly, it’s not going anywhere.
  Ollim Parvus introduces himself as a scholar 
  and historian, with a specialty in ancient 
  civilizations. In truth, he is a rogue looking for 
  easy loot. If asked about the cursed reputation 
  of the ruins, he dismisses it as “superstition.”
  The GM can play Ollim as an ally or crafty 
  opportunist--or both. He is not exceptionally 
  brave. However, he does have some knowledge 
  of the Moon Tower, based on previous 
  research in Satarla. He wants to remove the 
  golden bell from inside and haul it back to 
  civilization for a profit. 
  Ollim thinks he’s very persuasive, and will 
  try to cajole anyone with a “strong back and 
  a weak mind” into carrying as much of the 
  Kroark’s burden as possible.
  The Azhdarkho
  The Heroes (with or without Ollim) eventually 
  come within a bowshot of the ruin. A long, 
  sinuous shadow falls across the group, as a 
  giant azhdarkho wings down for a quick meal.
  After a round or two of using its special 
  glue-spit to immobilize prey, the azhdarkho 
  will attempt to seize and carry off a hero. 
  If successful, the beast makes a straight 
  ascent for its nest on a rock ledge some fifty 
  feet above the trail. PCs can try to bring it 
  down with missile-fire (and possibly hit their 
  companion). Failing this, a Hard (-1) climb roll 
  allows a character to reach the nest, a ten-foot 
  platform lined with bones and scrub branches.
  The Ruins
  The trail ends at a natural plateau, covered 
  with crumbling masonry walls, columns, 
  weathered statuary, and the faded mosaics 
  of a once-majestic culture. Too small for a 
  true city, the ruin instead appears to be an 
  extensive temple complex or palace. A broad, 
  rubble-strewn plaza dominates the center. 
  This is where the Moon Tower will eventually 
  appear.
  Heroes searching through the ruins stumble 
  on an underground crypt. Perhaps a 
  character’s foot pokes through the floor, or 
  (failing an Agility roll) he falls amidst a shower 
  of dirt and debris and finds himself in a dark 
  tunnel. Rays of sunlight illuminate niches 
  carved into the walls. Reposing in each is a 
  withered corpse wearing jewels and a mask of 
  beaten gold. 
  Filching burial goods or otherwise interfering 
  with the bodies will cause these horrors to 
  come to “life,” which attack with ragged 
  claws. There should be 3-4 mummies per 
  Hero inside the crypt, with more animating if 
  reinforcements arrive. 
  Mummies cannot leave their crypts, unless the 
  golden bell in the Moon Tower is rung. 
  After the first crypt is dealt with, let the 
  characters discover that there are dozens 
  more surrounding the ruins. Looting all the 
  
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  valuable jewels and golden masks within 
  could make the PCs fabulously wealthy, but 
  will involve many pitched combats! 
  Eventually the sun sets, and Ollim (if still 
  alive), becomes restless, talking about the 
  legend of the Moon Tower and the golden bell 
  that waits inside.
  The Moon Tower
  As the stars wheel in the cold mountain air, a 
  full moon rises over the peaks and bathes the 
  central plaza in silver light. At that moment, a 
  tower of white stone appears. Ethereal music 
  and laughter can be heard from within. A 
  doorway at the tower’s base gapes wide.
  Inside, a crowd of richly-dressed, masked men 
  and women drink, talk, and make merry. They 
  all appear slightly translucent and speak in an 
  alien tongue. Characters trying to touch any of 
  the ghosts (or their food and drink) will feel a 
  slight chill as their hand passes through. The 
  revelers take no notice of the PCs.
  Any character who glances out a tower 
  window will see the “ruin” as it once stood: 
  a magnificent collection of buildings painted 
  with bright enamels.
  Soon, a particularly tall ghost wearing a green 
  robe and a golden mask bordered with serpent 
  motif appears. This is Xotaph, former High 
  Priest of the temple complex, and he is aware 
  of the Heroes. Although he cannot speak 
  comprehensibly, Xotaph will try to lure PCs 
  with gestures to the tower’s uppermost level.
  The golden bell waits at the top. Half the 
  height of a man, it has mystic sigils carved 
  over its surface and a human skull serving as 
  a clapper.
  Xotaph wants the Heroes to strike the 
  bell, releasing a powerful magic that 
  allows the dead to rise in “defense” of the 
  temple complex, including Xotaph’s own 
  mummified form. However, as a ghost he is 
  unable to touch the bell himself (his hand 
  passes through). If the characters ignore 
  his frantic gestures to ring the bell, Xotaph 
  will attempt to possess one of them as per 
  a second magnitude spell (see Appendix A). 
  If successful, he commands the character to 
  strike the bell. 
  At the GM’s option, the greedy Ollim Parvus 
  might try to remove the bell from its 
  fastenings, and in so doing, cause it to strike 
  the floor. This will also make the magic chime 
  sound.
  However, if characters are able to resist 
  striking the bell, Xotaph will curse and 
  disappear. The tower starts to grow 
  translucent. Anyone left on the upper levels 
  after a few turns will plummet as the tower’s 
  stone turns insubstantial!
  The Restless Dead
  If the golden bell is rung, all the ghosts 
  (including Xotaph) suddenly disappear. 
  The chime seems to reverberate for miles. 
  Moments later, the ground shakes as the 
  crypts surrounding the temple complex 
  disgorge a horde of masked mummies. 
  Xotaph’s own mausoleum crashes up through 
  the plaza’s flagstones and its brazen doors 
  swing wide. The High Priest’s mummy comes 
  striding out, giant mace in hand, ready to 
  command his newly-assembled army.
  At this point, the Heroes have several options:
   
  4 They can try to hole up in the Moon 
  Tower (a bad idea, since they’ll effectively 
  be surrounded and the Tower disappears 
  at dawn).
   
  4 They can confront Xotaph directly. 
  Although he has roughly a hundred 
  mummies at his command, the desiccated 
  creatures move slowly, and only a handful 
  (say 3x the number of Heroes) will be 
  able to protect their master for the first 
  few turns of combat. The GM can always 
  have more shamble up if the battle goes 
  too easy. Destroying Xotaph causes his 
  followers to file back to their crypts and 
  de-animate. 
   
  4 They can escape. This may seem 
  deceptively simple at first, as the 
  mummies move too slowly to block a 
  determined party. However, the PCs will 
  have to navigate down the mountain trail 
  in the black of night. Also, the mummies 
  will eventually reach Yqar and slaughter 
  all the villagers unless they are somehow 
  stopped. 
  
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  Appendix A
  Cast of Characters
  Ollim Parvus, Wily Antiquarian
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1 
  Agility  
  0 
  Melee  
  0 
  Mind 
   
  1 
  Missile  
  0 
  Appeal  
  1 
  Defence 
  1
  Careers
  Rogue  
  1 
  Scholar  
  1
  Protection 
  Light armor 
  d6–3 (1)
  Weapons 
  Knife  
  d6L
  Points
  Lifeblood 
  6
  Originally born in Lysor, Ollim barely escaped 
  capture after filching manuscripts from the 
  Satarlan Great Library. Since that time he 
  has become a wanderer and opportunist. His 
  ultimate disposition (and usefulness to the 
  Heroes) is up to the GM. 
  Azhdarkho, Flying Lizard
  Creature Size: Very Large
  Normally Found: Mountains, plains
  Azhdarkho are scaly flying lizards resembling 
  drakks but are smaller, more nimble and 
  more colourful, with snake-like hides of 
  purples, blues, reds, and yellows. Their bat-
  like leathery wings can be 30’ from tip to tip. 
  Like drakks, if they hit their target, azhdarkho 
  will carry their prey to their nest to feed – 
  especially if they have young. Unlike drakks, 
  azhdarkho can spit a glue from their beaks up 
  to 50’ to prevents their prey from escaping.
  Traits
   
  4 Special Attack: Spit. The azhdarkho’s spit 
  is gluey – it will immediately slow the 
  movement of any creature it hits. Heroes 
  make a Demanding strength Task Roll to 
  avoid being stuck to the spot.
  Attributes 
   
  Combat Abilities
  Strength 
  5 
  Attack  
  +2 
  Agility  
  1 
  Damage 
  d6H 
  Mind 
   
  –2 
  Defence 
  2 
  Lifeblood 
  25 
  Protection 
  d6–3 (1)
  Masked Mummy (Bloodless Rabble)
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Attack  
  +0 
  Agility  
  -1 
  Damage 
  d3 
  Mind 
   
  -1 
  Defence 
  0 
  Lifeforce 
  3 
  Protection 
  0
  Preserved by the dry mountain air, these 
  corpses of former nobility animate when their 
  possessions are threatened or by the ringing 
  of the golden bell. They move slowly, and 
  always attack last with their ragged claws. 
  Xotaph (Mummy Form)
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Initiative 
  1 
  Agility  
  0 
  Melee  
  2 
  Mind 
   
  2 
  Ranged 
  0 
  Appeal  
  -1 
  Defence 
  1
  Careers
  Priest  
  3 
  Sorceror 
  2
  Protection 
  Mummified flesh*
  Weapons 
  none
  Points
  Villain Points 5 
  Fate Points 
  3 
  Arcane Power 12 
  Lifeblood 
  13
  Xotaph is a high-priest of Nemmereth, 
  responsible for great cruelty during life. In 
  either ghost or mummy form he can cast 
  the 2nd magnitude spell Beguile (see Mythic 
  rulebook) at a cost of 10 arcane power. He 
  may have other spells as the GM desires.
  *Xotaph’s dried flesh takes only 1 Lifeforce 
  damage from piercing attacks that get through 
  his protection of d6+1 (0 against fire). 
  
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  Lemurian Legends  Shades of Yggdar
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  Adventure Overview
  The adventure begins with the Heroes being 
  pursued by a murderous war-party of grooth. 
  Exactly why is up to the GM – maybe one of 
  the PCs killed a grooth chieftain. Or shaman. 
  Or desecrated some sacred area, like a 
  graveyard. Whatever the reason, the beast-
  men are now so howling-mad as to chase the 
  heroes for days across the Plains of Klaar. The 
  PCs have so far been unable to throw off the 
  hunt.
  In keeping with Sword and Sorcery tropes, 
  the GM may wish the heroes to begin play 
  with less than their usual suite of equipment. 
  Armor and shields (encumbering in a chase, 
  anyway) are gone, and each Hero can choose  
  only one weapon available to him or her. This 
  helps to ensure that the Heroes are feeling 
  particularly vulnerable when grooth war-cries 
  sound in the distance. 
  Pursuit!
  The Heroes are two days into the chase. 
  They have only slept in snatches, tasted few 
  scraps of food, and are cold, tired, and thirsty. 
  Always, it seems, the grooth war-party is close 
  on their heels. Feral eyes glint in the near-
  distance.
  The PCs are just breaking a hasty camp at 
  Point A on the map when a scouting party of 
  grooth come upon them. Assume 3x the PCs 
  number, all classed as rabble. About half will 
  scamper up on boulders to pepper the Heroes 
  with missile fire (crude spears and sling-
  stones) while the remainder charge forward 
  with war clubs and hide shields. 
  Once the combat is over, growls cut the air as 
  a horde of misshapen figures appear on the 
  horizon . . .
  The PCs realize they are about to be overrun 
  by a numerically superior force. Escape is 
  impossible. The only remaining hope is to find 
  defensible ground and sell their lives at dear 
  cost.
  As luck would have it, less than a hundred 
  yards away loom several carved dolmens 
  of yellowed stone. These monoliths are 
  arrayed in a tight circle, amidst an expanse of 
  relatively flat terrain. Any defenders would 
  have a clear view of approaching forces, as 
  well as the benefit of putting their backs to 
  solid rock.
  If the PCs are quick to seize this opportunity, 
  they scrabble to the dolmens and the next 
  encounter with little incident. 
  If the Heroes tarry, waves of grooth break 
  out from the scrub moments later, and close 
  to attack. Each wave has roughly the same 
  numbers as in the first combat. Heroes who 
  want to flee (or make a fighting retreat) to 
  the dolmens should be allowed to do so. 
  Otherwise, the waves continue until all the 
  Heroes are dead.
  The Dolmens
  On approach, it becomes obvious the dolmens 
  are no crude megaliths. Curving inward like a 
  giant crown of fangs, the ochre-colored stones 
  are covered with ancient writing (Ygdarri, 
  if any of the Heroes are of scholarly bent--
  though the writings have been worn by time, 
  and are nigh-indecipherable).
  PCs also soon notice none of the grooth will 
  approach the site. In fact, they keep a healthy 
  distance, too far even for missile-fire. The 
  Heroes are safe!
  But the grooth do not leave the area. Instead, 
  they completely surround the clearing and 
  set up camp. Fires are lit, food set out, and 
  weapons sharpened. The Heroes are trapped! 
  A circular pit, about ten feet across, gapes 
  at the ring’s center. The bottom is dim and 
  difficult to see. Near the pit is a large pile of 
  rags, heaped atop a blanket. The ‘rags’ are 
  Shades of Yggdar
  On the windswept Plains of Klaar...
  
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  actually the robes of Quarr Zevas, a crafty 
  old Malakuti sorcerer. He stirs as the PCs 
  approach.
  “In some trouble, are we?” Quarr quickly 
  assays the situation. He explains he is an 
  apothecary who requires exotic ingredients for 
  his medications. Hence, he has ranged all over 
  the Lemurian continent. “On this very spot 
  is a tomb built by an ancient, decadent race, 
  dating from the First Age of Man. I believe the 
  mummified body of a sorcerer lies somewhere 
  below. Such a corpse still holds a measure of 
  supernatural power, and can be used in the 
  distillation of certain potions. If you were 
  to assist me with recovering this cadaver, 
  perhaps I, in turn, could apply my skills to 
  your situation. These savages are no match for 
  the knowledge I possess.”
  If asked to elaborate, Quarr explains that with 
  a wizard’s powdered bones he can create “an 
  unction so potent, you would become as the 
  wind and the night, slipping unseen past open 
  eyes.”
  He cautions, however:  “I myself have not 
  journeyed down the pit, because I fear the 
  possibility of a guardian beast. As you can see, 
  my decrepit form would do me little credit 
  in such a struggle. You, on the other hand, 
  are young, and your bodies bulge with sinew. 
  Go below, and use your might to slay all who 
  approach!”
  If attacked, the deceptively quick Quarr will 
  seize a gourd suspended from his neck and 
  hurl it to the ground. The gourd explodes on 
  contact, releasing a cloud of whirling scarlet 
  mist. Under this cover, Quarr will cast a 
  second magnitude spell and transform himself 
  into a tiny spider, to crawl between the cracks 
  in the dolmens and wait (he is infinitely 
  patient). If this happens, the PCs will have to 
  engineer their own escape from the grooth 
  (see the section Endgame).
  The Pit
  Without rope, there does not appear to be a 
  simple way down the pit (If the PCs start out 
  “equipment starved” as recommended, rope 
  is not available). Also, without a convenient 
  torch, it is difficult to gauge how deep it goes 
  (the pit is roughly 60’ to the bottom).
  Quarr has all the materials, including flint and 
  steel, to fabricate several torches. He has no 
  rope, however.
  Examination of the pit’s sides shows they are 
  carved with elaborate bas reliefs of horned 
  skeletons, descending into the underworld. 
  The depth and scale of the carvings are such 
  that the figures’ eyeholes, ribcages, and 
  jawbones all present possible hand and foot-
  holds for someone wishing to climb down. 
  In fact, descending in this manner is only a 
  series of Easy (+1) Agility or Strength checks, 
  adding any career ranks that involve climbing 
  (Barbarian, Thief, or whatever else the GM 
  approves). However, in dim light these checks 
  become Hard (–1) and in darkness Tough (–2), 
  with the person groping around blindly for the 
  next secure hold. 
  The pit is only clearly lit by sunlight down to 
  about 15’ or so. After that it rapidly becomes 
  dim, and then dark. Clever PCs who wait until 
  the sun is directly overhead will have good 
  lighting to about 30’ down, after which the pit 
  is dim for the rest of the descent. 
  Needless to say, trying to descend with a torch 
  in one hand is probably not a good idea. 
  Consider having climbers roll three checks, at 
  the beginning, mid-point, and near the end of 
  Quarr has all the materials, including flint and 
  
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  the descent. Failure at the beginning results 
  in a 60’ drop to the flagstones below (3d6 
  damage), the midpoint a 30’ drop (2d6), and 
  near the end about 10’ (1d6). Any PCs who 
  blow their check can opt to spend a Hero Point 
  and seize a secure hold at the last moment. 
  For the sake of ‘realism’, a PC who takes half 
  or more of their current lifeblood from a fall 
  should make a Tough (–2) Strength check, or 
  suffer some kind of injury (break or sprain). 
  The injury will incur a penalty die on most 
  physical actions until fully healed. 
  The pit is intended as an exercise in problem-
  solving, not a way of killing off PCs or 
  exhausting their Hero Points early in the 
  adventure. The GM should be generous with 
  any creative plan the Heroes are able to hatch 
  (such as cutting Quarr’s blanket into strips, 
  knotting them together, and using this ‘rope’ 
  to lower a lit torch). You can scale up the 
  difficulty by making the climbing check rolls 
  Moderate (0) instead of Easy, though this 
  will likely result in several falls. Quarr will 
  be willing to assist if he can, since it is in his 
  best interest for the PCs to succeed. However, 
  he will not volunteer using his magic, and he 
  should not be a source of easy answers if the 
  Heroes are stumped. 
  Characters who reach the bottom of the pit 
  will be able to hang-drop from the last of the 
  carvings to the chamber below, without taking 
  any damage. 
  The Circular Chamber
  This area will be dark, unless the PCs have 
  a light source. The walls depict a detailed 
  mosaic, in chiefly indigo, gray, and orange-red 
  tiles, of Nemmereth’s realm: a twilight land 
  between trackless cold heavens and floes of 
  fire and lava below. Any light will shine from 
  these ancient tiles as if they’ve just been 
  polished. 
  The floor of the chamber is littered with 
  skeletons, the remains of hapless adventurers 
  over the centuries. Much of this gear is 
  pitted and rusted, but at the GM’s option a 
  few serviceable pieces can be scrounged – 
  especially if the PCs are hurting to re-equip. 
  Heroes searching the rest of the chamber will 
  come upon The Blank Archway (A) and The 
  Guardian Statues (B).
  A - The Blank Archway 
  An impressive-looking arch of basalt frames 
  bare stone. Once one of the guardian beasts 
  (below) is slain, the entire circular chamber 
  rotates 180 degrees, until this open arch 
  lines up with the hallway leading to Princess 
  Xumides’s Chamber.
  B - The Guardian Statues 
  Two large statues occupy this niche, both 
  carved from some unknown, metallic-looking 
  stone. The bottommost is a giant serpent with 
  six pairs of legs, and stylized smoke streaming 
  from its nostrils. Leaping over the serpent is 
  a sphinxlike creature with a woman’s veiled 
  head, bare torso, and an andrak’s body. 
  As soon as the statues are spotted, a voice 
  booms out in ancient Yggdari: “Interlopers! 
  Choose the manner of your passing. Claim 
  the fires that thread serpent-like through the 
  earth’s hot blood–” a flawless ruby suddenly 
  gleams within the mouth of the serpent 
  statue, “or the freezing void between distant 
  stars–” a topaz shimmers into existence atop 
  the sphinx-creature’s crown. “Choose now, 
  and let your blood and flesh mingle with those 
  who came before!”
  If the PCs don’t speak Yggdari, all this comes 
  across as a garble of strange consonants. 
  However, the two gems gleam brightly enough 
  in their respective places. 
  The two statues are the cause of all the bones 
  littering the floor. If the ruby is removed from 
  the serpent’s mouth, then the serpent statue 
  animates and attacks. Likewise, if the topaz 
  is removed, the sphinx will animate. If some 
  greedy bastard takes both gems, then both 
  creatures will attack (and the PCs are in for a 
  world of hurt)! 
  Trying to smash a statue will also cause it to 
  animate. 
  Once a guardian beast is slain it disappears, 
  though the gem remains. With a shriek of 
  ancient, demon-driven machinery, the circular 
  chamber will rotate as described, until the lit 
  hallway leading to Xumides’s chamber lines 
  up with the basalt archway (if your players are 
  thorough and kill one guardian beast, then 
  cause the other to animate and kill that one –  
  the chamber will not rotate twice).
  
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  The Hallway
  This 40’ corridor of blue marble connects 
  the circular chamber to Princess Xumides’s 
  ‘tomb.’ A pair of lit torches blaze at the far 
  end. Closer to the PCs are several blackened 
  cressets where torches might have once been 
  placed, but are empty now.
  Further down the corridor, the Heroes will 
  notice a faintly luminescent, sweet-swelling 
  smoke filling the air. This is magical Incense 
  of Stasis seeping from the Princess’s chamber 
  (see Appendix B). The torches burn eternally; 
  though long flames gutter from their tips, 
  neither the wood nor the oil-soaked linen 
  wrappings are actually consumed. Any torches 
  the PCs are holding will be affected the same 
  way, as long as they remain in the area of 
  incense smoke.
  A curtain of tiny amber beads screens the end 
  of the hall.
  Princess Xumides’s Chamber
  Anyone expecting a dusty crypt at this point 
  is in for a shock! The beaded curtain parts 
  to reveal a bedchamber of comfortable 
  proportions, with jade tile covering the floor 
  and walls made from polished basalt. A low 
  table groans under the weight of roast joint, 
  fowl, ewers filled with purple wine, and silver 
  bowls overflowing with lush jungle fruits. 
  Farther back sits a canopied bed, flanked by 
  two statues depicting ancient Oosal warriors, 
  carved from ebony. The warriors stand 
  close to 7’ and hold short-hafted bronze 
  axes. Behind the gauze screening the bed, a 
  feminine silhouette can be glimpsed. 
  The chamber is lit by an ever-burning torch in 
  each corner. Beneath each torch is a brazier 
  with a fat green cake of burning incense. The 
  sorcerous incense smoke wafts thick and 
  permeates everything with a rich smell like 
  sandalwood.
  The princess peeks her face out from behind 
  the gauze. She calls a greeting to the PCs in 
  Yggdari. If this yields only confused looks, 
  she will concentrate for a moment, and (after 
  an expenditure of 4 Arcane Power), be able to 
  converse fluently in the Heroes’ tongue. 
  Xumides is happy to have visitors. After 
  giving an account of her impressive lineage, 
  she explains she has ‘entombed’ herself 
  voluntarily, sleeping for all eternity in her 
  luxurious chamber. “The ravages of age cannot 
  touch me in this place. Outside, kings die, 
  empires crumble, the land withers and falls 
  away. I care not. Here there is only languorous 
  sleep, and dreams of fantastic antiquity. I 
  await the perfect mate – a man of cunning, of 
  strength, with the prowess to have defeated 
  the guardian beasts protecting this chamber. 
  That man will share paradise with me.”  
  Xumides asks the Heroes to dine at her table. 
  PCs doing so will soon learn the cups of wine 
  and bowls of fruit never empty. Meat cut from 
  the roast fowl and joints appear to “grow 
  back,” as if by magic. Though the princess 
  offers no explanation, this is yet another 
  effect of the magical incense.  
  Xumides’s main concern is picking an 
  appropriate companion for eternity. She’ll 
  she explains she has ‘entombed’ herself 
  
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  look all the male Heroes over, but be drawn 
  to qualities of good breeding, attractiveness, 
  intelligence, and sheer physical presence. She 
  might also ask the loaded question of who 
  among the Heroes is best!
  Once she’s made her choice, Xumides bluntly 
  commands the lucky individual to remain with 
  her in the chamber while the rest of the PCs 
  leave. Any other response besides immediate 
  compliance and fawning gratitude on behalf of 
  her new ‘mate’ will draw shock and scorn from 
  the princess. If feeling rejected, she haughtily 
  barks a word of command and the two Oosal 
  warriors (who aren’t really carved from ebony) 
  will be released from their magical stasis. The 
  warriors spring to attack, while Xumides uses 
  her sorcerous mind-powers to beguile the 
  Heroes.
  Of course, the chosen ‘mate’ could simply 
  decide to comply – there are worse fates in the 
  harsh lands of Lemuria, after all, and spending 
  an eternal honeymoon with a beautiful 
  princess might strike some as pleasant. In 
  such a case, Xumides’s chamber will rotate 
  shut after the rest of the Heroes take their 
  leave, and won’t open again.
  Anyone injured while within Xumides’s 
  chamber will regain lost LB at the rate of one 
  point per minute (but will not regain any LB 
  lost prior to entering the room, as this goes 
  against the stasis effect of the incense). If 
  either Xumides or the Oosal warriors are 
  dragged out into the corridor, beyond the 
  sustaining properties of the incense, time will 
  immediately catch up to them, and they will 
  wither to powder before the Heroes’ eyes.
  Of course, the powdered remains of Xumides 
  is exactly what Quarr Zevas is looking for. 
  And her necklace of flawless fire-opals also 
  remains intact...
  Endgame
  Once Xumides has been dealt with, the PCs 
  still need to get back up the pit to the surface. 
  Though ascending would nominally be more 
  difficult than climbing down, the GM can 
  handwave this part if he wants – the pit has 
  already served its dramatic purpose. Piling 
  up debris from the circular chamber and 
  Xumides’s vault will make it easy to reach the 
  pit’s sides.
  If Quarr Zevas is still alive and the PCs give 
  him Xumides’s remains, he will happily make 
  the magical unction he promised. This takes 
  half a day as Quarr boils various liquids and 
  chants droning incantations. When finished, 
  he has a bowl of sickly green paste he smears 
  over the PCs’ faces and exposed limbs. The 
  unction allows the heroes to Pass Unnoticed 
  as per the spell (see the BoL Mythic rulebook) 
  without having to roll for success. It also 
  allows them to move with the untiring speed 
  of a swift breeze. How long this lasts is up to 
  the GM, but the heroes should have an easy 
  time sneaking through the grooth cordon and 
  affecting their escape.
  If Quarr has been killed, or the PCs have failed 
  to gather Xumides’s remains, then creative 
  planning is called for. The grooth won’t be 
  leaving the area any time soon. A desperate 
  night-sortie might allow the PCs to escape 
  (after one or more of their number has fallen 
  in combat). Alternatively, playing on the 
  grooth’s superstition of the dolmens would 
  likely be more effective. PCs donning the 
  ancient armor, for example, and dusting their 
  skin with ash might be mistaken as ghosts or 
  malign spirits, and allowed to pass. 
  Once the Heroes are free from the area, they 
  may range where they will. Perhaps to Hydral 
  Chasm, and beyond . . .
  Appendix A
  Cast of characters
  Grooth (rabble)
  Attributes 
   
  Combat Abilities 
  Strength 
  1 
  Initiative 
  0 
  Agility  
  1 
  Melee  
  0 
  Mind 
   
  –1 
  Ranged 
  0 
   
  Appeal  
  –1 
  Defense 
  0
  Protection  
  0
  Weapons 
  spear, sling, or  
   
   
  war-club (d3 damage)
  Lifeblood 
  3 (Rabble)
  Each grooth is rank 1 in either Barbarian or 
  Hunter. Canny fighters, they make full use of 
  the Horde special ability to gang up on PCs 
  (see Mythic rulebook).
  
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  Quarr Zevas, Malakuti Sorcerer
  Attributes 
   
  Combat Abilities 
   
   
   
  Strength 
  –1 
  Initiative 
  2 
  Agility  
  1 
  Melee  
  0 
  Mind   
  3 
  Ranged  
  0 
  Appeal  
  1 
  Defense  
  2
  Careers
  Alchemist 
  2  
  Merchant  
  0  
  Scholar  
  1  
  Sorcerer  
  1
  Protection  
  none
  Weapons   
  knife, d6L–1
  Points
  Arcane Points 11 
  Lifeblood 
  9 
  Villain Points 5 
  Boons/Flaws
   
  4 Arrogant – Roll a penalty die when dealing 
  with provincials or foreigners, where his 
  arrogance might annoy or offend them.
   
  4 Learned – When recalling a fact from his 
  area of specialty, he receives a bonus die.
   
  4 Lightning Reflexes – He is quick to spot 
  danger and react, and receives a bonus die 
  to his Priority Rolls. 
  Close to a hundred years old, this crotchety 
  old magician (also known as ‘Decrepit Quarr’) 
  has spent the bulk of his career wandering 
  and collecting rare ingredients for his potions. 
  He has picked up several languages as a result 
  of his travels. 
  Most of Quarr’s magic centers around 
  alchemical preparations. If hard-pressed, he 
  can cast a Tough (–2) second magnitude spell 
  to transform into a tiny spider and escape 
  (cost: 10 arcane points, requires special 
  ingredients).
  Fire-Serpent (Guardian Beast)
  Attributes 
   
  Combat Abilities
  Strength  
  5 
  Attack   
  +3 
  Agility   
  2 
  Damage  d6+1+d3* 
  Mind   
  0 
  Defense 
    2
  *extra d3 is fire damage
  Protection 
  d6 scaled hide
  Lifeblood 
  25
  This twelve-legged creature has a body like a 
  giant anaconda, with bronze-colored scales. 
  It exhales jets of flame and black smoke; the 
  intended target of its bite (whether the fire-
  serpent hits or not) has a –2 penalty to attack 
  because of the heat and blinding fumes.
  For a tougher version, add +5 LB and a 
  constriction attack, +3, d6+1 continuous 
  damage, until target is freed (Demanding 
  Strength check). The serpent can constrict one 
  opponent and make a separate bite attack (as 
  per the Multiple Attack boon).
  Sphinx-Like Creature (Guardian Beast)
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack   
  +3  
  Agility  
  2 
  Damage   d6 or gaze*  
  Mind   
  2 
  Defense 
  3
  Protection 
  d3 tough hide
  Lifeblood 
  30
  *This improbable combination of veiled 
  maiden and andrak can make a special 
  gaze attack every other round. The creature 
  draws aside her veil and glares with the cold 
  fury of vacuum. The attack is +4 to hit and 
  does d6 damage, ignoring armor protection.  
  Additionally, anyone taking damage must also 
  pass a Strength check at –2 or be paralyzed on 
  his or her next action, with a penalty die for 
  the next d3 rounds after that.
  Oosal Warriors
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +3 
  Agility   
  1 
  Damage   
  axe, d6+3  
  Mind   
  0 
  Defense   
  1
  Protection 
  1 pt. thick skin
  Lifeblood 
  11 
  These ancient warriors of Oosal stand close 
  to 7’ tall, and wear silk pantaloons with sand 
  runner feathers. At first glance they appear 
  to be carved from ebony, but are in fact held 
  in a deep stasis that Xumides can break with 
  a command world. They are fiercely loyal to 
  their princess, Xumides.
  For a tougher challenge, give the warriors 
  great axes (d6H+3).
  
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  Xumides, Yggdari Princess
  Attributes 
   
  Combat Abilities
  Strength  
  –1 
  Initiative  
  1 
  Agility   
  0 
  Melee   
  0 
  Mind   
  2 
  Ranged  
  0 
  Appeal  
  3 
  Defense  
  3
  Careers
  Assassin 
  0 
  Noble  
  2 
  Scholar  
  1 
  Sorcerer 
  2
  Protection 
  none 
  Weapons 
  none
  Points
  Arcane Points 14 
  Lifeblood 
  7 
  Villain Points 4 
  Boons/Flaws
   
  4 Arrogant – Roll a penalty die when dealing 
  with provincials or foreigners, where his 
  arrogance might annoy or offend them.
   
  4 Attractive – Princess Xumides is 
  parcularly pretty and rolls a bonus die 
  in situations where good looks might be 
  important. 
   
   
  4 Power of the Void – Two points have been 
  added to her Arcane Points. 
   
   
  4 Slender –  Two points have been deducted 
  from her Lifeblood. 
   
  With lustrous black eyes, porcelain skin, and 
  fair hair so fine it falls past her sculpted 
  shoulders like sea-foam, Xumides is the 
  archetypal beautiful princess. However, her 
  mind was warped even before she began her 
  centuries-long ‘entombment’ in hopes of 
  finding the perfect eternal mate. Impossibly 
  vain, her temper will snap into a cold rage if 
  she is made to feel scorned or slighted.
  All of Xumides’ sorcery involves the projection 
  of her powerful will. Her favorite tactic is to 
  cast Beguile (see the BoL Mythic rulebook) on 
  the most powerful-looking hero and command 
  him to attack his friends.
  Appendix B
  Incense of Stasis
  These squat green cakes produce a thick, rich-
  smelling smoke that smells of sandalwood 
  and cedar. Objects (including living beings) 
  within the area of the smoke become subject 
  to a magical stasis, preserving their original 
  form (that is, the form they had when first 
  coming into contact with the smoke) despite 
  the passage of time or adverse events. This 
  magic affects the incense cakes themselves, 
  preventing them from being consumed by the 
  fire used to light them.
  Once an object is taken out of the area of 
  magical smoke time will immediately catch 
  up with it, and the stasis effect cannot be re-
  established.
  Needless to say, these cakes of incense 
  are priceless to sorcerers or priests who 
  understand their function.
  
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  Adventure Overview
  The heroes arrive before the gates of a 
  bustling Lemurian city (which city is up 
  to the GM, but neither Satarla or Zalut is 
  recommended). The usual routine of the 
  metropolis has been shattered by the arrival 
  of a floating castle, hovering like a storm 
  cloud over the palace . At night, “winged 
  demons” swoop down from caves located 
  on the underside of the castle and snatch 
  unwary nobles away for ransom. A Zaluti arch-
  sorcerer named Ennenku is said to be behind 
  the abductions. The King’s army is helpless; 
  even the siege engines lining the walls of the 
  palace can’t lob missiles high enough to reach 
  the cloud-fortress. And Phandus Dro, the 
  city’s pre-eminent sorcerer, has been strangely 
  silent about the whole affair. 
  The heroes are approached by Calixtus, a 
  powerful noble related to the King, who offers 
  them substantial reward if they can somehow 
  reach the fortress and defeat Ennenku. 
  After thwarting an abduction 
  attempt on Calixtus’s own 
  daughter, the PCs (hopefully) 
  agree, and discover a means 
  of conveyance--either by 
  their own magic, using the 
  giant bat mounts of the 
  “demons” who have been 
  making the nighttime 
  raids, or through some 
  posthumous help from 
  Phandus Dro. 
  Once the heroes reach the 
  fortress they will have to 
  contend with a small 
  army of renegade Axos 
  tribesmen, recruited 
  by Ennenku. 
  Depending on the 
  route they take, 
  the PCs might also 
  encounter a pair of prisoners (a succubus 
  and an injured Winged Man), before finally 
  confronting the sorcerer in his own hall and 
  learning his horrific secret. If Ennenku is slain, 
  the fortress will begin to fall from the sky, 
  forcing a race against time as the Heroes loot 
  the sorcerer’s treasure room and make their 
  escape. 
  Starting the Adventure
  Let the PCs offer explanations for their long 
  journey. Long before they reach the city 
  gates, they will notice the fortress hovering 
  above the city. A quick discussion with locals 
  confirms this is not a ‘normal’ occurrence, 
  and everyone from wine-shop patrons to 
  jaded nobles are abuzz, speculating about 
  the threat posed by Ennenku. Paraphrase the 
  information from the Adventure Overview to 
  get the heroes up to speed.
  At some point, word of the PCs’ arrival 
  reaches Calixtus, who dispatches a messenger 
  to them with an urgent summons.
  Attempted Abduction!
  The messenger will lead the 
  Heroes to the sprawling 
  estate of Calixtus, head of a 
  noble merchant family and 
  nephew to the King. Calixtus 
  throws a nighttime feast in 
  the PCs’ honor, with the usual 
  diversions, before inviting 
  them to sprawl on silken 
  cushions and hear his 
  pitch.
  It goes like this: 
  over the past 
  two weeks, 
  several 
  prominent 
  nobles have been 
  kidnapped from 
  The Skyward Citadel
  Above a bustling Lemurian city...
  powerful noble related to the King, who offers 
  them substantial reward if they can somehow 
  reach the fortress and defeat Ennenku. 
  After thwarting an abduction 
  attempt on Calixtus’s own 
  daughter, the PCs (hopefully) 
  agree, and discover a means 
  of conveyance--either by 
  their own magic, using the 
  giant bat mounts of the 
  “demons” who have been 
  making the nighttime 
  raids, or through some 
  posthumous help from 
  Once the heroes reach the 
  fortress they will have to 
  contend with a small 
  army of renegade Axos 
  tribesmen, recruited 
  Depending on the 
  route they take, 
  the PCs might also 
  At some point, word of the PCs’ arrival 
  reaches Calixtus, who dispatches a messenger 
  to them with an urgent summons.
  Attempted Abduction!
  The messenger will lead the 
  Heroes to the sprawling 
  estate of Calixtus, head of a 
  noble merchant family and 
  nephew to the King. Calixtus 
  throws a nighttime feast in 
  the PCs’ honor, with the usual 
  diversions, before inviting 
  them to sprawl on silken 
  cushions and hear his 
  pitch.
  It goes like this: 
  over the past 
  two weeks, 
  several 
  prominent 
  nobles have been 
  kidnapped from 
  
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  their homes and ransomed by Ennenku for 
  astronomical sums. Though most have been 
  returned alive, the King is losing influence 
  among the great families. He is willing to bury 
  the PCs in gold if they can somehow reach the 
  fortress and stop Ennenku.
  Screams interrupt Calixtus’s 
  speech. A group of 
  Ennenku’s thugs have 
  swooped in by 
  moonlight on 
  the backs of 
  giant bats 
  (xhats 
  – see 
  Appendix A) 
  and are intent 
  on snatching for 
  ransom Virena, the 
  nubile young daughter 
  of Calixtus. 
  The mounted tribesmen 
  have entered through 
  the courtyard. 
  Already, several 
  guards sprawl dead 
  from slung stones. 
  The cornered 
  Virena will be 
  carried off as 
  another prisoner 
  without the PCs’ intervention. 
  There should be two mounted tribesmen 
  per PC, with an additional riderless xhat 
  brought along to carry off Virena. Half will 
  remain airborne, attacking with missile fire, 
  while the other half land and engage in hand-
  to-hand (their xhats will not attack in this 
  case). Tribesmen and/or xhats who become 
  wounded while airborne will attempt to flee. 
  At the end of the battle, the PCs have the 
  opportunity to capture one or more of the 
  monstrous bats. The creatures are docile if 
  not attacked or ordered to attack by their 
  riders. PCs possessing careers associated with 
  riding or beast-handling would have the best 
  chance of controlling a xhat as a mount. Once 
  airborne, the creatures instinctively make for 
  the floating fortress (see The Approach for 
  more details).
  Of course, there might not be enough xhats 
  to carry all the PCs in one trip. Normally, 
  the great bats can only accommodate 
  one rider at a time, though 
  in a pinch the GM could 
  rule they can carry 
  an additional hero 
  clutched in their 
  talons.
  Getting There is Half the Fun
  If flying up on xhats to the floating 
  castle seems too convenient, or if this 
  approach is somehow unavailable, 
  the GM can have Calixtus mention 
  the local sorcerer, Phandus Dro, 
  who has been known to help the 
  King from time to time. Phandus 
  has a tower with an attached villa 
  overlooking the merchant quarter.
  PCs trying to gain audience with the reclusive 
  sorcerer through the usual means will have no 
  luck. They will have to break into the tower 
  itself to discover that Phandus has recently 
  died of a heart attack; his corpse slouches 
  atop a chair in his workroom. Most of his 
  valuables have already been looted by thieves, 
  though a locked case in his summoning rooms 
  fortress and stop Ennenku.
  Screams interrupt Calixtus’s 
  speech. A group of 
  Ennenku’s thugs have 
  swooped in by 
  moonlight on 
  the backs of 
  giant bats 
  (xhats
  – see 
  Appendix A) 
  and are intent 
  on snatching for 
  ransom Virena, the 
  nubile young daughter 
  of Calixtus. 
  The mounted tribesmen 
  have entered through 
  the courtyard. 
  Already, several 
  guards sprawl dead 
  from slung stones. 
  The cornered 
  Virena will be 
  carried off as 
  another prisoner 
  airborne, the creatures instinctively make for 
  the floating fortress (see The Approach for 
  The Approach for 
  The Approach
  more details).
  Of course, there might not be enough xhats 
  to carry all the PCs in one trip. Normally, 
  the great bats can only accommodate 
  one rider at a time, though 
  in a pinch the GM could 
  rule they can carry 
  an additional hero 
  clutched in their 
  talons.
  Getting There is Half the Fun
  If flying up on xhats to the floating 
  castle seems too convenient, or if this 
  approach is somehow unavailable, 
  the GM can have Calixtus mention 
  the local sorcerer, Phandus Dro, 
  who has been known to help the 
  King from time to time. Phandus 
  
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  holds a sword and dagger, both made from 
  silvered steel.
  If the GM wishes, there might be ‘pets’ (a 
  guardian demon, cockatrice, or golem) of the 
  late sorcerer still hanging around…
  A thorough search of Phandus Dro’s tower 
  will reveal a bound demon in the uppermost 
  room. This creature has a 40’ wingspan and 
  can carry the large brass cage Phandus keeps 
  on the tower roof as a means of conveyance. 
  The cage, as it happens, is conveniently large 
  enough to accommodate all the PCs. Still, 
  the heroes must find a way of forcing or 
  persuading the bound demon to carry them 
  up to the castle. Ranks in the Magician career 
  or just plain old intimidation would likely be 
  the most helpful.   
  Finally, a PC magician with sufficient power 
  could conjure his or her own way to reach the 
  castle. A spell bestowing the power of flight 
  would be on the order of Second Magnitude, 
  though it is much more in keeping with 
  Swords and Sorcery flavor if this is via a 
  summoned creature or magical conveyance vs. 
  zooming around like Superman (ask yourself 
  as a GM: could the effects of this spell be 
  animated by Ray Harryhausen? If yes, then it’s 
  probably S&S).  
  The Approach
  Regardless of how they reach it, there are 
  two basic ways to approach the citadel: from 
  underneath, accessing the large cavern the 
  xhats use as an aerie (and which they will 
  instinctively make for), or flying up above the 
  walls and tower and looking for a place to 
  land.
  The ‘bottom’ approach allows for stealth, 
  while the ‘top’ is more direct but virtually 
  guarantees the PCs will be spotted. Axos 
  tribesmen are posted on the castle’s walls 
  and towers. They will sound an alarm and 
  open fire with slings and a powerful springald 
  (see the section B - Watchtower) at any aerial 
  target they spot, including xhats, which never 
  approach the castle in this manner. The only 
  place to put down safely within the walls is 
  the courtyard; the inner bailey with Ennenku’s 
  hall and tower is too narrow.  
  Fortress Layout
  Ennenku’s fortress is divided into two parts: 
  the rocky underside with its cave complex, 
  and the upper portion consisting of courtyard, 
  towers, and inner bailey.
  Cave Complex
  1 - Aerie of the Xhats
  This large natural cavern houses the xhats, 
  about 20 or so adults and smaller juveniles. 
  Like normal-sized bats, they cluster together, 
  suspended upside down when asleep. Their 
  abundant guano is collected by the tribesmen 
  and used as fertilizer in the gardens above, or 
  hauled to smaller adjoining caves (2).
  PCs entering the fortress through here have 
  a good chance of achieving surprise, as 
  the tribesmen assigned to guard the cave 
  mouth are routinely asleep – no-one has ever 
  approached this way. Assume that 1-2 sentries 
  are posted here at any given time, and are 
  alert only on a 5-6 (roll a d6).
  2 - Xhat Food Caves
  The guano placed in here feeds colonies of 
  large (1’ to 2’ long) mealworm-like creatures , 
  which are in turn fed to the xhats.
  3 - Tribal Chamber
  This functions as both the guard room and 
  main sleeping quarters for the Axos tribe. 
  Assume roughly 2-3 times the number of PCs 
  in fighting males, though if not expecting 
  trouble only half will be awake. They sleep 
  in their rough furs and hide ‘armor’, with 
  weapons always ready nearby. Their furniture, 
  food, and tools are all of a crude but 
  serviceable make. 
  Tribesmen encountered in their lair will fight 
  to the death. Their fear of Ennenku dictates no 
  less.
  4 - “Dungeon” Area
  These are several linked caverns that make 
  up the dungeons (in the traditional sense) of 
  Ennenku’s fortress. There will be 1-2 awake 
  and alert tribesmen serving as guards in the 
  central chamber. Opening off this chamber are 
  three smaller caverns screened with iron bars. 
  
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  The guards have keys operating both the locks 
  to the chambers and the prisoners’ manacles.
  The westernmost cell holds d6 nobles 
  snatched from the city below, awaiting 
  ransom. They are frightened and hungry, and 
  will not be much help if freed. All are classed 
  as rabble. If the heroes can somehow get them 
  off the floating rock in good shape, the nobles’ 
  families will gladly furnish a reward.  
  The northernmost cell contains a ravishingly 
  beautiful young woman, clad in scanty rags 
  with crimson tresses trailing to her knees. 
  This is Sestri, a demon, who is being confined 
  as punishment for disobedience to Ennenku. 
  She will claim to be a noblewoman from a far 
  northern city, captured by the sorcerer and 
  imprisoned for refusing to be his mistress. 
  Sestri explains she knows the secret to 
  defeating Ennenku, through the use of a 
  talisman proof against his magic.
  In truth, this talisman is actually a gem 
  containing Sestri’s soul-force, used by 
  Ennenku to control her. The gem is located in 
  the Squat Reinforced Tower (C, on the Upper 
  Fortress map) and Sestri offers to lead the 
  party there if freed. She will otherwise avoid 
  combat and go to lengths to conceal her true 
  form.
  The southernmost cell contains a Winged 
  Man in sad shape, wearing a dirty rag tied 
  around his eyes. This is Paai Gar, who made 
  the mistake of investigating Ennenku’s 
  fortress when it was traveling through the 
  Axos mountains. He has since been tortured 
  and blinded. Paai Gar is prone to fits of 
  melancholy, but will be more than willing to 
  help the PCs if freed. In addition to healing 
  skills, he can trace out a crude map of the 
  fortress’s layout based on memory.
  5 - Trapdoor
  A winding spiral staircase hewn from rock 
  connects the lower level with the upper 
  courtyard. At the top is a trapdoor made of 
  timber reinforced with iron. If any sort of 
  alarm has been raised in the subterranean 
  level, the trapdoor will be barred topside. 
  Hewing it to splinters is the only recourse 
  (an axe would work best). If such is the case, 
  tribesmen manning the walls above will be 
  ready with concentrated missile fire when the 
  PCs burst forth (see below).
  The trapdoor opens in the center of the 
  courtyard, with no nearby cover.
  Upper Fortress
  A - Courtyard
  Crenelated walls 20’ high surround a 
  rectangular courtyard with several towers. The 
  masonry is made from a translucent, green 
  stone, shot through with milky whorls. Most 
  of the courtyard’s open space is given over to 
  gardens and large cisterns to collect rainwater, 
  as well as a 10’ deep pool swarming with fish. 
  There are several varieties of fruit- and nut-
  bearing trees, which are supernatural in origin 
  and yield double the normal amounts all year 
  round. This, along with the fish, provides the 
  bulk of foodstuffs for the citadel. If Ennenku 
  wants something more elaborate, he simply 
  conjures it through his demonic servitors.
  B - Watchtower
  This 40’ tall watchtower protects the inner 
  bailey and Ennenku’s great hall. Mounted at 
  the top of the tower is a springald, a siege-
  engine designed by Ennenku himself. The 
  springald uses torsion and a flexible sheet of 
  steel to fire several heavy spear-like bolts at 
  once. It is mounted on a turret and is intended 
  primarily for aerial targets (the springald 
  cannot fire at more than a 45-degree angle 
  down, as the bolts will slide out). It takes 
  two turns to wind and reload the device after 
  firing. Two tribesmen man the device at all 
  times. 
  The springald fires in range increments of 
  120’ and can hit up to six roughly adjacent 
  targets. Roll for each available target – a large 
  silhouette like a xhat could be subject to two 
  attacks, but a man-sized profile only one. The 
  heavy bolts do d6H+2 damage apiece. 
  The adjacent battlements and towers house 
  a group of tribesmen (2 x the number of 
  Heroes), all armed with slings.
  The watchtower has a pair of bronze gates 
  that are normally kept open, but can be shut 
  with minimal notice. A group of heroes caught 
  in the courtyard and trying to reach Ennenku’s 
  tower will have no choice but to rush the gate 
  and engineer some way over the 20’ inner wall, 
  or batter down the bronze gates. 
  
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  C - Squat Reinforced Tower
  Just inside the inner bailey, this structure is 
  built from large, unmortised slabs of basalt. 
  The door is solid iron and rests below a lintel 
  depicting a horned demon with an enormous 
  nose and flaring nostrils. The door is triple-
  locked, requiring three different keys to open 
  (Ennenku has them on his person). The locks 
  can be picked with three separate rolls at –1 
  (Hard); Mind or Agility as a modifier, as well 
  as appropriate career ranks (Thief, Blacksmith, 
  etc.). If a roll succeeds by exactly the number 
  needed, the lock opens but a trap is triggered: 
  flaming naphtha drips down from the demon’s 
  nostrils on anyone in front of the door. This 
  effect is also triggered if someone tries to 
  force the door without picking the locks. 
  The naphtha does one d6 of fire damage for 
  d3 turns before burning out, depending on 
  how much splashes on the PC. Armor can 
  protect from this damage for one turn, but 
  will be ruined in the process. A charitable GM 
  can allow the character to make an Agility 
  check to reduce the duration by 1 turn 
  (minimum of 1).
  Triggering the trap also sounds chimes in 
  Ennenku’s Hall, alerting him to the presence 
  of intruders. He will use his oracular crystal 
  to scry PCs from that point on, and prepares 
  for their arrival by summoning demonic 
  reinforcements (see Appendix B).
  Inside the tower is a single room with a 30’ 
  tall ceiling. Arrayed on pedestals of varying 
  heights are a dozen spherical gems roughly 
  the size of a human eyeball, each glowing 
  a lambent crimson, green, blue, violet, etc. 
  A special ward has been placed across the 
  doorway that prevents demons from entering.
  If Sestri is with the PCs, she will point to a 
  pale blue gem a couple pedestals away and 
  claim it is the Heart of Namuz, a special 
  talisman that can defeat Ennenku’s sorcery. As 
  the ward prevents her from entering the room, 
  she feigns fear at the great magic present, and 
  asks a PC to retrieve the Heart. She cautions 
  the Hero to use the heavy leather gauntlets 
  suspended on a peg just inside the doorway. 
  The gauntlets protect from the gem’s infernal 
  cold, which inflicts d2 Lifeblood damage per 
  turn to bare flesh.  
  The gems are actually receptacles for the life-
  force of various demons, bound by Ennenku. 
  If the Heart of Namuz is carried across the 
  threshold, Sestri asks to show the PCs how 
  to activate the gem’s powerful magic. If it 
  is handed over, she crushes the blue gem 
  between her palms, releasing a blinding blue-
  white brilliance. She then disappears from this 
  plane amidst mocking laughter.
  If the gem is recovered but not given to Sestri, 
  she will bide her time and attempt to take it 
  by guile or force (the final showdown with 
  Ennenku presents a good opportunity). 
  Any of the gems in the chamber would be 
  valuable to a sorcerer. As a collection, they are 
  priceless. Also, some (1 in 6 chance) may have 
  powers they grant to the bearer in the form of 
  boons, such as Magic Resistance, Magic of the 
  Sorcerer Kings, or Power of the Void. However, 
  the demons whose life-force they contain will 
  eventually come looking for the new owner…
  D - Ennenku’s Hall
  Another building made from unmortised 
  basalt, with a slender, milky green tower 
  attached. The doors are solid bronze 
  (unlocked, though they can be barred from 
  within). Inside is a great hall with cathedral-
  like architecture; vaulted ceilings 40’ high 
  and floors of rose-veined marble. Arrayed 
  along the hall are eight life-sized iron statues 
  depicting people with various deformities. The 
  artist (Ennenku himself) has taken pains to 
  emphasize the subjects’ humanity.
  At the rear of the hall is a gilded throne 
  plundered from a ruined city, and suspended 
  before it, floating in mid-air, is a large chunk 
  of rock crystal with many polished facets. At 
  any given time these facets magically depict 
  glimpses of happenings in the city below; 
  nobles in their houses, soldiers on guard, 
  slaves in the market, etc. Ennenku uses 
  this scrying power to locate targets for his 
  nighttime raids. He can also ‘tune’ facets to 
  scry the floating castle, similar to a modern 
  closed-circuit camera system.
  Ennenku is usually in the hall, gazing into the 
  crystal, with Vraegg, his Axos champion, by 
  his side. If he has had adequate warning of the 
  PCs’ arrival, he will have already summoned 
  minor demons (see Appendix A) to prepare for 
  a climactic fight.  
  
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  Depending on how the GM wants to play it, 
  Ennenku might try to parley, especially if the 
  invading PCs look strong. He reveals to the 
  heroes his ultimate goal: extorting enough 
  ransom to raise a mercenary army, and then 
  establishing himself as overlord in the city 
  below! He already has a formidable treasure-
  hoard from previous cities. Of course, he will 
  offer PCs the opportunity to be his lieutenants 
  in this undertaking, with the usual promises 
  of power and vast wealth once successful. 
  If the PCs refuse, then the fight is on! If 
  they accept, Ennenku welcomes them with a 
  demon-summoned feast, plying the PCs with 
  wines from his personal stores… and later 
  tries to kill them in their sleep.
  In the course of a fight, Ennenku’s terrible 
  secret will likely be discovered (see his write-
  up in Appendix A). If Narash-Sin (Ennenku’s 
  conjoined twin) is killed, the Third Magnitude 
  spell he cast to levitate the fortress weakens 
  – the entire complex cants to one side and 
  lurches like a ship on a rolling sea before 
  beginning to spiral down. How fast the 
  fortress drops depends on how much time the 
  GM wants to give players to look for treasure 
  and/or prisoners and affect an escape (see the 
  section End Game).
  E - Ennenku’s Private Tower
  This 80’ tower is connected to the great hall’s 
  rear and can be entered only through a door 
  behind the throne. It contains Ennenku’s 
  opulent bedchamber and various rooms for 
  important guests, an alchemy workshop, a 
  small smithy, a summoning chamber with 
  pentacle, and most importantly, a treasure 
  room. Note that the PCs will probably not have 
  much time to explore the structure if they 
  have killed Ennenku/Narash-Sin, so only a 
  cursory examination is possible.
  The treasure room is not locked or trapped, 
  and is divided into two parts. The first 
  contains several (10+) chests of neatly stacked 
  golden and silver coins, many of them 
  looking exotic to the PCs’ eyes (the coins are 
  from all over the world; some are octagonal, 
  rectangular, stamped with the heads of 
  monsters, have holes in them, etc.) There are 
  also several pieces of statuary made from 
  precious metals and marble, tapestries, and 
  a platinum ewer carelessly filled with un-cut 
  rubies.
  The second part of the treasure chamber 
  (divided by a leather curtain), contains 
  Ennenku’s collection of rare wines and liquors. 
  This also represents a fortune, though most 
  if not all of the bottles will break if/when the 
  fortress crashes back to earth.
  End Game
  If Narash-Sin is killed, the fortress will 
  eventually crash into a slum section of the 
  city, or, more mercifully, into the harbor or 
  fields outside the walls. The Heroes should 
  have just enough time to grab some treasure 
  and get out. If many of the tribesmen have 
  already been killed, then several xhats should 
  be available in the aerie cavern for mounts. 
  However, if the tribesmen are mostly still 
  alive, they will take all the xhats in their hasty 
  desertion of the fortress.
  If the PCs arrived using Phandus Dro’s winged 
  demon and cage, then this is likely waiting in 
  the courtyard. Hopefully, someone told the 
  demon to stay put!
  Note that trying to cart off several of the 
  prisoners and treasure chests can represent 
  a conundrum: there is only so much weight/
  space that flying creatures can carry. This 
  “lifeboat problem” could make for some 
  interesting conflict as the fortress sinks.  
  Anyone left on the fortress when it crashes 
  will take 3d6 Lifeblood of damage. Alternately, 
  a PC can spend a Hero Point and remain 
  alive with 1 Lifeblood remaining; they were 
  somehow miraculously spared. Do not let 
  players know they have this option unless 
  they suggest it in desperation.
  Finally, as an ‘out’ for lily-livered GM’s: 
  Ennenku could have a flying carpet (demons 
  are bound into the weave) in one of the 
  tower’s upper chambers, and it just happens 
  to be large enough to accommodate the PCs.  
  Remember that the Heroes have lots of 
  potential remuneration in this adventure: 
  the King’s promised reward, the gratitude 
  of any rescued prisoners’ families, and the 
  demon-gems, as well as Ennenku’s hoard. That 
  much loot in a big city could cause its own 
  problems…
  
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  Appendix A
  Cast of Characters
  Xhat
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +1 
  Agility  
  2 
  Damage 
  d6H* 
  Mind 
   
  –2 
  Defence 
  2 (flying) 
  Lifeblood 
  20 
  Protection 
  d6–3 (1)
  Gigantic bats with a 20’ wingspan and covered 
  in bristly ebon fur, these ghastly monstrosities 
  have been domesticated as mounts by the 
  Axos tribesmen and have an insectivorous 
  diet. A xhat is capable of bearing only one 
  rider at a time; when the tribesmen engage in 
  snatch raids, they take extra xhats along to 
  carry off prisoners.
  *In addition to its bite, xhats can make a 
  wing buffet attack which does d3+1 damage. 
  Whether it hits or not, the intended recipient 
  suffers a penalty die when trying to attack the 
  xhat or its rider.
  Axos Tribesmen (rabble)
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Melee  
  1 
  Agility  
  1 
  Ranged 
  –1 
  Mind 
   
  –1 
  Defence 
  0 
  Appeal  
  –1 
  Careers 
   
  Barbarian 
  1
  Protection 
  0
  Weapons 
  axe, sling 
  d3
  Points  
  Lifeblood 
  3
  These are members of a renegade tribe, 
  recruited by Ennenku high in the Axos 
  Mountains. They are classed as rabble. Xhat 
  riders wear fur caps with stylized “bat” ears.
  Sestri, Shapechanging Demon  
  (Lesser Demon)
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Melee  
  2 
  Agility  
  1 
  Ranged 
  2 
  Mind 
   
  1 
  Defence 
  4 
  Appeal  
  3 
   
  Lifeblood 
  21 
  Damage 
  d6+1
  Sestri is a lesser demon, a type of succubus, 
  originally summoned to serve as consort to 
  Ennenku before she angered him and was 
  clapped in chains.  Her driving ambition is 
  to get ahold of her soul-gem and destroy it, 
  allowing her to escape from this plane.
  Sestri has the powers Human Form, Speech, 
  and Seductive. She also has a Vulnerability 
  to silver or consecrated weapons (double 
  damage).
  
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  Paai Gar, Captive Winged Man
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Initiative 
  0
  Agility  
  0 
  Melee  
  1
  Mind 
   
  2 
  Ranged 
  0
  Appeal  
  –1 
  Defence 
  3
  Careers
  Healer  
  2 
  Minstrel 
  1
  Scholar  
  1 
  Warrior 
  0
  Boons
   
  4 Attractive: Paai Gar rolls a bonus die in 
  situations where good looks might be 
  important.
   
  4 Mountain Born: When tracking, trapping, 
  hunting, or carrying out other similar 
  activities (not fighting) in the mountains, 
  Paai Gar rolls a bonus die.
  Flaws
   
  4 Blind: Paai Gar cannot see, and takes a 
  penalty die whenever appropriate.
  Protection 
  none
  Weapons 
  none
  Points
  Lifeblood 
  9
  Tall, with white hair and an angelic face, Paai 
  Gar was a favorite among his people until 
  the fateful day he chose to scout the strange 
  floating castle that had appeared near his 
  village. The sorceror Ennenku captured him 
  almost immediately. Despite days of torture 
  and eventual blinding, Paai Gar refused to give 
  up the secrets of his mysterious race.
  Paai Gar has not yet adapted to his sightless 
  condition. He takes a penalty die on most 
  actions that would require vision, though with 
  some tasks (e.g. healing skills) he can get by 
  using other senses.  
  Ennenku, Zaluti Arch-Sorcerer
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1
  Agility  
  1 
  Melee  
  1 
  Mind 
   
  2 
  Ranged 
  0
  Appeal  
  1 
  Defence 
  2 
  Careers 
   
  Sorcerer 
  3 (1)**
  Boons
   
  4 Artistic: Ennenku rolls a bonus die when 
  appraising or creating items of art.
   
  4 Power of the Void: Ennenku has two bonus 
  points of Arcane Power.
  Flaws
   
  4 Unsettling: Ennenku is a long-dead 
  creature – his mere presence is an 
  abomination.
   
  4 Cravings: Whenever Ennenku goes more 
  than a day without alcohol, he have a 
  penalty die on all rolls.
   
  4 Dark Secret: See below.
  Protection 
  Ward spell (Appendix B)
  Weapons 
  sword   
  d6 
  Points
  Villain Points 5 
  Arcane Power 15
  Lifeforce 
  15*
  *As a composite; Ennenku has 10 LB and his 
  brother Narash-Sin 5 (see below)
  **Narash-Sin’s rank in sorcery; Ennenku’s is 
  only rank 1
  Ennenku appears as a hunchback, diabolically 
  handsome, with a forked goatee and amber-
  colored eyes. He wears robes of indigo with 
  gold sigils stitched into the hem. The robes 
  hide his terrible secret: his ‘hunchback’ is 
  actually the head of his conjoined twin, 
  Narash-Sin, who appears (when unclothed) to 
  Lifeblood 
  9
  Tall, with white hair and an angelic face, Paai 
  Gar was a favorite among his people until 
  the fateful day he chose to scout the strange 
  floating castle that had appeared near his 
  4
  4
  4
  Protection
  Weapons
  Points
  Villain Points 5 
  Arcane Power 15
  Lifeforce 
  15*
  *As a composite; Ennenku has 10 LB and his 
  brother Narash-Sin 5 (see below)
  **Narash-Sin’s rank in sorcery; Ennenku’s is 
  only rank 1
  Ennenku appears as a hunchback, diabolically 
  handsome, with a forked goatee and amber-
  colored eyes. He wears robes of indigo with 
  gold sigils stitched into the hem. The robes 
  hide his terrible secret: his ‘hunchback’ is 
  actually the head of his conjoined twin, 
  Narash-Sin, who appears (when unclothed) to 
  
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  be trying to claw his way out of his brother’s 
  back. Only Narash-Sin’s head and part of one 
  hand protrude. 
  Ennenku’s brother is actually the powerful 
  sorcerer. Narash-Sin specializes in the 
  summoning of demons, including Sestri, 
  Ennenku’s sometime mistress. When Ennenku 
  ‘casts’ spells, a hoarse, croaking voice seems 
  to emanate from him, but all it takes is an 
  Easy (+1) Mind check to notice his lips are not 
  moving. This is because Narash-Sin’s mouth is 
  pronouncing the incantations.  
  Narash-Sin has his own heart and certain 
  vital organs. Normally, if Ennenku is 
  taken below -5 LB, his brother will live 
  (and continue to cast spells) until he is 
  discovered and his 5 LB are reduced to 0 or 
  less. Of course, if Ennenku falls from a great 
  height, is engulfed in flames, etc., then both 
  brothers will take damage, and Narash-Sin will 
  likely die first. 
  Vraegg, Ennenku’s Axos Champion
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Initiative 
  1
  Agility 
  1 
  Melee  
  2
  Mind  
  –1 
  Missile  
  0
  Appeal 
  –1 
  Defence 
  1
  Careers
  Noble  
  1 
  Warrior 
  1
  Protection 
  Light armor 
  d6–3 (1)
  Weapons 
  War club 
  d6H+3
  Points
  Lifeblood 
  11
  This 6’4” specimen was the tribe’s former 
  chief. Vraegg is in awe of his master, and 
  will sacrifice himself without a second 
  thought. He wields a vicious, two-handed 
  war club studded with iron barbs, capable of 
  smashing heroes to a pulp with one blow.
  be trying to claw his way out of his brother’s 
  back. Only Narash-Sin’s head and part of one 
  Ennenku’s brother is actually the powerful 
  summoning of demons, including Sestri, 
  Ennenku’s sometime mistress. When Ennenku 
  ‘casts’ spells, a hoarse, croaking voice seems 
  to emanate from him, but all it takes is an 
  Easy (+1) Mind check to notice his lips are not 
  moving. This is because Narash-Sin’s mouth is 
  Narash-Sin has his own heart and certain 
  discovered and his 5 LB are reduced to 0 or 
  less. Of course, if Ennenku falls from a great 
  height, is engulfed in flames, etc., then both 
  brothers will take damage, and Narash-Sin will 
  Vraegg, Ennenku’s Axos Champion
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Initiative 
  1
  Agility 
  1 
  Melee  
  2
  Mind  
  –1 
  Missile  
  0
  Appeal 
  –1 
  Defence 
  1
  Careers
  Noble  
  1 
  Warrior 
  1
  Protection 
  Light armor 
  d6–3 (1)
  Protection 
  Light armor 
  d6–3 (1)
  Protection
  Weapons 
  War club 
  d6H+3
  Points
  Lifeblood 
  11
  This 6’4” specimen was the tribe’s former 
  chief. Vraegg is in awe of his master, and 
  will sacrifice himself without a second 
  thought. He wields a vicious, two-handed 
  war club studded with iron barbs, capable of 
  smashing heroes to a pulp with one blow.
  
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  Appendix B
  Ennenku’s Grimoire
  Ennenku’s (actually Narash-Sin’s) magic 
  involves demon-summoning. Even his cantrips 
  have a diabolical theme to them; the sharp 
  odor of brimstone, tiny imps moving objects 
  around, etc. The following are descriptions 
  for spells likely to be cast by him during the 
  adventure. 
  First Magnitude
  Summon/Bind Minor Demons
  A relatively quick summoning spell, this calls 
  a minor demon to this plane. Note that a 
  second, successful spell of binding is required 
  to make the demon do the summoner’s 
  bidding (unless a pact is made; see the Mythic 
  rulebook). See below for a sample minor 
  demon. Requires Obvious Technique and 
  Special Item (quicksilver ring). Cost is 3 Arcane 
  Power and Difficulty is Hard (–1). 
  Summon Demonic Feast
  This spell conjures enough food and drink for 
  up to 6 hungry people. The fare is of excellent 
  quality--haunches of unidentifiable meat in 
  heavy sauce, viands of sharp red wine--but 
  if someone unused to rich food eats such a 
  meal, they must pass a normal Strength check 
  or be subject to disturbing dreams later that 
  night. Requires Obvious Technique and Special 
  Item (black tablecloth). Cost is 4 Arcane Power 
  and Difficulty is Normal. 
  Hellfire
  A damage spell. Black, sulfurous flames leap 
  from the caster’s hands towards a target for 
  1d6 + the sorcerer’s Mind attribute worth of 
  damage. Requires Obvious Technique and Line 
  of Sight. Cost is 4 Arcane Power and Difficulty 
  is Normal.
  Ward
  A defensive spell. The Ward shields the 
  caster’s body with invisible armor for 1d6 
  protection and lasts for a day. This protection 
  is nullified by weapons consecrated to the 20 
  Gods, or made of silver or cold iron. Note that 
  it does protect against attacks by demons, 
  and is sometimes used as a precaution before 
  a dangerous summoning. Requires Casting 
  Time and Special Item (magic charm). Cost is 4 
  Arcane Power and Difficulty is Hard (–1). 
  Second Magnitude
  Summon/Bind Lesser Demons
  A more formalized summoning spell, 
  requiring more time and preparation. As 
  before, a second spell of binding is required 
  to control the demon. See below for a sample 
  lesser demon. Requires Casting Time, and 
  often Special Item, Rare Ingredient, and/or 
  Ritual Sacrifice. Cost is 6 Arcane Power and 
  Difficulty is Tough (–2). 
  Minor Demon (Hazzul)
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Attack  
  +2
  Agility  
  1 
  Defence 
  1
  Mind 
   
  0 
  Damage 
  d6L+1
  Appeal  
  0 
   
   
  Lifeblood 
  11 
  Powers
   
  4 Armor (d6–2)
  These abominations look like stooped, 
  wizened children, with a hooked beak where 
  a mouth should be. They have the Armor 
  power (wrinkled pink hide) and attack with 
  their talons. When not trying to claw someone 
  to death, Hazzul demons display a malicious 
  sense of humor and constantly mutter 
  obscenities.
  meal, they must pass a normal Strength check 
  or be subject to disturbing dreams later that 
  Special 
   (black tablecloth). Cost is 4 Arcane Power 
  A damage spell. Black, sulfurous flames leap 
  from the caster’s hands towards a target for 
  1d6 + the sorcerer’s Mind attribute worth of 
  Line 
  . Cost is 4 Arcane Power and Difficulty 
  protection and lasts for a day. This protection 
  is nullified by weapons consecrated to the 20 
  Gods, or made of silver or cold iron. Note that 
  and is sometimes used as a precaution before 
  power (wrinkled pink hide) and attack with 
  their talons. When not trying to claw someone 
  to death, Hazzul demons display a malicious 
  sense of humor and constantly mutter 
  obscenities.
  
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  Malvech, Lesser Demon
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +6
  Agility  
  2 
  Defence 
  3
  Mind 
   
  1 
  Damage 
  d6+3
  Appeal  
  0 
   
   
  sword
  Lifeblood 
  23 
  Powers
   
  4 Regeneration (1 LB back per round)
   
  4 Special Knowledge (Soldier 6)
  Malvech appears as a broad-
  shouldered, muscular man, wearing 
  baroque plate armor (actually part 
  of his body), and having the head of 
  a putrefying andrak. His rotting eyes 
  gleam with carmine fury. 
  Malvech is usually summoned to 
  serve as a bodyguard or a slayer, 
  and is sometimes consulted 
  for his tactical knowledge. 
  When on this plane, his main 
  interest is killing. 
  Regeneration (1 LB back per round)
  Special Knowledge (Soldier 6)
  Malvech appears as a broad-
  shouldered, muscular man, wearing 
  baroque plate armor (actually part 
  of his body), and having the head of 
  a putrefying andrak. His rotting eyes 
  gleam with carmine fury. 
  Malvech is usually summoned to 
  serve as a bodyguard or a slayer, 
  and is sometimes consulted 
  for his tactical knowledge. 
  When on this plane, his main 
  interest is killing. 
  
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  Adventure Background
  Greyl wood is considered precious, rarer 
  even than the sturdy black Urld that grows in 
  northland tundra. Easy to shape, yet durable, 
  it can be polished to an ebony sheen, and 
  when cut lengthwise displays a variegation 
  of muted browns and reds. The nobility of 
  Satarla especially prize the wood for furniture.
  Unfortunately, Greyl grows only in a coastal 
  forest near the Festrel Swamp, haunted by 
  nocturnal horrors. Surviving loggers have 
  spoken of yellow eyes winking in the night, 
  and men found tied to trees by their own 
  entrails. Through trial and error, work crews 
  have learned to harvest Greyl during the 
  day, then retreat to fortified galleys a short 
  distance out to sea. Whatever the creatures 
  are who stalk and slay under the dark boughs, 
  they apparently cannot swim. 
  Still, conflicts with rival expeditions, cunningly 
  erected traps – and the occasional nest of 
  scarlet vipers – make the already dangerous 
  work deadly, and lumber crews are often 
  shanghaied from Satarla and Lysor to make up 
  for casualties.
  The Heroes can enter this adventure in 
  several ways. They might be among the 
  recently shanghaied, forced to cut Greyl as 
  virtual slaves, or more likely, hired out as 
  mercenaries to guard the work-crews. They 
  might also wish to arrange an expedition to 
  the Greyl woods themselves – even a modest 
  harvest would make them wealthy... if they 
  manage to survive, of course.
  Information for the GM
  The Greyl forests are guarded by vicious 
  primates, called wodesk in their own tongue. 
  They see humans as a blight come to plunder 
  their sacred territory. The wodesk had been 
  man-like servitors of the Sorcerer Kings in 
  The Unholy Greyl
  In the haunted Greyl glades of Festrel Swamp...
  ages past, but have since degenerated to their 
  present, savage state. Despite their limited 
  minds, they still have access to dark magic 
  through their worship of Zylidith, God of the 
  Sacrifice.
  The ‘default’ setting for this adventure 
  assumes the Heroes are working with the 
  merchant captain Saval Krael, aboard his 
  galley the Grey Drakk. Whether as guards, 
  slaves, or concerned investors, they have 
  traveled with Saval and his crew from Sartala, 
  several days west of the Greyl forests. 
  Hero backgrounds in Barbarian, Hunter, 
  Mariner, Scholar, Soldier, Warrior, Worker 
  (woodcutter), and tracking skills will likely 
  prove useful. 
  Stats for the wodesk, NPCs, and animal 
  encounters at at the back of this adventure.
  
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  Running the Adventure
  What follows is a loose outline for the course 
  of events, culminating in a pitched, desperate 
  battle with the wodesk. The Heroes will likely 
  come up with unexpected detours, especially 
  if magic and hero points are involved. 
  Remember, BoL Mythic rules make running 
  off-the-cuff situations easy – the focus should 
  be on generating tension and a sense of 
  eldritch dread.
  GMs can use the Daily Complications table 
  below to flesh out encounters. 
  Daily Complications
  Choose one of the following complications or 
  roll a d6.
  1 – Mundane danger (falling tree, falling limbs, 
  axe slips, etc.).
  2 – Workers disturb nest of d3 scarlet vipers.
  3 – Concealed wodesk trap (roll another d6:  
  1-2 deadfall, 3-4 covered pit with punji stakes, 
  5-6 log-roll trap. These typically do d6+2 
  damage, but can be avoided by a Hard (–1) 
  Agility roll. Spotting a trap is a Hard to Tough 
  Mind roll, with ranks in Hunter, Thief, and 
  Barbarian added.
  4 – Brawl among workers. 
  5 – Attempted escape by worker.
  6 – Tools/equipment damaged.
  Day One
  The Grey Drakk weighs anchor a comfortable 
  distance from shore. Even in early morning the 
  Greyl woods looks formidable; dense, almost 
  primeval forest with a thick canopy that cuts 
  light and muffles sound. Very few birds can be 
  heard. 
  Longboats are dispatched and workers set 
  up a hasty camp in a nearby clearing. The 
  men waste little time getting to work, felling 
  the dark trees as if their lives depend on it – 
  which it does. Dressed timber is ferried back 
  to the ship and secured in the hold.
  Roll or pick from among Daily Complications 
  to round out the morning. In the afternoon, 
  workers fell a rotting tree and expose a 
  hole just below the roots. The opening is 
  big enough for a man to wriggle down and 
  leads to a wodesk burrow. Any Heroes who 
  brave the hole will eventually come to a large 
  earthen chamber, reeking of musk. Countless 
  bones litter the floor. After a few moments, 
  soft voices begin to echo, and dozens of wide 
  yellow eyes stare from the blackness. This is 
  a cue to leave – fighting hordes of wodesk in 
  the cramped, dark conditions is suicide. Saval 
  has the opening collapsed after any Heroes get 
  out.
  At dusk, workers board the longboats and row 
  back to the safety of the Drakk. Saval orders 
  his men to drink copious amounts of wine and 
  encourages dice games before they fall into 
  exhausted sleep. 
  Any Heroes foolish enough to stay ashore 
  at night are attacked by swarms of wodesk 
  (assume 5 x the number of Heroes present). 
  Similarly, any boats approaching within 30’ of 
  land after nightfall will be showered with atl-
  atl-launched javelins.
  Day Two
  Again, roll or pick an event from Daily 
  Complications. As the nearby copse of Greyl 
  is petering out, Saval organizes three scouting 
  groups to search for a good place to set up a 
  second day camp. Heroes can volunteer (or are 
  bluntly asked) to go along. Come dusk, one of 
  the groups fails to return (unless Heroes have 
  split their number among all three, in which 
  case several members of one group won’t 
  make it back – but the Heroes will). No one 
  knows what happened to the missing men, 
  and no one offers to wait. Eyeing the tree line, 
  the crews hurry back to the Drakk.
  Saval orders full rations of un-watered wine 
  to calm the men. Before first light, a chill 
  wind picks up and ruffles the ship’s sail. 
  The wind also carries the sound of strange 
  chanting, ululations, and minutes later, the 
  unmistakable screams of several human 
  beings. Both the noises and the wind cease 
  abruptly.
  
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  Day Three
  Saval doubles the number of men on guard 
  duty, slowing down work, but managing to 
  placate fears. Again, roll or choose an event 
  from Daily Complications. Mid-afternoon, 
  shouts echo as one of the crews (or the 
  Heroes) find a 6’ dolmen of black basalt, 
  etched with runes and pictoglyphs.  Three 
  more dolmens are arrayed nearby, forming 
  a diamond-box pattern. At the center lies 
  the stump of a once-mighty tree, stained 
  with recent blood. Examination shows that 
  someone, possibly several people, have been 
  ‘staked’ in a spread-eagle pattern to the stump 
  with large pieces of sharp flint, though the 
  bodies are no longer there. 
  The runes are written in an obscure variation 
  of Sorceric (a Tough Mind roll plus at least one 
  rank in Scholar or Sorcerer to decipher), and 
  detail a number of supplications to Zylidith.
  Minutes after the dolmens are discovered, a 
  huge cave bear missing both eyes blunders 
  into the area, howling. Though blinded, it 
  approaches nearby humans with unsettling 
  accuracy and attacks in a berserk rage.
  After the bear attack, Saval orders the work 
  crews to return to the ship, taking with them 
  any harvested lumber. On board, the situation 
  is near mutinous. Most of the crew want to 
  leave. Saval argues for another day’s work, to 
  at least half-fill the ship’s hold. With the sun 
  going down soon, it is too late to set off now. 
  Saval agrees to take a vote in the morning and 
  abide by the crew’s decision. 
  Just after sundown, a sonorous chant echoes 
  across the water from the forest. The chanting 
  becomes louder as the night wears on. Shortly 
  after midnight, the wodesk’s head shaman 
  completes a powerful spell and summons 
  a squall. The wind strikes without warning, 
  ripping the mast from the Grey Drakk and 
  hurling her ashore. As the storm continues to 
  rage, the darkness surrounding the beached 
  ship suddenly lights up with hundreds of 
  pairs of yellow eyes.
  The wodesk now attack en masse. Assume a 
  total number of 300 (considered rabble at this 
  point), against the Grey Drakk’s crew of 30. It 
  is easiest to have the Heroes fight ‘waves’ of 
  10 wodesk each, and interpret the larger battle 
  based on how well they are doing. Any smart 
  and/or creative tactical decisions (such as 
  holing up inside the Drakk’s hull and letting 
  the wodesk come to them, or using ship’s 
  stores of cooking oil to start defensive fires, 
  etc.), as well as a liberal expenditure of hero 
  points should sway events in the heroes favor. 
  The wodesk will retreat after taking large 
  casualties. 
  Saval fights bravely (and probably dies, 
  without the Heroes’ intervention), while Jens 
  and Mars Markel opt for the better part of 
  valor, abandoning their patron. Neither makes 
  it far.
  and Mars Markel opt for the better part of 
  valor, abandoning their patron. Neither makes 
  it far.
  
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  Protection 
  d2–1 (fur)
  Lifeblood 
  6
  Large groups of wodesk will have a tribal 
  shaman with Mind 0 and 1-2 ranks in Sorcerer 
  and/or 1-2 ranks in Priest.
  After their initial encounter with the Heroes, 
  wodesk (especially when attacking in large 
  numbers) can be treated as rabble, dropping 
  their Lifeblood to 3, their damage to d3, and 
  their protection to 0.
  Scarlet Vipers
  Attributes 
   
  Combat Abilities
  Strength 
  –2 
  Attack  
  +2 
  Agility  
  3 
  Damage  d2+poison 
  Mind   
  –4 
  Defense 
  2
  Protection 
  0
  Lifeblood 
  2
  4’-7’ long vipers with a reticulated red and 
  orange pattern down their backs. They are 
  aggressive if feeling threatened (which is 
  often). Heroes struck make an initial Tough 
  (–2) Strength roll to avoid d3 damage and 
  paralyzing muscle spasms. If failed, Heroes 
  must make an additional Hard (–1) roll to 
  avoid d6 damage the following round and a –2 
  penalty to agility. The penalty goes away after 
  the damage from the venom is healed.
  Typical Woodsman (Rabble)
  Rough-and-tumble Greyl loggers, these men 
  also form the crew of the Grey Drakk.  
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0 
  Agility   
  0 
  Melee  
  0 
  Mind   
  0 
  Ranged  
  0 
  Appeal  
  –1 
  Defense  
  0
  Protection 
  0
  Weapons 
  Axe, dagger, or bow 
   
   
  d3 damage (as rabble) 
  Career
  Worker  
  1 
  25% have Mariner 1  Worker 0
  Lifeblood 
  3
  Conclusion
  By morning, the storm is over. The Drakk lies 
  ruined, its hull breached and keel smashed. 
  Most of the crew lay dead among the black-
  furred bodies. Savvy Heroes will realize they 
  cannot survive another night. The easiest way 
  to escape is to use the remaining longboats-
  -some have been smashed, but there are a 
  couple serviceable craft left (perhaps requiring 
  hasty repairs). By using the boats, the Heroes 
  can make good travel time and keep any 
  vengeful wodesk safely at bay. They can also 
  transport some of the Greyl harvest back with 
  them.
  Of course, some Heroes might want to take 
  the fight directly to the weakened tribe, 
  perhaps digging open the entrance to their 
  burrows and mounting a daytime assault... 
  good luck with that.
  Heroes examining wodesk bodies in the 
  daylight will notice some of them are wearing 
  crude torcs and bracers of hammered gold – 
  the creatures must have access to a vein of 
  the precious metal! The adventure ends with 
  yet another siren call to these dark, accursed 
  forests. 
  Appendix A
  Wodesk (Tough or Rabble)
  These creatures look like large, black-furred 
  tarsiers, standing 4’ to 5’ tall, with well-
  developed shoulders and long forearms for 
  brachiating. Their saucer-shaped eyes reflect 
  light. They have sharp claws on both hands 
  and feet to assist in climbing, as well as 
  rending their opponents. Wodesk often carry 
  flint knives and javelins flung with atl-atl’s. 
  Nocturnal, wodesk are blinded in sunlight, and 
  spend the day in ancient burrows and cavern 
  complexes beneath the tree-roots, but venture 
  forth at night to hunt. Wodesk are Tough to 
  track (–2) and near silent when they move.
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Attack  
  +1 
  Agility   
  2 
  Damage 
  d6L+1* 
  Mind   
  –1 
  Defense 
  1
  *or by: flint knives 
  d6+1 
   
  atl-atl javelin d6+1
  
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  Saval Krael (Tough)
  The nominal leader of the lumber expedition, 
  Saval cuts a tall, handsome figure, though his 
  appearance is marred by his missing right eye, 
  lost to a Wodesk’s atl-atl-propelled javelin on 
  his first expedition to the Greyl woodlands. In 
  genteel company, Saval keeps his injury under 
  a velvet patch, but among his men he leaves it 
  uncovered.
  Saval tries to solve morale problems among 
  the crew by keeping the men roaring drunk 
  at night. He is an iron-hard disciplinarian and 
  totally committed to returning a profit for his 
  investors.
  At any given time, Saval keeps his loyal 
  Valgardian bodyguards, Jens and Mars Markel, 
  close at hand (see Bodyguards). He is classed 
  as a Tough and has the Missing Eye flaw.
  Abilities  
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  0 
  Agility   
  0 
  Melee  
  1 
  Mind   
  1 
  Ranged 
  0 
  Appeal  
  1 
  Defense  
  1
  Protection 
  d3–1 (light armor)  
  Weapons 
  rapier d6
  Careers
  Mariner 
  1 
  Merchant 
  1
  Lifeblood 
  8
  Bodyguards Jens and Mars Markel (Toughs)
  These stern-faced Valgardians hover near 
  Saval whenever he leaves his stateroom 
  aboard the logging galley. Neither drink. They 
  are responsible for dealing out punishment 
  among the crew and are therefore strongly 
  disliked 
  Attributes  
   
  Combat Abilities
  Strength  
  2 
  Initiative 1 
  Agility   
  1 (0) 
  Melee 1 
  Mind   
  0 
  Missile 0 
  Appeal  
  –1 
  Defense 0 
   
   
   
  (1 for Jens with buckler)
  Careers
  Barbarian  
  1 
  Mercenary  
  1
  Lifeblood 
  10
  Protection 
  d6–2  
   
   
  (medium armor, –1 to Agility) 
   
   
  buckler (Jens)
  Weapons 
  Jens: flail d6+2) 
   
   
  Mars: broadsword d6H+2
   
   
  Throwing knives d6L+1 
  Blind Cave Bear
  This creature has been ritually mutilated 
  and then released by the Wodesk to act as 
  a daytime sentry. It relies on supernatural 
  senses to track prey.
  Attributes 
   
  Combat Abilities
  Strength  
  8 
  Attack  
  +2 
  Agility   
  0 
  Damage 
  2d6 
  Mind   
  –1 
  Defense 
  0
  *takes a penalty die for blind attacks
  Protection 
  d3 pelt
  Lifeblood 
  40
  Appendix B
  The Grey Drakk
  This is a single-masted galley with a single 
  row of oars (use stats for a Merchant Galley). 
  Large shields line the gunwales. Saval sleeps in 
  the only stateroom. Everyone else beds down 
  in the hold or on deck. There are enough 
  longboats to carry all the crew and haul 
  lumber.
  As none of the men are particularly skilled at 
  sailing or ocean navigation, the galley never 
  strays far from the coastline.
  
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