TEXT: v1.0
  Copyright 2003 by Trigee Enterprises Company.  Lejendary Adventure is a trademark of Trigee Enterprises.
  All rights reserved under copyright and trademark.
  Welcome to the Lejendary Adventure™
  Fantasy Role-Playing Game. The latest
  creation of Gary Gygax, the game
  allows players to engage in all manner
  of fantasy play, limited only by their
  imaginations.
  This special preview of the game offers
  an overview of the system, sample
  game characters, and an adventure that
  can be played in an evening.
  We hope you like what you read, and
  that you will continue to examine the
  whole Lejendary Adventure™ line
  from Hekaforge Productions.
  Downloaded from Dragonsfoot website - HTTP://WWW.DRAGONSFOOT.ORG
  
  Lejendary Adventure™ Quick Start Rules
  2
  THE LEJENDARY RULES
  The Lejendary Adventure game rules are
  designed to facilitate the creativity of the participants
  without shouldering them with a weighty body of
  rules and restrictions.  The rules presented herein are
  streamlined and focused to provide you with a
  general understanding of the system and how it
  works.  They will allow you to understand the
  features of the game characters and play the included
  adventure.
  WHAT YOU WILL NEED TO PLAY
  You will, of course, need to gather a group of
  players, each of whom should be provided with one
  of the game characters included herein.  Each of them
  will need a pair of 10-sided dice (referred to hereafter
  as Percentile dice or d%) and a 20-sided die.  It will
  also be useful to keep on hand a complete set of dice:
  a 4-sided, 6-sided 8-sided and a 12-sided die.
  THE LEJEND MASTER
  Before play begins, one member of the group
  must assume the mantel of Lejend Master, or Game
  Master.  This person will serve as storyteller, referee
  and arbitrator of the game.  He or she will need to be
  versed in these materials and familiar with the
  adventure.  The Lejend Master’s task is to be the
  players’ eyes and ears in the game.  He or she relates
  the imaginary action of the game to the player so
  their game characters can react accordingly.
  THE AVATARS
  The game characters of Lejendary Adventure are
  called Avatars.  Avatars are heroes of the fantasy
  world, and it is up to the players to direct their
  actions.  From the mundane to the marvelous, the
  Avatar is the vehicle used to enjoy the fun and
  excitement of play.
  This set contains four Avatars, ready for
  adventure; these should be distributed between four
  players before play begins.
  UNDERSTANDING AVATARS
  While some characteristics of the Avatar are self-
  explanatory (history, appearance, personality), there
  are key game-related details that require some degree
  of explanation.  These are the Avatar’s Base Ratings
  and Abilities.
  BASE RATINGS
  Base Ratings signify the Avatar’s mental and
  physical qualities.  All Avatars have three Base
  Ratings:
  Health: the Avatar’s physical body and its operation,
  including the mind and will.  Health is the highest of
  the three Base Ratings, ranging from 40 to upwards
  of 100.
  Precision: the ability to perform actions that require
  accuracy, whether physical or mental.
  Speed: the Avatar’s physical and mental ability to act,
  react and generally move. Speed is the lowest of the
  three Base Ratings, ranging from 6 to 14 at the start.
  ABILITIES
  Abilities are best described as skill bundles.  Each
  is based on one of the three Base Ratings.  They are
  broad based and cover a wide range of aptitudes. The
  degree of breadth varies between the individual
  Abilities.  There is some overlap between them.  An
  Avatar’s degree of specialization within a particular
  Ability is dependent solely on your conception of that
  Avatar.
  Avatars begin with 5-6 Abilities, ranked in order
  of importance and skill.  The Ability with the highest
  score is ranked as the Avatar’s First Ability.
  OTHER CHARACTERISTICS
  Activation Energy Points (AEP): This is a
  measurement of the energy the Avatar generates,
  necessary to energize magical conjurations, powers
  and rites, called Powers. (see Using Extraordinary
  Abilities and Powers, p. 5)
  Disaster Avoidance: These statistics are used when
  the Avatar is attempting to avoid a hazardous
  situation, such as diving out of the path of falling
  rocks or resisting the effects of an Activation. If the
  Avatar has been taken by surprise, than an Avoidance
  check against Speed x2 or even the Speed BR should
  be called for, otherwise a check against Speed x3 or
  x4 is appropriate.
  USING BASE RATINGS AND ABILITIES
  Many times during play the Lejend Master will
  need to check to see if the player’s Avatar, or some
  LM-controlled character, can perform a specific
  action.  Base Rating and Ability scores are the
  numbers used for checks of this sort.  While Ability
  scores are used in most instances, some occasions
  
  Lejendary Adventure™ Quick Start Rules
  3
  will require that a Base Rating serve to establish the
  odds of successfully completing the action, such as
  when the Avatar lacks the required Ability.
  A d% roll is used for all checks.  A roll equal to
  or less than the score indicates success on the part of
  the Avatar.  This chance may be adjusted for those
  situations involving a greater or lesser challenge.
  An unadjusted roll of 100 (00) indicates an
  automatic failure.  Likewise, a check resulting in a
  roll of 01 indicates the Avatar has performed the task
  perfectly and with the maximum efficiency possible.
  ABILITY DESCRIPTIONS
  The Abilities described herein are limited to those
  possessed by the Avatars available within these
  Quick Start rules.  The Base Rating on which the
  Ability described is based appears in parentheses.
  Arcana (Speed)
  All having to do with forbidden lore, arcane
  knowledge, ancient mysteries, lost information,
  hidden and secret things, etc.
  For every five points in this Ability, the Avatar
  gains +1 point to his Activation Energy pool.
  Archery (Precision)
  All having to do with bows, crossbows, footbows,
  hand catapults, fletching, bow and crossbow weapon
  mending and making, etc. (see Archery, p. 6 for more
  information on using this Ability)
  Chivalry (Health)
  All having to do with courtly behavior, manners,
  diplomacy, persuasion, precedence, castles,
  fortification and siegecraft, siege engines, command,
  management of lands, livestock, riding, mounted
  combat, etc.
  For every five points in this Ability, the Avatar
  gains a +1 bonus to her Weapons Ability and a +1
  harm bonus to all armed attacks.
  Enchantment (Speed)
  All having to do with the activation of enchantments,
  enchanted objects, enchantment effects, etc.  (See
  Using Extraordinary Abilities and Powers, p.4)
  Evaluation (Health)
  All having to do with the type and threat of a
  person or other creature, the type of an object and its
  value, and situational evaluation.  This is one of two
  Abilities commonly used for “perception” checks.
  Hunt (Precision)
  All having to do with hunting afoot and/or
  mounted, woodcraft, survival, the chase, riding,
  tracking, recognition of flora and fauna, concealment
  and camouflage in woods, etc.
  Learning (Health)
  All having to do with knowledge, learning,
  and information, astronomy, geography, history,
  language, law, literacy, mathematics, medicine,
  philosophy, religion, etc.
  Mechanics (Health)
  All having to do with mere tinkering and repair
  all the way to building, carpentry, constructing,
  design, engineering, forging, invention, materials,
  metals, etc.
  Physique (Health)
  All having to do with endurance, fitness,
  muscular development, physical power and strength,
  etc.
  For every ten points in this Ability, the Avatar
  gains a +1 Harm bonus to all melee attacks.
  Planning (Health)
  All having to do with command, leadership,
  preparation for action, exploration, mapping,
  logistics, supply, attacking, siege machinery
  operation, riding, military ambush, defending, and so
  on.
  Ranging (Health)
  All having to do with hazardous travel, riding,
  scouting, scavenging, smuggling, swimming, and
  also outdoors craft, survival in the outdoors,
  camouflage, concealment, deadfalls, pits, poaching,
  traps and trapping, etc.
  Scrutiny (Precision)
  All having to do with examining, observing,
  searching, and watching, as well as researching and
  tracking down information. This is one of two
  Abilities commonly used for “perception” checks.
  Stealth (Precision)
  All having to do with access, escape, evasion,
  lurking, silence, skulking, sudden unexpected
  attack, being unheard in approach or departure,
  MODIFIERS TO ABILITY USE
  Condition
  Mod.
  Severe Constraints
  +31 to +51
  Constraints
  +10 to +30
  Enhancements
  -1 to -15
  Special Enhancements
  -16 to -30
  Extraordinary Enhancements
  -31 to -50
  
  Lejendary Adventure™ Quick Start Rules
  4
  being hidden from view, undetected by watchers,
  and so forth.
  Theurgy (Speed)
  All having to do with belief and deities,
  dedication and faithful service, the summoning of
  good spirits, power deitial aproval, upholding the
  faith, protection of the faithful. (See Using
  Extraordinary Abilities and Activations below.)
  Weapons (Precision)
  All having to do with personal weapons, small
  arms used to strike or send missiles, and even normal
  unarmed strikes as well as defensive accoutrements
  of armor and shield.  This includes the knowledge of
  craftsmanship, construction, and repair of all from
  armor, axes, and arrows and bows to swords and even
  whips.  However to construct or repair items the
  Mechanics Ability is also required.
  USING EXTRAORDINARY ABILITIES AND
  POWERS
  Extraordinary Abilities afford the Avatar a certain
  selection of Powers: spells, charms, conjurations,
  rituals and the like.  Employing one successfully
  requires, as with all other Abilities, a check against
  your Avatar’s Ability score.
  Enchantment: Wizards and Thaumaturgists deal in
  the mystical arts, including the employment of
  shadow magic and illusion.  Enchantment is perhaps
  the most multi-faceted and ever present of the
  Extraordinary Abilities.
  Theurgy: Priests and their minions are common
  throughout the civilized world, and use this Ability to
  the benefit of all.  There are two Orders of Theurgy:
  that of Hallowing and Glory -- whose agents battle
  demonic forces and evil unliving spirits, and Service
  and Care -- who employ this Ability as healers and
  care-givers.  Those who study this Extraordinary
  Ability do so in the service of a deity or pantheon.
  ACTIVATION ENERGY POINTS
  All Activations and Powers require energy. These
  energies are measured in terms of Activation Energy
  Points (AEP).  An Avatar’s AEP are based on his
  Speed BR.  When a Power is activated, its cost in
  AEP is deducted from the total.
  Many Activations may be augmented or enhanced
  by spending additional AEP.
  An Avatar’s base AEP are equal to her Speed BR
  multiplied by four.  They regenerate at a rate equal to
  the Avatar’s Speed BR every two hours.  Four or
  more hours of uninterrupted sleep doubles this rate of
  regeneration.
  MEMORY TABLETS
  To use any Activation or Power, the
  Avatar must first inscribe it on a Memory Tablet.  A
  Memory Tablet is a small sheaf of vellum or thin
  beaten metal (copper), about 4”x5” in size.  These
  devices form a metaphysical link to the Avatar. This
  link can be broken if these tablets come into the
  possession of another individual and handled or
  destroyed.
  A single tablet can support four individual
  Powers.
  POWER GRADES AND COSTS
  Each Power is listed according to a Power Grade,
  ranging from Very Minimal to Extreme.  These
  POWER GRADES AND COSTS TABLE
  Grade
  Time Cost
  Power Cost
  Very Minimal, I
  1 second
  2
  Minimal, II
  2 seconds
  3
  Low Moderate, III
  3 seconds
  4
  Moderate, IV
  4 seconds
  5
  Good, V
  5 seconds
  6
  Very Good, VI
  7 seconds
  7
  Strong, VII
  9 seconds
  8
  Very Strong, VIII
  12 seconds
  9
  Major, IX
  16 seconds
  10
  Extreme, X
  20 seconds
  12
  
  Lejendary Adventure™ Quick Start Rules
  5
  grades offer a general impression of the power of the
  conjuration, illusion or rite.  Regardless of their
  Ability score, no Avatar is restricted from employing
  any Activation regardless of grade so long as he has
  inscribed it on one of his Memory Tablets.
  The greater the grade of the Activation, the more
  AEP it costs to employ, and the longer it takes to
  complete.  Very Minimal Activations, for instance,
  cost the Avatar only 2 AEP, and are completed in one
  second.  At the other end of the spectrum, Extreme
  Activations cost 12 AEP and require 20 seconds to
  complete.  In some special circumstances, additional
  time and AEP costs are called for.
  POWER DESCRIPTIONS
  Among the Avatars included with this adventure
  there are Tamyra, a mage, and Hamund, an
  ecclesiastic dedicated to the Order of Service and
  Care.  Only the Powers known to these Avatars are
  listed here.
  Hundreds more are detailed in Lejendary
  Adventure game rules.
  COMBAT
  Combat is broken into segments of time called
  Activity Blocks (AB).  One AB is 12 seconds long.
  AB’s are further segmented into four 3-second
  segments called Counts (ABCs).
  INITIATIVE
  Before combat begins, all parties must determine
  Initiative.  This will set your Avatar’s “turn” in battle.
  Initiative is determined by rolling a d10 and adding
  your Avatar’s Speed BR.  Actions then proceed in
  order from highest to lowest score.
  Initiative is determined at the beginning of each
  ABC.
  MOVEMENT
  An Avatar’s range of movement is generally
  listed in feet per ABC.  This indicates the maximum
  range the Avatar can cover in a given ABC.
  ABILITY CHECKS
  Unless a situational matter prohibits it, all
  combatants may act each ABC.  Combat is handled
  like any other Ability.  The Weapons Ability handles
  all melee weapons, while the Unarmed Combat
  ability handles brawling, boxing and martial arts.
  The Archery Ability is a slightly special case (see
  Archery, p.6).
  As with any Ability check, the Lejend Master can
  impose modifiers, positive or negative, if he feels the
  situation mandates it.  Don’t hesitate to describe your
  actions in detail, your method of attack, defensive
  movements, whatever.  Not only will it make the
  game more enjoyable for you and your friends, but it
  will give the Lejend Master a better idea of what sort
  of modifiers might apply.
  PRECISION BONUS
  A lot of weapons offer a Precision Bonus to the
  Avatar that wields them.  This is a reflection of how
  easy they are to use.  This bonus is added to your
  Weapons Ability before your dice roll, giving you a
  better chance of hitting your opponent.
  HARM
  Harm is counted against your Health BR.  All
  weapons do an amount of Harm ranging from around
  1-20 points.  A 20-sided die is used to determine the
  amount delivered by your Avatar’s weapon.  In some
  cases, weapons have a higher minimum Harm.  In
  POWERS AND INITIATIVE
  The time costs for many Powers are out of sync with
  ABs and ABCs.  Since each ABC is comprised of 3
  seconds, a –3 initiative penalty is applied for every
  second into the ABC the activation takes.  For
  example, a Very Minimal Activation has a time cost
  of 1 second, which amounts to a –3 Initiative penalty
  in the ABC the activator initiates the action.  A Very
  Good Activation has a time cost of 7 seconds, which
  amounts to a –6 Initiative penalty in the second ABC
  following its initiation (7 seconds = 2 ABC+1 sec).
  Rolls against your Avatar’s Ability are made at
  the time of completion, not initiation.
  ARCHERY
  Unless it has a higher score, you do not use your
  Archery Ability to attack with a bow or crossbow.
  Rather, for every 10-points you have in this Ability,
  you get to add one point to your Weapons Ability
  when using those missile weapon.  You likewise get
  to add one point of Harm for every 10-points in
  Archery.  So what happens if you don’t have the
  Archery Ability?  Crossbow attacks are then made at
  75% of your Weapons Ability, bow attacks at 50%!
  
  Lejendary Adventure™ Quick Start Rules
  6
  these cases, a roll below the minimum always does
  the minimum.
  There are two ways for your Avatar to do more
  than standard Harm to an opponent.  If you roll 10%
  or less of your Weapons Ability, your hit ignores
  your opponent’s armor.  He takes the entire amount
  of Harm with no protection!  If you roll a 01, your
  attack not only ignores your opponent’s armor, but
  does maximum Harm as well!
  Some Abilities (Chivalry, Physique) provide both
  a Harm bonus and/or a special Precision bonus
  applied to your Avatar’s Weapons ability.
  When rolling Harm, a roll of 20 indicates your
  Avatar is entitled to roll for additional Harm.  This is
  done by rolling a “half-die.”  If you roll a natural 20
  for Harm, you get to add a d10 of Harm on top of
  that.  If you roll a10 there, you get to roll another d5.
  This additional Harm is still limited by the Min/Max
  Harm potential of your weapon, however.
  So do I get to roll a d10 automatically if I roll 01
  on an attack roll?  Not exactly.  You still roll for
  Harm as usual, and if you roll a 20 you can start
  rolling half-dice.  If not, you just do 20 points of
  Harm (or your weapon’s maximum potential Harm if
  that is lower) plus any bonuses.
  ARMOR PROTECTION
  When you are hit, your opponent’s Harm roll is
  compared against your Armor Protection.  The
  difference is subtracted from your Current Health.
  Also remember, armor has Health too; it takes Harm
  just like your Avatar, and when it runs out, it’s
  useless.
  Many Avatars will carry a shield.  Shields can be
  very effective at blocking Harm, but are only
  effective against a particular number of opponents.
  This is based on the size of the shield.  When an
  Avatar fights with a shield for protection, Harm first
  accrues to the shield, then armor, in that order.
  Remember that since armor protection only
  absorbs damage, weapons designed to subdue and
  restrain your Avatar can be quite potent.  They can
  leave you defenseless against other opponents’
  attacks.  Caution is advised.
  INJURY AND RECOVERY
  When an Avatar accumulates Harm equal to his
  normal Health BR, he is unconscious, and at a
  negative value equal to 10% (rounded up) of Health,
  death occurs.  For example, an Avatar with Health
  Base Rating of 53 is slain when total Health reaches -
  6 points.  Anytime before then, Health may be
  restored by Extraordinary means or through normal
  healing.
  Avatars normally recover Harm at a rate of 1
  point per day.
  CONVENTIONAL DICE TERMS
  In the majority of cases, you will be called upon
  to roll a d% (BR and Ability checks) or a d20
  (Harm).  In some instances however, irregular dice
  rolls are called for.  When this is the case, the term
  XdY is used, X being the number of dice rolled and
  Y being the type of die.  For instance, 1d4 would call
  for the roll of a single 4-sided die, while 4d6 would
  call for the roll of four 6-sided dice.
  In some cases, the terms d3 or d5 are used.  To
  determine these rolls, use a d6 or a d10 and just halve
  the roll.
  MERITS OF PLAY
  With each adventure, your Avatar becomes more
  formidable.  This is done through the expenditure of
  Merits earned through play.
  Merits are rewards granted to each Avatar for
  solving puzzles, outwitting or defeating opponents,
  and for the player’s skill at roleplaying. From 250 to
  300 merits should be awarded for an average four-
  hour session of play, though in exceptional
  circumstances, the award could be much higher.
  The Lejend Master can also award special
  Ability-specific merits for outstanding use of that
  Ability in play, should she so desire.  These awards
  typically range from 10 to 25 points per award.
  These awards can be used to encourage creative
  solutions to problems and “outside the box”
  application of Abilities.
  Players may spend accumulated merits to raise
  their Ability or Base Rating scores or learn new
  abilities.  Ability-specific merits may only be spent to
  raise that ability.
  REFERENCE INDEX
  Subject
  Page
  Abilities………………………………..
  2, 3, 5
  Activation Energy Points (AEP)………
  2, 3, 4, 5
  Armor Protection………………………
  6
  Avatars…………………………………
  2, 4, 5
  Base Ratings…………………………...
  2
  Combat………………………………...
  5, 6
  Dice……………………………………
  2, 6
  Disaster Avoidance…………………….
  2
  Harm…………………………………..
  5, 6
  Initiative………………………………..
  4, 5
  Lejend Master………………………….
  2
  Movement……………………………...
  5
  Merits………………………………….
  6, 7
  Memory Tablets……………………….
  5
  Powers…………………………………
  4, 5
  
  Lejendary Adventure™ Quick Start Rules
  7
  Marzellinus Sorkin Gladesfreid
  Male Human Noble
  Marzellinus is second son and third child to Earl Rolek Sorkin
  Gladesfreid of the Principality of Itherland.  He is fiercely loyal to his
  family’s name and honor, and would never willingly besmirch it.  He is
  young, only 17, and has the quick temper of youth.  Still, he is quite
  capable and has been well trained, surpassing even his eldest brother,
  Himmel, in ability.
  When Himmel’s abduction became known, Marzellinus demanded the
  honor of bringing vengeance to his brother’s kidnappers.  Were it not
  for his exceptional abilities, Earl Rolek would no doubt have denied his
  son, fearing yet another loss to his family.  Instead, Marzellinus was
  teamed with a band of capable adventures and offered the blessings of
  Odin on his quest.
  Marzellinus clings viciously to the hope he will find his brother alive.
  He will not be deterred from this view, despite the cynical beliefs of
  Master Dralrof, who he respects as a warrior.
  Marzellinus is tall with dark brown hair worn long.  He has broad
  shoulders and a boyish face.  He is optimistic and determined,
  headstrong and short of temper.  He values his family’s honor above all
  things.
  Weapon
  Base Harm
  Precision Bonus
  Lance
  1-20+19/
  1-40+19*
  +0/+10*
  Cutting/Thrusting Sword
  4-20+19
  +10
  Heavy Cutting Sword
  11-20+19
  +0
  Long Dagger
  1-20+19
  +10
  Fist (unarmed)
  1-4+3
  +20
  Kick (unarmed)
  1-6+3
  +5
  *when charging.
  Armor
  Protection
  Health
  Steel Plate Full
  12
  660
  Shield (Standard)
  8 (vs. 2 opponents)
  80
  KNACK
  • 
  Instinctive Riding – will never take a tumble from a mount; able
  to induce any mount to reach a speed 10% faster than normal.
  QUIRK
  • 
  Impatience – during times of stillness or
  inactivity, the Avatar is likely to do
  something active to relieve his
  impatience, perhaps something annoying.
  BASE RATINGS
  Health
  81
  Precision
  39
  Speed
  11
  ABILITIES
  Chivalry 
  81
  Weapons 
  31 (47*)
  Hunt 
  23
  Physique 
  32
  Scrutiny 
  10
  *includes bonus from Chivalry
  DISASTER AVOIDANCE
  Speed x2
  22
  Speed x3
  33
  Speed x4
  44
  MOVEMENT
  Walking
  10 ft./ABC
  Trotting
  30 ft./ABC
  Run
  60 ft./ABC
  EQUIPMENT
  • 
  Cash: $15,000 (30 gold coins
  of $500 each)
  • 
  war horse, charger
  • 
  pack mule
  • 
  saddle, tack, and saddle bags
  • 
  sword, cutting & thrusting
  (with belt and scabbard)
  • 
  sword, cutting, heavy (with
  scabbard, horse secured)
  • 
  dagger, long (with sheath)
  • 
  food and wine for six days on
  pack mule
  • 
  a water skin with a shoulder
  sling
  THE NOBLE ORDER
  The nobility, from the great lords to the petty gentry, are found in
  most, although not all, states of the world.  They are recognized,
  sometimes perforce, by all in such states, and even elsewhere, as
  they are the masters of much.
  
  Lejendary Adventure™ Quick Start Rules
  8
  Tamyra
  Female Ilf Mage (Odylan)
  Tamyra’s people have long called the March of Froekenberg home,
  even before it was so named by the Principality of Itherland.  They are
  a gregarious, forest dwelling folk, and willing subjects of the Prince.
  One of a long line of Odylans, Tamyra is respected among her people.
  An accomplished enchantress and sage, her father was aid to the tribal
  chieftain.  She has no such aspirations, much to her family’s irritation.
  Tamyra prefers the quiet isolation of the forest and the peace it brings.
  Tamyra is well versed in the dark legends of the Fahrland Valley, a
  place her people once hunted but now avoid.  When her people learned
  of the disappearance of a Himmel Sorkin Gladesfreid, they called upon
  her to assist in his rescue, as a guide to the band Earl Rolek was
  sending.
  Tamyra is lithe of body, with wide eyes that miss nothing.  She has an
  inquisitive nature and often asks questions with no consideration for
  prudence.  She is more reserved than others of her kind and enjoys a
  certain sense of privacy.
  Weapon
  Base Harm
  Precision Bonus
  Long Thrusting Sword
  3-20
  +20
  Long Dagger
  1-20
  +10
  Fist (unarmed)
  1-4
  +20
  Kick (unarmed)
  1-6
  +5
  Armor
  Protection
  Health
  Leather Half
  6
  80
  RACIAL CAPACITIES AND HANDICAPS
  • 
  Natural Affinity with animals – normal animals may be called,
  calmed or controlled so as to prevent attack or flight (check against
  Speed x4)
  • 
  Enhanced Vision – able to see in darkness as if dim twilight.
  • 
  Ilf tend to be disorderly in thinking and actions, gullible,
  judgmental and rash.  They lack self-discipline.
  • 
  Ilves are quite attractive by human standards.
  BASE RATINGS
  Health
  59
  Precision
  65
  Speed
  16
  AEP
  74*
  *includes bonus from Arcana
  ABILITIES
  Enchantment
  64
  Arcana
  51
  Weapons
  46
  Hunt
  39
  Stealth
  33
  Learning
  10
  DISASTER AVOIDANCE
  Speed x2
  32
  Speed x3
  48
  Speed x4
  64
  MOVEMENT
  Walking
  14 ft./ABC
  Trotting
  43 ft./ABC
  Running
  86 ft./ABC
  EQUIPMENT
  • 
  Cash: $1,000 (2 gold coins of
  $500 each)
  • 
  Sword, thrusting, long (with
  scabbard)
  • 
  Dagger, long (with sheath)
  • 
  food for three days in a
  shoulder pouch
  • 
  a water gourd with a shoulder
  sling
  • 
  Memory Tablet, 2; with 8
  Powers
  THE MAGE ORDER
  The company of enchanters are known as Mages in their own
  circles.   Mages are found in cities, towns, and even in more
  rustic locales.  However, only larger communities have
  organized guilds.
  
  Lejendary Adventure™ Quick Start Rules
  9
  Disrupt Power (Very Minimal)
  Time Cost: 1 sec.
  Power Cost: 2 AEP
  By activation of the energy of this Power the
  enchanter attempts to cancel the effect of the energy
  of another Power of any Ability that has been placed
  upon a subject of animal, mineral, or vegetable nature
  by another individual so able.  If the energy to be
  deactivated is of a Grade higher than Very Minimal,
  extra AEPs must be invested at the time of activation
  of this Power for it to have any chance of success.  If
  AEPs invested in the disruption equal or exceed those
  of the Power to be effected, chance for successful
  activation are normal.  However, if more than one
  Power is present, the Disrupt Power enchantment
  will have to have energy equal to or in excess of all
  Powers so active, and it will then only deactivate the
  least potent of the two or more Powers active.  Thus,
  this is not an effective means of negating
  Extraordinary objects.
  Phantom Self (Very Minimal)
  Time Cost: 1 sec.
  Power Cost: 2 AEP
  This Power creates a seemingly substantial duplicate
  of the enchanter.  This phantom image can sustain
  harm equal to 20% of the enchanter’s health before
  the energy fades and it is gone; furthermore, it has
  what amounts to -16 armor protection as regards
  harm inflicted upon it.  The phantom self can, as the
  enchanter wills, do one of three things, variation
  possible during the time the energy lasts: 1) walk
  (rather stiffly) away at up to normal speed, 2) stand
  relatively motionless and gesture or point, or 3)
  collapse and lay prove without moving.  The energy
  of the enchantment lasts for 10 to 20 ABCs of time.
  Until it fades, however, the Phantom Self seems real,
  will appear as a corpse if appropriate.
  Shooting Stars (Very Minimal)
  Time Cost: 1 sec.
  Power Cost: 2 AEP
  This Power enables the enchanter to direct a cloud of
  shimmering sparks of energy five-feet in radius in the
  direction indicated by pointed finger, is within sight
  of and up to 240 feet distant.  There are 10 such
  energy sparks in the cloud, and each target within the
  radius indicated will be impacted by one or more of
  them, with the central target being struck by one-half
  (five) of these glowing energy missiles.  Each bit of
  energy delivers 1d2 points of harm ignoring any and
  all forms of armor protection, supernatural forms
  included.  For each additional three AEPs expended
  by the enchanter at time of activation, two more
  “shooting stars” are created in the cloud.  Regardless
  of the total number engendered, one-half will always
  strike the central target subject pointed to by the
  activator.
  Flame Fan (Minimal)
  Time Cost: 2 sec.
  Power Cost: 3 AEP
  This Power causes a tongue of flame to sprout from
  the air in front of the enchanter’s hand and shoot out
  to up to 20 feet distance, striking an area one foot
  height and depth, five feet width; all targets that are
  within the strike area suffer 1d4+8 points of harm
  while any easily inflammable material therein
  (including bristles, light cloth, fur, hair, paper, thin
  bits of wood, etc.) will catch fire.  If the subject is set
  afire thus, an additional 1d3+5 points of harm occurs.
  A fire with sufficient fuel started thus will burn for
  not less than four minutes realtime, and in burning
  create thick smoke in a moderate-sized underground
  area.
  Pass Barring Force (Low Moderate)
  Time Cost: 3 sec.
  Power Cost: 4 AEP
  By means of this Power the enchanter is able to so
  attune body and all things normally worn and carried
  so as to pass through some barring Extraordinary
  force field.  Slipping through thus does not affect the
  energy otherwise protecting an area.  For each
  additional 2 AEPs invested at time of activation, one
  other living subject of around man-sized (a horse, for
  instance is about the size of four men) can also be
  attuned to pass through some barring Extraordinary
  force field.
  Personal Armor 3 (Low Moderate)
  Time Cost: 3 sec.
  Power Cost: 4 AEP
  This enchantment endures for 1.5 to 2.5 hours.
  During this period, the enchanter has low moderate
  armor protection provided by Extraordinary energy.
  6 points of Harm delivered to the subject so protected
  are negated. The enchantment will absorb up to 90
  points of harm thus before it is exhausted. It works
  only alone, without other like enchantment or other
  Extraordinary activation, and any similar personal
  protection enchantment placed upon the subject after
  this is in place cancels its protection. No buckler,
  shield, or any Extraordinary item of protection and be
  TAMYRA’S ENCHANTMENT POWERS
  
  Lejendary Adventure™ Quick Start Rules
  10
  used by a subject in conjunction with this Power.
  Only non-metallic body armor, ordinary or
  Extraordinary in nature, that is worn will be effective.
  Leduc’s Inescapable Drowsiness (Moderate)
  Time Cost: 4 sec.
  Power Cost: 5 AEP
  This preternatural Power enables the one activating it
  to select any one living subject in sight and within 40
  feet distance.  Following activation, the activator
  must stare at the subject and murmur under his or her
  breath a continual chant of droning sort to direct the
  enchantment’s energy so that within one ABC of
  time, the subject falls into a drowse, eyes shut, and
  unalert.  Only a very loud noise, strong odor, or touch
  will rouse the drowsing subject during the next 10
  ABCs.  If the subject of the Power is truly sleepy, and
  left undisturbed, that individual will then fall into a
  deep, near-comatose sleep for from 1-100 minutes
  additional time.  Any attack upon the subject
  drowsing or sleeping is made at the most favorable
  adjustments, of course.
  Counterpower Contingency (Strong)
  Time Cost: 9 sec.
  Power Cost: 8 AEP
  This supernatural Power does nothing unless the
  enchanter who brought it into being is directly the
  focus of a baneful Power aimed directly at him or her
  by a hostile individual.  In such case it is then
  triggered and negates the energy and effect of the
  Power so aimed at its activator.  Note that any Grade
  of Power is negated thus, but in so negating the
  activation, this Power is itself expended and gone.  Its
  energy lasts until negated by an attacking Power or
  for one hour of time has elapsed after its activation,
  whichever first occurs.
  
  Lejendary Adventure™ Quick Start Rules
  11
  Hamund
  Male Human Ecclesiastic
  Order of Service and Care
  A devotee of Bragi and follower of the Tenoric pantheon, Hamund is
  an outgoing man, quick with a song or a story.  While his attempts to
  play the harp lack the skills of a true skald, his tales have a captivating
  presence.
  Hamund is a healer by trade and respected within his order.  When
  Marzellinus Sorkin Gladesfreid organized an expedition to find his
  missing brother, Hamund was sent by the temple elders to join the
  band.  He is not accustomed to such close dealings with the noble class,
  but is no less enthusiastic for the chance to journey into such untamed
  wilderness as the Fahrland Valley.
  Hamund is in his mid-forties, balding with narrow features.  He is not
  especially tall or formidable in appearance.  He has a musical voice that
  demands attention.  While Hamund prefers simple robes and sandals to
  hard boots and armor, he does not shy from conflict, especially in
  causes he believes in.
  Weapon
  Base Harm
  Precision Bonus
  Short Thrusting Sword
  2-20+4
  +20
  Long Dagger
  1-20+4
  +10
  Fist (unarmed)
  1-4+4
  +20
  Kick (unarmed)
  1-6+4
  +5
  Armor
  Protection
  Health
  Steel Mail Half
  8
  260
  PATRON DEITY
  • 
  Bragi (Tenoric Pantheon) – The god of poetry, eloquence, and
  harp playing.  He is the patron of skalds.  Bragi is the son of Odin.
  His symbol is the harp and cup.
  KNACK
  • 
  Story-Telling – can spin a yarn that adds 10% to his chance to
  convince others of some assertions; 90% likely to be able to
  captivate an audience of listeners for as long as he keeps speaking,
  but each minute requires an avoidance check to see if the listeners’
  attention is lost.
  QUIRK
  • 
  Nature Loving – believes in keeping
  things “the way nature intended;” he puts
  ecology ahead of other considerations and
  wishes to protect flora and fauna from
  harm, even at his own expense.
  BASE RATINGS
  Health
  77
  Precision
  44
  Speed
  13
  AEP
  52
  ABILITIES
  Theurgy
  52
  Scrutiny
  35
  Physique
  46
  Learning
  31
  Weapons
  10
  DISASTER AVOIDANCE
  Speed x2
  26
  Speed x3
  39
  Speed x4
  52
  MOVEMENT
  Walking
  12 ft./ABC
  Trotting
  35 ft./ABC
  Run
  70 ft./ABC
  EQUIPMENT
  • 
  Cash: $5,000 (10 gold coins of
  $500 each)
  • 
  mule
  • 
  saddle, tack, and saddle bags
  • 
  sword, thrusting, short (with
  scabbard and belt)
  • 
  dagger, long (with sheath)
  • 
  food for three days in a
  shoulder pouch
  • 
  a water gourd with a shoulder
  sling
  • 
  devotional object (harp)
  • 
  devotional symbol (a silver
  charm worn on a necklace)
  • 
  propitiatory materials
  • 
  votive materials
  • 
  Memory Tablet, 2; with 7
  Activations
  THE ECCLESIASTIC ORDER
  The priesthood, clergy, and religious society from the humble
  monk to the high prelate are found all states of the world,
  although not necessarily in formal hierarchy.  They are
  recognized, sometimes perforce, by all in such states as their
  deities are honored, and elsewhere, possibly respected or
  dishonored, as their pantheon has renown or not.
  
  Lejendary Adventure™ Quick Start Rules
  12
  Invocation of Service (Extreme)
  Time Cost: 20 sec.
  Power Cost: 12 AEP
  This is a necessary Invocation of the Supernatural
  that is enacted prior to any Rite of this Order.
  Without first activating it, no Rite will have any
  meaning, for through the Invocation an energy
  channel is opened and through it comes the force for
  the completion of a Rite.  After Propitiation and
  Votive preparations, activation of the Invocation
  requires only the normal 20 seconds time.
  Save from Evil Rite (Major)
  Time Cost: 16 sec.
  Power Cost: 10 AEP
  This Rite of mass sanctification enables the
  Theurgist to channel benign force so as to bless all
  people and creatures before him or her.  It confers
  upon all assembled believers, and their animals, an
  immunity from attacks by Living Dead or spirit
  creatures that affect Health, Precision, Speed, or any
  Ability through an agency other than direct physical
  attack and Harm.  The protection lasts for a period of
  one week.  The cost in Activation Energy Points
  added at time of activation is one per seven subjects.
  Armor of Faith (Very Minimal)
  Time Cost: 1 sec.
  Power Cost: 2 AEP
  Through the agency of this Power the theurgist is
  able to confer to himself or herself and a number of
  assembled others of like faith a preternatural armor
  providing -2 protection against all physical Harm,
  and even Harm caused by evil/malign living dead
  creatures and spirits seeking to draw some form of
  Health, Speed, or Precision from the protected
  individual, up to 44 points total.  The armor lasts
  until it has absorbed 44 points, then the energy is
  dissipated.  For each 5 AEPs expended at the time of
  activation, one additional individual can be so
  protected.
  Confer Health Benison (Moderate)
  Time Cost: 4 sec.
  Power Cost: 5 AEP
  This Power enables the theurgist to remove any
  and all physical Harm to Health inflicted upon or
  suffered by another during the previous four Activity
  Block Counts, up to a maximum of 20 such Harm
  points, as long as the subject is touched by the
  theurgist and is not dead.  Harm removed includes
  that from acid, cold, disease, electricity, fire, flame,
  heat, poison, toxin, venom, etc.
  Divine Evil Focus (Very Minimal)
  Time Cost: 1 sec.
  Power Cost: 2 AEP
  The theurgist employs this agency to discover the
  focus or lair of any creature of spirit of intense
  evil/malign sort such as one of the living dead,
  restless dead or even nether spirits.  Upon activation
  it will immediately point the theurgist towards the
  strongest evil within a radius of 70 feet underground
  or indoors, 700 feet above ground and outdoors.
  Thereafter, the theurgist must continue to expend an
  additional 2 AEPs per 12 seconds time (one AB) to
  keep the Power active and thus continue to provide
  the direction of the evil/malign focus/lair.  Upon
  coming to a place where the site is in view, and it
  being no more that 12 feet distant underground or
  indoors, 120 feet distant above ground and outdoors,
  the theurgist will perceive a dark and sinister
  emanation of vapor-like sort arising from that spot.
  Dismiss Influence (Minimal)
  Time Cost: 2 sec.
  Power Cost: 3 AEP
  This Power enables the theurgist to remove any
  single evil or malign energy from one subject he or
  she touches while activating the Power, or who is
  then subsequently touched within the following ABC
  time.  The energy of this Power dissipates the effect
  of any one (the weakest if there are two or more) evil
  or malign energy then active on the subject, removing
  it instantly.  Any form of dementia, insanity, lunacy,
  madness, etc. induced by sight is removed thus, but
  that caused by a Power of any sort requires the
  subject of the Dismiss Influence activated upon him
  or her to subsequently succeed in a check against
  current Speed BR x6, failure indicating the mental
  malady remains undismissed.
  Heal (Low Moderate)
  Time Cost: 4 sec.
  Power Cost: 5 AEP
  The energy conveyed by the activation of this
  Power returns 4d4 points of Health Base Rating lost
  by the subject touched.  For each added AEP invested
  at time of activation, to a maximum of six AEPs
  additional (10d4 total healing), the theurgist restores
  an additional 1-4 points of Health to the subject.  The
  points of Health lost can be from any sort of Harm,
  and restoration is immediate.  This Power may be
  used no more than once per day upon the same
  subject.  No Health total above full normal Base
  Rating can be gained thus.
  HAMUND’S THEURGY POWERS
  
  Lejendary Adventure™ Quick Start Rules
  13
  Dralrof Craigennbrow
  Male Dwarf Soldier
  The Hall of Craigennbrow has long held court below the peaks of the
  Olpian Mountains.  For many years, they have been on friendly terms
  with the Gladesfreid family.
  Dralrof has come to serve his people as something of an ambassador,
  living among humanity as an aid and counsel to Earl Gladesfreid.
  While he may grouse and pine for the windswept peaks of his
  homeland, he finds no lack of fulfillment in his current service.
  A friend and mentor to young Marzellinus, he demanded the right to
  accompany the young lord on his journey.  Dralrof has advised
  Marzellinus that the chances of finding his brother alive are slim, but
  these words have fallen on deaf ears.
  Standing only 3 1/2 feet tall, though nearly twice as broad, Dralrof’s
  dark leathery skin stands in sharp contrast to his red hair and beard.
  His build is barrel shaped.  Dralrof is a skilled warrior and veteran of
  many campaigns.  He has a cynical mindset and is naturally distrusting.
  He is nonetheless an excellent judge of character.
  Weapon
  Base Harm
  Precision Bonus
  Battle Axe
  7-20+4
  +5
  Long Dagger
  1-20+4
  +10
  Belt Axe
  2-20+4
  +10
  Fist (unarmed)
  1-4+4
  +20
  Kick (unarmed)
  1-6+4
  +5
  Armor
  Protection
  Health
  Steel Mail Half
  9
  260
  Shield (Buckler)
  6 (vs. 1 opponent)
  100
  RACIAL CAPACITIES AND HANDICAPS
  • 
  Fast Healing – recovers lost Health at a rate of 2 points per day.
  • 
  Enhanced Vision – able to see in darkness as if moderate twilight.
  • 
  Enhanced Scent – olfactory senses are five times that of humans.
  • 
  Enhanced Hearing – can hear sounds pitched below human
  hearing range, but have difficulty hearing high-pitch sounds.
  • 
  Toxin Resistance – contact/inhaled poisons inflict only half Harm,
  ingested/insinuated poisons always inflict maximum Harm.
  • 
  Dwarves have a decided tendency to exhibit
  the traits of greed, gluttony, avariciousness
  and covetousness.
  BASE RATINGS
  Health 
  67
  Precision
  61
  Speed
  11
  ABILITIES
  Weapons
  61
  Ranging
  54
  Physique
  47
  Planning
  40
  Mechanics
  34
  Evaluation
  10
  DISASTER AVOIDANCE
  Speed x2
  22
  Speed x3
  33
  Speed x4
  44
  MOVEMENT
  Walking
  10 ft./ABC
  Trotting
  30 ft./ABC
  Run
  60 ft./ABC
  EQUIPMENT
  • 
  Cash: $2,500 (5 gold coins of
  $500 each)
  • 
  Horse, stallion
  • 
  saddle, tack, and saddle bags
  • 
  Axe, Battle
  • 
  Dagger, Long (with sheath)
  • 
  Axe, belt
  • 
  food for three days in a
  shoulder pouch
  • 
  a water gourd with a shoulder
  sling
  • 
  Wound healing salve, 7-
  applications (doubles rate of
  healing/day)
  • 
  Armor repair tools
  THE SOLDIER ORDER
  The military society is pervasive virtually everywhere for
  defense of home, people, country.  Soldiers (or at least warriors)
  are recognized by all, and as they attain rank are accepted in the
  upper class groups to a greater or lesser extent.
  
  Lejendary Adventure™ Quick Start Rules
  14
  THE ADVENTURE
  The Red-faced Devils
  “The Red-faced Devils” is a short scenario
  designed to be played in an evening.  A band of
  Avatars racing to rescue the heir of a prominent noble
  must confront a hidden evil in the wilds of that lord’s
  hunting lands.  Play requires five people, four to play
  the Avatars provided in these Quick Start rules and a
  fifth to assume the role of Lejend Master.  The
  adventure is divided into a series of encounters.  Each
  presents the Avatars with a different series of
  challenges and, at the same time, will allow you to
  explore different facets of the rules.
  What follows is for the Lejend Master’s eyes
  alone.  If you will be participating in this adventure
  as an Avatar, STOP READING NOW.  Otherwise,
  you will spoil many of the surprises in store for
  yourself and your fellow players.
  LEJEND MASTER INFORMATION
  This scenario is designed to be playable with the
  Lejendary Adventure Quick Start rules.  It should
  require an evening of play to complete, though with
  minimal effort and some improvisation, you could
  expand it to last multiple play sessions.  In some
  cases, additional rules may be necessary to adjudicate
  an encounter.  In these cases, the rule in question is
  presented in a special sidebar.
  The material presented in boxed text is to be read
  aloud to the players.
  The adventure is divided into a series of
  encounters.  Each present the Avatars with a different
  series of challenges and, at the same time, will allow
  you to explore different facets of the rules.
  BACKGROUND
  The March of Froekenberg is a wild and scarcely
  populated province of the Principality of Itherland.
  Many of the lords of Itherland possess small estates
  and hunting lodges on the border of the province, as
  the unspoiled wilderness is full of game.
  Recently, Lord Rolek Sorkin Gladesfreid was
  awarded additional lands and title in the Principality,
  including some pristine lands in a hilly valley in
  Froekenberg.  Two weeks ago, Lord Gladesfreid’s
  eldest son and heir, Himmel, set off with a small
  hunting party to explore his father’s new lands.
  A few days ago, word was sent to the lord that a
  member of his son’s party had wandered into a
  nearby village, wounded and disoriented.  He claimed
  savage little people with bloody red faces had
  ambushed Himmel’s camp in the night.  None but he
  escaped.  The rest were taken.
  To avenge the wrong done to his family,
  Marzellinus has volunteered to lead a small band into
  the valley in search of his brother.  They are
  accompanied by an ilf Odylan – an enchantress –
  whose people have long dwelt on the lip of the
  valley.  She is both guide and protector, for her
  people have long feared something evil and
  otherworldly had gained a foothold in the valley.
  The adventure begins as the Avatars arrive at the
  valley, a day’s ride from the village of Sallton, where
  Himmel’s man was found.
  PLAYER INTRODUCTION
  You arise from your camp at the edge of Fahrland
  valley, rested from a hard day’s ride.  As the morning
  sun creeps over highlands to the east, it illuminates
  the deeply forested vale below, wrapped in the
  embrace of the lowlands of the Olpian Mountains.
  The pristine wilderness, unmarred by civilization,
  seems radiant in the newborn light, as a chorus of
  birds offer praise to their unknown gods.
  But the beauty is deceptive.  Somewhere below
  lie the remains of Lord Gladesfreid’s hunting party,
  and the devilish fiends that ambushed them.
  Each of you has taken it upon yourself to seek
  out and rescue Lord Gladesfreid from his vile
  captors, or avenge him in the case of his death.  Duty
  permits you but a moment to take in the beauty of the
  vale before reality must tarnish your view.
  Your mounts have begun to grow anxious,
  anticipating the adventure that lies ahead
  GETTING STARTED
  Before progressing farther, give the Player
  Handout: Tamyra’s Dream to the player of that
  Avatar.
  The Valley itself is perhaps 3 miles deep and 10
  miles in diameter, with the interior filled with trees.
  These fan out to encompass the foothills and lowland
  mountains along the far ridge.  The lip of the valley
  where the Avatars have camped is only lightly
  forested.
  The woodlands are populated by a broad variety
  of game.  A few predators hunt here as well, but these
  can be easily avoided.  Those Avatars able in Hunt or
  Ranging can navigate the forest.
  ENCOUNTER ONE: POACHERS
  Shortly after the Avatars begin their trek down
  into the valley, call for all the players to make an
  Ability check against their Hunting or Scrutiny
  Abilities.  Those who succeed will detect the
  
  Lejendary Adventure™ Quick Start Rules
  15
  presence of the poachers before they can be seen,
  either through tracks, the blood trail of a dead animal,
  or voices echoing through the forest.  If none
  succeed, they will be oblivious to the presence of the
  poachers and are likely to come upon them by
  complete surprise.
  At the same time, you should make a check
  against the poachers’ Speed BR.  If any of them
  succeed, they have detected the approaching Avatars
  and will attempt to hide in the foliage to set an
  ambush, which requires another check against the
  poachers’ precision.
  If they have detected the poachers, the Avatars
  can likewise attempt to surprise them.  This requires
  a successful Hunt or Stealth check by any Avatar
  who is attempting to do so.  Failure does not
  immediately alert the poachers, but will foil their
  chance for surprise.
  If any of the Avatars come up with an inventive
  method to detect or surprise the poachers, you should
  award them with a –10 bonus to their Ability roll.  If,
  on the other hand, they disregard the signs of the
  poachers’ presence, award those characters a similar
  bonus on their ambush attempt.
  After all this is done, read the following text
  aloud to the players:
  As you move to cross a dry-gully, filled with
  tangled briars, you spy the corpse of a large stag.
  Quick examination reveals it to be in the process of
  being field-dressed.
  If the poachers have been surprised, they are in
  the process of field-dressing the stag as the heroes
  arrive.  If not, they will spring their ambush from the
  surrounding foliage and rush to attack the Avatars.
  Poachers (5)
  H 25, P 30, S 10
  Possessions: Cloth full armor, long dagger, light bow
  (10 arrows), belt axe, $200 (20 silver coins) each.
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Light Bow
  1-20
  50/150/300
  +5/0/0
  Long Dagger
  1-20
  --
  +10
  Belt Axe
  2-20/3-20
  --/30
  +10/--
  Armor
  Protection
  Health
  Cloth full
  6
  66
  The poachers will fight until three of their
  numbers are dead, at which time they will flee into
  the forest.  The Avatars could attempt to track them
  MOUNTS
  Three of the Avatars possess mounts.  These have the
  following statistics:
  War Horse, Charger
  H 70, P 25, S 28
  Attack: Kick for 1-20+1 Harm
  Defense: Hide affords the horse 2 points of armor
  protection.
  Horse, Stallion
  H 50, P 10, S 24
  Attack: Kick for 1-12+2 Harm
  Defense: Hide affords the mule 2 points of armor
  protection
  Mule
  H 55, P 10, S 16
  Attack: Kick for 1-12+3 Harm
  Defense: Hide affords the horse 2 points of armor
  protection
  PLAYER HANDOUT:
  TAMYRA’S DREAM
  You emerge from the deep woods into a sunny glen.
  The light is cold and stark, as if in winter.  You turn
  your face to the sky, hoping for warmth but find
  none.
  “What you seek is near,” a voice behind you says.  It
  is a woman’s voice, deep and wise.
  You turn quickly but find no one -- only the
  deepening shadows of the forest.
  “The gaunt man is famished.”
  Again you twist about.  Standing at the center of the
  glen is a cloaked figure.  Despite the light, her
  features are hidden from you.
  “The ritual of blood grows nigh,” she says.  Though
  you cannot see her face, you have the distinct
  impression she is smiling.  “Once he has taken his fill
  he will call the shadows to his command.”
  She points to her left.  A forest is burning.
  You awake with a start!
  
  Lejendary Adventure™ Quick Start Rules
  16
  to their camp, in which case you should proceed to
  the Special Encounter: The Poachers’ Camp.
  Otherwise, continue to Encounter Two: The Crone.
  SPECIAL ENCOUNTER: THE POACHERS’
  CAMP
  It will take a good three hours to track the
  poachers to their campsite.  If there are survivors
  from Encounter One present, then the camp will be
  on alert and ready for the Avatars.  If not, it is
  possible for the Avatars to take them by surprise.
  The camp is fairly small, with the remains of a
  fire surrounded by bedrolls.  Nearby is a post where
  pelts have been hung to cure.  Some fifty yards from
  the camp is a pit where remains have been buried.
  Poachers (3 plus any survivors)
  H 25, P 30, S 10
  Possessions: Cloth full armor, long dagger, light bow
  (10 arrows), belt axe, $200 (20 silver coins) each.
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Light Bow
  1-20
  50/150/300
  +5/0/0
  Long Dagger
  1-20
  --
  +10
  Belt Axe
  2-20/3-20
  --/30
  +10/--
  Armor
  Protection
  Health
  Cloth full
  6
  66
  Lead Poacher
  H 40, P 35, S 11
  Possessions: Leather half armor, heavy knife, javelin,
  short thrusting sword, $1,000 (10 small gold coins of
  $100 each), Bright Bubble.
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Javelin
  1-20
  30/75/180
  --
  Heavy Knife
  3-20
  --
  --
  Short
  Thrusting
  Sword
  2-20
  --
  +20
  Armor
  Protection
  Health
  Leather half
  6
  80
  The players can attempt to recruit the poachers to
  their cause.  Once their numbers are depleted, their
  leader killed and if there is no escape, this rabble will
  agree to anything to save their hides.  A check against
  an Avatar’s Chivalry or Planning could be made with
  an appropriate bonus or penalty depending on how
  the Avatar in question handles the matter.  Note that
  while she lacks either of these Abilities, Tamyra’s
  attractiveness would make it easy to bend the
  poachers to her will.
  ENCOUNTER TWO: THE CRONE
  As the Avatars forge deeper into the wood,
  following the trail of Lord Gladesfreid’s hunting
  party, they come across the rustic home of an old
  hag.
  Under the shadow of the canopy the trail twists
  and turns, following the game trails as Lord Himmel
  was so want to do.  As you near the center of the
  vale, you spy among the trees an old cottage of wood
  and clay with a thatched roof.  A thin trail of smoke
  rises from the chimney.
  If the Avatars approach the cottage they will find
  it unlocked.  The air within smells of warmed spices.
  Bright Bubble (Minimal Grade Item)
  This is an egg-shaped sphere of brass upon
  which some magical sigils have been engraved.
  When the possessor utters the words indicated by
  the sigils and hurls the sphere where desired (up to
  90 feet), the object swells in size to become as large
  as a person’s head.  The Bright Bubble then float
  twenty feet in the air or ceiling level, whichever is
  lower.  It emanates a soft but bright illumination
  that spreads to a radius of 30 feet in all directions,
  and anything with a distance of from 31 to 60 feet
  will also be partially illuminated in light and
  shadow.
  Upon command the item will instantly cease
  shedding light, shrink, and fly back to the
  possessor’s hand.  However, when it is enlarged
  and illuminated, the Bright Bubble is vulnerable to
  Harm.  It has protection of –20 but any single
  attack inflicting more than 20 points of Harm upon
  it at one time will utterly destroy it.
  MONSTERS AND COMBAT
  To keep things simple, most monsters and NAC
  (Non-Avatar Characters) do not need a complete list
  of Abilities.  Instead, just use the Precision BR for
  all combat related Abilities.  Harm still detracts
  from Health, and Speed is used in determining
  Initiative as usual.
  
  Lejendary Adventure™ Quick Start Rules
  17
  A kettle simmers over a low burning fire in the
  fireplace.  The contents are an eclectic mix: old
  moth-eaten quilts thrown over haggard furniture and
  copper pots and kettles about the kitchen.
  As the Avatars investigate, the owner of the
  cottage returns.  She is an old hag of a woman, tall
  and heavily cloaked with pasty wrinkled flesh and
  smelling faintly of earth.  Her limbs are fine and
  long, almost spidery.  Her name is Gorka, and
  Tamyra will immediately recognize her as the woman
  in her dream.
  Gorka
  H 20, P 35, S 18
  Possessions: see below for noteworthy possessions.
  Powers:
  • 
  Three times each day, Gorka can perform a
  Divination.  With this power, she can ascertain a
  “yes” or “no” answer to any one question.
  • 
  Gorka can, at will, reduce herself to a glowing
  wisp.  In this form, she can fly at three times her
  normal movement rate and has an effective
  Speed BR of 27.
  • 
  Gorka can, at will, create a magical barrier that
  bars the door of her house.  The barrier has
  effective armor protection of 20 and 80 points of
  Health.  It can be affected by mundane items.
  When the barrier’s Health is reduced to zero, the
  energy maintaining it dissipates.
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Staff
  1-8
  --
  +5
  Armor
  Protection
  Health
  Cloth full
  6
  66
  The kettle in the fireplace contains a Dark
  Amoeboid that Gorka has been keeping as part of an
  experiment.  This creature will only attack if
  disturbed.  For instance, if one of the Avatars were to
  try and stir the “broth” with a spoon…  If an Avatar
  actually touches the amoebid, no Precision check is
  needed to determine if the creature’s attack succeeds
  – the Harm comes automatically.
  Dark Amoebid
  H 40, P 50, S 5
  Attack: An amoebid of this type oozes a strong acid
  secretion for 1d4+8 points of continuing Harm.  The
  acid ignores armor protection and delivers full and
  equal Harm to all objects and flesh in contact each
  ABC.
  Defense: An amoebid of this type has 10 points of
  protection against acid, cold, electricity, fire, and
  Harm from weapons.
  Any attempt to move the kettle in the fireplace
  has a 20% chance of spilling the amoebid on the
  Avatar(s) in question.  If any of the flaming coals are
  scattered, there is a 30% chance each ABC of starting
  a fire that will spread quickly to consume the cottage.
  Gorka will not take the intrusion lightly, but will
  not be immediately aggressive towards the party.
  She has grown used to isolation and is shunned for
  her wicked appearance.  If treated kindly and not
  threatened, she will respond in kind.
  The crone has no knowledge of Tamyra’s dream.
  She is a skilled diviner and mystic and will not
  discount the possibility that some magic was
  involved.
  About the “little people with bloody red faces,”
  Gorka can tell the party that indeed a tribe of little
  men with gray skin, neither kobold nor boggart, have
  long dwelt among the southern foothills.  She has
  little contact with them, but does not recall them to be
  friendly to the likes of man or other civilized races.
  If asked, Gorka will agree to do a divination for
  the Avatars.  She will gather a sack of bones and a
  mat scrawled with arcane markings.
  Furthermore, if made aware of the nature of their
  Mirana’s Health Restorative (Moderate Grade
  Item)
  A liquid that, if consumed in a one-ounce
  draught, imbues the drinker with potent energy that
  will either destroy any active disease, infection or
  toxin in the body, or (if he is not affected by any such
  dangers) supply him with from 21 to 40 points of lost
  Health.  Note that Health restored thus can never
  exceed the full normal Health BR of the individual.
  QUESTIONS AND ANSWERS
  These are just some of the questions that might be
  asked and the answers provided.  You will have to
  improvise with other questions.  Be prepared for the
  players to be creative.
  Is Lord Himmel Gladesfreid still alive?  Yes.
  Did the gray skinned men abduct him?  Yes.
  Does this have to do with the gaunt man and the rite
  of blood?  Yes.
  Are the gray skinned men friendly?  No.
  Is the gaunt man human (ilf, dwarf, etc.)?  No.
  
  Lejendary Adventure™ Quick Start Rules
  18
  quest, Gorka will provide each Avatar with a draught
  of Mirana’s Health Restorative.
  If the Avatars attack Gorka, she will change to
  wisp form and fly up the chimney to escape.  While
  therein, she will create a magical barrier sealing the
  doorway of her cottage.
  If killed, she will utter a curse upon the Avatars
  with her dying breath.  Each Avatar must roll a check
  against their Speed BR.  Failure indicates the curse
  has affected them.  Avatars so cursed suffer an
  automatic +10 penalty to all Ability checks (but not
  BR checks).  Furthermore, their first attack on any
  opponent will always miss.  An Ecclesiastic with the
  proper Powers can lift the curse.  It is beyond
  Hamund’s capabilities at this time.  Counterpower
  Contingency will guard against the curse as well.
  ENCOUNTER THREE: THE MASSACRE
  Twilight is nearing as the Avatars come upon the
  remains of Lord Himmel’s hunting party.
  You are first alerted to the scene by the smell of
  rot and the buzzing of flies.  The corpses of seven
  men lay amongst the foliage, covered in large black
  flies.  They have been dead for some time.  The
  corpses have been stripped of all possessions and left
  for the scavengers.  Some appear to have been
  partially devoured.
  A brief examination will reveal this to have
  indeed been Lord Himmel’s hunting party.  His body,
  and those of at least two others are not amongst the
  dead here.
  The ground is littered with tracks.  With the
  confusion of battle, and with the time that has since
  passed, it is difficult to follow many of them.  A
  check against an Avatar’s Hunt, Ranging or Scrutiny
  Ability should be made at a +20 penalty.  Success
  indicates they have determined the direction Lord
  Himmel and his men were taken.  True to the
  forester’s stories, the tracks left by those captors are
  only half the size of a man’s footprint.  There were
  upwards of ten of these little men involved in the
  ambush that slaughtered the hunting party.
  With twilight setting in, you should encourage the
  party to make camp and establish a watch order.
  Following the trail in the dark is not impossible for
  some of the Avatars, but it is still more difficult.  The
  human Avatars will be at a +50 penalty to their
  relevant Ability checks at night, while the dwarf and
  ilf will only suffer a +10 penalty.
  ENCOUNTER FOUR: PREDATOR IN THE
  NIGHT
  This encounter occurs whether the heroes are
  camped for the evening or roaming through the forest
  at night.  If camped, roll randomly to determine
  which watch the encounter occurs upon.
  Panther (1)
  H 35, P 45, S 19
  Attack: A panther will strike with a paw rake for
  1d8+1d3+2* Harm, and can bite for 1-20 Harm
  Defense: A panther has 7 points of armor due to
  speed and dodging.
  ENCOUNTER FIVE: AMBUSH
  Read the following aloud to the players:
  The new day dawns to find you hot on the trail of
  Lord Himmel’s captors.  You have long passed the
  nadir of the valley and now find yourself on an uphill
  course.  With captives in tow, the tracks become
  increasingly easier to follow.  Ahead of you, above
  the treeline, you can clearly see the foothills of the
  Olpian Mountains looming beyond.
  At this point, you should secretly make checks
  against the Avatars’ Hunt, Ranging and Scrutiny
  Abilities.  If any of these succeed, that Avatar will
  not be surprised with what lies ahead.
  A band of trollkin are waiting in ambush for
  them.  Trollkin are small, slate-skinned humanoids,
  standing around 3-1/2 feet tall with bullet-shaped
  heads.  Cranial hair grows in a straight shock atop the
  point of the head.  These trollkin wear a red mask of
  paint over their faces, giving them an almost demonic
  visage.
  “PERCEPTION CHECKS”
  There are a variety of Abilities that may be used
  to observe and notice things out of the ordinary.
  Foremost among these is Scrutiny.  In the forest
  setting of this adventure, Hunting or Ranging may
  also be used.  If the Avatar does not possess an
  appropriate Ability, a check against Speed may be
  made.
  Evaluation is used primarily in the observation of
  people and to assess quality of construction or the
  value of an object, not the Avatar’s environment.  It
  should therefore not be used as a full-time substitute
  for Scrutiny.
  
  Lejendary Adventure™ Quick Start Rules
  19
  Cave trollkin (12)
  H 25, P 25, S 10
  Possessions: Lasso and belt axe (x6), weighted
  throwing nets and rock throwers (x6), small shields,
  leather half armor, 30 feet of hemp rope, $30 (30
  copper coins) each.
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Lasso*
  1
  30/3’
  --
  Weighted
  Throwing
  Net**
  1
  10/4’
  --
  Rock
  Thrower***
  1-20
  25/75/150
  --
  Belt Axe
  2-20/3-20
  --/30
  +10/--
  Armor
  Protection
  Health
  Leather half
  6
  80
  Buckler
  6 (v. 1 op)
  100
  * Target suffers only 1 point of Health loss but is
  immobilized for as long as the lasso remains in place
  – until it is cut free of the individual using the lasso is
  killed.
  ** Target suffers only 1 point of Health loss but is
  immobilized for as long as the net remains in place.
  *** Rock-throwers are billets with a cup, similar to a
  short lacrosse stick, which can launch a goose-egg
  sized stone up to 150 yards.
  The trollkin will attack without mercy.  Their aim
  is to capture as many of the Avatars as possible.  If
  all the Avatars are captured, proceed to the Encounter
  Five and Ritual of Blood.  Those who manage to
  escape will have to track the trollkin to their lair and
  penetrate it on their own to rescue their companions.
  If their numbers are reduced to three or less, the
  remaining trollkin will attempt to flee.
  ENCOUNTER FIVE: THE TROLLKIN DEN
  The devilish trollkins’ trail leads to a small cave
  in the foothills on the southern end of the valley.  The
  arch of the cave is marked with strange, wicked
  totems and seems to give off an aura of malaise.
  
  Lejendary Adventure™ Quick Start Rules
  20
  The caves are unlit.  With the exception of
  Dralrof, all Avatars will find themselves cramped by
  the ceiling’s five foot height, forcing them to stoop as
  they make their way through the rough, winding
  passages.  The walls are decorated with primitive art,
  depicting vile deeds: murder, devilry, and the
  consumption of human flesh.  One of the images
  depicts several red-faced trollkin bowing before a
  taller, red-faced man.
  This encounter is divided into parts, each
  describing a section of the trollkin cavern according
  to the map.
  Collapsing Trap
  This passage leads to a dead end.  The trollkin
  have rigged it to collapse.  A tripwire, mid-way down
  the hall, will set the collapse in motion.  A successful
  Scrutiny or Ranging check will spot the tripwire, but
  only if that Avatar is in the lead.  Otherwise, any
  Avatar that does not notice the trap has a 9 in 10
  chance of triggering it.
  Once activated, each Avatar must make a check
  against their Speed BR, modified by their order of
  procession.  The last Avatar in line, closest to the
  opening of the passage, makes her check at 4 times
  her Speed BR.  Thereafter, each makes it at one level
  less, the one who activated the trap making it with no
  modifier.  Any unfortunate soul who fails this check
  is caught in the collapse and is lost.
  Triggering the trap will alert the Trollkin, who
  will arrive in mass to deal with the intruders in three
  minutes time.
  The Perch
  At this point of the cavern is a shelf, providing a
  lofty vantage point for six trollkin guards.  They will
  immediately attack intruders that reach this point,
  leaping into melee, hooting and howling in alarm.
  Their cries will bring other Trollkin warriors in three
  minutes.
  Cave trollkin (6)
  H 25, P 25, S 10
  Possessions: rock thrower and knife (x2), 3 javelins
  and knife (x2), club and knife (x2), small shields,
  leather half armor, $30 in coins.
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Rock
  Thrower***
  1-20
  25/75/150
  --
  Javelin
  1-20
  30/75/150
  --
  Club
  1-20
  --
  --
  Knife
  1-20
  --
  --
  Armor
  Protection
  Health
  Leather half
  6
  80
  Buckler
  6 (v. 1 op)
  100
  The Common Chamber
  This large, double chambered cavern serves as
  sleeping area and den for the trollkins.  Mats of straw
  and similar materials are scattered about the room,
  along with misplaced bones, totems, and (10%) a
  copper coin (15 in all).
  The Spaewife’s Den
  The arch of this cavern is carved and painted with
  profane images of reverence.  It is quite obviously the
  dwelling of a witch-doctor or shaman of some sort.
  The contents of the cavern are fine compared to the
  Common Chamber.  The Spaewife sleeps atop a
  comfortable pile of moldy blankets and bedrolls
  (perhaps those once used by Lord Himmel’s party).
  The walls are decorated with a myriad of images.
  Along the far eastern wall is an altar fashioned of
  bones, human and animal.
  About the base of the altar lay the spaewife’s
  treasures: $3,000 (in a variety of gold, silver and
  copper coins), $4,000 in loose gems and crystals, an
  Eye of Otherworlds and a draught of Vurmund’s
  Wormseye Hydromel.
  The altar conceals a secret passage that leads up,
  out of the confines of these caverns.  The passage is
  actually only 2 inches in diameter, leading into a
  Eye of Otherworlds (Low Moderate Grade Item)
  A one-inch diameter, roughly spherical silver object
  with two smoky lenses imbedded into the surface on
  opposite sides.  When peering through the lenses in
  the direction of any non-material creature or
  otherwise invisible object within 60 feet distance, the
  viewer can see it clearly.  The field of view is wide-
  angled, covering 60 degrees, so it requires only six
  separate sightings to view a full 360 degree circle.
  Vurmund’s Wormseye Hydromel (Moderate Grade
  Item)
  A liquid that if consumed in a one-ounce draught
  causes the drinker to diminish in height and weight to
  five percent of normal.  All items that are normally
  worn and carried in hand are also affected by this
  Power, so that equipment, weapons, etc., are
  shrunken proportionately.  The affected individual
  has full normal Health but no attacks with hands,
  feet, or hand-held weapons are possible against
  things larger than about five times his size.
  Extraordinary capacities remain unaffected.
  Movement speed is only halved while so
  miniaturized, but action speed is double normal base.
  The effect lasts one hour.
  
  Lejendary Adventure™ Quick Start Rules
  21
  cone-shaped passage that widens to five feet after
  some 30 feet.  If her life is threatened, the spaewife
  will attempt to use this passage as a means of escape,
  consuming the draught to do so.
  ENCOUNTER FIVE: THE RITUAL OF BLOOD
  As the Avatars emerge into the Ritual Room, read
  the following aloud to the players:
  This chamber is cavernous as compared to the rest
  of the caves.  Here, the ceiling rises up to height of
  nearly 20 feet.
  Kneeling in a ring around a hole cut in the stone
  floor are over a dozen trollkin.  Their chants echo
  throughout the chamber.
  At the eastern edge of the well stands a monolith
  of stone, sculpted crudely with the image of a large
  spider atop its seven foot height.  Candles set into it
  illuminate the ritual.
  Circling the well dances a witch woman,
  decorated in bones, jewels and talismans and
  wielding a wicked dagger.  She uses this blade to cut
  and slice the three naked unconscious forms that
  hang suspended from chains above the pit.  In a
  shock of horror, you realize Lord Himmel is amongst
  them.
  If any of the Avatars were captured in Encounter
  Four, they will also be suspended here.  Otherwise,
  these will be men from Lord Himmel’s party.
  Himmel is clinging to life by a thread, as the trollkin
  spaewife cuts him, his blood pouring freely into the
  pit.
  If the ritual is interrupted, the trollkin will not
  hesitate to attack!
  Cave trollkin (15)
  H 25, P 25, S 10
  Possessions: rock thrower and knife (x5), 3 javelins
  and knife (x5), club and knife (x5), small shields,
  leather half armor, $30 in coins.
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Javelin
  1-20
  30/75/150
  --
  Knife
  1-20
  --
  --
  Armor
  Protection
  Health
  Leather half
  6
  80
  Buckler
  6 (v. 1 op)
  Trollkin Spaewife
  H 30, P 35, S 15
  Powers: A spaewife can use special powers, one per
  ABC, at will:
  • 
  A glare to cause a single subject to act at half
  normal speed when watched.
  • 
  A stare that can deliver 3-5 points of Harm,
  regardless of armor, to a single subject (Speed
  check negates)
  Possessions: Cloth half armor, dagger, jeweled
  necklace ($5,000), jeweled anklet ($1,000), emerald
  ring ($2,000), one Very Minimal and one Low
  Moderate Extraordinary Items
  Weapon
  Harm
  Range (ft.)
  P Bonus
  Short
  Dagger
  1-20/1-20
  --/40
  +5/--
  Armor
  Protection
  Health
  Cloth half
  3
  44
  The chains binding Lord Himmel and his
  companions (perhaps a few of the Avatars) are thick
  and heavy, but the locks are not of the finest quality.
  A check against the Mechanics Ability or,
  alternatively, a check against the Precision BR at a
  +30 penalty will suffice to break the lock and free the
  captives.
  If rescued, Lord Himmel and any of his surviving
  men will tell the Avatars they were to be sacrificed to
  the trollkins’ god that dwells in the pit.  Their injuries
  are extensive and their care has not been good.  Even
  with extraordinary healing, they will not be capable
  of combat for at least some time.
  ENCOUNTER SIX: THE WELL
  In examining the well, read the following aloud to
  the players:
  Beyond the pit lies a black cavern.  The smell of
  foulness and decay rise from it.  In the shadows, you
  think you might hear the barest hint of laughter.
  It is a drop of 30 feet from the ritual cavern into
  the well below.
  The pit is home to the gaunt man – a demon
  whom the trollkin worship as a god.  It has corrupted
  these savage people wholly and now uses them to
  capture fresh prey to sate its hunger.  It will watch
  from the darkness of the cave should the Avatars
  invade its domain.  At first, it will approach them in
  its human guise.  It will seek to draw close to the
  Avatars, discerning their strengths and weaknesses
  before attacking.  If Hamund is still with the party, he
  will be the demon’s first target.  The demon will use
  its abilities to its best advantage, shape-shifting into
  its bestial form to attack, and materializing and
  dematerializing to confuse the party.  It will use its
  
  Lejendary Adventure™ Quick Start Rules
  22
  possession ability only as a last resort, masquerade as
  that Avatar to escape destruction!
  Demon (1)
  H 100, P 66, S 13
  Attacks: A minor demon can strike with its claws,
  inflicting 1d4+19 points of Harm that disregards all
  protection. It will then seize and hold the opponent
  motionless – unless the victim succeeds in an
  avoidance roll (+13 penalty to roll) against Speed x4
  – for a biting attack the following ABC.  That attack
  delivers 1d3+2 points of Harm and Venom for
  1d4+16 Harm, both ignoring all protection.
  Powers:
  • 
  A demon can shape-shift in 1 ABC to the form
  of a normal-appearing human or an unnatural,
  80-inch diameter spider.  The demon will have
  the attack capacity of the form assumed,
  including weapons use in human form, but
  retaining its Extraordinary armor protection.
  • 
  A minor demon can, at will, dematerialize or
  materialize in one ABC.
  • 
  A minor demon can, while in non-material form,
  expend 13 points of Health (as if sustained
  Harm), and possess the body of any person then
  touched.  This succeeds on a roll of 33% or less
  – with a penalty equal to the subject’s Speed if
  the target is intelligent.  If successful, only
  Hamund can evict the possessing spirit with his
  Dismiss Influence Activation.  When evicted, the
  demon instantly returns to its own realm.
  Defense: A minor demon has 14 points of armor
  protection against material attacks, so Harm inflicted
  must generally accrue through Extraordinary attacks,
  including Harm added by Extraordinary weapons and
  Activations.  The touch of a sanctified devotional
  object inflicts 1-2 Harm despite the evil force
  otherwise protecting the creature.
  COMPLETING THE ADVENTURE
  With the destruction (or banishment) of the
  Demon and rescue of Lord Himmel, the Avatars’ task
  is complete.  In addition to an award of 300 General
  Merits, the Lejend Master should give each Avatar 50
  more Merits for dealing with the demon, with a
  special prize of 100 Merits for the Avatar most
  responsible for success in this encounter.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Lejendary Adventures - Gary Gygax/LAQS106.pdf