TEXT:  
   
   
  Your Gateway to Lejendary™ Worlds 
  Inside This Issue   
   Statistical Guidelines  
   
  For Deities And Netherbeings     
   
  The Grand Duchy of KSARVINA 
   
  &  27 Ksarvinian Adventures 
  Vol. 1,  
  Issue 3     
  June ‘07 
  The PORTAL 
  SCENARIO: The Dread Mists of Fairdale 
   
  Creatures from Slavic Mythology 
   
  The Divinist Order 
   
  Extraordinary Items & Tools for the  
   
   
   
   
       Lejend Master 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  2 
   
   
  The Portal 
  Table of Contents 
    Page 1  
   
  Cover Page 
    Page 2  
   
  Table of Contents 
   
    THE SCRIVENER’S JOURNAL :  
    Page 3  
   
  From the Editor 
     
    THE HAND OF HEKA :  
    Page 4  
   
  Statistical Guidelines for DEITIES 
   
   
   
   
  and Other Powerful NETHERBEINGS 
  by Gary Gygax 
   
    THE SCENIC ROUTE :  
    Page 7  
   
  The Grand Duchy of KSARVINA 
   
    Page 11 
   
  27 Ksarvinian Adventure Ideas 
   
   
  by Jerry Leonard 
   
    AMONG THE POPULACE :  
    Page 22 
   
  The Divinist Order 
   
   
   
   
  by Jerry Leonard 
   
    THE MENAGERIE :  
    Page 30 
   
  Drekavac, Vodnik, and Rusalka 
   
   
  by Carrie Simmons 
    Page 32 
   
  LIKHO: Goddess of Evil and Death 
   
   
  by Jerry Leonard 
    Page 33 
   
  Ilgash (NAC Race) 
   
   
   
   
   
    Page 35 
   
  Rock Snake, Quake Lizard 
   
   
   
   
   
    THE EXTRAORDINARY LIFE :  
    Page 36 
   
  More Arcane Treasures With Which to Reward or Plague Your Players... 
   
    RANDOM ENCOUNTERS :  
    Page 39 
   
  The Dread Mists of Fairdale   
   
   
  by Brant Bollman 
    Page 44 
   
  Dread Mists Commentary - Making Mountains Out of Molehills 
   
   
    TOOLS OF THE TRADE : 
    Page 46 
   
  Mapping Sheets for the Lejend Master 
   
  It is hoped that THE PORTAL Magazine will be published bi-monthly, and we will strive to meet this goal with per-
  mission from TriGee Enterprises Company. Lejendary Adventure, Lejendary Earth, Lejendary AsteRogues, Lejendary 
  Elder Worlds, LA, LE, LAR and related terms are Trademarks owned by TriGee Enterprises Company. All rights re-
  served.  Unless noted otherwise, all material herein is copyright © Trigee Enterprises Company. All rights reserved. 
  Any material previously published is reprinted herein with the express permission of Trigee Enterprises.  
   
   
  Submissions, Comments and Questions:  To submit articles/artwork for publication within The Portal, or if you 
  have any comments or questions, feel free to send e-mail correspondence to :   
   
   
   
   
   
   
   
   
  portal_ezine@hotmail.com 
   
  *** LEGAL NOTICE *** 
   
  Any use of Trigee Enterprises Company's copyrighted material and/or trademarks anywhere in this document should 
  not be viewed as a challenge to those copyrights or trademarks. In addition, all articles published within these pages 
  (excepting general non-RPG specific articles, and artwork) become copyright © Trigee Enterprises Company.  There-
  fore all articles/files in this document written for the Lejendary Adventure RPG™ cannot be republished or distrib-
  uted without the express consent of the author, who contributed it, and Trigee Enterprises Company. 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  3 
   
   
  THE  SCRIVENER’S JOURNAL 
  Greetings from The Portal! 
   
  Attack of The Killer Gremlins 
  Whew!!  I can’t believe we made it… Bet you 
  can’t either :-)  Seems like every gremlin across the 
  land gathered to exercise their powers of mayhem for 
  this issue.  If there was a difficulty you can think of, 
  we probably experienced it.  Computer troubles... 
  time-stealers... articles pulled, switched, or rearranged 
  & redone for various reasons… you name it.  But here 
  we are.  Issue 3 has been finished and I do hope you 
  find that it was worth the wait.  There is much to be 
  found within these pages to make your legendary ad-
  ventures that much more exciting. 
   
  In This Issue 
  For starters, to celebrate the near release of 
  Gary Gygax’s Lejendary Pantheons, being pub-
  lished by Troll Lord Games, Gary was kind enough to 
  let us tease you with a small portion of it.  Check out 
  The Hand of Heka to see what I’m talking about here. 
  Next up on the block, we pick up where Chris 
  Clark left off in Issue 2, by taking a deeper look into 
  the lands of the Grand Duchy of Ksarvina and the 
  kinds of adventure one might be able to experience 
  there.  Yes, the first part is a reprint, but this is for the 
  benefit of those readers who have yet to pick up the 
  sourcebooks available for the Lejendary Earth milieu.  
  Maybe seeing a small snippet will entice more adven-
  turers to cross the world boundaries and join us in this 
  land of might and magic.  The second part will hope-
  fully prove more useful, or entertaining at the least, as 
  we consider 27+ adventure ideas for carousing in the 
  lands of the North-men..  
  A look at expanding the role of diviners in the 
  world (unofficially of course) is also presented, along 
  with a few items of extraordinary nature to aid them. 
  Then, without further fanfare, we have new 
  creatures (some from Slavic mythology)  that one can 
  spring on the players, including one not-so-nice deity 
  from the Otmansk underworld, more treasures to ad-
  venture for (or against), and an old adventure scenario 
  that is well worth looking into again as it can provide 
  several springboards for even more excitement down 
  the line. 
  Then, at the end of this issue, we offer you 
  some “Tools of the Trade”, a new column providing 
  tidbits & items meant to be helpful for the hardwork-
  ing Lejend Master.  In the case of this issue, it’s map-
  ping paper!  Never buy it again…  And if you’re the 
  type of person who likes to draw their maps on com-
  puter (sans any of the more popular cartography soft-
  ware), we have uploaded map images in .GIF format 
  to THE PORTAL’s website that you are free to 
  download and use as you wish.  With these in hand 
  you can open Windows Paint, or whatever image edi-
  tor you prefer, and ‘go to town’ with them.  The 
  download page is here: 
   
        http://www.freewebtown.com/the_portal/tools.html 
   
  Hopes For The Future 
   
   
  In closing, I would like to thank you again for 
  your patience while waiting for this issue’s arrival.  
  We’ll try like hell not to let that happen again…  And 
  to those who were kind enough to make offers to help, 
  Thank You too.  The biggest hurdle that we (and 
  probably most any other magazine, free or otherwise) 
  could use help with is in submissions.  It’s great to 
  have a periodical such as this to look forward to, but 
  submissions drive the magazine forward just as much 
  as the reader base provides the motivation to have it.  
  If there’s nothing to read, then what’s the point?   
   
  There are a lot of LA players out there and 
  we’re hoping that there are also more than just a mere 
  handful of people that have something to share with 
  everyone else, if for no other reason than for the love 
  of the game…  So, if you’ve got something you’d like 
  to share, or considered sharing, with the rest of the 
  community, then by all means, we’d love to hear from 
  you. 
  For just about any question, comment, criti-
  cism, or suggestion… feel free to drop an e-mail to: 
   
          portal_ezine@hotmail.com 
   
  Best Regards to all  
  and Happy Gaming, 
   
  Jerry Leonard 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  4 
   
   
    THE HAND OF HEKA 
   
   
   
   
   
  Lejendary Lore from the Master Himself   
   
  Statistical Guidelines for DEITIES  
   
   
   
   
   
  and Other Powerful NETHERBEINGS  
   
   
  by Gary Gygax 
   
  Deity  
     
                Lower Median for Statistics*                                            
  Various 
  Rank   
  Health   
  Precision  
  Speed   
  Armor**  
  AEPs***  
  Abilities 
    
  15th  
   
  90  
   
  90  
   
  16  
   
  10/5  
   
  90  
   
  A 
  14th  
   
  95  
   
  95  
   
  17  
   
  11/6  
   
  100  
   
  A 
  13th  
   
  100  
   
  100  
   
  18  
   
  12/7  
   
  110  
   
  A 
  12th  
   
  110  
   
  105  
   
  19  
   
  14/8  
   
  120  
   
  A 
  11th  
   
  120  
   
  110  
   
  20  
   
  15/9  
   
  130  
   
  A 
  10th  
   
  135  
   
  120  
   
  22  
   
  17/11   
  210  
   
  B 
  9th  
   
  150  
   
  125  
   
  23  
   
  19/12   
  220  
   
  B 
  8th  
   
  165  
   
  130  
   
  24  
   
  21/13   
  230  
   
  B 
  7th  
   
  200  
   
  140  
   
  26  
   
  23/15   
  320  
   
  C 
  6th  
   
  250  
   
  150  
   
  27  
   
  26/16   
  350  
   
  C 
  5th  
   
  300  
   
  165  
   
  30  
   
  30/18   
  450  
   
  D 
  4th  
   
  375  
   
  190  
   
  33  
   
  35/20   
  550  
   
  D 
  3rd  
   
  500  
   
  235  
   
  38  
   
  41/25   
  750  
   
  E 
  2nd  
   
  750  
   
  275  
   
  45  
   
  50/30   
  1,300   
  F 
  1st  
   
  1,000   
  350  
   
  50  
   
  60/35   
  2,000   
  G 
   
  *Unless otherwise shown, use these as a general guideline. 
  **Entirely unaffected by normal weapons and attacks. First number protection versus preternatural energy, 
  second number versus supernatural energy, as number of harm points absorbed without affecting individual 
  Health or Free Will. 
  ***Base, and with a variable d30 points added by type/individual for 15th through 11th Rank, variable 3d10 
  points for 10th through 8th Rank, variable 5d10 points for 7th and 6th Rank, variable 5d20 points for 5th and 
  4th Rank, variable 5d30 points for 3rd rank, and variable 5d% for 2nd and 1st Rank. 
   
  The people of Lejendary Earth™ are no strangers to the fantastic as they often bear witness to 
  magical wonders throughout their lives. So too, beings of God-like power can sometimes be encountered 
  or interacted with, though woe to the person who runs afoul of , or at cross purposes to, one of these be-
  ings... What follows is information that will prove useful to the Lejend Master for devising pantheons of 
  their own, or for creating a list of powerful (evil?) netherbeings to test the mettle of overconfident adven-
  turers.   
   
  This information will also be appearing in the upcoming LEJENDARY PANTHEONS, by Gary 
  Gygax, to be released soon by Troll Lord Games, so be on the lookout for it! 
   
   
   
   
   
   
   ABILITIES - Descriptions follow on the next page... 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  5 
   
   
  Deity Ability Explanations  
   
  A  
  Normal and Extraordinary human Abilities in ac-
  cordance with the nature of the entity in question, at 
  score range of circa 91 to 120 (90 + d30). Capacity in 
  Extraordinary Abilities is c. 75% of all possible acti-
  vations available to the type or individual. Very minor 
  wish fulfillment capacity might be possessed above 
  13th Rank. Possibly able to summon others akin to it 
  for assistance in time of crisis. Deities of this sort can 
  be destroyed by humans using Extraordinary means, 
  and thus they are mortal; some are likely of limited 
  existence otherwise and thus also non-eternal as well. 
  They will, of course, generally dematerialize and es-
  cape death rather than mindlessly remain to be slain if 
  such option is possible. 
   
  B   
  Normal and Extraordinary human Abilities in ac-
  cordance with the nature of the entity in question, at 
  score range of 111 to 150. Capacity in Extraordinary 
  Abilities is c. 90% of all possible activations possible 
  to the individual. Very minor wish fulfillment capacity 
  is, and minor wish fulfillment possibly, possessed. 
  Likely able to summon others of lesser Rank, and pos-
  sibly of like Rank, akin to it for assistance in time of 
  crisis. Deities of this sort are basically eternal in that 
  they can be truly harmed only by deities of 5th or 
  greater Rank, or on their own plane by deities of their 
  own sort or higher in capacity. If otherwise “slain” 
  such an entity will simply be sent in spirit form to its 
  own dimensional matrix. 
  Ability use at this level can not fail, and a result of 
  100 (00) on d% means nothing. Recovery of Activa-
  tion Energy Points is at twice Speed Base Rating. 
   
  C   
  Normal and Extraordinary human Abilities in ac-
  cordance with the nature of the entity in question, at 
  score range of 141 to 180. Capacity in Extraordinary 
  Abilities is 100% of all activations possible for the 
  individual. Minor wish fulfillment capacity is pos-
  sessed. Very likely able to summon others of lesser 
  Rank, and possibly of like Rank, akin to it for assis-
  tance in time of crisis. Deities of this sort are eternal, 
  they can be truly harmed only by deities of 3rd or 
  greater Rank, or on their own plane by deities of their 
  own sort or higher in capacity. If otherwise “slain” 
  such an entity will simply be sent in spirit form to its 
  own dimensional matrix. 
  Ability use at this level can not fail, and a result of 
  100 (00) on d% means nothing. Recovery of Activa-
  tion Energy Points is at three times Speed Base Rat-
  ing. 
   
  D   
  Normal and Extraordinary human Abilities in ac-
  cordance with nature at score range of 171 to 220. Ca-
  pacity in Extraordinary Abilities is 100% of all activa-
  tions possible for the individual, plus special deital 
  activations (strong to extreme ++) according to the 
  nature of the entity. Minor wish fulfillment capacity 
  is, and major wish fulfillment might be, possessed. 
  Able to summon others of least Rank, likely able to 
  summon others of lesser rank, and possibly of like 
  Rank, akin to it for assistance in time of crisis. Deities 
  of this sort are basically immortal in that they can be 
  truly harmed only by deities of 3rd or greater Rank on 
  their own plane. If so “slain” such an entity will sim-
  ply be sent in spirit form to its own dimensional ma-
  trix, but such causes the entity to actually lose a rank. 
  This may or may not be regained according to the will 
  of a 1st Rank deity of its pantheon and/or the active 
  honoring of the deity by followers. 
  Ability use at this level can not fail, and a result of 
  100 (00) on d% means nothing. Recovery of Activa-
  tion Energy Points is at five times Speed Base Rating. 
   
  E   
  Normal and Extraordinary human Abilities in ac-
  cordance with nature at score range of 210 to 300. Ca-
  pacity in Extraordinary Abilities is 100% of all possi-
  ble, plus specials according to nature (good to extreme 
  +++). Major wish fulfillment capacity is possessed. 
  Able to command deital minions (15th to 8th Rank) to 
  its presence, and most likely able to summon others 
  akin to it for assistance in time of crisis. Deities of this 
  sort are immortal in that they can be not be perma-
  nently harmed by other deities. If defeated such an 
  entity will simply be sent in spirit form to its own di-
  mensional matrix, but such causes the entity to actu-
  ally lose a rank. This may or may not be regained ac-
  cording to the will of a 1st Rank deity of its pantheon 
  and/or the active honoring of the deity by followers. 
  Ability use at this level can not fail, and a result of 
  100 (00) on d% means nothing. Recovery of Activa-
  tion Energy Points is at 10 times Speed Base Rating. 
   
  F   
  Normal and Extraordinary human Abilities in ac-
  cordance with nature at score range of 310 to 400. Ca-
  pacity in Extraordinary Abilities is 100% of all possi-
  ble, plus specials according to nature (low moderate to 
  extreme ++++). Able to command deital minions 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  6 
   
   
  (15th to 6th Rank) to its presence, and most likely able 
  to summon others akin to it for assistance in time of 
  crisis. Deities of this sort are immortal in that they can 
  be not be harmed by other deities, assailed effectively 
  only by deities of 3rd or greater rank. If defeated such 
  an entity will simply be sent in spirit form to its own 
  dimensional matrix, but such causes the entity to actu-
  ally lose a rank. This may or may not be regained ac-
  cording to the will of a 1st Rank deity of its pantheon 
  and/or the active honoring of the deity by followers. 
  Ability use at this level can not fail, and a result of 
  100 (00) on d% means nothing. Recovery of Activa-
  tion Energy Points is at 15 times Speed Base Rating. 
   
  G 
  Normal and Extraordinary human Abilities in ac-
  cordance with nature at score range of 410 to 500. Ca-
  pacity in Extraordinary Abilities is 100% of all possi-
  ble, plus specials according to nature (very minimal to 
  extreme +++++). Major wish fulfillment capacity is 
  possessed. Able to command deital minions (15th to 
  4th Rank) to its presence, and most likely able to sum-
  mon others akin to it for assistance in time of crisis. 
  Deities of this sort are immortal in that they can be not 
  be harmed by other deities, assailed effectively only 
  by deities of 2nd or greater rank. If defeated such an 
  entity will simply be sent in spirit form to its own di-
  mensional matrix, but such causes the entity to actu-
  ally lose a rank. This may or may not be regained ac-
  cording to the will of two or more 1st Rank deities of 
  its pantheon and/or the prolonged active honoring of 
  the deity by followers. 
  Ability use at this level can not fail, and a result of 
  100 (00) on d% means nothing. Recovery of Activa-
  tion Energy Points is at 20 times Speed Base Rating. 
  Demons, Deital  
  (Spirit Creature of the Nether Dimensions):  
  The following applies to all deital demons (as well 
  as devils, fiends, onis, serpents, and other terrifying 
  nether creatures).  
  Whenever any Avatar actually sees a type of de-
  mon heretofore unseen, the Avatar must make a check 
  against five times Speed Base Rating each time. Ava-
  tars succeeding will then not be threatened with be-
  coming deranged by the horror. Each success allows a 
  bonus of -7 on dice rolls when further demons or evil 
  deities of the same pantheon are seen.  
  Evil deities of 7th or greater Rank require a check 
  against four times Speed Base Rating to avoid insan-
  ity. Whenever a check is failed, the Avatar becomes 
  deranged. There is a 25% chance of becoming a mad 
  fugitive who shuns all contact, running off to dwell 
  alone in the wilderness. There is also a 25% chance of 
  becoming a frenzied maniac, who attacks his or her 
  fellows viciously with weapons, hands, feet, teeth, etc. 
  There is a 25% chance for becoming a gibbering 
  wreck, who falls into a fetal position and howls or 
  weeps when threatened. Finally, there is a 25% chance 
  for becoming a demented murderer, a pawn and tool 
  of the demon who caused the loss of sanity. In this 
  case the unfortunate Avatar will seem to have with-
  stood the horror; however, at some critical juncture in 
  the future, they will assail former colleagues and/or 
  commit suicide.   
  A theurgist can remove the dementia through Dis-
  miss Influence Power, if this is done within seven 
  ABs of the onset of the madness. A Heal Power will 
  remove the madness if activated upon the victim 
  within seven minutes after its onset. A Save from Evil 
  or a Restore Body Rite will remove the insanity if this 
  is performed within seven days of the onset. If left 
  untreated beyond seven days, the dementia is perma-
  nent.  
  A demented individual who witnesses the destruc-
  tion (in physical form) of a netherbeing of the sort that 
  brought on his or her insanity, if such an event occurs 
  within 7 ABCs after the infliction, must then make a 
  second check at -14 on a roll against five times Speed 
  Base Rating. (In the case of a deity, of course, the roll 
  should be against four times the Speed BR.) Success 
  indicates automatic curing of the dementia. 
       Additional Information Regarding  
   
   
   
   
   
  Encounters with Powerful Netherbeings 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  7 
   
   
  THE  SCENIC ROUTE 
   
  The Lejendary Earth™ (Learth™) is a large place, filled 
  with a wide range of societies and cultures.  Here we present for 
  the adventurous traveler but a single nation of Northern Varan that 
  may afford plenty of opportunities for fame, glory, and fortune…   
   
  Included after is a list of adventure “seeds”, or ideas, that 
  the Lejend Master may use to challenge and/or entertain players & 
  Avatars alike.  
   
  The Grand Duchy  
  of  
  KSARVINA 
  From the Lejendary Earth Gazetteer, and: 
   
  NOBLE KINGS AND DARK LANDS 
   
  © Copyright by TriGee Enterprises Company 
   and Reprinted with permission.  
  All rights Reserved  
  Ksarvina:   
  Vert, a Bordure Gules Fimbriated 
  Or, an Eagle’s Leg Erased a la 
  Cuisse Equipped with an Axe. 
  Grand Duke Vitally III:    
   Murrey, a Pall Inverted Argent, 
  an Armet Helm Affronty Or. 
   
   
  Ksarvina, Grand Duchy of: 
   
   
   
  This state is located in the far north, in the 
  woodlands of the Sibrul Forest along the shores of the 
  Gymeer Sea. It is territorially large and poor in popu-
  lation; for those reasons, as well as because of its loca-
  tion, it is only a minor factor in the affairs of Varan. 
  The ruler is the warlike and scheming Grand Duke 
  Vitally III. 
   
  The heritage of the Ksarvinians is one of raid-
  ing and petty warfare, although it has been centuries 
  since one tribe arose from these warring factions to 
  become rulers over what has become Ksarvina. Raid-
  ing of neighboring settlements is still a tradition 
  amongst these people, although rarely practiced in the 
  contemporary era, and certainly a far cry from the bru-
  tal attacks of bygone centuries. Still, legends of the 
  terror of the ancient Ksarvinians persist throughout the 
  nations of the Gymeer. 
   
  But for the lack of a strong navy, all of the 
  nations of the Gymeer would still live in terror of the 
  raiding Ksarvinians. 
   
   
  Cities of Ksarvina: 
   
  Dnokorog: 
   
  Population: 25,000 
   
  Known for its many small fishing vessels, 
  low-walled Dnokorog is located on the Gymeer Sea at 
  the eastern border of Ksarvina. Trappers and prospec-
  tors also frequent this city, using it as a trading and 
  revictualing post. 
   
  Ksarvinsk: *  
  Population: 40,000 
   
  The fortified capital of Ksarvina, the city of 
  Ksarvinsk also enjoys the mildest climate of this 
  northern nation. Located at the tip of small sheltered 
  peninsula, Ksarvinsk has done its best to adopt the 
  trappings of culture and an aristocracy, and the com-
  munity’s small but growing merchant class has re-
  placed the original Ksarvinian raiders based here. 
   
  Olun:  
   
  Population: 30,000 
   
  The ‘least civilized’ of Ksarvina’s major 
  population centers, the walled port of Olun is located 
  at the western border of Ksarvina on the coast of the 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  8 
   
   
  Gymeer Sea. Infrequent raids by sea on villages to the 
  nations both east and west of Ksarvina have given this 
  city a bad reputation amongst those not of Ksarvinian 
  origin, but have also brought welcomed plunder and 
  slaves to the city. 
   
  Pilchin: 
   
  Population: 27,500 
   
   
  The fortified port of Pilchin, also located on 
  the shores of the Gymeer about half way between the 
  capital and the piratical city of Olun, was once a great 
  shipyard in centuries past. The designs of the tar and 
  clinker-built sailing ships once produced there are now 
  sadly out-of-date, however, and Pilchin instead gar-
  ners much of its income from the production of tar and 
  pitch, and the amber it trades with nations to the south. 
   
   
   
  Rumors and Legends 
   
   
  It is rumored that Grand Duke Vitally III has 
  his eye on the Osklies to the south, and that, although 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  9 
   
   
  NATIONAL DATA 
   
  AREA:  
        c. 200,000 square miles.  
  POPULATION:    1,000,000 
  GOVERNMENT: Despotic Palatine Principality 
  DEITAL BIAS:     Otmansk 
   
   
  WEALTH and COMMERCE*: 
   
  furs - 9  
  tar and pitch - 5  
  slaves - 2 
  amber - 8  
  fish - 4  
  lumber - 5  
  gold - 3  
   
  *Numbers after each commodity represent the 
  relative economic importance to the Nation-
  State. 
   
   
  ARMED FORCES: 
   
  c. 6% population, 1% regular (20% mounted) 
   
     Mounted: 
  light cavalry  
   
  light horse archers 
   
     Foot: 
  medium infantry  
  skirmish infantry 
  irregular infantry  
  engineers 
  pioneers and sappers  
  artillerists 
  medium archers  
  light crossbowmen 
  light archers 
   
     Seaborne: 
  naval artillerists  
  light naval archers 
  light naval assault forces 
   
  Associations, Guilds,  
  Secret Societies, Subcultures: 
   
  Assassins’ Guild 
  Enchanters’ Guild 
  Explorers’ Society 
  Geourges’ Guild 
  Necrourges’ Guild 
  Slaver’s League 
  Sorcerers’ Guild 
  Thieves’ Guild 
   
  bandits 
  foreign quarter 
  humanoid groups 
  roving outlaws 
  wandering entertainers 
  warlocks’ and witches’ covens 
  wild tribesmen 
  beyond his personal power, he bargains with the 
  Duchy of Shalmet and Gothonland to gain control of 
  these Islands. 
   
  Legends tell of an ancient ring that was once 
  owned by the ruling house of Ksarvina, a ring that 
  would unerringly lead its possessor to the gold hidden 
  within the Ulbor Hills. The ring was supposedly lost 
  during a Hobgoblin raid many years ago, and it has 
  remained hidden ever since. Should the ring be recov-
  ered, it is said that the wealth of Ksarvina will increase 
  a hundredfold, and it will rule the Gymeer Sea.   
  Major Terrain Features of Ksarvina 
   
   
   
  The Grand Duchy is bordered on all sides by 
  terrain of grand (or notable) size that is also part of the 
  territory known as “Northern Varan”. Provided below 
  are the descriptions of each, as spelled out in The 
  Chronicles of the Lejendary Earth Gazetteer  and its 
  companion volume Noble Kings and Dark Lands, 
  these being Northern Varan, the Gymeer Sea, the 
  Joterburg Mountains, the Sibrul Forest, and the Ulbor 
  Hills. 
   
  Northern Varan: 
        
   
  C. 1,900,00 square miles.  That portion of the 
  continent lying above the Gulf of Smarogen in the 
  Gymeer Sea, extending eastwards around the northern 
  end of the Gymeer to the eastern slopes of the Ulbor 
  Hills….. ….. Although small portions of this territory 
  are claimed by the Kingdom of Olejan in the south, 
  and the Grand Duchy of Ksarvina in the north, it is for 
  the most part unclaimed territory and wilderness. 
   
   
  Mountains and dense woodlands cover the 
  majority of this region, and the winters here are both 
  long and cold.  Sparsely populated, little is known 
  about the area, although it is said that several Alfar 
  races have settlements here.  It is known to be a dan-
  gerous area in which to travel as fell beasts prefer its 
  unpopulated forest and mountain slopes and valleys.  
  An old legend speaks of the Vale of Gloom, a hidden 
  recess wherein an ancient race lies sleeping.  Accord-
  ing to certain dark prophecies whispered by 
  Ksarvinian tribal enspellers, these “dark men” will one 
  day arise from this hidden realm and bring about a 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  10 
   
   
  permanent winter. 
   
  Gymeer Sea:  
   
   
  .....The fresh marine life within the Gymeer 
  has attained unusual size and variety.  It includes carp 
  as large as 30-foot length, man-size salmon, trout as 
  large as salmon, species of formerly small lake fish 
  grown likewise large, various small fish, great and 
  small mussels and crustaceans (a 200-pound crayfish 
  for example), and sturgeons as large as small whales.  
  Dangerous predatory species include the shark gar; the 
  bullkopf, a species of catfish that grows to 15 or more 
  feet length; the 20-foot long lamprey called a 
  groswurm; a monstrous, spiky turtle, the setrap, re-
  sembling an alligator snapping turtle that can be 10 or 
  more feet long; and the incredibly voracious sharpik, a 
  pike-like fish with shark-like disposition.  On the posi-
  tive side, fishing these waters is rewarding, for there 
  are vast shoals of shad and herring, schools of stickle-
  backs and perch, and of course the whole range of 
  other freshwater-sea fish, mussels (with freshwater 
  pearls), crustaceans, and even seals to harvest. 
   
  Many of the old mariners who have spent a 
  lifetime sailing this great body of fresh water assert 
  that at unexpected times there appear in the sea’s north 
  central waters an island, or several islands.  The land 
  mass or masses are claimed to arise dry, filled with 
  strange vegetation, and with fantastic buildings and 
  peoples upon them. 
   
  Joterberg Mountains: 
   
   
   
  The 900-mile long chain that runs north and 
  south along the western coast of northern Varan.  
  Largely unpopulated, several nations claim small por-
  tions of the Joterbergs, living and farming in the val-
  leys and passes, and conducting mining operations as 
  well.  As the region can only be traversed (barring the 
  passes, which are few), either on foot or via the sturdy 
  mountain ponies bred by the Keomians, most of this 
  range is neither much traveled nor explored.  No na-
  tion lays claim to more than the merest fraction of this 
  range. 
   
  Documented sightings of giant predatory birds 
  (some say drakes or wyverns) abound in descriptions 
  of the mountains, and reports of rukhs have also been 
  made, although these are unsubstantiated and denied 
  by scholars who claim that no rukhs would live in 
  those latitudes.  Tales of other inhabitants both fierce 
  and intelligent are numerous, although all that is re-
  ported as fact by the University of Nuslamo in Keomia 
  is that the far northern reaches of this range are the 
  home of the dreaded yeti that have migrated west from 
  Hazgar. 
   
  There are some folk from this region who 
  claim to have seen a great, mist-veiled valley lying in 
  the northern portions of this long and rugged range.  
  Several intrepid adventurers have supposedly entered 
  the place, come back with tales of a warm and verdant 
  place that stretched for leagues in all directions, but 
  with inhabitants not so warm as the clime, to say the 
  least.  Of course as the fabled valley far exceeds the 
  limits of the territory in which it is supposed to exist, 
  one must be highly skeptical of these assertions. 
   
  Sibrul Forest:  
   
   
  C. 400,00 square miles.  The northern conifer-
  ous woodland that runs east from the Lantean Ocean 
  shore of the continent along the sub-arctic tundra, to 
  end below the Ulbor Hills as it encompasses the 
  shores of Pozumik Bay.  Eastwards the Hazgarian 
  woodland begins, that being named the Yalrut Forest.  
  Although never fully explored, both the Grand Duchy 
  of Ksarvina and the Kingdom of Olejan claim portions 
  of this wood.  It is generally frequented only by wood-
  cutters, trappers and those hoping to avoid public at-
  tention.  It yields fine timber for building and ship 
  masts and spars construction. 
   
  Not much is known about the vast Sibrul for-
  est beyond its harsh and long winters, and its abundant 
  fur-bearing wildlife.  Generally thought of as a peace-
  ful, if generally cold, area compared to the mild south-
  ern climes, tales of this wood are few and far between.  
  In Ksarvina, stories tell that a band of ice drakes reside 
  deep within the northern stretches of these woods, 
  guarding an artifact that keeps the climate in its nearly 
  permanent state of frost.  Learned scholars, however, 
  feel that it is perhaps the latitude of this forest that 
  creates this climate. 
   
  Ulbor Hills:  
   
   
  The 600-mile-long chain of hills that run from 
  north to south above the Gymeer Sea and Pozumik 
  Bay.  Their eastern slopes, meeting the foothills of the 
  Borval Range, mark the end of the continent of Varan 
  and the boundary of the continent of Hazgar.  For the 
  most part unclaimed by any nations, and these rugged 
  hills are said to be the haunts of Dunnies and Ulfs. 
   
  Daring explorers speak with awe and fear of 
  the “Shifting Rocks” that they say are endemic in this 
  place.  They claim that at night ridges and hills alike 
  change positions, while great boulders move of their 
  own volition to crush trespassers in this place.  Fables 
  relating to this are few, but the essence of them is that 
  the stones are magical guardians of great wealth, the 
  mines of a lost city from the Time of Vainglory. 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  11 
   
   
  Through numerous past discussions on-line (in the LA message boards), through e-mail, and off-line 
  regarding the Lejendary Earth Gazetteer and the sourcebook Noble Kings and Dark Lands, one of the few 
  ‘complaints’ that surfaced regarding them revolved around what was considered to be a general lack of adven-
  ture seeds, or ideas, that the Lejend Master could use to generate adventures to challenge the players and their 
  avatars.  Not everyone has made this charge, but enough for me to take notice anyway.  Let’s face it, some peo-
  ple are fonts of endless creative energy, some people have to really work at coming up with ideas to challenge & 
  entertain their players, and most everyone will periodically suffer through a creative dry spell. 
  So this treatise is the first of what will hopefully be a continuing series of articles that will center around 
  a specific nation-state and attempt to shed a light on various adventuring opportunities for Avatars who visit or 
  reside there.  If anyone wishes to contribute similar articles for other nation-states found within the Lejendary 
  Earth, we here at The Portal strongly encourage and welcome your participation.  Lejendary Earth is only as ex-
  citing as you, the Lejend Master, choose to make it. 
  We begin with the Grand Duchy of Ksarvina simply because material has already begun surfacing to 
  facilitate game play here.  To that, I direct your attention to not just what appears in this issue, but Issue 2 of The 
  Portal as well (Chris Clark’s Seas of Hazgar campaign starter material), and the supplemental campaign logs 
  that can be found posted on  the message boards of both www.lejendary.com and the LA section at 
  www.dragonsfoot.org  .  Chris’ campaign logs make for entertaining reading and are also a great resource for 
  ‘mining’ ideas.  I highly recommend them. 
  The list that follows is certainly not exhaustive (or detailed!) and is only meant to get the stumped LM’s 
  creative juices flowing.  One may even come to realize that many of these ideas can be transplanted and made to 
  work just about anywhere in the world of Lejendary Earth.  So without further fuss, let’s see what challenges, 
  dangers, and excitement may await those who dare to tread the lands of northern Varan. 
  Around the Joterberg Mountains 
   
   
  1. Wake Not The Sleeping Giants :  This adven-
  ture begins in Olun.  The adventurers are approached 
  by an odd fellow who is accompanied by a towering, 
  but silent, Oaf.  Because of something he has seen the 
  Avatars do, or maybe heard of them doing second-
  hand, he feels this is the right group to approach with 
  his proposition. While appearing to be a man more 
  suited to the depths of a library or some other place 
  where the studious may gather, he stands before you 
  garbed in dirty, overused and damaged apparel and 
  explains that he’s just back from an expedition to cap-
  ture live yeti in the northern Joterberg Mountains and 
  wishes to mount another expedition as soon as possi-
  ble to look into a discovery he made while searching 
  for his prize. 
   
  Apparently, while in the mountains heading 
  north, he happened onto a deep crevice that is situated 
   EXCITEMENT  AWAITS…  In Ksarvina 
   27 Ideas For Adventuring in  
  the Lands of the North-Men 
  by Jerry Leonard   
   
  in such a way that it “never seems directly touched by 
  the light of day...”  What peaked his interest, however, 
  was the fact that he spotted within the gloom what 
  appeared to be a structure built into the mountainside.  
  A day of observation has led him to believe that not 
  only does it appear to be deserted, but that the way it 
  was built convinces him that it may date all the way 
  back to the Age of Adepts or even the Time of Vain-
  glory!  Convincing the party to join him, either 
  through the interest of discovery, monetary gain, a 
  share of possible treasures found, or all of the above, 
  they set out to explore this “gloomy vale”. 
   
   
  After an uneventful (or perilous) journey, the 
  expedition arrives to the site and makes the treacher-
  ous descent into the frosty, eternal twilight where they 
  do indeed come before the object of their journey, an 
  “obviously” fortified and abandoned complex built 
  into the mountain.  Something that seems just as obvi-
  ous when finally confronting the doors and empty 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  12 
   
   
  windows is that the structure seems built for people 
  who likely stood at least 12-foot tall…  Getting in is 
  easy, but the cold, frost, ice, and dark makes exploring 
  a little difficult.   
   
  The layout of the complex is up to the LM, as 
  is the manner of fell beasts that live here now and pos-
  sible ancient items or relics that may be found. But 
  somewhere within lies a huge chamber that houses up 
  to a dozen giant-sized figures, seemingly dead and 
  positioned on ‘beds’ of stone.  Ecclesiasts of the Ot-
  mansk faith will easily recognize the symbols carved 
  on the walls of this chamber as being representative of 
  the deific king of ice giants, Mrklo (6th Rank) and 
  Vrkolak (4th Rank), giant demon of darkness and cold 
  (from Lejendary Pantheons, to be published by Troll Lord 
  Games).  Even though the cold seems to have perfectly 
  preserved them, details are hard to come by as these 
  giant corpses are covered with thick layers of frost.  
  And somewhere within the complex is an extraordi-
  nary artifact beyond the avatars understanding that, 
  when disturbed, repositioned, or removed from its 
  resting place, will cause the “corpses” to awaken.  
  Whether immediately or after the party has left is up 
  to the LM.   
   
  Could this be the legendary “Vale of Gloom” 
  whispered of by the tribal enspellers of Ksarvina... or 
  just a red herring?   In either case the giants, beings 
  from a dimensional matrix of ice and snow, soon open 
  a portal back to their home dimension and begin the 
  process of ferrying more of their kind, and not a few 
  of their native critters, across to begin a campaign of 
  conquest. Whether they are the dark men of prophesy 
  or not, it is up to you as the Lejend Master to ensure 
  that their awakening will have consequences as they 
  begin to spread their influence from the mountains 
  into the lands of man.  Devious LMs could even have 
  the initial proposition overheard by some unscrupu-
  lous waylayers who follow the expedition with the 
  intent of relieving the party of their valuable ‘finds’ 
  during or after the exploration, and may even be the 
  ones who are responsible for unwittingly waking the 
  giants from their supernatural slumber. 
   
  2. Valley of Mist : “...The Valley of Myth, ya mean!  
  After all, by the descriptions of its size, as told by 
  those scoundrels who supposedly seen’t it, how can 
  anyone possibly have missed it!  No… they be either 
  glory seekers trying to make a name for theyselves, or 
  mebbe they be spending’ too much time in th’ wilder-
  lands drowning in sour ale!  My advice is don’ be 
  wastin’ yer time chasing down fairy tales.”  
   
  Of course, the valley does indeed exist.  It just 
  happens to reside in one of those rare spatial anom-
  aly’s that one can sometimes hear the mighty mages 
  speak of (if you’re in the right place at the right time).  
  What causes them is uncertain at best, but they hold 
  far more territory than the land that the anomaly occu-
  pies should allow. 
   
  If the Avatar group is already in the moun-
  tains, it is possible (but only in the rarest circum-
  stance) to enter the narrow pass that provides the only 
  way in by accident.  A more likely scenario lies with 
  the Avatars overhearing a heated exchange between 
  one who claims to have seen it and a few amused 
  skeptics.  Maybe the party is intrigued enough to ap-
  proach him.  If they show no signs of doing that the 
  man approaches them with thoughts of going back and 
  returning with “proof”.   
   
  Once the journey begins, it should not be an 
  easy task to reach the pass. The pass is indeed well 
  hidden, albeit naturally, and is itself an ordeal as the 
  party is seemingly swallowed whole by the towering 
  cliffs on both sides while traversing it and plunged 
  into a twilight realm where the sun doesn’t quite 
  reach. After the sun sets it is pitch black and, if they 
  want to continue without rest, they must provide their 
  own light. The pass is a two day trek, with or without 
  encounter, and when the party emerges on the other 
  side they find themselves still on a mountain slope, 
  but overlooking a valley firmly trapped between steep 
  mountains ridges. The valley stretches very wide and 
  seems to go further than the eye can see. It appears as 
  a lush carpet of green hidden, for the most part, under-
  neath a misty fog. The air is warm, and as the party 
  admires the vista before their eyes they begin to spot 
  them.  Pillars of smoke dotting the carpet here and 
  there… Signs of habitation perhaps? 
   
  A good opportunity here for the LM to place 
  an isolated petty kingdom which has no need of the 
  outside world.  Or maybe a “lost world” environment 
  complete with primitives and carnivorous plant life.  
  Whatever your imagination can come up with would 
  work just fine, though I believe that the more ‘alien’ 
  the land and its inhabitants, compared to what the 
  players/avatars are used to, the more memorable it 
  may be for them... 
   
  3. Wyvern Cavern :  While traveling north of Olun, 
  maybe en-route to one of the numerous mining camps 
  and villages that dot the Joterberg foothills, the Ava-
  tars encounter a small band of refugees (males, fe-
  males, and children) heading south to either another 
  settlement nearby or Olun itself.  Apparently their 
  camp has recently proven a veritable smorgasbord to a 
  trio (?) of wyverns, and these folk have decided that 
  they don’t wish to be on the menu.  They plead with 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  13 
   
   
  the group go north and help their friends and kin.  
  While the willingness of the Avatars to help is not 
  enough to make the refugees consider going back, 
  they do provide excellent directions to the mining 
  camp.   
   
  On the other hand, if the Avatars decide that 
  the threat is reason to avoid that area, the refugees will 
  just shrug their shoulders and continue on their trek.  
  In the future, if any of the refugees happen to spot the 
  group, they will point them out before others (some of 
  their peers or some nobles perhaps) and relate the 
  story of their obvious ‘cowardice’. 
   
  4. The Gauntlet : Several mining & trapping camps 
  use a river that flows from the Joterberg Mountains all 
  the way to the Gymeer as the means to transport their 
  goods (gold ore, precious stones, furs, etc). The river 
  is especially useful since it empties into the sea quite 
  near Olun.  One of the main “city sponsored” mining 
  companies hires the Avatars to provide protection for 
  their flat boats to prevent hijacking by raiders who 
  seem to have set up operations along its shores.  The 
  journey upriver is always uneventful, but the trip back 
  is where they earn their keep.  The real questions here 
  are, who are the raiders?  Ksarvinian tribesmen look-
  ing for easy gains or maybe the raiders are from Ole-
  jan looking to profit by disrupting trade and stealing 
  from their neighbors?  Whatever the case, this sce-
  nario doesn’t go very far unless the party gets off the 
  boat and actively tracks the raiders to their base camp.  
  If they’re spotted, the hunt is on and the party is the 
  prey… But if they find their answers, then what? 
   
  5. Gold Fever! : From the Joterberg foothills word 
  spreads that new deposits of gold have been discov-
  ered, and from all the signs available this vein is a big 
  one! The find was made by employees of the Gilska 
  Mining Company, owned by a minor noble who is the 
  nephew of the Lord of Olun.  While all claims by the 
  G.M.C. within these hills have usually gone uncon-
  tested, for some reason the ‘Raven Skull’ Tribe (a col-
  lection of less than civilized & “land-locked” clans) 
  has taken issue with this one.  In fact, so serious are 
  they that they’re willing to go to war to take this 
  claim. Heedless of the threats being issued from the 
  Raven Skulls, news of the deposit brings a small horde 
  of people hoping to cash in by finding ore (or placer) 
  deposits nearby.   
   
  The Avatars are hired by the G.M.C. to act as 
  muscle against the Ravens if/when they attack, de-
  fending against multiple assaults or taking the fight to 
  them.  Or maybe they are recruited as mercenary spies 
  by the Raven Skulls to find the least costly way 
  through the G.M.C.s hastily erected defenses. And 
  maybe… Just maybe... Someone might think to ask 
  the chief, or one of the clan heads, why this place is so 
  important to them.  Even if no answer is given, the 
  look of fear and terror that is revealed in their faces, 
  and just as quickly hidden away, should give one rea-
  son to believe that something isn’t right here.  
   
  6. Mistaken Identity : Following a trail from the 
  mountains with thoughts of a warm bed in Olun (or  
  some small inland village), the party finds themselves 
  surrounded by a sizeable party of armored Dwarfs… 
  And they don’t look happy.  “Surrender or die…” is 
  all they have to say.  If the Avatars resist, chances are 
  high that they will perish, but if allowed to be taken 
  into “custody” they will be stripped of all weapons, 
  gagged, and marched unceremoniously for two days 
  back to the mountains, where they are then blind-
  folded, tied to poles, and carried for at least another 
  day.  When the blindfolds are removed the group finds 
  itself within the cells of a Dwarf stronghold, sur-
  rounded by unsmiling faces and charged with the mur-
  der and mutilation of their kinsmen.  Any claims as to 
  their innocence will be ignored and they will be told 
  that a trial will be held before a council of elders in 
  two days… 
         The dilemma facing the party is obvious. Survive.  
  The trial is two days away and the party should have 
  no doubt that the verdict is already in.  This being the 
  case the LM should NOT go out of his way to make 
  escape impossible if they choose to attempt it, just 
  difficult. If they succeed in escaping, keep close tabs 
  on what gear they actually made it out with, if any, 
  and pursuit should be quick in coming and hot on their 
  hills (unless there was exceptional use of Abilities or 
  clever strategy on the players part).  After being pur-
  sued, and hearing their pursuers, for a couple hours at 
  least, the party should hear the sudden shouts of sur-
  prise and a battle being quickly joined behind them. 
  A) If they see this as an opportunity to make good 
  their escape, then they do, but with a bounty that 
  will forever be hanging over their heads.  Dwarfs 
  from this area will try to collect as long the Ava-
  tars hang around. 
  B) If they double back, they will see that the Dwarf 
  party sent to recapture them has been ambushed 
  by a group of humans and orcs.  The two groups 
  seem fairly evenly matched, but now the party 
  faces another choice.  Help the Dwarfs and hope-
  fully exonerate themselves in the process; help the 
  ambushers to crush the dwarfs, in which case see 
  (A); or continue to make good their escape, in 
  which case see (A). 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  14 
   
   
   
  If the party fails to escape then the ‘trial’ goes 
  as planned, they are found guilty, and sentenced to 
  “death by plummeting” (being thrown off the nearest 
  cliff).  On the way to the precipice, the Dwarfs are 
  attacked and the players are left with the same choices 
  as before… Pick a side or run. 
   
  Freeing themselves and helping the Dwarfs 
  fend off or defeat the ambushers will certainly give 
  credibility to their claims of innocence as it is discov-
  ered by searching the bodies of the ambushers that 
  they are indeed the culprits the Dwarfs were searching 
  for in the first place!  It will also be found that they 
  were members of the Raven Skull Tribe.  Combined 
  with #5 this could make for an interesting mini-
  campaign, as the players seek to discover the real rea-
  sons behind why the Ravens have suddenly become so 
  aggressively territorial and war-like. 
   
  7. Wrong Place, Wrong Time : The party has 
  chosen to spend the night in a small village that caters 
  to a nearby mining camp.  Just before sun-up they are 
  awakened by the sounds of battle and women scream-
  ing.  The flickers of light through the shutters and the 
  stench of smoke can only mean that the town has been 
  torched as well.  Fight or flee?  The whole village is in  
  chaos and no matter which choice they make, they 
  will be fighting.  What are they facing? Humans for 
  the most part, but there are other beings as well... Ve-
  shoge mercenaries, Oafs, Orcs with war hounds, and 
  shadowy things within the shadows that leap out to 
  attack anyone who gets within range.  If the adventur-
  ers pay attention, they will realize that the odds are 
  certainly not in their favor and make a break for it, 
  hopefully trying to help villagers escape too. 
   
  Returning to the scene they will find the vil-
  lage destroyed.  What wasn’t burned to the ground (or 
  still burning) will appear to have been flattened by 
  some force.  Bodies from both sides are scattered eve-
  rywhere and, amazingly, haven’t been stripped of 
  arms, equipment, or valuables (of which there should 
  be precious little anyway).  Of the attackers, some of 
  the humans wear emblems that mark them as soldiers 
  from Olejan. Any refugees who return with the Ava-
  tars will also note that many people they knew are not 
  to be found among the victims.   
   
  A quick search of the village perimeter by 
  Avatars who are able to discern such things will yield 
  that the invaders surrounded the village before attack-
  ing, but left as a group heading southwest. Olejan 
  slavers looking for “volunteers” for the infamous Len-
  holm coal mines?  Or was it someone else trying to 
  make it look that way?  Do the Avatars go after them 
  and try to rescue the captured villagers, or do they 
  count their lucky stars that they’re not among the vic-
  tims or the slaves? 
  The Gymeer Sea 
   
  8. The Sinking Islands : For this one I refer you to 
  Chris Clarks’ SEAS OF HAZGAR campaign logs for 
  inspiration. You can find them on the message boards 
  of www.lejendary.com and the Lejendary Things mes-
  sage board at www.dragonsfoot.org .  Plenty of ideas 
  there and entertaining reading too. 
   
  9. Sea Raiders : There are dozens of ways this angle 
  can be played out so only a few variations are men-
  tioned below. An enterprising LM should easily be 
  able to come up with enough twists and turns to keep 
  the idea fresh.  While the reputations of the Ksarvini-
  ans as raiders and pirates is more rooted in past ex-
  ploits than the present, there are still some few ships, 
  crews, and petty nobles willing to carry on the tradi-
  tion (most of whom can be encountered in and around 
  Olun).  Since these Ksarvinian cutthroats often raid 
  coastal villages and merchant ships from neighboring 
  Olejan, it is just as likely for the Avatars to encounter 
  raiders and pirates from there as well, looking to at-
  tack targets of opportunity in reprisal (not necessarily 
  with King Sveins consent either). So chances are very 
  good that Avatars may encounter raiders/pirates while 
  along the shores of the Gymeer as well as out on the 
  open water.  Some ideas that come to mind; 
  A) The Avatars are witness to a raid on a coastal vil-
  lage.  The miscreants are loading not just loot, 
  food, and water, but prisoners (women and chil-
  dren) onto their longboats and preparing to depart 
  while the rest of the villagers, including disarmed 
  & injured defenders, can only watch.  Who are the 
  raiders?  Ksarvinian, Olejian, someone else? Do 
  the “heroic” Avatars help or hide? Attacking will 
  provide enough distraction for the villagers and 
  prisoners to escape. 
  B) The Avatars are hired by a prosperous merchant 
  company based in Ksarvinsk to help protect one of 
  their ships sailing for the Duchy of Shalmet the 
  next day.  Along the way they encounter aggres-
  sive freshwater sea creatures as well as pirate 
  ships and must repel the assaults.  To keep it inter-
  esting, not only is the ship on a mission of com-
  mercial trade, but they are secretly carrying a cou-
  rier from Grand Duke Vitally himself with a mes-
  sage for Duke Flavard, ruler of Shalmet.  One of 
  the pirate ships encountered demands they turn 
  over the courier (but how could they have 
  known?). The courier kills himself and falls over-
  board to avoid being turned over, but not before 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  15 
   
   
  secretly handing the message for Duke Flavard 
  over to one of the adventurers.  The party may 
  now either try to complete the delivery themselves 
  or turn over the message… 
  C) The Avatars are visiting one of the port cities and 
  shanghai’d, either jumped while near the docks or 
  bagged from their rooms at a less than respectable 
  inn.  When they awake they find themselves 
  shackled to the deck and are told that they have 
  just ‘volunteered’ to be replacements for crew-
  members who “fell by the wayside”... Escape?  
  Take over the ship through well-planned mutiny?  
  Relax and get into their new life? 
   
  10. Smugglers Cove : The Avatars are hired by a 
  mining company (The G.M.C. perhaps? See #5) to 
  hunt down raiders that have been hijacking caravans 
  coming from one of their mines (precious stones) 
  along an overland route.  At the scene of the most re-
  cent attack they find tracks that were made by a siz-
  able party and follow them.  After some time the 
  tracks lead to a small hidden cove on the shores of the 
  Gymeer.  The raiders are there and appear to be wait-
  ing.  If the party keeps them under surveillance, a ship 
  sails into view and drops anchor, dispatching two 
  ships boats to the shore to load up their ill-gotten 
  gains.  Do the Avatars ambush these smugglers, try to 
  ascertain the identity of the ship owners, or both?  Are 
  they opportunists in for the easy score or hired hands 
  from a rival company? 
   
  11. The Drowning Man : Recent tales have spread 
  through the seaside villages and port cities regarding 
  sightings by fishing boats of a man that appears to be 
  drowning out on the open water.  Any boat that moves 
  in to help this man in distress find that the seas ‘boil’ 
  around them and the boat is pulled under.  Nobody has 
  died from these encounters (yet) but the stories have 
  sailors on edge.  All the encounters seem to be cen-
  tered around one specific area.  A group familiar with 
  the party’s exploits approaches the group and offers 
  them a tidy sum to solve this mystery as the local fish-
  ermen believe the waters to be cursed by some foul 
  demon.  Is it a spirit or demon… a denizen of the sea 
  on a mission of revenge…  a deranged elementalist 
  with an axe to grind?  Why are they all centered 
  around one location?  What’s down there?  
   
  If the Avatars have, or are given, the means to 
  conduct underwater exploration.  They find a veritable 
  graveyard of ships and fishing boats, upside down and 
  arranged to look like some bizarre underwater man-
  sion. Is it possible that the “drowning man” is living 
  there?  Yep.  He even has some fishy friends; a hand-
  ful of 12 to 15-foot sharpiks, and several giant cray-
  fish (and maybe a groswurm or two) to help defend 
  his ever growing demesne.  But the real question is 
  what is he up to, and why? 
   
  12. The ‘Grimmer’ Sea? : Something is out in the 
  open waters… Something bad.  So bad, that the largest 
  of fish (even predatory ones) beach themselves en 
  masse, and fishermen report whole schools of fish 
  belly-up on the water.  What is killing them?  Those of 
  the faith believe that the area has come under the con-
  trol of one or more powerful water demons (Kenzas for 
  instance, which are 15th-13th Rank water demons. See Le-
  jendary Pantheons)… And maybe it has. It could also 
  have something to do with #11. 
   
  The Sibrul Forest 
   
  13. Camp Encounters : For this, I refer you to the 
  SEAS OF HAZGAR scenarios done by Chris Clark in 
  Issue 2 of The Portal (pages 13-45).  Reading through 
  them is sure to fire up your imagination so that all 
  manner of adventure ideas will materialize with little 
  effort. 
   
  14. Lizards On Ice : Lief Graysen (‘Graybeard’ to 
  his friends) has had enough. A member in good stand-
  ing of the local ‘enchanters’ guild for two decades, 
  and an honored member of the Ksarvinian Explorers’ 
  Society (The Long-shanks), he has decided to put a 
  legend to rest once and for all and make one last jour-
  ney before he retires to more academic pursuits.  That 
  there may be ice drakes inhabiting the northern 
  reaches of the Sibrul, he has no doubt.  That there are 
  a handful of them guarding a relic of such raw ele-
  mental power as the legends describe… well, let’s just 
  say that there’s room for much skepticism.   
   
  So Lief has approached the party hoping to 
  convince/hire them to aid in his ‘quest’.  Maybe he’s 
  heard of the group through stories told by others, or 
  seen them perform some daring feat.  Maybe Lief is 
  the Explorer that the Avatars already know from #1, in 
  which case the search may have a connection to the 
  otherworldly giants that were awakened.   
   
  It could be a wild goose chase.  While the arti-
  fact may or may not exist (LM’s discretion of course) 
  there is a place in the northern reaches where stands 
  the remains of a huge crumbling castle, not of 
  Ksarvinian architecture, nestled in the center of a shal-
  low valley.  The perimeter of this valley sports three 
  caves which just happen to house an “average” Ice 
  Drake in each.  If the party does evade or destroy the 
  three “guardians”, won’t they be surprised when they 
  meet up with the horribly ancient “huge” Ice Drake, 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  16 
   
   
  and his tiny army of slaves, in the ruins of the castle... 
   
  15. “Were-” Not Gonna Take It :  Here the party 
  gets caught in the middle of a “war” between two fam-
  ily clans of ‘wild’ tribesmen.  The Avatars have an 
  opportunity to help them reach an accord of some 
  kind.  What are they fighting about?  Maybe they’re 
  fighting over some real or imagined slight one has 
  given the other, or it could be a not so friendly compe-
  tition over prime hunting grounds. The LM could even 
  try putting a new twist on the story of Romeo and 
  Juliet.  For an added complication, however, each of 
  the clans just happen to be werebeasts, with one fam-
  ily being of the canine or ursine sort and the other be-
  ing gluttons...  
   
  16. Trapper “Turf” War : In mining communi-
  ties, ‘claim-jumping’ can often be seen as a capital 
  offense.  In the same vein, stealing from another per-
  sons trap-line, or setting up runs along another trap-
  per’s line (poaching) can be considered equally hei-
  nous.  Two trapper camps are having what amounts to 
  a blood feud over claims of theft and poaching.  So 
  serious are they that each camp has gone out and set 
  up lethal mantraps throughout the area in an effort to 
  take out the other.  Some have even gone so far as to 
  start actively hunting men from the other camps.  It’s 
  an ugly situation and getting uglier as time goes on.   
   
  Enter the unwitting heroes…  Just passing 
  through the area they could be mistaken as guys from 
  “the other side” and attacked. And to make matters 
  worse, they’ll also have to contend with the mantraps 
  scattered all over the countryside if they want to get 
  through. Maybe they get caught up in what’s actually 
  going on and strive to make peace between the two 
  camps.  But to do that the culprit must be found.  This 
  should take a bit of doing as the ‘thief’ doesn’t belong 
  to either camp… Heck, he’s not even human. 
   
  17. The Predator : The party is staying the night in 
  a friendly little forest village.  During the wee hours 
  the group is roused from their sleep by a scream of 
  surprised terror cut short, followed by the shouts of 
  others.  Rushing to the scene of the commotion the 
  Avatars find the people surrounding a dead man, his 
  throat ripped out, and listening to the only witness de-
  scribing the horrible “demon wolf” with glowing red 
  eyes that attacked them. After the sun has risen, a 
  search team goes out to try and track the beast while 
  the man is buried, and by the end of the day the 
  searchers return saying no sign or spoor was found. If 
  the party joins in on the searches, they might find the 
  lair of a pack of nocturnal “yellers” (see Drekavac, page 
  27). The following night another victim (a woman) is 
  claimed, but this time the beast broke through a win-
  dow and killed her inside her hut.  The fear is mount-
  ing as, again, no sign can be found of the beast. On the 
  third night the men of the village (and the Avatars pre-
  sumably) begin patrolling the village en masse.  Con-
  fidence is high, until one group on the outskirts sounds 
  the alarm!  By the time everyone else gets there they 
  find one dead man and two very pale, shaking, fright-
  ened men… “That was no wolf,” they exclaim. “That 
  was wampyre!”   
   
  So the party is searching for just a vampire?  
  If that’s what you want, then sure.  But Otmansk leg-
  ends do speak of an evil spirit… a Vudolak (13th Rank, 
  see Lejendary Pantheons, to be published by Troll Lord 
  Games), that can enter and take possession of the body 
  of an animal or the remains of a dead person. When 
  the spirit takes possession of an animal, it becomes an 
  aggressive and cunning man-killer. If it takes posses-
  sion of a corpse, the vudolak will cause it to rise and 
  become vampire-like, killing humans, drinking their 
  blood, then returning to its grave.  The whispered leg-
  ends say that if the possessed corpse was married, it 
  returns to its former love, seeking to create a terrible, 
  boneless thing that is homicidally evil and able to as-
  sume the form and likeness of any human or animal. 
  These possessed creatures are said to heal at an 
  ‘unholy’ rate unless harmed by silver, which it dis-
  likes, and that if the proper rituals aren’t followed 
  when destroying the spirit it simply finds a new body 
  (animal or corpse) to possess. 
   
  Lacking the aforementioned tome, one could 
  also change the set-up a bit and substitute the vudolak 
  with a bruholak with little loss of creepiness, or you 
  could create your own beastie from whole cloth. 
   
  18. The Innocent Witch : While stopping at the 
  village of Wytches Fork, maybe for a supply run, the 
  heroes are witness to a lynching in progress.  Villagers 
  are lined up along both sides of the main thoroughfare, 
  screaming and throwing rocks & rotten vegetables at a 
  young woman who is tied to a pole and being dragged 
  toward the village center, where a pyre (unlit) has al-
  ready been prepared.  With almost manic glee, they 
  cry “Burn the witch! Defiler! Burn her!”  If the 
  party questions anyone regarding the situation they 
  simply say the ‘witch’ has been laying curses upon the 
  villagers and the only way to end them is to burn her.  
  For her part, seeing strangers in the midst of so many 
  familiar faces, the weeping girl loudly proclaims her 
  innocence of the charges and begs the Avatars to save 
  her. 
   
  So now the party faces a dilemma. Is she 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  17 
   
   
  really a curse-casting witch, or an innocent girl who’s 
  fallen victim to the superstitious fears of some way-
  ward villagers? Do they allow the burning to take 
  place, or stop the proceedings by rescuing her, thereby 
  engendering the wrath of a whole village? A Noble or 
  Ecclesiastic Order Avatar may be able to delay the 
  proceedings in order to get to the truth of the matter 
  and the villagers will grudgingly comply, otherwise 
  force is the only thing that will stop it. But what is the 
  truth?  For starters, the girl really is a witch (though 
  she’ll never admit to this)... But she’s also innocent of 
  all the charges facing her. 
   
  If the party does nothing effective to stop the 
  lynching, she’s burned at the stake, right on schedule, 
  and her ashes scattered, but not before looking each 
  Avatar who failed to help her straight in the eye and 
  bestowing the only real curses she can be held respon-
  sible for. “...Failure to thee, until you avenge me!” 
  This is her final wish, and curse, for each of them 
  causing a penalty of +45 to ALL Ability Rolls until 
  the actual guilty witch is located and made to pay for 
  her last suffering. Being a curse of the dying, it is 
  much stronger and harder to be rid of than most 
  witchy curses (with the penalty applying to any Eccle-
  siast who attempts to remove it), so once they realize 
  their situation they need to bring to justice the real 
  bad-guy.  A mystery with incentive…  On the other 
  hand, if our heroes actually interfere and rescue her 
  from the burning stake through force, a challenging 
  number of men should try to stop them, and then the 
  whole frightened mob once she’s been freed.  As soon 
  as she has been removed from the village, they will all 
  be wanted (and hunted) as witches and allies to 
  witches.  Word will travel throughout the Sibrul Forest 
  to be on the lookout for these ‘fugitives’.  The only 
  way to end this is to find the real culprit.  Being 
  sought for burning should make this task a little riskier 
  to accomplish than usual, and the village Headman 
  literally froths at the mouth to see them all destroyed.  
  I wonder why…. 
   
  19. The Three Sisters : There’s a problem in the 
  Sibrul Forest.  One by one the children of Oak-shield 
  are disappearing and the avatars are asked to help stop 
  the abductions by venturing deeper into the mighty 
  forest to confront the likely culprits, a trio of bizarre 
  (and greatly feared) wylven females known only as 
  “The Three Sisters”…   
   
  The ‘problem’ is that they aren’t responsible.  
  The wylves actually spend their time performing a 
  secret and sacred trust, that being attempting to main-
  tain the closure of a dimensional portal, a random (?) 
  tear in the fabric of reality that leads to one of the 
  lower matrices and would allow all manner of de-
  mons, devils, onis, or other netherbeings into the 
  world if left unattended.  That place could be Peklo, 
  the Otmansk version of hell, or maybe a netherworld 
  of the LM’s devising.  But this all begs the question of 
  just who, or what, is responsible for the disappear-
  ances?  Since ‘things’ do escape every once in a while 
  from the portal it is possible that the party is searching 
  for a wandering netherbeing (or one with a mission).  
  Or... if the party is strong enough, the Lejend Master 
  may wish to pit the Avatars against one of the power-
  ful and frightening ‘Baba’ sisters (Baba Jula or Baba 
  Roga, 10th & 9th Rank respectively) as they have a 
  penchant for enslaving and/or or eating small children.  
  Whether demonic, devilish, or deific, stopping the 
  abominations responsible should be no easy task, and 
  if the children still live, then where are they and why 
  are they being snatched? 
   
  20. Catch Me If You Can : The party is traveling 
  along a well-worn trail or road one fine quiet evening, 
  with clear skies and a full moon, when a figure darts 
  out of the brush, runs past them without so much as a 
  ‘How-do-you-do’, and jumps into the wood on the 
  other side. Quite a looker she was too. A pale but 
  shapely woman, either naked or very scantily clad 
  leaving little to the imagination. The Avatars must 
  now make a check against their Speed BR (2x, 3x, or 
  4x at the LM’s discretion).  Those who fail feel an 
  overwhelming and undeniable urge to give chase and 
  catch her if they can.  Try as they might, the girl con-
  tinually eludes their grasp but remains in sight, giving 
  fuel to the need to catch her... 
   
  They have just encountered an Omay (from 
  Lejendary Pantheons, to be published by Troll Lord 
  Games), a 15th Rank ‘night’ demoness that leads men 
  on chases with deadly consequences.  Once an Omay 
  has suckered, I mean lured, someone into pursuing her 
  she attempts to lead them to their death by trapping 
  them in bogs, causing them to fall from great heights, 
  into pits, or into the paths or lairs of powerful demons 
  or monsters.  Your choice of where she’s taking them, 
  but let it be consistent with the terrain.  She could 
  even be leading them to “The Hole” (see #21)... 
   
  21. The Hole : As the party pays visit, for one reason 
  or another, to a village or settled camp, a resident is 
  overhead speaking of a “bottomless” pit they ran 
  across.  Everyone thinks it’s strange because it is at a 
  place that many frequent and all are familiar with, and 
  there was no hole there before today…  Practically the 
  whole village or camp makes the trip to see this 
  strange wonder, and the Avatars are invited to have a 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  18 
   
   
  look as well of course!  When they get there, sure 
  enough, there’s a perfectly round hole 25-feet across 
  that goes straight down into… darkness.  A rock or 
  object tossed into the hole proves that it’s not bottom-
  less as they hear it hit bottom, but it’s certainly deep 
  enough to cause a lot of hurt should one fall into it.  
  Clear thinking individuals will likely send a light 
  source down to see what there is to see and, while it is 
  hard to make out any details, everyone notices that 
  there is a tunnel shooting off to the side at the bottom.  
  One thing is amiss however.  Where did all the dirt go 
  that separated the surface from this tunnel? This can 
  be a set-up for a strange but fun dungeon crawl, or it 
  could even be a newly created entrance (for whatever 
  reason) to the subterranean world you’ve been work-
  ing so hard on.   
   
  And if the Lejend Master is really ‘cruel’, this 
  could very well be an obscure legend come to abrupt 
  reality in this sleepy little settlement.  There is a sel-
  dom told tale that mentions a hole that appears out of 
  nowhere, and can show up anywhere, that just as 
  abruptly vanishes.  It is said that sometimes people 
  have gone in and, after the hole disappears, are never 
  heard from again.  There are also stories of explorers 
  who have made it out and swear before all that it is the 
  entrance to the Malign Deity Likho’s Citadel of Bones 
  on Peklo! The ‘fact’ that they had also aged about 
  twenty years for the experience tends to lend credence 
  to their tales.  Some believe that when Likho comes to 
  Learth for ends better left unpondered, or even just to 
  visit with Baba Jaga, she leaves the door of her home 
  open to lure in the curious (maybe with help. see #20), 
  who invariably end up becoming playthings for the 
  residents of her home.  When she is done with her er-
  rands they say she returns invisibly and closes the 
  door behind her… Until next time, that is. 
   
  22. Manhunt : No need to do any one set-up here, as 
  it is much like #9 (Sea Raiders). There are so many 
  variations of the bounty hunting theme (for any num-
  ber of scalawags, scoundrels, and even those wrongly 
  charged) that one couldn’t possibly enumerate them 
  all.  In fact, the Avatars could probably make a career 
  out of it. The main effort need only be deciding who 
  the perp is, who the victims are, the crime, do they 
  have accomplices and allies, and how to catch him or 
  her.  The target need not even be human or Alfar as 
  there are often bounties put out for dangerous crea-
  tures, intelligent or otherwise.  
   
  23. Did’ya See The Size Of That Chicken!?! : 
   
  This could tie in easily with #19, though it 
  shouldn’t be a cake walk either.  While traversing a 
  quiet (almost too quiet) stretch of forest the party hap-
  pens upon a small hut.  This in itself wouldn’t be so 
  strange, but for the fact that this hut is supported some 
  15 feet in the air by an enormous pair of chicken legs?  
  Closer inspection reveals that the hut is unmoving be-
  cause it is tethered to several trees.  Approaching it 
  seems to create no agitation, and reasonable attempts 
  to get inside the hut are entirely successful…. 
   
  The hut belongs to either Baba Jula or Baba 
  Roga.  Once inside the hut (if they actually dare) the 
  Avatars find that the interior is like being transported 
  somewhere else because there is far more contained 
  within than would be expected of a mundane domicile 
  of this size. A spatial anomaly inside a house, if you 
  will.    
   
  So go ahead...  
   
  Make it the size of a small castle inside…  
   
  Make it strange and grim…  
   
  Fill it with monsters and traps…   
   
  After all, it is the home of an evil deity.   
  And if you’re using it with #19, make sure to place the 
  kiddies in need of rescuing somewhere inside. 
   
  Ulbor Hills 
   
   
   
  24. The Copper Hills : The Avatars have traveled 
  north from Dnokorog to a small village just south of  
  the Ulbor Hills. The main ‘industry’ of the village re-
  volves around hunting and trapping, but one of the 
  leading mining concerns from the coast also maintains 
  a small outpost here.  Upon their arrival they notice 
  that someone has taken a keen interest in their activity.  
  His watchfulness seems more out of curiosity, and 
  before long he approaches them (but only if their ac-
  tions mark them as generally honorable people).  He 
  says he works for the mining company and his over-
  seer is looking to hire some reliable and fearless peo-
  ple to do some “wilderness surveying” for them…  If 
  the party is interested they are invited to dine with the 
  overseer, “Lord” Kargensen, that very evening.  At 
  this dinner he explains the ‘particulars’ of the job. 
   
  The company maintains three copper mines 
  and a smelter operation to process the ore.  Beginning 
  with the smelters, each mine ventures a little further 
  into the highlands than the last.  Two weeks ago his 
  surveyors believed they found a fourth deposit and 
  they assembled a group to work it for awhile and see 
  what came of the find.  That group disappeared.  He 
  offers the party a generous sum to explore the area 
  around this site to determine and/or deal with any 
  threats found, and hopefully discover the whereabouts, 
  or final fate, of his missing men.  If they take the job, 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  19 
   
   
  they are guided along, from the smelters to each suc-
  cessive mine on their way to the fourth, and newest, 
  site.  But when they reach the third mine they find that 
  it is deserted and has been thoroughly ransacked.  
  Time to earn their money.   
   
  25. A Drake By Any Other Name : The evil fire-
  drake Asazengrea has been killed, and the highlanders 
  of the small village of Grenna celebrate in the Great 
  Meeting Hall. With much enthusiasm, they feast to 
  their newly won freedom from sacrificial slavery to 
  the beast.  The large feasting tables surround the hoard 
  of treasures that once belonged to it, and in the place 
  of honor is the warrior responsible for saving the vil-
  lage, along with a box that contains the now still heart 
  of their tormentor.  As the raucous ceremony wears 
  on, the village chief is about to offer the hero his 
  choice of the firedrake’s treasure when a great com-
  motion outside the hall brings the celebrants to si-
  lence.  The doors burst in and, amid screams of horror 
  and fear, a firedrake crawls its way inside.  The hero, 
  along with several other warriors, draw their weapons 
  and charge to slay this unexpected threat, when it 
  belches forth, not a blast of flame but a dark and shad-
  owy cloud that instantly surrounds the warriors.  The 
  screams of terror and pain that emanate from within 
  the cloud will be the hallmark of nightmares for years 
  to come.  After the cloud of shadow-stuff dissipates, 
  all that remains of the heroic defenders are shriveled 
  husks on the floor, once living bodies now drained of 
  all health and vitality.  The beast gazes at the trapped 
  and silent revelers, then speaks with a sibilant hiss. 
   
  “You have broken our bargain, refused me my 
  due, slain me, and stolen my property… Yet still I 
  live.”  
   
  A quick look at the gaping hole in the beasts’ 
  chest reveals that this is indeed Asazengrea… Heart-
  less, but not quite dead.  
   
  “I see the world through new eyes now, and 
  what I see… Is mine!  One chance you have to redeem 
  yourselves… Our bargain remains, but the sacrifice is 
  doubled.  Defy me again and you will face the same 
  fate as your friends.”   
   
  Screams are renewed as the lifeless defenders 
  slowly rise to their feet and wait, dead eyes staring 
  blankly at nothing.  As the drake turns to leave it says 
  in parting, “Return what is mine… tonight.”  Slowly, 
  the ‘dead’ follow their master.  
   
  A litch-like drake that can raise the dead?  
  What happens next could be the stuff of legends... 
   
  26. Witch Mountain : While gallivanting about in 
  the highlands, the party happens across a ring of 
  standing stones in the middle of nowhere, atop a large 
  barren hill. A search of the area also reveals a seem-
  ingly deserted cave nearby.  This is as good a place as 
  any to set-up a short adventure as the Avatars seek to 
  discover what this place may be and if the cave has a 
  connection to it.  If they hang around until nightfall, 
  they just might discover that they would’ve been bet-
  ter off not knowing.  You see, this is a sacred place.  A 
  gathering spot for a coven of witches during their 
  monthly Esbat, and for a host of covens if it is the 
  time of the Sabbat, so woe to those unfortunate 
  enough to be caught bearing witness to such dark cere-
  mony. This is the party’s ‘lucky’ day, as tonight just 
  happens to be one of those special nights…  If the 
  Avatars happen to successfully conceal themselves 
  from the witches, and their familiars as well, several 
  things of value may be gained.  They will know the 
  exact location of a meeting place for witches, of 
  whom there are continual bounties for, and they will 
  even have a chance to see the actual witches.  If the 
  party has been in Ksarvina long, they may very well 
  have met one (or more) of them.  They might even 
  meet more of them in the future, as the witches go 
  about their business as “regular” folk.  This encounter 
  has the potential to create several interesting chal-
  lenges, dangers, and opportunities throughout a 
  Ksarvinian campaign. Provided they make it through 
  the night, of course.... 
   
  27. The Lost Mines of the Silver King &  
   
         The Curse of the “Shifting Rocks” : 
   
  One must wonder at the audacity and arro-
  gance necessary for a people to proclaim themselves 
  equal to the Gods, but such was the power & reckless 
  pride of the folk who resided in the city-state of 
  Agansk.  Located within the fertile highlands of north-
  ern Varan, this city reached its peak, and fell, during 
  the Time of Vainglory.  This is an old story, now long 
  forgotten by all but a few people, about a tribe of no-
  madic warriors who settled down after encountering 
  an enigmatic man dressed in silver armor like none 
  have ever seen, with hair and eyes of the same hue, 
  holding aloft a gold nugget as large as his fist.  Mighty 
  as a giant, they said, with eyes that ‘truly’ see and an 
  aura about him that humbled them all, he welcomed 
  the warriors and offered them the nugget saying to 
  them, “This land is your home, Men of the North.  It is 
  fertile and graced with the riches of the universe, for I 
  have made it so.  Why wander like animals when one 
  can toil and prosper like no other?”   
   
  Wary, the warrior chief asked, “Who are you, 
  that would offer us land we tread already?”   
   
  The man thought for a moment, then said 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  20 
   
   
  without offense at their slight, “To some I am known 
  as Srebrni Car.” (The elemental deity of precious ores 
  such as copper and gold. From Lejendary Pantheons, to be 
  published by Troll Lord Games) With that, the ‘man’ 
  vanished in a flash as bright as the sun.  The warriors 
  all fell to their knees for they knew, deep in their 
  hearts, that not only were they witness to a divine visi-
  tation but they had been blessed as well.  And so was 
  founded a small village of warriors turned miners and 
  herdsmen, which later became one of the most power-
  ful city-states on Learth.   
   
  The gold nugget that was offered to the warri-
  ors was made into several rings, that were believed to 
  not only carry the blessings of the “Silver King”, as 
  they often referred to him, but also bestowed upon the 
  wearer the ability to unerringly find deposits of pre-
  cious ore and stone within the earth.  Gold, silver, and 
  copper soon flowed out of the mines from veins that 
  seemed endless.  With the riches that came from the 
  land, and the respectful attention gained from other 
  powers around the world because of it, the successive 
  generations that followed the original founders soon 
  lost sight of just what or, more appropriately, who it 
  was that was responsible for their prosperity in the 
  first place. The shrines to the Srebrni Car fell by the 
  wayside as the city rulers began to refer to their title of 
  office, and themselves, as that of the Silver King!  
   
  And so it was that one day, a large man with 
  silver hair walked through the gates to see just how 
  the descendents of the nomad warriors had faired.  As 
  he appeared quite odd and out of place, he was 
  stopped by the gate watchmen and asked to identify 
  himself.  With the same solemnity as before he said, 
  “To some I am now known as the Silver King.”   
   
  The guards had a good laugh at that, as did 
  some of the citizens who overheard, and the watchmen 
  replied, “Sorry, there’s only one Silver King here, and 
  you’re not him!” 
   
  The odd man was emotionless as he asked, 
  “Where might one find this ‘King’, as I would surely 
  like to meet him?” 
   
  Accompanied by more laughter, he was told 
  that one sees the “King” by appointment only.  The 
  gate-keepers then turned him away saying it was for 
  the best if he didn’t return.  After that, what happened 
  next was inevitable, don’t you think? 
   
  The odd man stood before the gates filled with 
  great anger and an equal sadness saying, in a voice 
  that could be heard across the city, “Such lack of re-
  spect does not go unanswered... or unpunished.  All 
  that you have exists because of the gifts that I laid be-
  neath the feet of your worthy ancestors.  But the chil-
  dren of their children’s children are ungrateful, so the 
  blessing you once enjoyed shall be no more.  The har-
  vest is complete and all that is left is emptiness.   What 
  comes from the earth will be returned to the earth... 
  until the day when the key that opens what hides the 
  bounty from all is used to tame the land once more.” 
   
  One can speculate as to how things progressed 
  after that, but one thing is certain.  By the end of that 
  day, the city was no more.  Learned scholars of the 
  age believed that he opened a portal to the dimension 
  of elemental earth, then tore it asunder, creating a 
  ‘maelstrom’ of earth and allowing it to grow until it 
  swallowed the city and the mines around it.  The quick 
  fled before the spreading destruction, but many fared 
  not so well and were never to be seen again. The 
  mines that had poured forth so much wealth were hid-
  den within while, outside of the elemental chaos, the 
  once fertile highlands became barren.  Now all that 
  was left was a people with nothing to their names, re-
  turned to a life of nomadic hunter-gatherers like their 
  ancestors, until the day when they would again regain 
  their humility respect for the Gods. The descendents 
  are those around you now, the people of Ksarvina.  
   
  What’s that?  Yes, I know.  It does seem a bit 
  far-fetched, but for a sizeable donation I would be 
  more than willing to let you read the actual scrolls. 
  No, it’s not a bribe... Know that half of the proceeds 
  go to maintain these archives and, for those with a soft 
  heart, the other half is given to the Society of Long-
  Shanks to help keep the orphanage that they run 
  afloat.  When members of that esteemed explorers 
  society fail to return from whatever journey they may 
  have embarked on, the other members take on the duty 
  of seeing to their children if there is no one else who 
  can.  Seems right and proper don’t you think? 
   
  Aye, that portion of the story does ring as 
  truth in my ears.  I think it is a maelstrom, no different 
  than the one that lies within the great Lantean Ocean, 
  only this is of earth rather than water.  That would ex-
  plain why the terrain is always shifting and rearrang-
  ing itself, as well as the rocks, creatures, and strange 
  ‘stone’ men that seem to enjoy chasing down those 
  who wander within. I went there once, ya know. Back 
  when I was much younger and much more... uhmmm, 
  adventurous. I remember one of our group being 
  crushed in a most horrible fashion by a pile of stones 
  that transformed into a large snake-like creature.  His 
  screams haunt me to this day.  Why yes, yes I did.  
  And for that donation I mentioned I’ll gladly let you 
  peruse my journals regarding that trip as well. 
   
  Eh? The rings?  Good question, that.  It’s be-
  lieved that they were all lost on that fateful day... all 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  21 
   
   
   
  Available from Hekaforge Productions : 
   
   
  To order, contact; 
   
   
   
   
  HEKAFORGE PRODUCTIONS  
   
            36460 North Highway 45 
   
   
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  http://www.fuzzyheroes.com/index.html 
  The Chronicles of the Lejendary Earth 
  Noble Kings and Dark Lands 
  but one. There are some of us who think that it may 
  indeed be the ‘key’ that was mentioned in the story. 
   
  Ha ha, yes! A most excellent theory you have 
  there, and I do believe that it is correct too.   
   
  The ring of the ruling house of Ksarvina...   
   
  But that one is gone now too, said to have 
  been stolen during a raid by some miscreant Alfar, 
  back during the time known as The Fragmentation, 
  and hasn’t been seen since.  The odds of recovering it 
  are rather long, if you think about it.  I mean, really, 
  what are the chances of it still remaining in the hoard 
  of a band of hobbies after all this time?  But hey, you 
  never know...  What? Yes, I do.  It was said to be a 
  plain gold ring, and engraved on the face of it was a 
  sword and pick-axe crossed.  If you ever do run across 
  it, please do me the honor of bringing it by so that I 
  may look at it.  That would be something to see before 
  I pass from this world. 
   
  Well now, he day has grown long and I thank 
  you for coming to visit me.  As I said before, the ar-
  chives are here to go through if you have the desire.  
  But if you do choose to journey into the heart of the 
  Ulbors, might I advise hiring a guide or two from the 
  Long-Shanks?   
   
  Tell them Graybeard sent you.... 
   
   
  As you might have guessed, we’ve barely 
  even scratched the surface of things that can happen in 
  Ksarvina.  I’m willing to bet that even as you read 
  through these offerings, even more ideas sprang forth 
  from your creative minds.  Write them down before 
  they disappear!  We didn’t even look into the myriad 
  things that can happen in the main port cities.  To 
  touch on them, we could easily add on another twenty 
  pages of ideas.  But one glance at the Associations, 
  Guilds, Secret Societies, Subcultures listing on page 9 
  should be enough to fire the creative noodle in that 
  regard.  
   
  There’s no need to take any of these ideas as 
  is before springing them on your players either (they 
  may very well be reading this too).  Take the seed and 
  personalize it, adding your own twists to keep it fresh 
  and exciting.  
   
  Have fun with it!  
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  22 
   
   
  Gazing into the crystal bowl before her, the seer intently watches the surface of the water 
  contained within, eyes glowing slightly with the extraordinary energy she expends to complete her 
  task.  Behind her, but standing outside of the “circle of power” she had inscribed on the floor 
  around her, the Baron also tries to watch the water, in the hopes of maybe catching a glimpse of 
  what it is that so consumes the attention of the seer. 
  After but a minute or two of her frozen watchfulness, the seer’s shoulders sag and she tries to 
  run a shaky hand through her tangled hair.  She sighs and mumbles something incoherent.   
  Patient no longer, the Baron voice echoes off the walls.  “Well… What did you see?  What is 
  happening? Answer me quickly woman, as there is much to do if this day is to be won!” 
  The woman kneeling before the Baron slowly rises to her feet and turns to face the nobleman, 
  smiling scornfully as he averts his gaze from her face in an attempt to avoid looking into the strange, 
  black eyes she was cursed with.  “The Duke’s army has… how did you put it... ‘taken the bait’ and 
  marches towards your ambush at speed, even as we speak.” 
  The Baron’s eyes light up at the news and he starts to chuckle at the thought of a sure vic-
  tory, but the seer is quick to add, “But know you now that the day may not be won quite so easily.” 
  Frowning at this, the nobleman finally does meet the seer’s disconcerting gaze, asking warily, 
  “And what makes you say that the fight may not go our way?  If they really did fall to our ruse...” 
  Interrupting the confused Baron, the woman says in a tired but amused voice, “I have looked 
  over the whole of his army and, while it appears that you may have the upper hand in the coming 
  fight, there is one thing I saw that does not bode well for you…” The Baron says nothing, but his 
  glare demands she continue.  “Within the Duke’s assembly… He has a seer of his own.  It is entirely 
  possible that he is aware of your ambush and may even have found a weakness to exploit.  This could 
  also explain why he heads towards you with such enthusiasm.” 
  With a curse, the Baron spins on his heel and runs from the chamber, yelling at his men-at-
  arms to take to their horses and ride... 
  AMONG THE POPULACE 
  In this issue’s treatise for AMONG THE POPULACE we take a look at a homebrewed Or-
  der for NAC and Avatar characters possessing Divination as the first Ability choice.  Organi-
  zations are likely secretive affairs, though there may be publicly available places of learning 
  and association, such as the “Zen Homaki” School of Divination located in the city of 
  Homaki, of the Noppon Empire[see Lejendary Earth sourcebook: The Exotic Realms of Hazgar]. 
   
  THE DIVINIST ORDER 
   
   
  Hidden Eyes of the World  
   
   
  by Jerry Leonard 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  23 
   
   
  The Divinist Order first came about when I was 
  putting my first campaign setting together. I wanted to 
  put into place a loose organization/society of people 
  who specialized in divination powers/activations. 
  While many, if not most, wouldn't actually belong to 
  an organization or guild I wanted another vehicle (the 
  order) that the avatars could interact with, for better or 
  worse. 
  The whole thing was well received, so I should 
  have known that someone would want to play one... 
  This isn't necessarily a bad thing as long as the player 
  creating the Divinist Avatar understands that it is not a 
  particularly “balanced” character. The Divinist is a 
  seeker of answers to the unknown and employs both 
  mundane and magical means to find them. It wasn't 
  originally created with combat in mind, so the player 
  that chooses to be a Divinist may have their work cut 
  out for them as well as some unique role-playing op-
  portunities ahead! 
   
  A SHORT EXPLANATION ON THE  
  CHOSEN ABILITIES 
   
  DIVINATION: For obvious reasons, this is the 
  primary Ability. To use this order 'in my own cam-
  paign' I felt it was necessary (IMHO) to expand it 
  considerably, stocking it with general powers and spe-
  cific rituals. More information on that can be found 
  here.... Divination Ability Expansion. 
  However, it is still possible to play an avatar in 
  this order without changing the Ability at all. The ex-
  pansion is made available just to add ‘depth’ to an 
  Avatar and/or campaign if the LM so desires it. In the 
  case of not using the expansion, then with each gain in 
  rank, the Lejend Master can change "...Gain a Plaque 
  with 1 power and add 1 point to each of the other 
  three abilities..." to either "... Gain 1 Psychogenic 
  Power and add 1 point to each of the other three Abili-
  ties..." or just "Add 2 points to each of the other three 
  Abilities...". I personally think that option 1 'gives 
  away' too much power to the avatar, but it's certainly 
  the LM’s choice. 
  EVALUATION: In the "Lejendary Rules For 
  All Players"(© copyright 1999 by Trigee Enterprises 
  Company) the Evaluation Ability is said to deal with 
  "All activities having to do with evaluating the 
  intent and type of threat posed by a person or 
  other creature,.....,and situational evaluation..." It 
  goes on further to state "With respect to persons 
  and creatures, this includes assessment of hon-
  esty, integrity, motivation, origin, purpose/
  intent, social class, truthfulness, wealth, etc." 
  I believe it's safe to say that this is an exclusively 
  interpretive skill using experience and objective rea-
  soning for object evaluation, but using experience and 
  subjective reasoning for person/creature evaluation. 
  Now since some divination means (such as 
  dreams, animal/scent/sound omens, and visions) are 
  completely open to various subjective interpretations, 
  developing this skill should be the next priority before 
  being allowed guild or organization membership. 
  Gaining higher skill ratings would then come from 
  either A) a lot of "hit or miss" hands on training (i.e. 
  The expenditure of merits earned), or B) being trained 
  to evaluate various divinations by higher ranking Di-
  vinists. With the training comes more accurate read-
  ings 
  PSYCHOGENICS: The development of Psycho-
  genic Ability allows not just further advancement in 
  the order, but a wider range of powers that are 
  'divinatory' in nature. Useful powers would include--- 
  Arcane Understanding, Material Sensitivity, 
  Paraudial Sense, Parascopic Sense, Parascopic 
  Scrying, Power Sensing, Premonition, Psychic 
  Sight, Sixth Sight, and Thought Reading. 
  ARCANA: Using the Divination Ability Expan-
  sion, this skill can allow the Divinist to attempt crea-
  tion of their own unique Divination Activations 
  (spells/powers) when they reach 9th Rank, and even 
  Extraordinary Objects such as Divining Rods and 
  Foci, as long as the other abilities needed to create 
  such devices are possessed of course! Otherwise it is a 
  useful way to gain extra AEPs and aid the Divinist 
  with his or her quest for answers regarding obscure 
  information/trivia. 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  24 
   
   
  Divinist Order 
  Low to Uppermost Society 
  Found within all levels of society, from the unobtrusive locale in deep wilderness to the right hand side of a 
  ruler, these are the seers, fortunetellers, seekers of lost knowledge, spies of 'extraordinary' ability, and oracles. 
  Looking to the past, present, and future their unspoken quest is for the truth found in all things, as well as the 
  probable truths to come. Organizations/guilds/societies are not publicly advertised for the most part and entry, as 
  well as acceptance and participation, within these orders are secretive affairs. They are recognized by all but es-
  pecially by Mages, Nobles, and Warlocks. Typical places for association are always hidden or undercover, 
  though there are exceptions to the rule. The required abilities are: 
  Divination, Evaluation, Psychogenics, Arcana, Weapons (Mandatory fifth choice) 
    
  Ranks 
  12th Rank, Charlatan. Divination possessed. No benefit save contact.  
  11th Rank, Fortune Teller. Divination and Evaluation possessed. Guild membership becomes available. Add 
  2 points to Weapons Ability.  
  10th Rank, Augurer. Divination, Evaluation, and Psychogenics possessed. Gain 1 Psychogenic Power and 
  add 2 points to Weapons ability.  
  9th Rank, Seeker. All four required Abilities possessed. Gain 1 Power. Add 2 points to each of the four re-
  quired Abilities possessed, but addition to Divination Ability can not then cause the Avatar to move to a 
  higher rank. If this would occur, limit addition to the last point total in the category.  
  8th Rank, Soothsayer. Divination at 61. Add 3 points to each of the other three Abilities.  
  7th Rank, Minor Seer. Divination at 71. Gain a Plaque with one Power and add 1 point to each of the other 
  three Abilities.  
  6th Rank, Major Seer. Divination at 81. Gain a Plaque with one Power and add 1 point to each of the other 
  three Abilities.  
  5th Rank, Minor Divinist. Divination at 91. Gain a Plaque with 1 Power and add 1 point to each of the other 
  three Abilities.  
  4th Rank, Major Divinist. Divination at 101. Gain a Plaque with 1 Power and add 1 point to each of the other 
  three Abilities.  
  3rd Rank, Minor Prophet. Divination at 111. Add Enchantment Ability at 20 or add 10 if Enchantment al-
  ready possessed.  
  2nd Rank, Major Prophet. Divination at 121. Add Learning at 20 or add 10 if Learning already possessed.  
  1st Rank, Oracle. Divination at 131. Add Metallurgy at 20 or add 10 if Metallurgy already possessed.  
  Divination: Add one-half point to Speed Rating 
  only when initially selecting this Ability. All activities 
  having to do with the augury, divination, fortune tell-
  ing, prophecy, etc. are governed by this Ability. The 
  Ability enables the Unordered Avatar or Divinist Or-
  der Avatar to ask once daily, per general divination 
  means, one specific question about a person, place, or 
  thing and receive a definite and correct "yes" or "no" 
  answer only. Improperly phrased questions or those 
  that can not be answered in the affirmative or negative 
  are questions nonetheless, and even though they re-
  ceive a misleading answer, or none at all, end the op-
  portunity for the day. However, any Ability check that 
  results in a score equal to 10% or less of Ability score 
  enables a second attempt at use of this Ability. Each 
  use of the Ability requires 10 AEPs from the diviner. 
  These points are expended regardless of the success of 
  the divination attempted. 
  An Unordered Avatar or Divinist Order Avatar 
  begins with one "general" divinatory means per 10 
  Ability points. As Ability score increases, one addi-
  tional means can be gained only at each decimal ad-
  vance thereafter that is above the starting Ability 
  score, i.e. 21, 31, 41, 51, etc., and so acquired only at 
  some special place of training in such Ability. Starting 
  Equipment List: Special. 
  Modified Divination Ability Description 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  25 
   
   
     GRADE 
  COST  
   
  COST 
   
   
  (TIME)  
   
  (AEPs) 
   
   
  V. Minimal 1 second real-time 
  2 
  Minimal 
  2 seconds real-time 
  3 
  L. Moderate 3 seconds real-time 
  4 
  Moderate 
  4 seconds real-time 
  5 
  Good  
  5 seconds real-time 
  6 
  V. Good 
  7 seconds real-time 
  7 
  Strong 
  9 seconds real-time 
  8 
  V. Strong 
  12 seconds real-time 
  9 
  Major 
  20 seconds real-time 
  10 
  Extreme 
  20 seconds real-time 
  12 
  An Avatar within the Divinist Order having a 
  Rank of 9th or higher is allowed access to the "Minor 
  and Major" Divination Ability Activations. Starting 
  Equipment List: Magical. Only Divination, general 
  equipment, and memory tablet selections can be cho-
  sen. See Divination Ability Expansion section for de-
  tails. 
  The usual means of  general divination are: animal 
  omens, ashes, automatic writing, bones, cards, crystal 
  gazing, dice, dreams, entrails, liquid mixture, lot cast-
  ing, miniature symbol casting, rune casting, scent 
  omens, smoke, sound omens, tea leaves, and visions. 
    
  CHANGES TO THE STARTING EQUIPMENT LIST: MAGICAL  
   
   
   
   
   
   
   
   
  (If using the Divination Ability Expansion) 
    
  Additions for the Magical Equipment List are as follows; 
   
  Divination, Ability Possessed- Communion circlet materials.  
  Divination, Ability Possessed- see Extraordinary Activations Divination, choose any, each selection counting 
  as one item.  
  Divination, Ability Possessed- small incense brazier, rune stones, crystal pendulum. 
  Divination Ability Expansion 
   
  Employing Divination Powers 
  The use of Divination requires the creation of a 'communion circlet' in order to use the Major Divination 
  Powers. A communion circlet consists of two circles overlapped so that the overlapped portion looks like an eye. 
  An iris and pupil is then inscribed within the 'eye' to complete the circlet. One circle is for the Diviner to stand in 
  and the other circle is to contain 'the essence' of what they wish to commune with. If the Diviner is not within a 
  correctly inscribed circlet then nothing will happen and the AEPs will be expended regardless. 
  It requires three minutes real-time to prepare a complete circlet. One minute for each circle and one minute 
  to inscribe the eye, the design of which is unique to each Diviner. 
  In addition to recording what materials and design are needed for the Divinist to prepare his or her unique 
  communion circlet, each Minor/Major Power and Ritual possessed must be recorded on a Divination memory 
  tablet, one of which is able to contain four such scribings. 
  Failure of Ability in a check against Divination score indicates the AEPs are expended to no effect. 
   
  Time Required- The amount of time required for  
  activating a Power varies according to the  
  complexity and power cost (in AEPs)  
  required: 
  Communion 
         Circlet 
  Focus 
  Divinist 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  26 
   
   
   
    
  MINOR POWERS OF DIVINATION -  
  (**) denotes a new power 
   
  ** Communicate With Animals - Strong  
  Element Of Surmise - Good  
  Loviatskya's Infallible Energy Analysis - Strong  
  Loviatskya's Infallible Mineral Analysis - Good  
  ** Mineral Seek - Minimal to Good  
  Read Power - Very Strong  
  Seeing Orb - Very Good  
  Seeing Orb Surprise - Very Strong  
  Sense Power - Very Minimal  
  ** Stir Of Echoes - Very Strong  
  ** Stone Revelations - Strong  
  Talk With Shadows - Very Good  
  ** Verify Veracity - Moderate  
  ** Water Seek - Minimal to Good  
  DIVINATION ABILITY POWERS AND RITUALS 
    
   
  MAJOR POWERS -  
   
  (**) denotes a new power 
   
   
  ** Ritual Of Association - Extreme  
   
  ** Deadspeak - Major  
   
  ** Divinity - Extreme  
   
  ** Earth Meld - Extreme  
   
  ** Psychic Imprint - Major  
   
       Seeing Channeling Orb - Major  
   
  ** Spiritspeak - Major  
   
  ** Reflected Radiance - Major  
   
  ** Vision Quest - Major  
   MINOR POWERS 
    
  Communicate With Animals - Strong  
  This supernatural power enables the activator to 
  communicate with (and understand) any single natural 
  warm- or cold-blooded animal allowing him or her to 
  ask questions and receive answers, though not neces-
  sarily correct, usable, or intelligent ones. As soon as 
  this power has been activated, a calming and attracting 
  influence is exerted over the animal, which must be 
  within fifty feet, and in sight, of the caster at the time 
  of casting. A small- or medium-sized animal is al-
  lowed a check against its Speed Rating, or 2 x Speed 
  Rating if the animal is large (gorilla, horse, or larger). 
  A successful check results in the animal fleeing the 
  area, while failure causes the affected the creature to 
  approach the activator, and communication can then 
  follow. Loud, surprising noises or attacking the animal 
  disrupts the power ending the activation, at which 
  point it behaves as it normally would. Undisturbed, 
  the effect lasts for five minutes plus 1 ABC for every 
  2 AEPs expended at time of activation, or until can-
  celed by the caster. 
    
  Mineral Seek - Minimal to Good  
  This preternatural power enables the person acti-
  vating it to be able to locate, if present, whatever raw 
  mineral or ore they may be seeking that is within two 
  hundred feet of the surface and up to one half to two 
  miles distance (depending on the amount of activation 
  points used). This power will inform the activator of 
  the general direction and approximate distance to the 
  nearest source of the raw mineral/ore sought and will 
  remain in effect until such time as they are standing 
  over it or the power is canceled. If the mineral/ore is 
  not within the activation's detection limit, the activator 
  will be so informed and the AEPs will be expended. 
  An unrefined sample of the mineral or ore sought is 
  needed to successfully cast this activation, and is not 
  consumed in the casting. 
     
  Stir of Echoes - Very Strong 
  Activating this supernatural power causes the acti-
  vator to slip into a deep trance-like state allowing him 
  or her to view what has transpired in the exact location 
  Power Descriptions 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  27 
   
   
  the caster is standing during the 8 hours prior to his or 
  her arrival to that location. The activator is able to 
  switch between viewing the previous events at a nor-
  mal speed or 'fast-forwarding' the sequence, but during 
  this time they will be unaware of events around them 
  and, therefore, vulnerable to attack. The Psychogenic 
  power 'Premonition' will not work while in this state. 
  The area of effect is a 10-foot radius centered on the 
  activator. 
  For each additional 5 AEPs expended at the time 
  of activation, the time frame viewable is extended by 
  1 hour. 
    
  Stone Revelations - Strong  
  By means of this supernatural power the activator 
  can actually contact and communicate with the stones 
  they are touching or standing upon. The activator can 
  ask two "yes" or "no" questions. All knowledge pos-
  sessed by the stone is based on events that have hap-
  pened in a 10-foot radius of its location, and they must 
  have been viewable by a normal person had such been 
  present, as well as having occurred within the last 24 
  hours, to have been "seen" by the stones. 
  The questions can be specific, but not specific to 
  proper names of any type. The questions should also 
  be very general. These questions must be in a form 
  answerable (with a "yes" or "no") by the stones or they 
  will result in an answer of "unknown" and that ques-
  tion will be lost. Though the stones will not lie, the 
  LM will have final say on the adjudication of answers 
  to Avatar questions. 
  For each three additional AEPs at the time of acti-
  vation of this power, one additional question can be 
  asked of the stones. Duration of effect is one minute 
  real-time, then fades regardless of whether or not all 
  questions have been asked. 
    
  Verify Veracity - Moderate  
  By means of this preternatural power the activator 
  is able to determine if anyone in a 10-foot radius, cen-
  tered on the activator, is telling the truth or not. This 
  power does not confer the actual truth, uncover simple 
  and unintentional inaccuracies, or reveal information 
  hidden behind verbal evasions. Duration of effect is 10 
  minutes. 
    
  Water Seek - Minimal to Good  
  This preternatural power enables the person acti-
  vating it to be able to locate a water source that is 
  within 5 feet of the surface and within a distance of 1-
  5 miles of the activator (depending on the number of 
  activation points used). This power will inform the 
  activator of the direction and approximate distance to 
  the nearest source of potable water, and will remain in 
  effect until such time as the location is reached (i.e.; 
  within sight of the water or standing over it if below 
  the surface) or the power is canceled. If there is no 
  potable water within the activation's detection limit, 
  the activator will be so informed and the AEPs will be 
  expended. 
    
   
   
  MAJOR POWERS 
    
   
  Ritual Of Association - Extreme  
  In order to be able to employ any of the Major 
  Powers, this ritual must be possessed and utilized by 
  the Divinist. This ritual casting must be performed 
  from within the Divinist’s communion circlet and 
  prior to the casting of the Power they wish to use, or 
  the Power will not function and all AEPs will be ex-
  pended. Casting this ritual from within the commun-
  ion circlet opens a receptive channel in the Divinists 
  mind allowing him or her to see, interact with, or ma-
  nipulate 'the essence' (matter, space, time, spiritual, 
  etc.) of whatever is called forth. At the same time it 
  provides a focal point on the other end of the circlet 
  for that essence to gather. It must be enacted no longer 
  than 1 hour prior to using any of the Major Powers.  
    
  Deadspeak - Major  
  By activating this supernatural power the Divinist 
  is able to communicate with the spirit of a dead per-
  son/ creature whose body, or a portion of the body, 
  has been placed within the communion circlet. This 
  power will not work on any of the cunning & free-
  willed (lichwight, peccant, vampire, balewretch, 
  ghoul, moriant) or unwilled (animort, bonewalker, 
  zomboid) living dead that has not first been destroyed 
  before attempting to communicate with it. Neither will 
  it work on any of the restless spirits of the dead with-
  out some portion of its body to use as a foci (if no 
  body, or part thereof, is available, see Spiritspeak 
  below).  
  After the Power has been cast a translucent image 
  of the deceased forms over the body showing what 
  that person/ creature looked like before their demise 
  and, once the ghostly image appears, the Divinist is 
  able to ask two questions with one more question al-
  lowed for every 10 AEPs expended at the time of acti-
  vation. The Divinist must be able to speak and under-
  stand the language once used by the dead creature and 
  all answers given by the deceased will be brief, eva-
  sive, cryptic, and limited to what that person knew in 
  life. For every one hundred years the creature has been 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  28 
   
   
  dead, a penalty of +10 will be added to the Ability 
  check. Regardless of whether all questions allowed 
  have been asked the Power is spent and fades after 5 
  minutes real-time. 
    
   
  Divinity - Extreme  
  This supernatural power enables the activator to 
  summon to the communion circlet a manifestation of a 
  deital minion, saint, or in the most rare circumstances 
  an actual deity (On a natural roll of 01 for the Di-
  vinist’s Ability check, the LM may assign a percent-
  age chance, say 10%-50% that the Deity in question 
  actually shows up rather than sending a minion. The 
  chance may be modified even further depending on 
  whether the Divinist is a devout of that specific pan-
  theon or not) .  
  Once a deital minion has been summoned, the ac-
  tivator is allowed to ask one question, plus one more 
  for each 20 AEPs invested at the time of activation. 
  The answer given will be correct up to the limits of the 
  minion's knowledge (they aren't omniscient) and the 
  entity is not bound to answer the questions directly, 
  possibly opting instead for an answer that is brief and 
  cryptic.  
  The exception for this is if the essence of a deity 
  chosen for summoning actually appears, in which case 
  the activator is allowed only one question regardless 
  of points expended, and the deity is in no way bound 
  to answer it. The activator can also expect the deity to 
  extract a promise from him or her to perform a spe-
  cific action or duty in exchange for answering the 
  question. Whether the deity asks for something or not, 
  it is not bound to answer directly and might also opt to 
  give an answer that is both brief and cryptic. 
  This power taps into such extreme energies that it 
  can only be used once every other month. Also, the 
  Divinist must have begun the activation with;  
  • 
  The full number of AEPs at his or her disposal 
  before the Ritual of Association and this Power is 
  cast or it will not succeed.  
  • 
  The activator must also posses and hold the appro-
  priate holy symbol of the deity or minions one 
  wishes to commune with at the time of activation. 
   
  Regardless of whether all the questions have been 
  answered or not the Power is spent and fades after 2 
  minutes. If a deity was summoned, then after the 
  Power fades the activator will lose all AEPs and can-
  not regain them for a full 24 hours, at which time they 
  are regained at the normal rate. 
  Failure of Ability in a check against Divination 
  score at the time of activation indicates the AEPs are 
  expended to no effect. 
    
  Earth Meld - Extreme  
  When the Divinist activates this supernatural 
  power from within a communion circlet, it creates a 
  direct connection between the activator and the land 
  giving the Divinist an intimate awareness, or knowl-
  edge, of the surrounding area. This awareness extends 
  to a 1/2-mile radius in outdoor settings and a 100-yard 
  radius in completely natural underground settings, 
  such as caves, tunnels, and caverns. This Power will 
  not work in unnatural settings, such as towns, build-
  ings, and dungeons. 
  The Activator can initially use this to discover 
  three pieces of information, with one more piece of 
  information discovered for each 10 AEPs expended at 
  time of activation. 
  Examples of the types of information that can be 
  divined are; 
  • 
  Terrain in a specific direction. 
  • 
  Presence of unnatural objects such as buildings 
  and/or ruins, direction and approx. distance. 
  • 
  If certain plants or animals can be found within 
  the local flora & fauna and, if so, the direction and 
  approx. distance. 
  • 
  Bodies of water, size and location. 
  • 
  The presence of natural intelligent creatures, their 
  approx. numbers, direction and approx. distance. 
  • 
  The presence of unnatural animal, semi-, or intel-
  ligent creatures, direction and approx. distance. 
   
  The LM has final say on just how much informa-
  tion constitutes a 'piece'. This power is such that it can 
  only be used once every 2 weeks. 
   
  Psychic Imprint - Major 
  This supernatural power enables the activator to 
  touch or hold an inanimate and non-extraordinary ob-
  ject and establish a minor 'psychic' connection that  
  allows the activator to "feel" the owner's presence. 
  This connection allows the caster to determine race, 
  gender, and the owner's present emotional, physical, 
  and mental state (no mind reading). With the expendi-
  ture of an extra 10 AEPs at the time of activation, the 
  activator is also granted a quick vision in which they 
  "see" what the object's owner is seeing at that mo-
  ment. If the object's owner is dead or in another plane/
  dimension, then the activator will receive nothing and 
  all AEPs invested will be expended. The effect lasts 
  for 1 ABC. 
    
  Spiritspeak - Major  
  By activating this supernatural power in the 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  29 
   
   
  'territory' of a human restless dead spirit (apparition, 
  ghost, shadowling, fright, gloom, haunt), the restless 
  spirit is drawn into the communion circlet and appears 
  in a semi-transparent state showing what the person 
  looked like before their demise. Once it has shown 
  itself, the Divinist is then able to communicate with it. 
  As long as the Power is in effect the spirit will not at-
  tack, but once it has ended all hold over the restless 
  spirit is gone.  
  While the Power is in effect the Divinist is able to 
  ask two questions of the restless spirit with one more 
  question allowed for every 10 AEPs expended at the 
  time of activation. The restless spirit will not be open 
  to negotiations, such as asking for freedom to pass 
  unharmed, or to join forces, etc.. The Divinist must be 
  able to speak and understand the language once used 
  by the dead person and all answers given by the de-
  ceased will be brief, evasive, cryptic, and limited to 
  what that person knew in life. For every one hundred 
  years the person has been dead, a penalty of +10 will 
  be added to the Ability check. Failure of the Ability 
  check means that the restless spirit, while not bound 
  by the Power, is still drawn to the Divinist to attack. 
  Regardless of whether all questions allowed have been 
  asked the Power is spent and fades after 5 minutes 
  real-time. 
    
  Reflected Radiance - Major  
  Through the use of this supernatural power the 
  activator is able to use any reflective surface that is 
  placed within either the focal side or the "eye" of the 
  circlet and use it as a 'real-time' scrying device. Exam-
  ples of reflective surfaces would include smooth glass, 
  polished metal, mirrors, containers holding water 
  (bowls, fonts) and puddles, etc.  
  This power enables the activator to see clearly as 
  if viewing the scene from a 20-foot distance without 
  being barred by intervening substances and according 
  to the visual capacity of the activator. "Seeing" might 
  only reveal darkness if illumination is lacking in the 
  area to be scryed, and the activator is not normally 
  able to see in such darkness. If the target of the scry-
  ing (a person, place, or thing) is familiar to the activa-
  tor, then the scrying range is 500 miles. An Ability 
  check with a +30 penalty (and any other penalties the 
  LM may deem appropriate) must be successfully 
  rolled for the activator to view a known, but unfamil-
  iar target. Range for an unfamiliar target is also re-
  duced to 50 miles.  
  This power will not allow the activator to see into 
  other planes or dimensions. The energy of this power 
  fades after two minutes real-time. 
   
  Vision Quest - Major  
  By successfully activating this supernatural power 
  the activator opens his or her mind to the natural influ-
  ences of space and time, and maybe even intellectual 
  influences, allowing one question that is answered in 
  both a visual and highly interpretive way.  
  For a rather lengthy example: The activator stands 
  before a magically barred door and wants to know 
  what lies beyond. Behind the door is a short hallway, 
  at the end of which is a sitting statue, blindfolded, 
  with its right arm held out with the 'thumbs down' ges-
  ture. Crossing the room's threshold activates a timed 
  sequence, the end of which triggers a trapdoor/pit trap 
  that would dump them into the stoked furnaces of the 
  dungeon below unless the trap is deactivated by turn-
  ing the statue's hand to a thumbs up gesture. This then 
  opens a secret door to the side leading on... After suc-
  cessfully casting the Power the activator asks, "What 
  can I find behind this door?" The vision granted might 
  consist of an hourglass floating in the background as 
  the activator is being held before a great cliff. Sitting 
  to the side is an obviously blind man of regal counte-
  nance who is smiling with a pile of treasure next to his 
  chair. But as the sands finish their journey through the 
  hourglass the blind man's smile turns to one of disgust 
  and he signals with a down-turned thumb, at which 
  point the activator is thrown off the cliff. Falling and 
  falling, all turns to darkness and then turns red as the 
  activator approaches the bottom.... A sea of flames. A 
  description that would give one pause for sure, but 
  also a vision that provides enough clues to solve the 
  dilemma once the door is opened. 
  Duration of the activation is subject to the adjudi-
  cation of the LM during which time the activator is 
  totally unaware of his or her surroundings. Premoni-
  tion will not function while this Power is in use. As 
  this Power takes place completely within the mind of 
  the activator there will be no external effects viewable 
  by any companions. Failure of Ability check means 
  AEPs are expended to no effect. 
  Divination Oriented Extraordinary Items - Detailed in the column “The Extraordinary Life” (on page 29) are 
  three items of use to one possessing the Divination Ability, or who belongs to a Divinist Order;  
   
  Divining Rods, Crystal Balls, and the Eye Unseen.   
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  30 
   
   
  THE  MENAGERIE 
   
  Set within these pages are those creatures and beings, supernatural or mundane, that are encountered 
  and recorded by stalwart adventurers, such as yourself.  Take note and remember– Forewarned is Forearmed. 
   
   
  The following creatures (Drekavac, Rusalka, Vodnik) were inspired by entities from Slavic folklore and 
  so would most likely be useful, or encountered, in areas that have strong ties to the Otmansk faith.  In regards to 
  LIKHO, considering her status as a powerful and evil Deity of the aforementioned pantheon, circumstances 
  would be most dire indeed if she were to be encountered. 
   
   
   
   
  NOTE: sp= special    See text for details 
  Creature 
   
   
  Appearing 
  H 
  P 
  S 
  Attack 
  Defense 
          Drekavac 
  1-4 
  65 
  50 
  12a/18m 
  1-20+1-10/1-20+6-8 
   7 
          Vodnik 
  1 or 1-2 
  41-50 
  41-50 
  11-14 
  1-10/1-10+8 sp 
  10 sp 
          Rusalka 
  1 
  15 sp 
  30 
  10 
  sp 
  8 sp 
  LIKHO (Evil Deity) 
  1 
  600 
  255 
  40 
  sp 
  45/25 sp 
  Drekavac 
  Creature of Lore 
   
  Appearing: 1-4 
   
  H: 65   P: 55   S: 12 attacking, 18 moving 
   
  Attack: Each ABC a drekavac will either bite for 1-20 
  +1-10 (variable) Harm, or it can deliver a kick with its 
  powerful hind legs for 1-12 +6-8 Harm to anyone po-
  sitioned behind it. 
   
  Defense: A drekavac has 7 points of armor due to 
  speed, dodging, and uneven gate as it moves or jumps. 
   
  Drekavacs in General 
   
  A Drekavac is a bizarre creature resembling a 
  very large short-haired wolf with grotesquely over-
  sized jaws full of uneven, but razor sharp, teeth.  The 
  hind legs of this creature are built more like those of a 
  jack-rabbit of same size with wide, elongated paws 
  made perfect for jumping or kicking/raking opponents 
  that are behind it.  The color of its fur can range any-
  where between a burnt orange to almost jet black. 
   
  Drekavacs are nocturnal creatures that roam 
  hilly forested wilderness areas, sometimes converging 
  on rural farmlands and villages to prey on livestock, 
  though they are not above taking the occasional per-
  son (or persons) for sustenance.  People that know of 
  them often refer to these creatures as “yellers” due to 
  their ability to mimic the screams and cries of children 
  and adults, which they sometimes use to lure the un-
  wary from the safety of their residences or camps at 
  night. 
  Carrie Simmons 
   
   
  Vodnik 
  Living Dead, Free-willed 
   
  Appearing: 1 or 1-2 
   
  H: 41-50   P: 41-50   S: 11-14 
   
  Attack: A vodnik attacks either with its bite for 1-10 
  Harm, its claws for 1-10 +8 Harm or, with a success-
  ful attack, using both hands to grasp its victim and 
  attempt to drag them underwater to drown. 
   
  Defense: Unnatural energy provides 10 points of ar-
  mor protection against all attacks except those of 
  blessed oil/water or Extraordinary power —  including 
  those of Theurgy Ability specifically attuned to affect 
  the living dead. 
   
  Holy water in three-ounce volume, or holy oil 
  in one-ounce volume causes 1-2 harm to a vodnik, 
  disregarding the creature’s Extraordinary protection 
  (but only if it is out of the water and vulnerable to 
  such exposure), which loss is recovered at the rate of 1 
  point per day. 
   
  Unless the head of the vodnik is severed, it 
  will, by virtue of its malign energy, eventually restore 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  31 
   
   
  itself to its unharmed state.  After seemingly being 
  “killed”, the unholy energy of the thing begins to 
  mend all Harm, restoring 1 point of Health each sec-
  ond after Health has reached zero or less.  If the head 
  is within a 10 foot radius of the body and not impeded, 
  it will roll to it and rejoin, thus enabling the restoration 
  to commence.  The newly-severed head must be 
  physically kept away from the body for at least one 
  minute and both liberally sprinkled with salt for the 
  creature to be destroyed. 
   
  Vodniks in General 
   
  A Vodnik is a once-human creature of the wa-
  ter with greenish-yellow patches of scales covering its 
  bloated body. The vodnik has long stringy hair, milk-
  white eyes, and a lipless mouth full of pointed teeth.  
  It subsists on the flesh of the humans and humanoids it 
  drowns. 
   
  Possessing wills of their own, vodniks dwell 
  underwater and roam through rivers and lakes search-
  ing for unwary prey on or near the water so that they 
  may drag them down into the depths to feed. 
   
  It is believed that vodniks were once human 
  males, drowned by a type of water dwelling demon, 
  the “Vodeni Duhs” (soon to be detailed in the upcoming 
  Lejendary Pantheons sourcebook being published by Troll 
  Lord Games), and then turned into these vile abomina-
  tions for no other purpose than to spread death and 
  misery to all they can. 
  Carrie Simmons 
   
   
   
  Rusalka 
  Human Restless Dead Spirit 
   
  Appearing: 1 
  H/FW: 15 special   P: 30   S: 10 
   
  Attack:  A successful attack means the rusalka has 
  entered and taken over the subject for 2-8 ABCs. Dur-
  ing this time it has full control of the subject individ-
  ual’s physical body, and if the possessed form is slain 
  thus, the rusalka gains 1 point of Free Will.  
   
  Defense: A rusalka is unharmed by normal attacks, 
  and malign energy gives it 8 points of armor against 
  all forms of Extraordinary attacks. 
   
  Rusalki in General 
   
   
  When first encountered, rusalki appear as 
  beautiful young women dressed in white robes with 
  skin, eyes, and long flowing hair that have been 
  drained of all color. If attacking for the purpose of 
  killing the image transforms to one that is most fright-
  ening indeed... that of a bloated, cadaverous body (like 
  a drowned corpse), wearing tattered garments, pos-
  sessing disheveled hair and eyes that blaze with a ma-
  levolent green fire. 
   
  Rusalki have wills of their own, are able to 
  assume at least semi-material form and possess/attack 
  the living, but are not so dangerous as the evil animal 
  spirits or the supernaturally empowered human spirits. 
  The Health/Free Will of these spirits can eventually 
  exceed the normal shown above, because for every 
  victim that a rusalka slays it will gain an additional 
  point.   
   
  In full daylight a rusalka is powerless, and 
  when confronted by bright light no touch can succeed 
  in taking possession of a subject. That being the case, 
  they are normally active only after dark or when light 
  conditions are such that there are dark and shadowy 
  places in which to manifest itself.  
   
  Rusalki begin their existence as a form of 
  ghost brought about from a woman, generally young, 
  who died violently in or near a lake or river (by sui-
  cide, rapine, murdered by a lover, etc.) and who now 
  remain to haunt that area.  They are not necessarily 
  malevolent at first, and can be allowed to rest in peace 
  if the wrongs that brought them to this state are made 
  right, or their deaths are avenged.  Barring that, it must 
  be laid to rest through a theurgical power to actually 
  be eliminated from the world. 
   
  Any attacks that appear to cause the rusalka’s 
  destruction, meaning those not involving extraordi-
  nary theurgy power use, merely sends the spirit into 
  immaterial form for as many hours time as it has 
  points of material Health. After that it can then reform 
  and is able to reappear once again.   
   
  Encounters with a rusalka usually result in its 
  attempt to take possession of a person in order to com-
  municate its desire for an end to its suffering but, over 
  time, if its goal remains unattainable the rusalka will 
  fall to despair, transforming into a creature that is  
  jealous and hateful of the living.  It is then that the 
  spirit will begin luring people to its haunt, taking lives 
  out of spite just as a normal ghost, either by drawing 
  them into the waters they haunt to be drowned or by 
  taking possession and killing them through “suicide”. 
   
  Note that, on Lejendary Earth, in areas where 
  the Otmansk faith is predominant, if a deital being of 
  evil nature happens upon a rusalka they can, if it 
  pleases them, choose to transform the spirit into a 
  more powerful creature, that being one of the “Vila 
  Vodena” (Soon to be detailed in the upcoming Lejendary 
  Pantheons sourcebook being published by Troll Lord 
  Games). 
  Carrie Simmons 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  32 
   
   
  LIKHO: 3rd Rank, Otmansk Pantheon 
   
  EVIL DEITY  
   
  Appearing: 1 (unique being) 
   
  H: 600   P: 255   S: 40   AEPs: 850 
   
  ABILITIES: 
   
    Alchemia  
  225 
   
  Panprobability 300 
    Arcana  
  230 
   
  Physique  
  215 
    Divination  
  220 
   
  Pretense   
  250 
    Enchantment  275 
   
  Scrutiny  
  255 
    Evaluation  
  235 
   
  Sorcery 
  290  
    Mechanics  
  218 
   
  Tricks  
  240 
    Metallurgy  219 
   
  Weapons 
  210 
    Necrourgy 
  300  
   
  Witchery 
  285 
    Psychogenic  245 
   
  ATTACKS:  
  Skeletal Scepter - This extraordinary 
  weapon (treat as a club, huge for striking purposes) is 
  made from the skeletal remains of an arm, hand, and 
  fanged skull fused together, with the hand holding the skull. It provides a Precision Bonus of -50 and causes 
  5-20 shock-type harm plus 31-35 supernatural Harm. Any being who dies within the presence (up to a 100 
  yard radius) of the scepter, or within Likho’s physical view when she is holding it, automatically has their 
  spirit drawn into the scepter leaving the person with no chance of resurrection, unless she chooses otherwise. 
  With but a touch of the scepter, any body or intact skeletal remain can be infused with malign energy and 
  instantly transformed into an undead creature of her choice. Successful attacks by Likho add +45 Harm due 
  to Abilities possessed.  
   
  If not employing the scepter, she attacks using her innate extraordinary capacities. 
   
  DEFENSES:  When in fully material form Likho’s body is as dense as granite. She is entirely unaffected 
  by normal weapons and attacks, and her power is such that she has 45 points of protection against preternatu-
  ral energy and 25 points of protection versus supernatural energy. 
   
  DEITAL POWERS: 
  Likho is capable of using all available Powers as regards Enchantment, Necrourgy, 
  Psychogenics, Sorcery, and Witchery Abilities with no chance of activation failure, even if injured while 
  making them.  Regarding any Ability use at her level of power, a result of 100 (00) on d% means nothing and 
  recovery of Activation Energy Points is at 10 times Speed Base Rating. She also possesses the capacity to 
  fulfill Major wishes and is able to command deital minions (15th to 8th Rank) to her presence. Likho is eternal 
  and cannot even be permanently harmed by other deities.  However, if ‘defeated’ while in material form on 
  the mundane plane she will merely be sent back in spirit form to her “Citadel of Bones” on Peklo (the under-
  world matrix of the Otmansk Pantheon) and can return again at her leisure. 
   
  LIKHO : General Information 
   
   
   
  Likho is the representative goddess of evil and death within the Otmansk pantheon of deities, often 
  depicted as a tall, crooked and scrawny old hag with a single eye. She is the Patron Goddess of many (if not 
  most) witches, necrourges, sorcerers, and malign shamans that recognize the pantheon of the Otmansk faith.  
   
  While she spends the bulk of her existence in her Citadel of Bones on the nether-dimension of Peklo 
  she is known to associate with the malign deities Baba Jula and Baba Yaga, as well as a few select mortals on 
  some of the ‘mundane’ matrices (of which Learth is one).  Her interests lay only with the furtherance of evil, 
  discord, and destruction because, as those of benign intent are weakened and the forces of evil are bolstered, 
  Likho is assured a steady stream of corrupt souls and spirits being drawn to Peklo from which to collect and 
  enslave. 
  Jerry Leonard 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  33 
   
   
  Ilgash in General 
   
  1-8+  (Ilgash communities range from 50-900 inhabi-
  tants, all combatants with the exception of the 
  younglings) 
   
  The Ilgash, also known as the stone men, is a race 
  of humanoids originally hailing from an alternate 
  earth. Typically located in remote mountain and sub-
  terranean regions they may also, but rarely, be found 
  in areas largely made up of hilly (but rocky) terrain. 
  Ilgash are semi-nomadic, setting down roots wherever 
  large (or worthwhile) deposits of ores or minerals are 
  found and moving on only when the veins are de-
  pleted. Exactly what is done with all this unrefined 
  wealth, once accumulated, is unknown as people who 
  have encountered them and lived to tell about it are a 
  rare find indeed.  
  About the only positive ways to tell the difference 
  between the different types of Ilgash is by their skin & 
  eyes. Generally standing between 5 1/2 (common) to 7 
  (greater) feet tall, the Ilgash's skin color ranges from 
  light gray (common) to a dark slate (greater), and even 
  to a total obsidian for those with a shaman bloodline, 
  able to wield extraordinary energy. They are com-
  pletely hairless and very muscular with a stone-like 
  skin texture sporting finely chiseled, some might say 
  "noble", facial features. Eye colors range from gray 
  for the Common Ilgash, black for the Greater Ilgash, 
  or red for the Shaman. The Chieftain always comes 
  from the Greater Ilgash stock.  
  Due to their skin colors, the preferred colors of 
  their garments (various shades of gray and black) and 
  an extreme familiarity with the type of terrain they 
  live in, all Ilgash possess the knack "Concealment" as 
  a racial ability. This makes them 90% unlikely to be 
  undetected in mountainous and rocky terrain when 
  attempting to escape notice (such as when observing/
  scouting) or when waiting in ambush.  
  Also, they are very strong (even the females) and 
  due to the toughness of their skin they have a natural 
  armor of anywhere between 6-14, depending on the 
  type. Ilgash of all sorts possess Physique Ability in the 
  range of+1 to +8, the exception being the community 
  chieftains who possess it in the range of +9 to +12.  
  While they are very intelligent, Ilgash are mostly 
  xenophobic shunning all outsiders. Anyone found in 
  their territory who is not of Ilgashian descent is sure to 
  find themselves being hunted down, so that they may 
  be captured and "justice" dispensed for their trespass-
  ing... Ilgash are proud and fierce fighters having great 
  respect for strength & courage and despising weakness 
  of all kinds.  
  Any outsiders that are captured quickly find them-
  selves put on "trial", before the whole community, 
  within an arena. These arenas range from simple clear-
  ings or pits for the small communities, to elaborate 
  constructions allowing a range of 'gladiatorial' com-
  bats in the largest communities. After being pitted 
  against a predetermined number of opponents, any 
  survivors are deemed worthy beings (even though not 
  very welcome) and escorted back to where they were 
  captured. Then they are given a "token of innocence", 
  an elaborately carved stone medallion, which allows 
  them freedom of movement through all Ilgashian terri-
  HUMANALIA  
   
   
  ILGASH - A Non-Avatar race (Mountain & Subterranean Dwellers).  
   
   
   
  NOTE: sp= special    See text for details 
  Creature 
    
  Appearing 
  H 
  P 
  S 
  Attack 
  Defense 
  ILGASH 
  1-8+ 
    
    
    
    
    
       Common 
    
  41-60 
  36-55 
  10-13 
  HV+1-6 
  (I)8 sp 
       Greater 
    
  61-70 
  61-80 
  11-14 
  HV+1-8 
  (I)1 1-14 sp 
       Shaman 
    
  66-75 
  71-80 
  12-15 
  HV+l-2sp 
  6-8 sp 
       Chieftain 
    
  71-80 
  76-90 
  13-16 
  HV+9-12 
  (I) 14 sp 
  Ed. Note :   
  The following creatures (The Ilgash Race, Rock Snake, and Quake Lizard) were 
  submitted to Gary Gygax for entry in a “Creature Contest” that was held several years back on 
  the Dragonsfoot Forums, and are presented here for your use and/or amusement... 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  34 
   
   
  tories. Every community recognizes and respects these 
  tokens.  
  The main “industry” of every community revolves 
  around the mining of valuable ores and minerals, with 
  the collective wealth being stored in large vaults cen-
  trally located within each settlement. This often puts 
  them at odds with the race of dwarfs, especially when 
  both attempt to claim the same territory. There is also 
  a very good chance that there are valuables within an 
  Ilgash dwelling place with a range of $8,000 to 
  $64,000 value, or more in some cases. Due to this fact, 
  an Ilgash dwelling place is bound to be well guarded, 
  either by other Ilgash, hidden traps and devices, or 
  both.  
   
  Common Ilgash  
  H: 41-60         P: 36-55         S: 10-13  
   
  Attacks:  
  An Ilgash will typically use weapons 
  that deal mostly, if not completely, with shock damage 
  such as a sling with 30 stones or bullets, staff sling, 
  club, fighting staff, hammers of all kinds, mace, maul, 
  or staff, with +1-6 Harm Ability bonus due to Phy-
  sique Ability.  
  Defense:  
  An Ilgash carries a buckler, and has 8 
  points of natural armor due to tough skin. They also 
  have a Preternatural energy that conveys 4 points of 
  protection against even Supernatural Harm.  
   
  Wealth, in contemporary terms, is in the range of 
  $1,000 to $5,000 in coins, crystals, and gems. There is 
  no chance for an Extraordinary Object.  
   
  Greater Ilgash  
  H: 61-70         P: 61-80         S: 11-14  
   
  Attacks:  
  A Greater Ilgash will typically use 
  weapons that deal mostly, if not completely, with 
  shock damage such as a sling with 30 stones or bul-
  lets, staff sling, club, fighting staff, hammers of all 
  kinds, mace, maul, or staff, with +1-8 Physique Abil-
  ity bonus.  
  Defense:  
  A Greater Ilgash carries a buckler, 
  and has 11-14 points of natural armor due to very 
  tough skin. They also have a Preternatural energy that 
  conveys 6 points of protection against even Supernatu-
  ral Harm.  
   
  Wealth, in contemporary terms, is in the range of 
  $1,500 to $9,000 value in coins, crystals, and gems. 
  There is 30% chance each for one Very Minimal, one 
  Minimal, one Low Moderate, and one Moderate Ex-
  traordinary Object.  
   
  Shaman  
  H: 66-75         P: 71-80         S: 12-15  
   
  Attacks:  
  An Ilgash Shaman will typically use 
  weapons that deal mostly, if not completely, with 
  shock damage such as a sling with 30 stones or bul-
  lets, staff sling, staff, fighting staff, or mace, with +1-2 
  Physique Ability bonus. The Shaman will have 9-12 
  Powers of Extraordinary Ability of Geourgy (earth), 
  Enchantment, and Theurgy, in any mix.  
  Defense:  
  A shaman has 6-8 points of natural 
  armor due to very tough skin. They also have a Preter-
  natural energy that conveys 10 points of protection 
  against even Supernatural Harm. 
    
  Wealth, in contemporary terms, is in the range of 
  $2,000 to $10,000 in coins, crystals, and gems. The 
  Shaman WILL have 1-4 Very Minimal, 1-3 Minimal, 
  and 1-2 Low Moderate Extraordinary objects, with a 
  20% chance each for one Moderate, one Good, one 
  Very Good, one Strong, one Very Strong, and one 
  Major Extraordinary Object. 
   
  Chieftain  
  H: 71-80  
  P: 76-90         S: 13-16  
   
  Attacks:  
  A Chieftain will typically use a Battle 
  Hammer (20% chance of it being a "Preternatural" 
  Battle Hammer), with +9-12 Physique Ability bonus.  
  Defense:  
  A Chieftain carries a buckler (25 % 
  chance of it being a "Supernatural" Buckler), and has 
  11-14 points of natural armor due to very tough skin. 
  They also have a Preternatural energy that conveys 10 
  points of protection against even Supernatural Harm.  
   
  Wealth carried, in contemporary terms, is in the 
  range of $6,000 to $8,000 in coins, and 40-100 crys-
  tals of $100-$ 1,000 value. There is a 30% chance for 
  1-3 Extraordinary Objects from Very Minimal to 
  Good Grade, and a 20% chance each for 1 -2 Extraor-
  dinary Objects from Very Good to Major Grade. 
  Check once for each Grade level. The Chieftain is per-
  sonally held responsible for the wealth contained 
  within the central vaults of his community with 40% 
  of it being claimed by "Right of Position" (meaning, 
  I'm the boss and this is my take...). 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  35 
   
   
  ROCK  SNAKE 
   
   
   
  Appearing: 1  
  (15’ to 30’ length) 
   
   
  H: 45 P: 35 
  S: 10 
   
   
  Attacks:  
   
  A Rock Snake can bite 
  for 1-2 Harm. If the 
  bite is successful it 
  inflicts VT for 21-25 
  with a 20% chance of causing paralysis. Also, if the 
  bite is successful it will coil around the target and in-
  flict 2-4 Harm (ignores armor) for each ABC after that 
  until it is killed or driven off. The surrounding coils 
  prevent the prey from inflicting any real harm on the 
  snake, unless it is determined that the hands and arms 
  remain free. 
  Defense:  
   
  The rock snake's skin fairly resembles rock in look 
  and texture. It is extremely tough allowing it to absorb 
  15 points of blunt-weapon Harm and 10 points of 
  piercing Harm, without damage. The snake has 2 
  points of armor against other attack forms. 
  Because of the texture and coloration of the rock 
  snake's skin, a coiled and unmoving snake looks quite 
  like a pile of rocks making it 90% undetectable to nor-
  mal observation. 
   
  The rock snake can be found in mountainous 
  (below the tree line), hilly, and rocky terrain. 
  QUAKE  LIZARD 
   
  Appearing: 1-2 (18' - 25' long not including tail) 
  H: 51-70      P: 50      S: 10a /20m 
   
  Attacks:  
  A Quake Lizard has strong jaws and 
  very sharp teeth allowing it to bite for 1-20 +8 Harm. 
  A Quake Lizard may also trample after a charge for 
  21-30 Harm. Once every AB, a Quake Lizard may 
  emit a ‘cough-like’ roar that causes the ground to 
  shake violently and all within a 30 foot radius must 
  make a check against Precision BR or lose balance 
  and be thrown to the ground for 1 ABC. 
  Defense:  
  The Quake Lizard has a natural armor 
  of 10 due to heavy scales and thick hide. 
   
  The Quake Lizard inhabits rocky and mountainous 
  (below the tree line) terrain. It is a huge lizard with a 
  line of horn-like protrusions down the length of its 
  back and tail, the tail being at least two-thirds the 
  length of the body. If two are encountered, they are a 
  mated pair and the lair has a 20% chance of containing 
  either 1-4 eggs or 1-3 young. When nesting, and eggs 
  or young are present, these lizards are aggressively 
  defensive and territorial. 
  In areas that have winter seasons (cold and snow) 
  the Quake Lizard goes into hibernation until it warms 
  up in the spring. 
  THE CREATURES OF LORE 
   
   
  NOTE: sp= special    See text for details 
  Creature 
    
  Appearing 
    
  H 
    
  P 
    
  S 
    
  Attack 
    
  Defense 
    
  Rock Snake 
  1 
  45 
  35 
  10 
  1-2+VT/2-4C 
  2/15b/10s 
  Quake Lizard 
  1-2 
  51-70 
  50 
  10a/20m 
  sp 
  10 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  36 
   
   
  THE EXTRAORDINARY LIFE 
   
  Lejendary Earth is home to a great many magics, including artifacts and relics of tremendous 
  power. presented in this issue are several items, both great and small, with which to reward or plague your 
  players. Consider carefully and use wisely... 
  The Tapestry of Khrank  
  (a.k.a. The Siege Blanket)  
  (Extreme++) 
   
  A magical tapestry that will, once per week, pro-
  vide a quantity of goods and raw materials which are 
  useful during a siege, and generally providing enough 
  of each good or material to supply 50 persons at stan-
  dard consumption levels for three days. The goods and 
  materials manifested last until consumed or natural 
  spoilage occurs. Possible goods and materials supplied 
  are, but not limited to: milk, bread, cheese, wine, wa-
  ter, and firewood (The LM should freely adjust the 
  goods and materials provided to suit their game.)   
  HOWEVER, coin in the amount of $8000 per use 
  must be 'sacrificed' to the tapestry by placing it into a 
  pouch that is woven on to the back. The tapestry de-
  picts a pastoral scene of fields with a small vineyard, 
  some fruit bearing trees, a stable of livestock and a 
  farm house nestled amid woodlands with a stream 
  near by. 
  Spencer Wright 
  Doubloon of Fickle Fate 
  (Good) 
   
  This object is an enchanted 1 oz. gold coin that 
  depicts a laughing face on one side and a crying face 
  on the other. The coin may be tossed once per day 
  with the following result: 02-50 Laughing Face, Good 
  Fortune: +5% to ALL rolls for that day. 51-99 Crying 
  Face, Bad Fortune: -5% to ALL rolls for that day. 01 
  Coin lands on edge, Boon: +10% to ALL rolls for that 
  day. 00 Coin lands on edge, Bust: -10% to ALL rolls 
  for that day.  
  Spencer Wright 
  Transformation Totems 
  (Very Strong) 
   
  Supernaturally charged items, usually in the form 
  of pendants, arm or wrist bands, allowing its posses-
  sor, and all he or she normally carries, to shapechange 
  into the animal form for which it was intended and 
  empowering the user with some other benefit as long 
  as it is worn. Regarding the Health Base Rating, the 
  Possessors’ Health (and all harm accrued) is trans-
  ferred from one form to the other. The user may adopt 
  the animal form for a maximum two hours per day, 
  switching back and forth as desired until the time limit 
  is up. 
  The centerpiece of each transformation totem is an 
  animal part (feather, tooth, claw, scale, etc) encased in 
  amber and mounted within a silver/xagium filigree, to 
  be either hung as the pendant of a necklace or affixed 
  to a wrist/armband. There exists, but is not wholly 
  limited to: 
   
  Ape Totem- 
  Allows the user to shapechange into 
  that of a Bull Gorilla, with appropriate statistics, and 
  provides a Physique Bonus of +10 and 4 points of pro-
  tection as long for as the totem is worn. 
   
  Bear Totem- 
  Allows the user to shapechange into 
  that of a Brown Bear, with appropriate statistics, and 
  provides a Strength Bonus of +10 shock Harm and 7 
  points of protection for as long as the totem is worn.  
   
  Cat Totem- 
  Allows the user to shapechange into 
  that of a Leopard, with appropriate statistics, and pro-
  vides 7 points of protection. This totem also allows the 
  possessor to move as if possessing a score of 50 in 
  Stealth Ability (or adding 50 to the score if already 
  possessed) for as long as it is worn. 
   
  Fish Totem- 
  Allows the user to shapechange into 
  either a Barracuda or Pike, with appropriate statistics, 
  and provides 4 points of protection.  It also allows the 
  possessor to breathe underwater for as long as the to-
  tem is worn. 
   
  Owl Totem- 
  Allows the user to shapechange into 
  that of a Great Horned Owl, with appropriate statis-
  tics, and provides 4 points of protection as well as the 
  ability to see in total darkness as if illumination were 
  equal to normal twilight for as long as the totem is 
  worn. 
   
  Snake Totem- Allows the user to shapechange into 
  that of a Boa Constrictor, with appropriate statistics, 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  37 
   
   
  have been charged with supernatural energy during the 
  creation process. The bases are usually engraved with 
  arcane symbols. A crystal ball is a rare item usable 
  only by those possessing the Divination Ability, and 
  attuned to the device, for scrying purposes. Attune-
  ment to the crystal ball takes on average one full hour 
  of concentrated effort for three days, and with an ex-
  penditure of 20 AEPs each day, after which the user is 
  attuned with no more effort on his/her part necessary.  
  Operation of the crystal ball allows the user to  
  view a current scene, centered from a 20-foot distance 
  above a space or person known to the activator, or 
  simply from above an unknown area, without being 
  barred by intervening substances and according to the 
  visual capacity of the activator. The “scene” has a ra-
  dius of from 10 feet (close) to 30 feet (far). Seeing 
  might only reveal darkness if illumination is lacking in 
  the area to be scryed, and the activator is not normally 
  able to see in such darkness. If it is a person or place 
  the activator is very familiar with, then such viewing 
  is automatically successfully.  If it is a target known 
  well, or at least seen several times, activation check is 
  normal.  All other attempts at this clairvoyant seeing 
  are made at a penalty of +10 to +30, depending on 
  how unfamiliar the target to be seen is to the user.  
  While a viewing may be successful, one cannot ‘hear’ 
  Divining Rods 
  (Minimal)  
   
  Extraordinary items usable by all but maximum 
  effectiveness is gained by those with the Divination 
  Ability. 
  Slender rods of less than pencil thickness tapering 
  to a dull point and no more than eighteen inches long 
  with short bends creating 'handles' of approximately 
  three inches length. Divining Rods are made of pre-
  cious metal (gold & silver predominant), imbued with  
  extraordinary energy, and always appearing in pairs. 
  Divining rods are tools used to search out & locate 
  natural materials of general sort (i.e. water, specific 
  mineral or plant matter, etc), the 'thing' being sought 
  to be announced by the Avatar employing them. 
  Held loosely by the short handles, side by side 
  with one in each hand, the Avatar concentrates on the 
  object of their search. If the object, item, material is 
  within the effective range of the Avatar the rods will 
  swing in the appropriate direction, thereby guiding the 
  individual to whatever it is they seek. They will also 
  operate as long as the user concentrates on the search. 
  If the thing being sought is not within range of the 
  rods they will do nothing, but AEPs will be drained 
  regardless. 
  After being guided by the rods, when the avatar is 
  standing directly in front of or above that which is be-
  ing sought, the rods will automatically cross over 
  themselves and remain fixed in that position. The cost 
  in potential/actual AEPs is 10 AEPs per use, as the 
  rods siphon the energy from the user and the effective-
  ness of the Divining Rods are determined by the one 
  employing said items, as explained below. 
  Avatars with no Extraordinary Ability: 
   
  The rods allow the user to locate the natural object 
  being sought within a one hundred yard radius on the 
  surface, and to a depth of ten feet. 
  Avatars with any Extraordinary Ability (except 
  Crystal Ball 
  (Extreme) 
   
   
      Crystal Balls are pol-
  ished globes of clear 
  unflawed crystal aver-
  aging 6” to 9” diameter, 
  paired with and set 
  upon 
  hollowed 
  out 
  bases made of silver & 
  xagium, all of which 
  providing 9 points of protection and the ability (upon a 
  successful grapple) to wrap their arms around their 
  victim and squeeze for 3-5 Harm, ignoring armor, 
  each ABC thereafter for as long as the totem is worn. 
  This “snake hug” also prevents the victim from inflict-
  ing Harm on the user. 
   
  Wolf Totem- 
  Allows the user to shapechange into 
  that of a Wolf, with appropriate statistics, providing 6 
  points of protection and allowing one to track by sight 
  and smell as if possessing a score of 50 in Hunt Abil-
  ity (or adding 50 if already possessed) for as long as 
  the totem is worn. 
  Devon Whitmore 
  Divination): 
  The rods allow the user to locate the natural object 
  being sought within a one hundred yard radius on the 
  surface, and to a depth of ten feet. For every 10 AEPs 
  that the user channels through the rods, they can in-
  crease the range and depth by 50 yards and 5 feet re-
  spectively. 
  Avatars with Divination Ability: 
   
  The rods allow the user to locate the natural object 
  being sought within a one mile radius on the surface, 
  and to a depth of one hundred feet. Range and depth is 
  maximum and cannot be increased by the addition of 
  AEPs. 
  Jerry Leonard  
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  38 
   
   
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  tor’s Divination Ability Score is made (with appropri-
  ate modifiers as decided by the LM), the newly cre-
  ated ‘eye’ can be used to view (and hear!) through the 
  crystal ball whatever is occurring around it, centered 
  from a 20-foot distance above the object without being 
  barred by intervening substances and according to the 
  visual capacity of the activator. The “scene” being 
  viewed has a radius of from 10 feet (close) to 50 feet 
  (far). Seeing might only reveal darkness if illumina-
  tion is lacking in the area to be scryed, and the activa-
  tor is not normally able to see in such darkness. 
  Initial object attunement costs 20 AEPs, and there-
  after the individual is able, through the crystal ball, to 
  automatically establish and maintain the clairvoyant 
  view (seeing and hearing) at a cost of 1 AEP per min-
  ute.  
  Jerry Leonard 
  Eye Unseen 
  (Minimal) 
   
  The Eye Unseen is an extraordinary object 
  that is created by, and used with, a Crystal Ball, and 
  can only be accessed by the ball that created it.  Any 
  small object, such as gems, coins, jewelry, even 
  thumbtacks and push-pins, can be made into an Eye 
  Unseen by placing it within the hollowed out portion 
  of a crystal ball’s base. After an investment in AEPs, 
  attunement, and a successful check against the crea-
  what is transpiring. 
  The crystal ball, in conjunction with its base, can 
  also be used to create an extraordinary object, the Eye 
  Unseen. Any number of these items may be created 
  and used, though one at a time. 
  Jerry Leonard 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  39 
   
   
  On a crossroads of a great trade route lies the 
  walled city of Fairdale. A peaceful site overlooking 
  beautiful pastures and prosperous farms, Fairdale is 
  host to thousands who come to trade in the market, 
  dine at fine eateries, and drink in boisterous taverns. 
  Mayoral vassals from the city patrol the countryside 
  keeping the citizens safe and free..... 
  Until the Dread Mists came...  
  Now strange mists settle in from the rural 
  lands and haunt the peaceful townsfolk. Bad omens 
  abound, panic is rising and people are disappearing!! 
  Superstitions are running rampant and ancient rituals 
  are being performed to stop the dark incursion of this 
  curse. 
   
  Setting One: The Great Road to Fairdale 
  The party of avatars heads towards the trade 
  center of Fairdale, each for their own reasons. Spell 
  casters might seek new spells from the Fairdale mage 
  schools, warriors may need supplies and armor re-
  paired, and everyone awaits the legendary Fairdale 
  bazaar. But on the way, an alarming number of pil-
  grims are found fleeing the city.  Possible encounters 
  to include: 
   
  • 
  Old woman on road, "Heed the omens... go not to 
  Fairdale!! I think it to be called HELL DALE!!" 
  • 
  Merchant with his goods packed on a wheeled 
  cart, "The Dread Mists are descending and inno-
  cent people are disappearing." 
  • 
  Husband with family, "Strange signs are present. 
  All should leave. This is no place for a family." 
   
  Titus Oaken shield, Knight with patrol of his 
  men, "Fear not. Those are superstitious simple folk. I 
  have my men working on this anomaly. It is probably 
  simple brigands in the streets." 
   
   
  The Dread Mists of Fairdale 
   
  A Mini-Adventure for use with the 
  LEJENDARY ADVENTURE ™ FRPG   
   
  by Brant Bollman 
  RANDOM ENCOUNTERS 
  INTRODUCTION  (Notes for the Lejend Master) 
   
  This adventure is suitable for a party of four to six mid-level avatars containing at least one Kobold race 
  character and one Theurgist character. If your group doesn't have one of these, consider adding an NAC to fill 
  the position before the journey to Fairdale.  Within this document, the abbreviation "BoL--" refers to the LEJEN-
  DARY ADVENTURE™ core rulebook, Beasts of Lejend, which is then followed by the page number where 
  complete details of the creature noted may be found. 
  PRE-ADVENTURE PLAY 
      
  Titus Oaken Shield, 
   
   
  Knight Champion 
     H: 82     P: 63     S: 14 
   
     Chivalry:    101     Planning:      10 
      Hunt:            55    Weapons:      75 
      Physique:     52 
   
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  40 
   
   
  Setting Two: The Bazaar 
   
  Hundreds of vendors pedal goods of every 
  sort, music rings from noisy inns and taverns, beggars 
  work the streets, and people bustle everywhere. The 
  Fairdale bazaar is in full swing. 
  • 
  Crier in street, "Hear ye... Hear ye!  Mayor's 
  daughter vanished in night!  4,000 ducket reward 
  for her safe return!" 
  • 
  Farmer in Marker talking to the Butcher, "....I was 
  out to look on the herd... That is when I saw it... 
  Saw the silvered calf walking in the moonlight. It 
  trod like a wraith from the mist and passed not 
  twenty steps from my way. When the mist 
  cleared... my prize bull lay like a new born calf... 
  weakened and downed. He died a fortnight later.... 
  He cost me 1200 duckets! Damn this mist!!" 
  • 
  Bard sings a song warning not to be out past 
  nightfall. As the sun sets, everyone retires to the 
  inns, taverns, or their homes. 
   
  Setting Three: Dread Mists in Fairdale 
   
  Before the party settles in to sleep for the eve-
  ning, one scream breaks the fragile silence of the 
  night. Then another is heard. Looking out the window, 
  a fog settles into town. The Dread mists are here.... 
   
  1. If the party goes out to investigate, they see a 
  ghostly calf walking in the fog. Attempts to pur-
  sue it lead to an alley that is a dead end. Then, 
  through the mist, a Phantom Calf emerges to leech 
  the party of their Precision. See BoL 110 for de-
  tails on the Phantom Calf. 
   
  Setting Four: The Mayor's Palace 
   
  If the party slays the Phantom Calf, they will 
  be asked to meet the mayor in the morning. They will 
  wait in a parlor until he at last calls them in. A mystic, 
  Robus the Sagely, dressed in robes of black and silver, 
  roles odd shaped bones on a divining bowl. 
  • 
  The Fortune teller says, "Your daughter's disap-
  pearance is an omen!! Repent your misdeeds!!! 
  Recompense to the mystics will straighten the 
  wrong done..." and the mayor gives him a purse 
  full of coinage. 
  In meeting with the mayor, he will beg the 
  party for help in finding his daughter. He says he will 
  help in anyway possible. During the ensuing conversa-
  tion with the party he may even give clues provided 
  from the list below. 
   
  • 
  The mayor's daughter is named Jessica. She disap-
  peared from their estate north of town. 
  • 
  The farmer who lost his prize bull lives but one 
  mile north of the mayor. 
  • 
  The guards at the northern wall often report seeing 
  the mists first. Some say the north road is haunted. 
  • 
  The Dread Mists have come on and off for many 
  years... But it used to come only once or twice a 
  year. Starting six months ago, it started coming 
  more and more frequently. And more people 
  started to disappear. 
  • 
  In the last month or so, most of the vanished have 
  been political enemies of the mayor. 
   
  Optional Event:  If the group still needs help, a group 
  of merchants traveling the north road arrive in town, 
  beaten and mostly dead. They say they were attacked 
  by Ghouls not four miles to the north of town. 
   
  LM NOTES: 
  1. Robus is not a real sage. He is a drunkard who 
  swindles the mayor out of money to feed his 
  drinking habit. If followed, he will go straight to a 
  cheap inn and purchase a skin of wine. 
  2. Red Herring: Titus enters the south gates with a 
  group of thieves in tow. His men captured them in 
  the night. 
      
    Mayor 
   
     H: 40     P: 24     S: 8 
   
     Commerce:  40      Urbane:      26.2 
     Chivalry:      24      Learning:   16 
      
    Robus, The Fortune Teller 
   
     H: 21     P: 24     S: 8 
   
     Pretense:    61        Stealing:    22 
     Stealth:      14        Urbane:     12 
  OVERLAND  ADVENTURE 
  It is important for the party to leave in the late 
  afternoon or evening so that the night may fall while 
  on the road. Build an eerie, gothic, almost horror feel-
  ing to this part of the adventure. 
  On the road, a thick mist begins to fall. All is 
  quiet save the fall of the avatars feet on the road. Then 
  a wolf is heard howling in the distance. Nerves begin 
  to fray as the call is echoed by another... and an-
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  41 
   
   
  other..... and yet another...... (At this point, the kobold 
  character might begin to panic) 
  As the party discusses its options, a wolf's 
  form is seen looming in the mists from the south...... 
  He is hungry, appears to be rabid, and has brought his 
  friends..... Nearly forty of his fellow canine friends 
  begin to form a semi-circle around the party, cutting 
  off the path of retreat back to Fairdale. There are only 
  two options: turn and fight the outrageous odds, or 
  flee to the north. 
   
  Wolf-- BoL 19. 
   
  As the party flees, a farmstead appears loom-
  ing in the distance. It sits on a steep hillside and is 
  backed by a large knoll. A humble farmhouse, tower-
  ing four story barn and chicken coop are the main fea-
  tures. When the Avatars aren't so pressed for time, a 
  closer inspection of the back yard will show a fenced 
  in area behind the chicken coop. Examination by the 
  party will reveal that it is the family's cemetery with 
  eight century old stone markers... that set at the head 
  of freshly dug graves. 
   
  Setting One: The Eerie Farm House 
   
  The adventurers run hurriedly to the door of 
  the farm house. They knock a few times and moments 
  later a tall, stone faced man in farmer's clothing opens 
  the door. His wife stands rigidly behind him.  
  Their skin appears to be gray and their voices 
  emotionless (this freaked out my party). They invite 
  the party in telling them that they should stay the night 
  and be on their way in the morning. They also say, 
  "No... I've seen nothing unusual? Everything is nor-
  mal.... The crop will be reaped soon... There are ban-
  dits on the road... not safe to travel at night..... There's 
  a stew on..." 
  The adventurers can investigate and see that 
  the house is quite dusty, all foodstuffs are preserves 
  and a look out the windows at the crop will show that 
  the fields are in disarray. No crop has been planted in 
  at least a year. If asked about this anomaly, they will 
  either answer, "...crops will be reaped soon...." or just 
  ignore them. 
  These good folk are under the powers of the 
  evil that lurks under the barn. They are decent people 
  that will be freed with the death of their captor. 
   
   
   
   
   
   
  Setting Two: The Cemetery 
   
  The family cemetery was detailed above. All 
  the graves are empty save one that still holds a ghoul 
  that sleeps there. It will rise and strike if disturbed. 
  The other seven ghouls are out on the night and may 
  be called in as reinforcements at the end of the adven-
  ture. 
   
  Ghoul-- BoL 104. 
   
  Note:  The memory tablets of the two foes at 
  the end of this adventure are hidden, buried in 
  the graves of this cemetery. It is very impor-
  tant that they are not found until the end of the 
  adventure. 
   
  Setting Three: The Barn 
   
  This large barn appears to be normal save the 
  fact that no livestock are within and the hay in the loft 
  stinks of rot. As soon as the party enters, rats run from 
  the corners and scamper here and there like a plague. 
  They are harmless, only meant to enhance the mood 
  and stand as an omen that this is a bad place. 
  A secret door, hidden under straw, lifts to re-
  veal a set of dark stone steps leading underground. A 
  dank, musty dungeon awaits the delvers.... The source 
  of the Dread Mists lurks below. (See map on page #) 
   
     Farmer:    H: 24     P: 22     S: 10 
   
     Wife:         H: 22     P: 20     S: 10 
  DUNGEON  ADVENTURE 
  Dungeon map on page # 
  1) Stairs leading down:  
  Steep stone steps end 
  in a masonry bricked tunnel some seven feet high and 
  4 1/2 feet wide. The quarters are cramped and the 
  stinks of rotting flesh. Torch light flickers from around 
  a corner some twenty feet in front of the party 
   
  2) The Room of Despair:  
  This room houses a 
  round table in the corner of the room, a torch flickers 
  in a holder in the wall and has two exits, one in which 
  the party stands and one to the delvers' right. Sitting 
  on top of the table is a gold statue of a nude woman. 
  As the delvers enter the threshold of the room the fol-
  lowing responses occur in succession if a success 
  health check is not made at -20; 
   
  Person #1-- Is mystified by its beauty. The avatar be-
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  42 
   
   
  lieves it is worth 300,000 duckets and also feels the 
  charge of watching it should fall to him alone. 
   
  Person #2-- Irrational jealousy of the find of person 
  #1 and attempts to get it for self. 
   
  Person #3-- Looks at the statue and gets a bad feel-
  ing.... It must be cursed.... must destroy!!! 
   
  Person #4-- Doubles over laughing hysterically at the 
  whole situation. 
   
  Person #5-- Gets violently ill.... 
   
  If there are more than six in the party, be crea-
  tive in thinking up new emotional responses. 
  The statue has no magic power. The table has 
  an emotional delusion spell cast upon its left front leg. 
  Leaving the threshold will break the curse. If the room 
  is entered again, the spell starts anew with the emo-
  tions reassigned in the new order in which they enter. 
  If the statue is destroyed and the party leaves, if they 
  re-enter the room, a perfectly restored statue rests on 
  the table. A yard of black silk cloth hanging in Room 
  7 has the magical ability to counteract the spell so that 
  the leg can be removed, stored, and used by the party 
  on later adventures. 
   
  3) Storage room: 
  As the party scouts this area, 
  a twisted horror is seen at work in the storage room. A 
  ghastly, vile Animort shoves crates into areas assigned 
  by the master. It is mindless and will only attack if its 
  task is interrupted. 
   
  Animort-- BoL 105 
   
  The crates contain two months worth of dried 
  foodstuff. Salted meats, dried fruits, kegs of ale and 
  the like are here. They are of average variety and if 
  hauled out would fetch an 800 ducket value. 
   
  4) Manticore pet: 
  In a room bedded with straw, 
  a large manticore peacefully slumbers. In the room 
  with him are scattered human remains from a recent 
  meal. Around his neck is a jeweled collar worth 2000 
  duckets. The manticore is loyal to the master of the 
  dungeon and enjoys torturing its prey before devour-
  ing them. 
   
  Manticore-- BoL 51 
   
  5) Lady Jessica in a cell:  
  A beautiful maiden, 
  some seventeen years old, appears to be locked in a 
  tiny room. The door must be picked by a trained per-
  son or other means used to open the door. (Place the 
  keys in room 6, in a spot hard to sneak to, if you 
  wish). The lady Jessica appears to be in good shape 
  but her nerves are rattled. When she sees that you are 
  rescuers, she will say the following... 
  "Shhh... You must be quiet. I am being held 
  hostage by an evil, vampiric sorcerer. He 
  wants me to be his willing queen...." 
   
  She describes him as 6'6" with hideous fangs 
  and a bat-like maw. She also says that the group must 
  not leave without freeing her friend. 
   
  "...He is a kobold servant of the vampire. But 
  he has been helping me... Bringing me extra 
  food.... Helping me to plan my escape. We 
  must save him, too. His name is Anton... He 
  should be in the library shelving books... But 
  be quiet... The master will be back soon." 
   
  She will also ask for the party to retrieve her 
  dagger from the desk in the study. She will follow be-
  hind the group and act as helpless as possible. 
     Lady Jessica  (Mage, 9th Rank) 
    
      H: 53     P: 53     S: 14     AEPs: 56 
   
     ABILITIES:                       Memory Tablet: 
   
     Enchantment:    58                1. Dazzling Dart 
     Arcana:              46.8              2. Drop Net 
     Learning:           33.8              3. Flame Finger 
     Metallurgy:        24.4              4. Iron Agony 
     Weapon:            15 
   
     
   
     Dagger +10/+6-9 (VT) 
  The Charade: 
   
  Jessica is truly a willing captive. Her undead 
  partner in crime is no vampire at all. He is truly An-
  ton, a Kobold sorcerer who cheated death years ago by 
  becoming a Peccant. He is also the source of the 
  Dread Mists. His special power is Misty Bank, which 
  he has used when searching for stray victims in the 
  streets of Fairdale on occasion. 
  The plot thickened when he floated by the 
  Mayor's estate one evening and saw the Lady Jessica 
  combing her hair at her nightstand. They fell in love. 
  He would soon find out the Lady was not an innocent 
  at all. She is a power hungry Enchantress with her eye 
  bent on the mayoral seat, and more. After their chance 
  meeting she started working with him, getting Anton 
  to eliminate her political rivals. Now she only needs to 
  remove her father and her plan will be complete. A 
  journal written by Anton is hidden in his mattress. It 
  will tell all the details of this scheme. 
  The Lady heard the delvers approaching and 
  used a mechanism inside the room to lock the door of 
  her “prison”. She now will wait at the back of the 
  group as they enter the study and find the "helpless" 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  43 
   
   
  Kobold. As soon as it is convenient, she will cast Daz-
  zling Dart into a rescuer's back, grab her dagger from 
  the desk, and fight for her undead lover. She uses 
  Flame Finger when in danger. If Anton is slain, she 
  will pretend to be freed from his evil charms. She will 
  also try to bribe the party with the whereabouts of his 
  and her memory tablets and, overall, will do anything 
  in her power to harm the party and save her skin. 
   
  6) The Study of an Evil Undead:      A large square 
  room decorated with plush items lies before the party. 
  A silk bed sits by a small desk to the left, bookshelves 
  to the right and a bookstand sits in the center of the 
  room. A Sorcerer's Circle is painted in the middle of 
  the room and bloody rituals are evident in the area. A 
  brass statue of a human male looms ominously on the 
  far wall and the stink of the undead is thick in this 
  area. 
  Anton shelves 'sorcerous' tomes on the book-
  shelves to the right of the room. At Lady Jessica's 
  prompting, he will also continue the charade. "I hear 
  the master coming back!!! Hide!!!" He will then turn 
  invisible... reappearing as a hideous vampire in the 
  center of the summoning circle to start a volley of 
  spells. 
  Anton's initial attack plan consists of the fol-
  lowing; 
  1. He will summon his undead servants from area 7. 
  2. Levitate to the ceiling to stay out of harms way. 
  3. Cast Brass Golem on the statue in the corner. 
  4. He will then lower himself behind the statue and 
  attack with spells, peccant powers, or his magic 
  short sword +10/3 (+17-20 peccant harm). 
  If the battle is looking bad, he will turn into 
  mist and flee out the tunnel to the outside. He will 
  summon the wild ghouls, have them dig up his Mem-
  ory Tablets and flee. If Lady Jessica is taken prisoner 
  and returned to town, he will try to free her at the ear-
  liest opportunity. 
   
  TREASURE:    
  There are a large number of 
  ancient tomes worth a total of 1500 duckets. If the 
  brass statue isn't destroyed, it is worth 20,000 duckets. 
  In the mattress on the bed, a pouch of 2,000 duckets is 
  hidden. Also hidden is a journal of Anton and Jessica's 
  combined activities. A candle holder also has a 200 
  ducket value. 
   
  7) Lurking evil reinforcements: 
  Anton's 
  un-
  dead servants await his call in this area. The stench of 
  living dead here is overbearing. Rotted and decayed 
  furniture litters the room. The only thing of note is a 
  black cloth on the wall (see room 2). 
   
  3 Moriants--BoL 105 
  8 Animorts--BoL 105 
     Anton (Kobold Sorcerer) Peccant -- BoL 102 
   
     H: 185     P: 80     S: 21     AEPs: 84 
   
     ABILITIES: 
  Sorcery: 121 Stealth: 148 Stealing: 82 
    
   
     Memory Tablets: 
     TABLET 1—  1. Hell Blast  2. Hell Bolts  
   
  3. Brass Golem  
  4. Sorcerous Circle  
   
     TABLET 2—  1. Sending 
  2. Summon Demon 
  3. Unhallow Ground 
  4. Bolster Demon Health 
      
     Short Sword +10/3 (+17-20 Peccant Harm) 
  WRAPPING UP THE ADVENTURE 
  After successfully destroying Anton, or driv-
  ing him away, there are several ways to conclude, or 
  continue with, the adventure 
  • 
  The mayor will not readily accept the fact that his 
  daughter is evil. Resolve this however you feel is 
  best. If the journal was discovered by the avatars, 
  it can be used as evidence if a trial ensues, and if 
  Anton fled, he may well return and try to rescue 
  her.  
  • 
  Titus Oaken Shield could defend the Lady.  
  • 
  The farm family will revive if Anton is destroyed. 
  But they only remember that a kobold came to the 
  house some years ago and then all is foggy.  
  • 
  Lady Jessica will try to blame the kobold in the 
  party if she can...  
  • 
  If the avatars are successful, the reward will be 
  given. Good repute, the Memory Tablets and any 
  other treasure is the reward for success.  
  • 
  The irony is that if Lady Jessica has her way, the 
  noose might be the ultimate reward.... 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  44 
   
   
  Dread Mists of Fairdale — MAP 1:  Dungeon Level (under the barn) 
  EDITOR’S NOTE:  
  Getting more use out of “One-Shots”, or making mountains out of mole hills.... 
   
   
  After receiving several emails begging us NOT to give you small encounters/scenarios, but larger ones 
  for multi-session play, I decided to reprint for all of you fine readers a dandy little scenario written by “Lord 
  Barabuz” (Brant B.) to show that, with just a little forethought, even little scenarios can be easily and quickly 
  developed into larger adventures with longer playability…  Now, while The Dread Mists may seem like a very 
  short and simple scenario, it is very amenable to personalizing and adding on, as are most all “one-shots” (or 
  single session scenarios, if you will).   
   
  For example, at first my players had a hard time deciding if what was happening in Fairdale was “worth 
  their time” as they were only passing through and engaged in another mission.  The caravan that was attacked by 
  ghouls made their decision easier, as they all had had enough trying experiences with the undead that just the 
  mere mention of such abominations made their blood boil!  So before they even considered the idea of searching 
  for the source of the mysterious mists (Anton), they went in search of the horrid creatures that attacked the mer-
  chants.  This afforded me an opportunity to not only let them vent their hatred of the undead for a while, but to 
  add another lair of the cunning beasties (to save the eight in the cemetery for another time) and plant a few more 
  clues… 
   
  During their ghoulie hunt they also had a few run-ins with the wolf packs, but not in such numbers as 
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  45 
   
   
  will cut them off when they search for the mist’s source.  This helped greatly to disguise the obvious railroading 
  that occurs later, as well as providing a lead-in for another small adventure after this one concluded to determine 
  just why the wolves were concentrating in such numbers.  
   
  One avatar had fallen victim to the ghouls during the ‘minor’ showdown, and another had fallen to the 
  overwhelming force of wolves as they ventured closer to Anton’s base of operations… So to keep all the players 
  in the game and improve the survivor’s chances of staying that way, when they were done rolling up new 
  ‘heroes’ they were plopped into a couple cells of their own placed between encounter areas 3 & 4 (minus their 
  gear of course). Failure to rescue these avatars would result in them either becoming undead themselves or food 
  for the manticore. As you can see on the map, there is plenty of space to make reasonable additions to the dun-
  geon that can both add to the difficulty for a strong party who’s having an easy time, or just make things more 
  interesting.  
   
  After ‘rescuing’ Lady Jessica, defeating the undead servants, and running off Anton, the Avatars discov-
  ered the journal and brought her back to town to face ‘justice’. As luck would have it, Anton did indeed rescue 
  her before the trial (while the party was busy celebrating), and this gave them the opportunity to go on yet an-
  other merry search and destroy operation through the northern territories battling undead and wolves until they 
  found the location of the Peccant’s “fall-back” lair. After finally destroying Anton & his lackeys (and being bet-
  ter prepared this time) the group recaptured the “Lady” took her back again. 
   
  Once the actual scenario was concluded the party did stick around a while longer as they scoured the 
  countryside eliminating undead stragglers and finding out what was up with the wolves (and later battling the 
  cause... a Loup Garou that had set up shop in town just before the avatars arrived).  Their adventuring success 
  also created a few enemies as well... 
   
  This was all stuff that came up on the fly while we played so, as you can see, there is no reason whatso-
  ever for anyone to be put off by a seeming “too short” adventure, or even an ‘encounter’.  Just think of it as a 
  seed that needs to be planted (in your mind) and nurtured before you gain the true benefits from it. With just a 
  little effort, even a simple idea can take off and become something of epic proportions if you want it to. There 
  are several quickies available and listed below, that can be expanded quickly and easily if its size is of issue to 
  you, so be sure and check them out: 
   
  Found at Lejendary.com (http://www.lejendary.com/la/template.php?page=scenarios&style=blaze)  
  Saving Servala and Under The Bright Moonlight, by Jon Creffield, are both excellent lead-ins to adventures of 
  even grander scale than presented. 
   
  Dragonsfoot.org’s Lejendary Adventure Resource Page (http://www.dragonsfoot.org/la/) has two great little 
  “encounter” scenarios.   
   
  Bandits! - An Encounter, another one by the esteemed Mr. Creffield, is easily tacked in to anything you can 
  come up with.  When I used it, the “bandits” were actually Titus Oakenshield (from The Dread Mists of Fair-
  dale) and several of his men.  Our man Titus was playing both sides of the field, so to speak.  So after the 
  player’s party spent all this time in Fairdale, taking all the action and soaking up all the glory & attention, Titus 
  took matters into his own hands to rid the town of these “heroes” and thus bring the public adoration (and fear) 
  back onto himself.  The duplicity involved was a hoot and the players never saw it coming! 
   
  The Mere of the Mudman is another excellent adventure seed in a couple ways.  Not only can one build a good 
  adventure around this, but Brant Bollman also provides us with an excellent creature concept!  Imagine a tree in 
  the middle of an old forest which grew up over the top of an evil extraordinary artifact... Gaining a malevolent 
  sentience of its own and spreading these bad vibes throughout the woods, attracting all manner of vile creatures 
  to its evil sanctuary...   
   
  In closing, I would like to put a call out to anyone interested in submitting not just “large” scenarios & adven-
  tures, but even “one-shots” & encounters.  Big ideas can always be found hidden in small packages too, so let’s 
  see what you’ve got! 
   
  J. Leonard 
   
   
  
  THE PORTAL Magazine    Vol. I, Issue 3 
  46 
   
   
  Mapping Paper  
        For The Masses 
   
   
  One thing I can never 
  have enough of when preparing 
  for a game is mapping paper.  
  Square grid or hex, it doesn’t 
  matter, as I go through a lot of it, 
  and I’m sure many of you do too.  
  Lately it has been getting harder 
  and harder for me to locate good 
  quality graph paper (and I live 
  near a college town too!), and 
  it’s darn near impossible to find 
  hex paper, especially since all the 
  local gaming stores have gone 
  out of business. I could go on-
  line and order enough to bury 
  myself, but I figured since I al-
  ready had a computer and vari-
  ous graphics software, nothing 
  prevented me from sitting down 
  and making my own mapping 
  TOOLS OF THE TRADE 
   
  In this column it is hoped to provide articles & items of interest meant to aid the harried Lejend Master 
  in developing, preparing, or running his Lejendary Adventure game sessions.  Tables, tips on game play or cre-
  ating exciting & compelling adventures, general game ‘aids’, etc. - Our readers are, as always, welcome to sub-
  mit and share their ideas for the benefit of their fellow LM’s and players. 
  paper… The way I wanted it…. And printing it out as I needed it.  Since I’m sure that I’m not the only one who 
  probably has trouble getting decent map paper I thought I’d share mine with you.  Hopefully you’ll get plenty of 
  use from the following pages, but if not, then I guess that’s okay too. 
   
  Of the five presented, four are hex-oriented, obviously.  The first being a ‘normal’ hex page, and the sec-
  ond & third pages being what I call “rosette hexes”.  I have found the latter two to be quite useful when zooming 
  in to smaller sections of my wilderness maps, and maybe you will too.  Page four is a simple graph-style page 
  for indoor mapping.  As the designs I made were oddly shaped, shrinking them down to fit on a page left me 
  with room to make a comment field as well.  Page five is my geodesic “world map” page.  If you’re into world-
  building for your fantasy RPG’s, this one might be helpful to you when used in conjunction with the rosettes (to 
  zoom in on particular spots for more detail). When Gary’s Lejendary AsteRogues™ F-SRPG finally hits the 
  bookshelves, you’ll also be able to use it to map out various asteroid ‘worldlets’ that the player’s Avatars may 
  visit as they traverse the solar system in search of fame, riches, and adventure…. 
   
  Personally, after I’ve doodled a map and gotten things situated so that I’m satisfied with it, I’ll start re-
  doing it with Windows Paint.  Yes, it is a horribly simple tool, but with practice many cool things can be done 
  with it.  And in the case of our current subject (that being maps), the coolest thing it can do is make clean maps, 
  with custom icons no less.  ‘Course you’ve got to make the icons first, but it gives the maps a nice, personalized 
  style I think.  If you’re like me and prefer to do your maps this way, the images you see here are available at The 
  Portal’s main website in .GIF format, except full size (Width: 17.25 inches Height: 15.20 inches).  Simply make a 
  copy of the one you want to use, open it up with the image editing software of your choice, and go at it! 
   
  Jerry Leonard 
  
   
   
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  THE PORTAL Magazine    Vol. I, Issue 3 
  52 
   
   
   
  ……………………………………………………………………. 
   
  Stay Tuned for Issue #4 of THE PORTAL 
   
   
  As the boundaries that separate  
   
   
  Magic and Technology are crossed,  
   
   
   
   
  and The Portal-Keepers open  
   
   
   
   
   
   
  the Doorways of the Multi-verse 
   
   
  ……………………………………………………………………. 
  SCENARIO : 
   
   
  The Legend of the Kali-Mala 
   
  Take on the role of a “modern day” Avatar, and let’s journey  
   
  through 1930’s (?) India in search of ancient mysteries. 
  APOCALYPTIC FUTURES 
   
   
  Every ‘ending’ is really just a ‘beginning’ in disguise… 
   
   
   
   
   
   
   
   
   
  Care to join us? 
  FIREARMS : 
  Let’s take a look at the “Great Equalizer” in the 
  Dimensional Matrices that embrace technology...  
   
   
   
   
   
   
   
   
   
   
  And don’t forget your body armor! 
   
  Coming in August 
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Gary Gygax Collection/Gary Gygax's Lejendary Adventure (osr)/Lejendary Adventure Periodicals/Portal/Portal  #3 (LejAdv).pdf