TEXT: The long road
  The long road  
  home
  home
  a one-round aD&D birthright 
  Tournament
  Written by Mark Liberman
  Original notice
  ADVANCED DUNGEONS & DRAGONS, AD&D, 
  BIRTHRIGHT, and RPGA Network are registered 
  trademarks of TSR, Inc. Tournament detail copyright 
  1995 by TSR, Inc. ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may 
  not be reproduced without approval of the RPGA 
  Network.
  Updated notice
   Dungeons and Dragons, AD&D,  Dungeon Master, are 
  registered trademarks owned by Wizard of The Coast. 
  Birthright is  owned by Wizard of the coast. Some areas 
  of this book have been reproduced or paraphrased 
  without permission from other Birthright products. No 
  Challenge to the copyright of the used terms is intended 
  or implied. 
  This adventure book is free for Internet download and is 
  not for sale. If you are asked to purchase this book, DO 
  NOT. It is a free item.
  The khourane map, orog and magian scans from the 
  original document where removed to avoid sharing of 
  copyrighted material.
  Table of contents
  Introduction............................................................2
  Dm Notes...........................................................2
  Dm synopsis......................................................2
  Adventure................................................................3
  Player Introduction..........................................3
  Time To Say Goodbye....................................3
  Magian patrol....................................................4
  An Infusion of Regency..................................4
  Mercenary Encounter.....................................4
  Tavern by the road...........................................5
  Orog ambush.....................................................5
  Elven Woods......................................................6
  Shattered hamlet..............................................7
  Shadow Walk.....................................................8
  Thral Bonerattler.............................................9
  Conclusion.......................................................10
  Characters..............................................................11
  Nigen Aran.......................................................12
  Dhal Aran..........................................................14
  Lita moriel........................................................16
  Zole....................................................................19
  Marl Kon..........................................................22
  Skara..................................................................24
  Notes from the author.......................................26
  
  The Long Road Home
  Introduction
  Introduction
  This  is  a  standard  RPGA  Network 
  tournament.  A  four-hour  time  block  has 
  been  set  aside  for  this  event.  Begin  by 
  passing out the player characters; pass them 
  out based on class only, not revealing gender 
  or  race.  Instruct  the  players  to  leave  the 
  character sheets  face  down  until  you  have 
  read  the  introduction.  Then,  tell  them  to 
  study their character sheets, select spells, and 
  notify you when they are ready to begin the 
  adventure.   It  is  a  good  idea  to  ask  each 
  player to put a name tag in front of him or 
  her. The tag should have the player’s name at 
  the bottom, and the character’s name, race, 
  and gender at the top. This makes it easier 
  for  the  players  to  keep  track  of  who  is 
  playing which character.  The actual playing 
  time will be about three hours. Make sure 
  you  use  the  last  20  to  30  minutes  of  the 
  event  time  block  to  have  the  players 
  capsulize their characters for each other and 
  vote.  The  standard  RPGA  Network  voting 
  procedures will be used. Make sure you have 
  finished voting before you collect the players’ 
  voting  sheets.  This  way  you  will  not  be 
  influenced  by  their  votes  and  comments. 
  The players are free to use the game mules 
  to learn about equipment and weapons their 
  characters are carrying.
  Dm Notes 
  This is a Birthnght module that takes place 
  in Khinasi, the southeast  part of the main 
  continent  of  Cerilia.  Although  it  would  be 
  very helpful if the DM is familiar with the 
  Birthright campaign, it is still possible to run 
  and enjoy this module. The best way for a 
  DM not familiar with the setting to min this 
  module  is  by  equating  the  unusual  terms 
  with  something  that  is  familiar,  such  as 
  treating  the  blood  abilities  as  innate 
  hereditary
   
  spell-like
   
  abilities,
   
  the 
  awnsheghlien  as  evil  forces  of  power,  the 
  gheallie Sidhe (Hunt of the Elves) as elves 
  striking back at the encroachment of man, 
  orogs as lessor ogres with more intelligence, 
  and the halfling’s Shadow World as a demi-
  plane that was once pleasant, but now is a 
  sinister forbidden place. The blood abilities 
  and  Cerilian  specific  equipment  is  all 
  explained and/or figured into the statistics.
  Dm synopsis
  The party starts the adventure in the land of 
  Min  Dhousai, attending a planning session 
  with  various  other  regents.  The  proposed 
  purpose of the session is to work together to 
  defeat a common enemy, the awnsheghlien 
  known as the Magian. Actually, King Sahn, 
  regent of Min Dhousai, has plotted with the 
  Magian to set a trap for the other regents in 
  exchange for half the lands to be conquered. 
  One of the PCs, Spymaster Marl Kon, has 
  learned of the trap just before it is sprung. 
  Erman  Aran,  regent  of  Khourane  and  the 
  PCs’ Emir (and father in some cases), decides 
  to  send  his  sons  with  some  of  his  trusted 
  advisors  to  safety.  He  plans  to  cause  a 
  distraction  by attacking  King  Sahn’s  forces 
  while the PCs escape. After a brief farewell 
  the party leaves under cover of the Emir’s 
  diversion.  The PCs then encounter a couple 
  of patrols in  the area, one a group  of the 
  Magian’s warrior skeletons and the other a 
  dubious group of Khinasi mercenaries under 
  the employ of King Sahn. The first moming 
  after  their  escape  they  should  seek  a  spy 
  contact,  Sarim  Habad,  at  a  nearby  tavern, 
  who warns them of more patrols ahead. He 
  suggests  alternative  path  to  their  home 
  castle. The path leads along a mountainside, 
  where the party is ensnared by magic and 
  then  are  attacked  by  the  orogs  under  the 
  leadership  of  Grah  Ba and  Gresh  Ba.  The 
  party  is  rescued  by  a  mining  detail  of 
  dwarves  who  were  also  worEmir  the  area. 
  The dwarves, in exchange for mining rights, 
  tell the party that the mountain path further 
  ahead has been destroyed by the orogs, but 
  the dwarves will relate another path home. 
  This next detour leads through some elven 
  woods  where  the  elves  will  have  to  be 
   2
  
  The Long Road Home
  persuaded to let the humans past. Then the 
  party  will  come  upon  a  shatter  hamlet, 
  attacked by the Magian’s forces. The PCs can 
  rescue  two  halflings,  Gilda  and  Herman 
  Rosebud, and Gilda will offer to shadow walk 
  the party the rest of the way home. In the 
  Shadow  World  the  party  is  attacked  by  a 
  shadow  beast.  At  their  home  castle  they 
  encounter the Magian’s forces led by one of 
  his  commanders,  Thral  Bonerattler.  All 
  seems lost as the commander brings down 
  the front gate of their castle. However, with 
  his defeat, the rest of the forces under his 
  control fall apart and the castle is saved, for 
  now. In the distance, riders from the Magian 
  can  be  seen  heading  back  to  report  this 
  temporary setback. The Magian will be back.
  Adventure
  Adventure
  Player Introduction 
  You are attending, with Emir Erman Aran,  
  the  strategy  session  with  the  other  local 
  regents about the recent demands made by  
  the awnsheghlien known as the Magian. He 
  now  stretches  forth  his  clawed  hand  to 
  encompass  your  realm of  Khourane.  King 
  Sahn of Min Dhousai,  whose  lands  lie  to 
  northeast of your realm, sent word for the  
  nearby  regents  to  gather to  discuss  pians.  
  The  various  Emirs  and  lord  defenders  of 
  Merasaf,  Yeninskiy  and  Rhuannach,  plus 
  your own Emir Aran, have come in answer  
  to  the  summons.  Each  regent  brought  a 
  retinue of a hundred troops with them. Much  
  has been agreed upon and the sessions were  
  very  productive,  but  then.  Mari  returned 
  with news that greatly upset the Emir. You 
  have ail been called to the Emir’s tent for a 
  hasty late night gathering. You are told to 
  bring your gear and to choose your spetls for 
  travelling  across  country  against  mostly 
  undead opposition.
  The judge should now give out the character 
  sheets.
  Time To Say Goodbye
  The  night air chills you as you await the 
  Emir's words. Noises from the encampment 
  echo quietly to you; the guards on duty are 
  warming  their hands  and insides  as  they 
  survey the darkened landscape.
  Most of the  men are  asleep,  each division 
  surrounding its regent in a protective ring of 
  flesh and steel. Emir Aran coughs and speaks.
  "My  sons  and  my  friends,  we  have  been 
  betrayed  by  that  treacherous  blackguard 
  King Sahn. The King has graciously sold us 
  out to the Magian. 
  Even now the undead minions of the Magian 
  are  closing  in  on  us.  If  it  was  not  for 
  Spymaster Kon, all would be lost. It is too 
  late for me; I am certain that the Magian 
  will not let me escape, but for you, my sons, 
  there  may  yet be  hope. Tonight I and the 
  remainder of my honor guard will create a 
  diversion, during which you may escape and 
  return to our home at Mindara castle. We 
  will strike straight at the King’s tent, perhaps 
  the Emir‘s head.
  "Certain of my advisors, who are gathered 
  here with you, will accompany you home and 
  assist you in the time to come. Listen well to 
  them,  for  they  have  served  me  well  and 
  faithfully. It is unfortunate that we do not 
  have time to perform the proper investiture 
  of my powers to you, Nigen, but we do not. I  
  regret the loss to the bloodline.
  "My three advisors, I know you wish to stay, 
  but your duty now lies with my eldest. Serve  
  him as you have served me. Skara, I only ask 
  you  to  honor  your  pledge  to  protect  the 
  regent. In the time I have left I name Nigen 
  the next Emir of Khourane. Go now, and 
  rally  the  troops  to  stop  any  further 
  depredations by the Magian." 
  The  party  can  briefly  question  the  Emir 
  about  the  current  situation,  but  he 
  encourages  them to  leaves  immediately.  If 
  the party dallies long enough then they will 
  see the rest of the home guard ride off to 
  battle with the Emir. The sounds of battle as 
  Erman  Aran  leads  his  troops  in  one  last 
  charge can be heard to the east.
   3
  
  The Long Road Home
  Magian patrol
  After the party has traveled several hundred 
  yards and thinks they are in the clear they 
  are waylaid by a Magian patrol composed of 
  12 warrior skeletons.
  The  party  members  need  to  roll  surprise 
  with a +3 penalty due to the noiseless nature 
  of the skeletons.
  If  Marl  Kon  or  Skara  are  scouting  ahead, 
  then allow the PCs to make an Intelligence 
  roll at 1/2 to notice the patrol first.
  After the surprise check, read the following, 
  adjusting accordingly: 
  With the sounds of battle in your ears, you 
  bid silent goodbye to Emir Aran and ride for 
  Khourane.
  As battle is joined far off, and its echoes reach 
  you, battle is suddenly joined all around you 
  as well.
  Several  sketelons  in  chain  armor  and 
  carrying  broad  swords  surround  you, 
  seeming to have risen from the ground itself. 
  In the  darkness,  you can barely  make  out 
  their  bony  faces,  but  their  intentions  are  
  quite obvious.
  Magian  warrior  skeletons 
  (12):  Int 
  Exceptional;  AL LE;  AC  5  (chainmail  over 
  bone); MV 9; HD 3; hp 15 each; THACO 16; 
  #AT 1; Dmg 2d4 (broadsword) or 1d3 (claw or 
  kick);  SA see  below;  SD  1/2  damage  from 
  edged  or  piercing  weapons,  turned  as 
  Shadows; MR Nil; SZ M; ML 20.
  Magian  warrior skeletons are relentless 
  and  will  fight  until  they  are  completely 
  destroyed. If a skeleton takes more than half 
  its initial points in damage on one hit (an 
  arm or a leg is cut off) then its attack damage 
  is  reduced  to  1d3.  Another  such  hit  will 
  reduce the skeleton to crawling after a foe 
  (which it will do forever) with no effective 
  attack.
  Only  at  -10  hp  are  they  destroyed 
  completely.  Play  up  the  fact  that  the 
  skeletons  must  be  completely chopped  up 
  before they will stop fighting.
  An Infusion of Regency 
  This is not a real encounter, but ts important 
  nonetheless. Emir Aran dies in the attack on 
  King  Sahn,  and  when  this  happens  his 
  Regency points flow into Nigen. No powers 
  are changed, and the points do not affect the 
  adventure,  but  the  fact  that  he  gets  them 
  indicates that his father is dead.
  The battle with the skeletons done, you move 
  quickly from the camp site as possible, and an 
  hour  goes  by  without  any  incident.  The 
  terrain  changes  to  sparse  woodlands, 
  indicating  that  you  are  getting  closer  to 
  Khourane.
  As you ride along, Nigen suddenly feels 
  overwhelmed and fails from his horse.
  Nigen  remains  conscious  and  takes  no 
  damage, and his horse stops a few yards later. 
  It  is  hard  for  Nigen  to  explain  what 
  happened;  tell  the  player  that  Nigen  now 
  feels a connection to the land, as if his
  Mercenary Encounter
  As dawn breaks across Cerilia, you reach the 
  border of  Khourane.  However,  the  site  of 
  armed  met  blocking  the  road  makes  your 
  blood run cold.  The:  wear the  insignia of 
  King  Sahn,  and  seem  to  be  expectant  of 
  something. It does not appear that the have 
  taken you for anything more than travelers a 
  this distance.
  The mercenaries, 24 in all, do not recognize 
  the  party  as  important  people  until  they 
  approach to within 30 yards. If the PCs try to 
  disguise  themselves,  then  they  are  not 
  recognized unless the: faces are showing.
  If the PCs approach, the men speak to them.
  "Ho there! What is your purpose on the road  at 
  this hour? Explain yourselves..."
  They  are  not  really  in  a  mood  to  fight, 
  especially  with a experienced looEmir party. 
  Any  plausible  story  will  work,  as  the 
   4
  
  The Long Road Home
  mercenaries  were  given  u  specific  orders 
  except to patrol the area.
  Khinasi  mounted  mercenaries  (24):  Int 
  Averag  AL  N;  AC  3  (improved  mail  and 
  buckler); MV 1: HD 3; hp 16 each; THACO 18; 
  #AT 1; Dmg 1d6+ (sabre); SA Nil; SD Nil; MR 
  Nil; SZ M; ML 14.
  Medium warhorse  (24): Int Animal; AL N; 
  AC MV 24; HD 3+3; hp 15 each; THACO 19; 
  #AT | Dmg d6/d6 (hooves); SA nil; SD nil; 
  MR nil; SZ] ML 7.
  Tavern by the road
  As you cross into Khourane, you ail begin to 
  feel a little less tense. A few minutes’ ride 
  through familiar countryside brings you to a 
  roadsive tavern, one of many along the main 
  road in this part of the land. The smells of 
  breakfast, carried to you by the light breeze, 
  are very tempting.
  Marl  Kon  knows  that  the  tavern  owner, 
  Sarim  Habad,  is  part  of  Emir  Aran’s 
  intelligence network.
  If the PCs do not stop here, which they do 
  not  have  to  do,  see  "Travel  on  the  Main 
  Road" below. Sari will see the PCs go by, but 
  will  not  try to  contac  them  (which  would 
  blow his cover).
  The tavern is empty except for a lone farmer 
  drinking in the comer. The farmer is actually 
  a spy for the lord defender of Merasaf who is 
  watching Sarim. The spy, Heckta, will not put 
  up any resistance since he was told to watch 
  Sarim  and  not  to  interfere.  Upon  hearing 
  about  the  ambush  of  his  lord  defender, 
  which  he  will  overhear  the  party  talEmir 
  about unless they take precautions, Heckta 
  will volunteer additional information.
  Sarim  can  relate  that  he  has  seen  many 
  patrols of Khinasi mercenaries and undead 
  traveling along the road. He strongly advises 
  against travel on the main road. Heckta, if he 
  gets  involved  in  the  conversation,  will 
  suggest that the party should take a little less 
  direct route home to throw off pursuit. He 
  suggests a hillside trail that is little used due 
  to some orogs in the area. Sarim also knows 
  of  this  route,  but  will  not  recommend  it 
  unless Heckta does not and the party presses 
  him. Orogs are just as dangerous as partols 
  of undead.
  Travel on the Main Road
  If the party insists on staying on the main 
  road,  they encounter  a  patrol  of  24  hired 
  thugs  who  attack  on  sight.  If  the  PCs 
  continue  onward  after  that,  they  will 
  continue  to  encounter  patrols  of  24 
  mercenaries until  they turn  around  or are 
  dead.
  Orog ambush
  On  the  advice  of  Sarim and  Heckta,  you 
  travel into the mountains, trying to avoid 
  the many patrols of Min Dhousai warriors 
  that patrol your land. The day is hard and 
  the climb difficult, but as night nears you find 
  a cave set into the mountains. it looks large 
  enough for you and your horses and gear; 
  further it is sheltered from the winds and dry 
  inside.
  The PCs can continue further, but they will 
  not find a better cave. If they wish to do so, 
  have  them  make  Saving  Throws  vs  Spells 
  (but don’t reveal that they are saving throws, 
  just  ask for 1d20s).  PCs  who  fail  suddenly 
  decide that this is the right cave for the night, 
  and nothing will sway them from this stance.
  There is a take the path spell active here, 
  a type of charm that draws passersby into the 
  path desired by the spelicaster.
  The inside of the cave is indeed dry and 
  suitable for camping; it is kept that way by 
  the orogs who use it as a trap for the unwary. 
  In  the  back  of  the  cave,  scrapings  on  the 
  walls and camp remains can be found, as if 
  someone had used this spot several nights 
  ago.
  At  the beginning of  the second  watch, 
  around midnight the orogs attack. A passwall 
   5
  
  The Long Road Home
  opens on one side of the cave and several 
  orogs (8 plus Gresh Ba) rush out to do battle. 
  More orogs (12 plus Grah Ba) rush the front 
  from outside the cave. Any guards watching 
  outside are only surprised on a 1. Any inside 
  are surprised on a 7/10.
  After five rounds of combat or if three or 
  more PCs are dead sooner, a dwarf mining 
  party will charge the orogs from their rear 
  (from outside the cave). The orogs will flee at 
  50% casualties or if Grah Ba and Gresh Ba are 
  both killed.
  Orog Warband  (20): Int Low; AL LE; AC 3 
  (banded and shield); MV 9; HD 3+1; hp 19; 
  THACO 17; #AT 1; Dmg 1d8+-2 (heavy long 
  sword) or 1d8+1 (heavy crossbow); SA +4 to 
  hit vs armour with crossbow; SD -2 penalty 
  to attack and saving throws in bright light; 
  MR Nil; SZ M; ML 10.
  Grah Ba, Orog Warleader: Int high; AL LE; 
  AC 3 (plate); MV 9; HD 5; hp 31; THACO 14; 
  #AT  1;  Dmg  1d10+3  (halberd)  and  1d8+1 
  (heavy crossbow); SA +4 to hit vs armour with 
  crossbow,  high  strength;  SD  -2  penalty  to 
  attack and saving throws in bright light; MR 
  Nil; SZ M; ML 11.
  Gresh Ba. Orog Battle Priest: Int High; AL 
  LE; AC 2 (plate and shield); MV 9; HD 4; hp 
  17; THACO 18; #AT 1; Dmg 1d6+3 (footman’s 
  mace); SA spells; SD -2 penalty to attack and 
  saving throws in bright light; MR Nil; SZ M; 
  ML 11.
  Spells: 1st level - darkness, curse, cure light 
  wounds.  2nd  level  -  silence  15’  radius,  heat 
  metal.
  Dwarf mining party (8): Int Average; AL LN; 
  AC 4 (chain and shield); MV 6; HD 4; hp 31; 
  THACO 17; #AT 1; Dmg 1d8 (battle axe); SA 
  Nil; SD -2 to be hit by orogs; MR Nil; SZ S; 
  ML 16.
  Basilt, Dwarf Head Miner: Int Very; AL LN; 
  AC 2 (plate and shield); MV 6; HD 7; hp 76; 
  Base THACO 14; #AT 2; Dmg 1d8 (battle axe); 
  SA Specialized with magical battle axe plus 
  strength 18.23, vs Orogs = +5 to hit and +8 
  damage; SD -2 to be hit by Orogs; MR Nil; 
  SZ S; ML 16.
  Special  equipment:  Battle  axe  +1,+3  vs 
  orags ("Orog Slayer") 
  After  the  rescue  the  dwarves  are  curious 
  about  the  party.  Basilt,  who  barely  speaks 
  Basarji, says: 
  "You humans crazy? Why sleep in orog cave? 
  Yeah, we feel the effects of the magic here, but 
  dwarves  strong.  We  resist  it.  Orogs  foul 
  creatures, but they have mighty shamans.
  "We are in these mountains looEmir to set up 
  a mine. Is that a problem? Oh, is this your 
  land?  We  will observe  your control of the 
  holding. We produce many gold bars for you. 
  You let us stay, we help you?" 
  Not exactly the best circumstances for Nigen 
  to negotiate his first treaty, but there it is. In 
  parting  the  dwarves  will  mention  that  the 
  normal way down from this path has been 
  destroyed by the orogs. Either the party can 
  backtrack, or they can take the alternate path 
  that  passes  through  the  elven  woods.  He 
  warns  them  to be  careful,  as  some  of  the 
  elves consider the woods their own and the 
  gheallie Sidhe (the Hunt of the Elves) can be 
  found  there.  See  the  appendix  for 
  information on the ghaellie Sidhe.
  If  the  party  backtracks  then  they 
  encounter one patrol of 12 mercenaries and 
  one group of 12 Magian warrior skeletons, 
  but  they  can  avoid  the  forest.  The  come 
  across the Shattered Hamlet encounter next.
  See previous encounters for stats.
  Elven Woods
  This text assumes the PCs camped after the 
  orog attack, and are traveling early the next 
  morning.  If  not,  adjust  accordingly, 
  remembering that elves can see in the dark 
  and most of the PCs cannot.
  Deciding to brave the elven woods, you turn 
  onto the path indicated by the dwarves. The 
  morning sun has not completely penetrated 
   6
  
  The Long Road Home
  the woods by the time you arrive at their 
  borders,  but soon it will be light and you 
  forge  ahead,  the  thought  of  the  Magian’s 
  troops  attacking  your  castle  ever  in  your 
  minds.
  After about half an hour’s travel, the wind 
  begins to pick up. At first it seems normal, but 
  as you enter a clearing it picks up again, 
  much faster than you would expect. Debris 
  from the forest floor swirls rapidly around 
  you, and you see that you are encircled by the  
  strange winds.
  Then from the trees you hear a musical voice: 
  "Humans  what  are  you doing  here?  Why 
  have you chosen to intrude upon the Turene 
  woods? Why Should you not be slain?" 
  The debris and wind form an effective blade 
  barrier which does 4d8 to anyone attempting 
  to leave the circle of winds. These elves are 
  very distrustful of the humans, but do not 
  want to slay them outright.
  To brave the woods, with the threat of the 
  gheallie Sidhe looming, would indicate great 
  courage or stupidity. The elves wish to find 
  out which the party possesses. If the party 
  negotiates well with the elves, they will let 
  the party pass. Negotiation is essential; the 
  elves  will  not  let  the  PCs  pass  without 
  something in return, something valuable to 
  them (such as a pledge of protection for the 
  woods  from  Nigen,  a  magical  item,  or 
  something similar).
  Alternately, the PCs can engage the elves 
  in  combat.  The  elves  will  flee  at  50% 
  casualties,  but  the  PCs  should  be  dead  or 
  have fled long before that since the elves are 
  hidden  in  the  woods  and  the  PCs  do  not 
  know where to attack.
  Elven Hunting Party (6):  Int High; AL CG; 
  AC 2 (elven chain, shield, Dex 16); MV 12; HD 
  4; hp 24; THACO 17; #AT 1; Dmg 1d8 (long 
  sword)  or  1d8  (long  bow);  SA Nil;  SD  see 
  below; MR Nil; SZ M; ML 15.
  The  elves  will  fire  their  bows  from 
  concealed cover and harass the party from a 
  distance. They prefer not to close.
  Aeronel, em W(T)7: Int Exceptional; AL CG; 
  AC 0 (shield spell and Dex 18); MV 12; hp 16; 
  THACO  18;  #AT 1;  Dmg  1d4  (dagger);  SA 
  spells; SD Nil; MR Nil; SZ M; ML 15.
  Spells remaining: 1st Level - affect normal 
  fires, friends, magic pine cone (as magic missile), 
  2nd Level - blur, vine (as web), ESP; 3rd Level 
  - pine needle burst (as fireball but no fire), dispel  
  magic.
  Shattered hamlet 
  Leaving the forest behind, you ride  across 
  plains dotted with trees and large rocks. The 
  beauty of your land brings out many good 
  memories of your pasts.
  These are interrupted some hours later when 
  you find tracks of troops passing in different 
  directions.
  Most of the tracks, if Skara looks closely, are 
  bony in nature.
  A little later, you come to a small hamlet.  
  Smoke still fills the air, and there is a large 
  blast area in the center of the hamlet.
  The huts were burned just yesterday. A quick 
  glance will show dead livestock and villagers, 
  and the following: 
  Looking through the wreckage, you see two 
  of skeletons, like  the ones you fought days 
  ago, trying to claw through the still-intact 
  door  of  a  hut.  They  are  both  barely 
  functioning.
  The Magian warrior skeletons have -9 and -8 
  hut  points  respectively,  but  they  are  not 
  completely destroyed  yet.  One  has  a right 
  arm, head and torso and is clawing at the dirt 
  at  the back of the hut. It has dug down  a 
  good bit and has wom its fingers down to the 
  knuckles. The other skeleton is at the front 
  door with a head, torso and a left leg. It is 
  hopping up and continually banging at the 
  front door with its head. The door does show 
  signs of strains. Both skeletons can easily be 
  dispatched.
   7
  
  The Long Road Home
  Once the PCs approach the skeletons, they 
  hear the sounds of two people inside the hut. 
  If the party makes noise, they will call out for 
  help. They are Gilda and Herman Rosebud, 
  two halflings.
  Upon  their  rescue  the  halflings  are  very 
  grateful.  Gilda,  speaking  with  a  middle 
  eastern accent, says: 
  "Oy we thought we were done for. What with 
  Herman’s  romanticism  we  could  not  get 
  away. We are very lucky you big ones came 
  along.” 
  Herman  will  also  continue  to  complain 
  about  his  romanticism;  actually  he  has 
  rheumatism, but they both have the words 
  confused.
  They  can  tell  how  the  skeletal  troops 
  descended on the hamlet, the leader telling 
  everyone  that  they  were  now  under  the 
  Magian  overlordship.  There  were  many 
  skeletons, some mounted. As soon as Gilda 
  saw  them  she  grabbed  Herman,  who  is 
  suffering from rheumatism, and pulled him 
  into the tool shed. Some of the locals fought 
  back and the mage decreed that the whole 
  hamlet was to be destroyed and every thing 
  living  killed.  A  couple  of  the  damaged 
  skeletons must have been left crawling about 
  before  they  found  their  hiding  place  and 
  have been trying to get in.
  There is no one else alive here, but the PCs 
  may decide to bury people or other things 
  along that line.
  The halflings offer to help the party and ask 
  if there is anything they can do. If the party 
  does not mention  it then the halflings say 
  they could get the party home in a shorter 
  time by traveling through the Shadow World. 
  Gilda knows of some good ley lines here and 
  near Aran’s castle. She could open a portal 
  here  and  they  could  shadow  walk  to  the 
  castle where she could open another portal. 
  The travelling may seem like days to them 
  but will only take an hour of normal time. 
  She  really  cannot  expiain  about  the  time 
  fluctuation any better.
  Travel through the Shadow World is not 
  without its peril though. There are many foul 
  inhabitants since the Cold Rider arrived so 
  very long ago. She will explain that once the 
  land was lush, but that was before the arrival 
  of the thing call the Cold Rider.
  She will not speak further about the Cold 
  Rider, since she doesn’t know anything she 
  would be comfortable talking about.
  If the PCs refuse, they can travel by land. 
  They will arrive too late to save their castle, 
  and they will encounter many patrols on the 
  road. Occupy them until the end of the slot 
  and then describe the ruined castle and the 
  enemy troops all around it. The PCs should 
  get the hint and flee.
  Shadow Walk 
  If the party agrees to the shadow walk, Gilda 
  will  open  a  swirling  gray  portal  and  lead 
  them through. She says that Herman will be 
  fine remaining here.
  The  Shadow  Worid  looks  like  the  normal 
  worid, except everything is in shades of gray 
  and drooping.
  There is no light or dark, just varieties of 
  gray. The world seems depressed, and your 
  spirits seem to droop a little as you travel.
  After a day of travel the PCs will be set upon 
  by a shadow denizen. The party will all feel a 
  chill (Saving Throw vs Spells or the party is 
  affected as if under the effect of a reversed 
  prayer spell).  Then  the denizen  will  attack 
  rising up from the ground itself, surprising 
  on a 1-7. It will avoid attacking Gilda until the 
  rest of the party is slain. Have the denizen 
  threaten her, but it is saving her for last to 
  increase her torment. It appears as a vaguely 
  manshape  creature  with  tentacles  of 
  darkness swirling about it.
  Shadow Denizen: Int  High; AL CE; AC 0; 
  MV 15; HD 12; hp 70; THACO 9; #AT 4; Dmg 
   8
  
  The Long Road Home
  1d10/1d10 (claws), 1d3/1d3 (tentacles) + Saving 
  Throw vs  Paralyzation  or lose  2  points  of 
  Strength recoverable at Ipt/hour; SA Nil; SD 
  need +1 to hit, light-based spells do 1d6 of 
  damage per level of caster; MR Nil; SZ L: ML 
  13.
  The party can  rest  before Gilda opens 
  the portal home if they wish. Gilda should 
  suggest  that  the  party  rest  as  it  will  take 
  awhile shadow time to get the lost strength 
  back, but no real time will pass.
  Finally she will open the portal and the 
  party will arrive near the castle.
  Thral Bonerattler 
  The gray portal opens and you see your home 
  across the fields before you. It is surrounded 
  by skeletal and human troops, ail led by a 
  man in robes riding a horse with flaming  
  hooves! As you step through the portal, the 
  leader points his finger and a fireball erupts 
  at the castle gates, destroying them and the 
  valiant warriors who fought there. Skeletons 
  and men turn toward the opening and begin 
  to pour through. Soon the defenders will be 
  overwhelmed.
  The party can do many things, but their best 
  chance is to charge Bonerattler and defeat 
  him. Once he is dispatched all of the warrior 
  skeletons in the area lose their direction and 
  can be destroyed more easily. He is protected 
  by five mounted skeletal knights, and upon 
  seeing the party he will set  the knights to 
  charge the party.
  Magian Skeletal Knights (5): Int Average; AL 
  LE; AC 3 (bits of plate over bone); MV 9; HD 
  4; hp 20 each; THACO 15; #AT 1; Dmg 2d4 
  (broadsword)  or 1d3  (claw or kick);  SA see 
  below;  SD  1/2  damage  from  edged  or 
  piercing weapons), turned as ghast; MR Nil; 
  SZ M; ML 15.
  Magian  skeletal  knights  are  relentless 
  and  will  fight  until  they  are  completely 
  destroyed. If a skeleton takes more than half 
  its initial points in damage on one hit (an 
  arm or a leg is cut off) then its attack damage 
  is  reduced  to  1d3.  Another  such  hit  will 
  reduce the skeleton to crawling after a foe 
  (which it will do forever) with no effective 
  attack.
  Only  at  -10  hp  are  they  destroyed 
  completely.  Play  up  the  fact  that  the 
  skeletons  must  be  completely chopped  up 
  before they will stop fighting.
  Skeletal Medium Warhorse (5): Int Animal; 
  AL  N;  AC  7;  MV  18;  HD  3;  hp  12  each; 
  THACO 16; #AT 2; Dmg 1d6/1d6 (hooves); 
  SA  Nil;  SD  1/2  damage  from  edged  or 
  piercing weapons), turned as rider; MR Nil; 
  SZ L; ML special.
  Thral Bonerattler, hm W12: Int Exceptional; 
  AL  LE;  AC  4/3/2  (shield  spell);  hp  42; 
  THACO  17;  #AT 1;  Dmg  1d4+3  (dagger  of 
  venon +3); SA spells; SD nil; MR special (ring 
  of spell turning); SZ M; ML 17. 4/4/4/4/1
  Spells:  1st  Level-  detect  magic,  magic 
  missile,  reduction,  burning  hands;  2nd  Level- 
  bind, detect invisibility, flaming sphere, stinking 
  cloud;  3rd  Level  dispel  magic,  dispel  magic, 
  fireball,  vampiric  touch; 4th  Level-  ice  storm, 
  polymorph other, wall of fire, monster summoning 
  II (6 more skeletal knights, stats as above); 5th 
  Level- cloudkill, wall of force, chaos, cone of cold; 
  6th Level- death fog.
  Nightmare: Int Very; AL NE; AC -4; MV 15, fl 
  36; HD 6+6; hp 40; THACO 17; #AT 3; Dmg 
  1d6+4/ 1d6 +4/2d4 (hooves, bite); SA burning 
  hooves; SD paralyzing cloud 10’radius (Save 
  vs  Paralyzation  or suffer -2  on  attack  and 
  damage); MR nil; SZ L; ML 14.
  The  nightmare  and  Thral  Bonerattler 
  are  immune  to  each  other’s  aura.  The 
  nightmare will leave once Thral Bonerattler 
  is dispelled.
  Thral tells the party to surrender to the 
  overlordship  of  the  Magian  and  he  will 
  graciously spare their lives. They will even be 
  allowed  to  retain  their regency as  long  as 
  they  kneel  down  before  the  Magian. 
  Otherwise every living thing in the castle will 
  be  destroyed.  If  they  refuse,  his  knights 
   9
  
  The Long Road Home
  engage  the  party  while  he  uses  his  more 
  devastating spells.
  If  Thral  is  defeated  or  most  of  the 
  knights fall, one quickly leaps on a horse (if 
  necessary)  and  rides  off  for  the  Magian’s 
  domain. He is out of range of the PCs in one 
  round, so they must stop him as he leaves. If 
  he  gets  away,  the  Magian  knows  all  the 
  details of this battle.
  Conclusion 
  If the characters succeed in fending off this 
  attack,  the  Magian’s  forces  retreat  from 
  Khourane,  and  the  characters  can  rally 
  troops. If they fail, they can flee or die, as 
  they  choose.  In  this  case,  the  Magian 
  conquers  Khourane  over  the  next  few 
  months,  unless  the  PCs  can  recruit  forces 
  and  stage  a  counteroffensive.  But  those 
  events are for another story ...
  The End
   10
  
  Characters
  Characters
  
  Nigen Aran
  HEIR TO THE EMIRATE OF KHOURANE 
  5th Level Male Khinasi Fighter 
  Age: 34  Height: 5'7" Weight: 175 Hair: Brown with Blue Streak  Eyes: Hazel  Alignment: CG 
  AC Normal: 1 (Improved Mail+1 and Shield)   
  AC Rear: 3
  Hit Points: 45
  Languages: Basarji, Anuirean, Vos
  THACO: 16 
  Blood Abilities: (Blood of Basaia, Major, 34) 
  •
  Blood Mark (minor) of the blue streak in his hair which is a family mark.
  •
  Enhanced Sense (minor) gives him the vision of a hawk which equates to x10 vision 
  plus missile range penalties are reduced one category.
  •
  Resistance (major) gives a 50% resistance to light and fire attacks. Damage is reduced by 
  50% or by 75% if a saving throw is made.
  Saving Throws
  Paralyzation, Poison, Death Magic: 11
  Rod, Staff, Wand: 13 
  Petrifaction, Polymorph: 12 
  Breath Weapon: 13 
  Spell: 14 
  Weapon Proficiencies: Scimitar (specialized), Composite Long Bow, Sabre, Dagger 
  Non-Weapon Proficiencies: Strategy (11), Endurance (16), Hunting (11), Animal Lore (13) 
  Magic Items: Scimitar +2, Improved Mail +1, Blending with Family Heratdic Device (Blue 
  Lighting Bolt), Family Signet Ring Protection +1, Potion of Extra-Healing Traveling 
  Equipment: Field Pack with one week of rations, flint and steel, bed roll, 50 rope, ball of 
  twine, water flask, 3 torches, dagger, sabre, composite longbow with a quiver of 24 sheaf 
  arrows 
  Personality: You are a pessimist. Life has not dealt you a very pleasant hand. Sure you have 
  access to the finer things in life, but you feel out of place and a bit unwanted. You are a brave 
  warrior in a family of wizards.
  Background: You are the heir to the emirate of Khourane. You have known that you would be 
  the next emir ever since you were old enough to understand the stories Lita told of your 
  heritage. Every emir of Aran stretching back 200 years has been a wizard. They have all built 
  the magical ley lines of power, so that now your province of Khourane is experiencing a time 
  of great prosperity.
  STR
   17
  DEX
  15
  CON
  16
  INT
  13
  WIS
  12
  CHA
  13
  
  Unfortunately you have been a bit of a disappointment to your father and to the realm. You 
  are a warrior; you like to stride into the midst of battle swinging your scimitar and chailenging 
  all who would stand before you. The idea of sitting in some dusty library pouring over books 
  of spells while you gain weight sends shudders up your spine. The only thing which could be 
  worse is to be stuck on  some throne listening to your subjects whining about any petty 
  problem.
  You are not really looking forward to your father's passing. Several years after your birth your 
  father went on a quest to kill the awnsheghlien known as the Troll. He was successful and 
  returned with  glory, treasure and  power. These powers were passed on  to your younger 
  brother, Dhal, upon his birth. You are now caught in the awkward position of being the heir 
  but having a weaker bloodline than your brother and not being of the family traditional 
  wizard class. Well maybe there is a way for you, one the time comes (may it be a long way off), 
  to abdicate in favor of your younger brother.
  Your companions:
  Dhal Aran - He is your younger brother. He is always underfoot and getting in the way. He 
  seems to be doing well in his studies of magic, just like your father did, and his father, sigh. 
  Everyone is so proud that Dhal is following in the family tradition. You just wish that he could 
  be the next regent and you could go your own way.
  Lita Morel - She is always so boring, teaching you about this point of law or that point of 
  regency. It seems as if the only thing she really cares about is the regency. The really weird 
  thing about her is that she talks about things in the distant past as if she was really there. She 
  doesn't appear that old, but something about her seems ageless.
  Zote - His is scary. He only seems to care about his magic and his money. You have never met 
  somebody so obsessed. You also think that he is very disappointed in you because you did not 
  follow in the family tradition of magic. You cannot help that, so you try to show him that you 
  are at least a good warrior.
  Mart Kon - He is a very particular man. He seems very secretive, but then probably no more so 
  than a person of his profession is suppose to be. He does seem to enjoy the better things in 
  life, but it is almost unbelievable the things that he knows. You wonder what terrible secret he 
  may know about you.
  Srara - Now here is somebody you respect. She is the epitome of what a warrior should be. She 
  does, though, have weird yellow eyes and she is very touchy about not letting anybody see the 
  backs of her legs. Still there is nothing better than to go on a war party with her against some 
  tribe of orogs.
  Current Situation
  You are very interested in what Marl told your father, but Marl probably won't tell you what is 
  happening. You only have an hour to pack all your gear and to sharpen your sword. Hmmmn, 
  well the prospect of fighting undead is at least something different. You know the Magian uses 
  mostly undead troops, so maybe you will have a chance to test  your scimitar versus his 
  minions.
  
  Dhal Aran
   2ND IN LINE TO THE EMIRATE OF KHOURANE 
  4th Level Male Khinasi Mage
  Age: 19  Height: 5°11"  Weight: 195  Hair: Brown with Blue Streak Eyes: Brown Alignment: CG 
  AC Normal: 2 (bracers of defense AC 6, Family Signet Ring) AC Rear: 5
  Hit Points: 19
  Languages: Basarji, Anuirean, Andu, Sidhelien (elvish), Karamhul (dwarvish), Low Brecht
  THACO: 19 
  Blood Abilities: (Blood of Basaia, Great, 64)
  •
  Blood Mark (minor) of the blue streak in his hair which is a family mark.
  •
  Detect Lie (minor) allows once a day the ability to detect if somebody is speaking the 
  truth, this last up to one turns.
  •
  Healing (great) allows the healing of a 2d6+8 points a day plus the ability to cast, once a 
  day, remove paralysis, cure disease, cure blindness or neutralize poison (all at the 7th 
  level ability)
  •
  Resistance (great) gives a 75% resistance to light and fire attacks. Damage is reduced by 
  50% or by 75% if a saving throw is made.
  Saving Throws
  Paralyzation, Poison, Death Magic: 14
  Rod, Staff, Wand: 11
  Petrifaction, Polymorph: 13
  Breath Weapon: 15
  Spell: 12 
  Weapon Proficiencies: Dagger  Non-Weapon Proficiencies: Spellcraft (15), Administration 
  (15), Read/Write Basarju (18), Religion (13), Heraldry (17), Read/Write Anuirean (18)  Spells
  1st level (choose 3) 
  2nd level (choose 2)
  ___ Color Spray
   __ ESP
  ___ Detect Magic 
  ___ Flaming Sphere 
  ___ Grease 
  ___ Invisibility
  __. Magic Missile 
  ___ Levitate
  __. Mending 
  ___ Stinking Cloud 
  ___ Read Magic 
  ___ Web
  ___ Shield
  ___ Unseen Servant 
  ___ Sleep 
  STR
   11
  DEX
  17
  CON
  15
  INT
  17
  WIS
  13
  CHA
  16
  
  Magic Items: Dagger +1, Bracers of Defense AC 6, Family Signet Ring Protection +1 set with a 
  Peal of Power 1st level, Potion of Healing 
  Traveling Equipment: Field Pack with one week of rations, flint and steel, bed roll, water flask, 
  scroll tube, paper and quills, spellbook 
  Personality:  You are an optimist. You enjoy life in all its glory. Not a day goes by where 
  something new and wonderful doesn’t happen. You have had the best of tutors and the best 
  accommodations. Life is good.
  Background:  You are second in line to ascend the throne of Khourane. It will probably never 
  happen since your father is in the prime of life and your brother is in excellent health. Any 
  year now you are sure that your brother will have children, effectively blocking your path to 
  the throne. Oh well, you still have your studies. You love learning about the art of magic from 
  Zole. Most of the time you spend in study of magic and the rest with Lita learning what it 
  means to be a regent. There are rare times when you actually leave the library/temple of 
  Avanalae. While it is fun going on adventures with your brother and the house guard, you still 
  prefer staying in the capital learning. The most important part about being a regent seems to 
  be the tie to the land. You look forward to the day when Zole teaches you about realm spells. 
  You have heard that they can preatly benefit your province.
  Your companions:
  Nigen Aran - He is your older brother. You really look up to him, especially since he is the very 
  picture of the big strong fighter. You pity him in that he doesn't seem to want to be the next 
  emir, but it is his duty. You like following him around. He probably thinks you get a little 
  under foot.
  Lita Morel - You really like her, just like a second mother. She is always teaching you about this 
  point of law or that point of regency. There is something weird about her, in that she talks 
  about things that happened in the distant past as if she was really there. She doesn't appear 
  that old, but something about her seems ageless.
  Zolte - You are totally devoted to your teacher. In your short life you have never met anyone so 
  filled with the knowledge of magic. There is so much you still have yet to learn. He seems very 
  pleased that you are following in the family tradition.
  Mari Kon - He is a very interesting member of the court. He seems so very secretive and it is 
  hard to get to know him. You have noticed that he does seem to enjoy a very pleasant life style. 
  He is in charge of your father's spy network and it is sometime unbelievable the things that he 
  knows.
  Skara - She is scary. She is always so gruff and stand offish. You really do not like being around 
  her, but she is your father’s personal bodyguard. She also has those weird yellow eyes and she 
  is very touchy about the backs of her legs.
  Current Situation
  You wonder what Mar! told your father as you pack your things for a hasty departure. Looking 
  over you spells you think that sleep might not be the best choice to fight undead. You have not 
  seen any undead up close and the prospects sounds a little exciting.
  
  Lita moriel
  CHAMBERLAIN OF KHOURANE, HEAD SCHOLAR OF AVANALAE
  7th Level Female Anuirean Specialty Priest of Avanalae
  Age: 27, appears 43 Height: 5'4" Weight: 105 Hair: Red Eyes: Green Alignment: LN
  AC Normal: 3 (Half Plate+1) AC Rear: 3 Hit Points: 42
  Languages: Anuirean, Andu, Basarji, High Brecht
  THACO: 16
  Blood Abilities: (Blood of Anduiras, Major, 44)
  •
  Iron Will (minor) gives +2hp (already added), the Endurance proficiency and +2 on 
  saving throws against the mind.
  •
  Courage (minor) gives her automatic success on any saving throw vs fear.
  •
  Enhanced Senses (major) allows the ability to detect evil at will.
  •
  Long Life (major) means that she only ages 1 year for every 25 years she lives. This has 
  no effect on magical aging.
  Saving Throws
  Paralyzation, Poison, Death Magic: 7
  Rod, Staff, Wand: 11
  Petrifaction, Polymorph: 10
  Breath Weapon: 13
  Spell: 12
  Weapon Proficiencies: Footman’s Mace, Dagger, Spear
  Non-Weapon Proficiencies: Law (13), Diplomacy (17), Religion (18), Read/Write Basarji (18), 
  Heraldry (14), Endurance (14)
  Magic Items: Footman’s Mace +1, Spear of Avanale +1 (treat as a flametongue), Wand of 
  Negation (4 chgs)
  Travelling Equipment: Field Pack with one week of rations, flint and steel, bed roll, water 
  flask, various books on law, paper and quills
  Speciality priest abilities - +2 saves vs illusion, flame arrow once a day
  Personality:  You  are  the  primary  interpreter  of  the  law in  Khourane.  Nothing  is  more 
  important to you than the law of Avanalea and the laws of Knourane. 
  Background: You are Chamberlain of Khourane and Head Scholar of Avanalae in Khourane. 
  Duty to Khourane above all others, and then duty to the temple of Avanalae, are your basic 
  principles, and you have served this dual positions for over 250 years. It has been your 
  responsibility to oversee the family succession going back through over five generations. Your 
  STR
  12
  DEX
  11
  CON
  14
  INT
  14
  WIS
  18
  CHA
  14
  
  duties have included being the chief advisor to the Aran family in all things pertaining to the 
  running  of  the  realm  of  Khourane.  Another of  your responsibilities,  one  that  you  have 
  enjoyed, is the training of the next generation of Aran. Giving the youth of Aran a firm 
  training in what it means to be a regent has enabled you to build a strong realm which has 
  grown in both prosperity and in devotion to Avanalae. Your other duty, as the Head Scholar of 
  the temple of Avanalae, has given you great spiritual strength and purpose. You have built one 
  of the finest library/temples to Avanalae in all of Cerilia. The collection of ancient Basarji text 
  on magics from before the immigration are the prize of your collection. You have recently 
  decided that your temple needs a new wing to house your growing collection of tomes. You 
  have been trying to persuade the emir to cover the expense of building the new wing. He has 
  been reluctant as of yet, but you are hopeful that he will be forthcoming with the funds.
  Your companions:
  Nigen Aran - The heir to the regency of Khourane and such a disappointment. It has to rank as 
  one of your worst disasters, his decision to become a warrior instead of persuing the family 
  occupation of wizardry. He is still to become the next regent, so you instruct him the best that 
  you can.
  Dhal Aran - Now the younger Aran is an entirely different matter. He has a quick mind and has 
  picked up not only what it means to be a regent, but has even started on the path to becoming 
  a master wizard. He should be the next regent, but that would require Nigen to step down. Oh 
  well, you can hope.
  Zole - Your co-advisor to the Arans. While he takes care of running the province and training 
  the heirs in magic, you have taken care of everything else. You two have worked well together 
  and it will sadden you when he ages and dies. While he is here, though, the two of you will do 
  whatever  is necessary for the realm of Khourane.
  Marl Kon - He has been of great help to the realm. You are glad that you convinced the emir to 
  let him stay and to further fund his activities. The information that he has obtained has been 
  of great help to furthering the cause of Khourane.
  Skara - You have never really liked her for some reason. It is probably her yellow eyes, but 
  something about her is wrong. Well, the emir trusts her completely, and he is your lord, so you 
  will accept her presence, but you will keep an eye on her.
  Current Situation
  It  is highly improper to call for a late night meeting, so Marl  must  have told the Emir 
  something very important. You only have an hour to pack everything, and you were just in 
  themiddle  of  preparing  Dhal's  lesson  for tomorrow.  You  know the  Magian  uses  undead 
  constructs.
  
  Spells
  Major Spheres - all, divination, elemental (fire), healing, protection, sun, thought (TOM).
  Minor Spheres - Charm, Creation, Numbers (TOM)
  First level (choose 5)
  __ Analyze balance
  __ Bless
  __ Combine
  __ Command
  __ Cure Light Wounds
  __ Detect Evil
  __ Detect Magic
  __ Detect Poison
  __ Detect Snares & Pits
  __ Emotion Read
  __ Endure Heat/Cold
  __ Light
  __ Locate Animals or Plant
  __ Log of Everburning
  __ Personal Reading
  __ Protection from Evil
  __ Purify Food & Drink
  __. Remove Fear
  __ Sanctuary
  __ Though Capture
  2nd level (choose 5)
  __ Augury
  __ Barkskin
  __ Detect Charm
  __ Enthrall
  __ Find Traps
  __ Fire Trap
  __ Flame Blade
  __ Heat Metal
  __ Hold Person
  __ Idea
  __ Know Alignment
  __ Mind Read
  __ Momment
  __ Produce Flame
  __ Resist Fire/Cold
  __ Slow Poison
  __ Speak with Animals
  __ Withdraw
  3rd level (choose 3)
  __ Create Water
  __ Continual Light
  __ Dispel Magic
  __ Emotion Control
  __Extradimensional Detection
  __ Flame Walk
  __ Locate Object
  __ Magical Vestment
  __Memory Read
  __ Moment Reading
  __ Negative Plane Protection
  __ Protection from Fire
  __ Pyrotechnics
  __ Produce Fire
  __ Remove Curse
  __ Remove Paralysis
  __ Speak with Dead
  __ Starshine
  __ Telepathy
  __ Telethaumaturgy
  Fourth level (choose 2)
  __ Cure Serious Wounds
  __ Detect Lie
  __ Divination
  __ Genius
  __ Mental Domination
  __ Neutralize Poison
  __ Protection from Evil 10' radius
  __ Protection from Lightning
  __ Rapport
  __ Reflecting Pool
  __ Repel Insects
  __ Solipsism
  __ Spell Immunity
  __ Though Broadcast
  __ Tongues
  
  Zole
  CASTELLAN OF KHOURANE
  6th level male Khinasi wizard
  Age: 42 Height: 5'9” Weight: 155 Hair: Grey Eyes: Blue Alignment: LN
  AC Normal: 6
  AC Rear: 6
  Hit Points: 18
  Languages: Anuirean, Basarji, Low Brecht, Rjuven, Sidhelien (elvish), Goblin, Orog
  THACO: 19
  Blood Abilities: (Blood of Basaia, Major, 32)
  •
  Detect Illusion (minor) allows him to get an automatic saving throw vs any illusion 
  when first encountered. If he concentrates he get a +4 on his saves vs illusion.
  •
  Heightened Ability (minor) grants a +1 to intelligence which is already added.
  •
  Elemental Control (great) protected by a resist fire. Can also once a week summon a 8 
  HD fire elemental for one turn which will obey his commands and not turn on him.
  Fire Elemental; AL N; AC 2; HD 8; hp 40; THACO 13; #AT 1; Dmg 3d8; SA see below; SD +2 
  weapon to hit; MR Nil; SZ L. Any flammable object struck by the fire elemental must Save 
  versus magical fire at a -2 or begin to burn.
  Saving Throws
  Paralyzation, Poison, Death Magic: 13
  Rod, Staff, Wand: 9
  Petrifaction, Polymorph: 11
  Breath Weapon: 13
  Spell: 10
  Weapon Proficiencies: Dagger, Dart
  Non-Weapon  Proficiencies:  Administration  (16),  Read/Write  Basarji  (19),  Spellcraft  (16), 
  Ancient History (17), Astrology (18)
  Magic Items: Dagger+1, 3 Darts +2 Returnable, Hing of Feather Falling
  Traveling Equipment: Field Pack with one week of rations, flint and steel, bed roll, water flask, 
  various books for the administration of the province, paper and quills, spellbook
  STR
  9
  DEX
  14
  CON
  12
  INT
  18
  WIS
  10
  CHA
  15
  
  Spells
  1st level (choose 4)
  __ Alarm
  __ Audibie Glamour
  __ Burning Hands
  __ Change Self
  __ Charm Person
  __ Color Spray
  __ Comprehend Languages
  __ Detect Magic
  __ Detect Undead
  __ Hold Portal
  __ Identify
  __ Light
  __ Magic Missile
  __ Mending
  __ Read Magic
  __ Sleep
  __ Spider Climb
  __ Ventriloquism
  2nd Level (choose 2)
  __ Alter Seif
  __ Deafness
  __ Detect Evil
  __ Detect Invisibility
  __ Flaming Sphere
  __ Forget
  __ Knock
  __ Know Alignment
  __ Leomund’s Trap
  __ Levitate
  __ Mirror Image
  __ Misdirection
  __ Rope Trick
  __ Spectral Hand
  __ Stinking Cloud
  __ Web
  3rd level (choose 2)
  __ Clairaudience
  __ Dispel Magic
  __ Fireball
  __ Fly
  __ Haste
  __ Hold Undead
  __ Item
  __ Lightning Bolt
  __ Protection from Normal Missiles
  __ Slow
  __ Tongues
  __ Vampiric Touch
  __ Wraithform
  Personality: The administration of the realm of Khourane is the most important thing in your 
  life. It is your privilege to serve the realm and to make sure the realm is very profitable.
  Background: As Castellan, your responsibilities have been to maintain the province of 
  Khourane. Your administration skills, which you learned from your father, have produced a 
  realm of great prosperity. You are perhaps known as a copper pincher, but your combined 
  strategy of savings and investments have been exceedingly profitable. The realm’s coffers are 
  full and the people are happy. Another hereditary duty, which you enjoy, has been the 
  tutoring of the heir in the art of magic. You love magic almost as much as you love the realm. 
  You have access to the large library at the temple of Avanalae, which has helped in your own 
  studies and well as those of the heir. In the library is a collection of ancient Basarji text on 
  magics from before the immigration that you highly prize. You have heard of a recently 
  discovered volume of particular interest dealing with a previously thought lost area of 
  invocation magic. You have been trying to persuade the emir to cover the expenses of the 
  expedition to recover the manuscript. He has been reluctant as of yet, but you are hopeful that 
  he will be forthcoming with the funds.
  Your companions:
  Nigen Aran - The heir to the regency of Khourane and such a loss. When he was young it was 
  obvious that he would never master the art. Now that he is a warrior and heir to the throne, 
  the damage has been done. Well you will still administer the realm, but then maybe your son 
  will have to deal with him after your dead.
  Dhal Aran - Now the younger Aran is an entirely different matter. He has a quick mind and has 
  picked up not only what it means to be a wizard, but has even started on the path to becoming 
  a regent. He should be the next regent, but that would require Nigen to step down. You can 
  hope.
  Lita Morel - She has been the Chamberlain since before you were born. You and here together 
  have built a strong realm that has enjoyed great prosperity. She has taught the brothers about 
  what it means to be a regent, and has left the magical education to you. You have worked well 
  together and your only regret is that she does not seem to age so she will continue in her post 
  after you are dead never knowing how much you care for her.
  
  Marl Kon - Has been of great help to the realm. You are glad that you convinced the emir to let 
  him stay and to further fund his activities. The information that he has obtained has been of 
  great help to furthering the cause of Khourane. You just wish it wouldn't cost so much.
  Skara - You have never really liked her for some reason. It is probably her yellow eyes, but 
  something about her is wrong. The emir trust her completely, so you will accept her presence.
  Current Situation
  This  interruption  certainly came  at  an  inopportune  time.  You  were  just  going  over the 
  expenses of this expedition when Marl returned with some information that has resulted in a 
  late meeting in just one hour. You hurry to pack and wonder where exactly you put that garlic 
  and sulphur for that hold undead spell.
  
  Marl Kon
  SPYMASTER OF THE ILBRATH GUILD OF KHOURANE
  7th level Male Brecht Thief
  Age: 42 Height: 5'4" Weight: 125 Hair: Black Eyes: Brown Alignment: CG
  AC Normal: 2 (Leather+2 plus dexterity)
  AC Rear: 6
  Hit Points: 34
  Languages: Low Brecht, Anuirean, Basarji 
  THACO: 17 
  Blood Abilities: (Blood of Brenna, Minor, 27)
  •
  Alertness (minor) possesses an uncanny sense of his surroundings and is surprised 
  only on a roll of 1.
  •
  Enhanced Sense (minor) gives the sight and hearing of cats which grants infravision to 
  30 feet and a bonus to hear noise (already added).
  •
  Alter Appearance (major) once per turn for 17 rounds he can alter his appearance 
  similar to a change self spell.
  Saving throws
  Paralyzation, Poison, Death Magic: 12 
  Rod, Staff, Wand: 12
  Petrifaction, Polymorph: 11
  Breath Weapon: 15
  Spell: 13 
  Weapon Proficiencies: Long Sword, Dagger, Sling
  Non-Weapon Proficiencies: Intrigue (12), Administration (11), Observation (13), Appraising 
  (13), Forgery (17)
  Magic Items: Long Sword +1, Ring of Dimension Door (usable Uday), Leather+2, Boots of 
  Levitation, Philter of Glibness
  Traveling Equipment: Field Pack with one week of rations, flint and steel, bed roll, water flask, 
  Thieves Tools, paper and quills
  Thief Abilities
  Pick Pockets: 55%
   Open Lock: 85% 
  Find/Remove Trap: 75%
  Move Silently: 70% 
  Hide in Shadows: 45% 
  Detect Noise: 75%
  Climb Walls: 70% 
  Read Languages: 25%
  STR
  14
  DEX
  18
  CON
  15
  INT
  13
  WIS
  12
  CHA
  16
  
  Personality: You like the finer things in life and do not mind working for them. Hard work 
  does indeed have its own rewards, but you also appreciate the pay.
  Background: . You are the Spymaster of the Ilbrath Guild of Khourane. It is a very profitable 
  guild that has been open for business for a long time. Since fleeing from a deal (several deals) 
  gone bad back in your homeland you have done quite well here. Your first decision was one of 
  your best. By swearing loyalty to the house of Aran you have eventually risen in the ranks until 
  now you are the Spymaster of the Khourane information network. Your loyalty has been vastly 
  rewarded time and again.
  Information is power, some say; you say that information is a commodity to be sold. The emir 
  funds  your  activities  so  that  you  make  obtain  information  beneficial  to  the  realm  and 
  indirectly to yourself. You have created an extensive web of information gatherers throughout 
  the realms. You have also set up a very pleasant guild hall, with a very nice assortment of 
  pleasures. You are completely loyal to the house of Aran, but if a little spare change should 
  happen to fall your way, well, these things happen. Recently you have heard rumors of spy 
  activity from some hostile realms that have begun to operate in Khourane. You have been 
  trying to persuade the emir that the threat is real and will need to be countered, which would 
  require manpower and gold bars from the treasury. The emir has been reluctant so far, but 
  you are hopeful that he will be forthcoming with the funds.
  Your companions: 
  Nigen Aran - He is the heir to the regency of Khourane. Everyone is so disappointed in him for 
  not being a wizard. He is a nice enough guy, but he really is in an awkward position. You know 
  that he does not really want to be the heir and would be willing to abdicate.
  Dhal Aran - The kid is really stuck in an unusual position. He has been trained in both the 
  family profession, wizardry, and has received extensive training in what it means to be a 
  regent. The problem is that he is second in line for the throne and may never ascend to it. He 
  is completely guiltless.
  Lita Morel - You will always be grateful that she convinced the emir to fund your activities. You 
  have prospered because of her and will do what you can for her. The most important thing to 
  her is the realm, so you have aided the realm to pay her back. You know that she is over 250 
  years old.
  Zole - You are grateful that he also spoke up for you in front of the emir. While he has tried to 
  cut back on any funds allocated to you, you know that it is his nature to count every coin. You 
  have always appreciated his support. You know he loves Lita, and that sadly, she does not even 
  know.
  Skara - Now here is a tortured soul. She too is an outcast from the north; just like you she fled 
  from her homeland. While she is a bit rough you still respect her, especially if any fighting is 
  to  be  done.  You  know that  she  has  Azrai  blood,  that  she  has  some  type  of  bloodform 
  (mutation) on the back of her legs.
  Current Situation The information that one of your operatives relayed to you and of which 
  you immediately informed the emir was very volatile. This meeting that he is attending is but 
  a facade to bring together as many of the local regents as possible. King Sahn has sold 
  everyone  out  to  the  Magian.  Together  the  Magian  and  the  king  plan  to  eliminate  the 
  leadership of the neighboring realms and then to conquer them. It is imperative that you 
  bring the emir to your operative at a nearby tavern. The owner, Sarim Habad, will certainly 
  have more current information.
  
  Skara
  CAPTAIN OF THE HOUSE GUARD OF ARAN
  7th Level Female Vos Tsarevas (warrior)
  Age: 35 Height: 6'1" Weight: 185 Hair: Blond Eyes: Yellow Alignment: NG
  AC Normal: 0 (Banded Mail and Shield)
  AC Rear: 4
  Hit Points: 63
  Languages: Vos, Basarji
  THACO: 14
  Blood Abilities: (Blood of Azrai, Minor, 37)
  •
  Bloodmark (minor) yellow cat like eyes.
  •
  Poison Sense (minor) gains a 90% chance to detect any poison or harmful substance 
  with three feet of her.
  •
  Fear (major) can with a touch instill fear as the spell.
  •
  Touch of Decay (great) allows her to destroy inanimate objects with a mere touch. 
  Metal rust, stone crumbles to sand and wood rots to pulp. This can be used once a day 
  and can affect 7 cubic feet of material.
  •
  Bloodform (major) is a curse that after any other blood abilities are used then she will 
  slowlybe transformed into an awnsheghlien. This will start as scales on her legs and 
  progress higher with repeated use.
  Saving Throws
  Paralyzation, Poison, Death Magic: 10
  Rod, Staff, Wand: 12
  Petrifaction, Polymorph: 11
  Breath Weapon: 12
  Spell: 13
  Weapon Proficiencies: Bastard Sword (specialized), Dagger, Javelin, Sabre, Flaw
  Non-Weapon Proficiencies: Endurance (16), Alertness (14), Observation (11), Rope Use (13), 
  Hunting (12)
  Magic Items: Bastard Sword +3, Rope of Climbing, Potton of Vitality
  Traveling Equipment: Field Pack with one week of rations, flint and steel, bed roll, water flask, 
  3 Javelins, Footman's Flail
  Personality: You are a warrior. You live to fight for your lord. You also have a dark secret which 
  you must keep covered or you could be destroyed.
  Background: You are the Captain of the House Guard of Aran, a position which you earned 
  over 15 years ago. Originally from the cold north of the lands of Vos, you were driven out of 
  your ancestral home lands. It was because of your eyes. But not just your eyes. It is your 
  STR
   18/21
  DEX
  17
  CON
  16
  INT
  11
  WIS
  13
  CHA
  10
  
  bloodline which is corrupted with the power of Azrai. You have tried your whole life to hide 
  the tact that you have Azrai blood in your veins. You will never use a blood ability again, since 
  the last time you did your bloodform curse manifested itself. You have, on the back of your 
  legs, brown scales which you are always careful to hide. You shudder to think of what would 
  happen if your bloodform was allowed to grow unchecked. It was when your bloodform 
  revealed itself that you were chased out of Vos. You barely escaped with you life when you 
  encountered a Khourane war party being led by Erman Aran, the emir. He was hunting the 
  awnsheghlien known as the Troll, and though he at first marked you as one of the Troll's 
  minions, he took you in after you told him your story. You proved yourself a great fighter and 
  a loyal companion, and when the quest was successful Erman asked you to join his house 
  guard. Through the years you have been Erman’s personal bodyguard and have risen to the 
  rank of captain. The rank means little to you; you only wish to serve Erman. He knows of your 
  curse, but you are sure that he has not told anyone.
  Your companions:
  Nigen Aran - He is the eldest son of Erman, heir to the regency of Khourane. You do not know 
  why everyone is so disappointed in him for not being a wizard. He is a fine warrior and will in 
  time become a great fighter. You know that Erman was hoping he would be a wizard.
  Dhal Aran - He is Erman youngest son and second in line to the throne of Khourane. Erman, 
  and everyone else, loves the boy, who has decided to become a wizard. He is a nice guy and 
  easy to get along with.
  Lita Morel - You don't think she likes you and your warrior ways very much. Well she serves 
  Erman as you do, and you respect the way she carries out her office. As least she is worth 
  something in a fight. You remember seeing her wield her spear and were impressed.
  Zole - You are sure he doesn't like you. He probably blames you for training the eldest Aran in 
  the ways of the warrior. Well, he can keep to his wizard ways; you have always prefered the 
  sword. Since he serves Erman you will respect him also.
  Marl Kon - He worries you with all his sneaking about and asking questions. You are not sure, 
  but you think he may have learned your secret. He was also chased from his homeland, so you 
  have something in common. Perhaps you should get to know him better, to determine if he 
  does know.
  Current Situation
  You were there when Marl returned with the word of King Sahn's treachery; the planning 
  session was actually a trap arranged by the Magian to eliminate most of his opposition. You 
  have quickly packed your gear and now stand ready to fight for Erman. You know that the 
  Magian's warrior skeletons are very difficult to destroy, but you will give your life to win 
  Erman to freedom.
  
  Notes from the author
  Notes from the author
  Here is a summary of the items I noticed when I reviewed the moduled.
  p.21 DM Notes - my sentence was ackward
  p.2 DM Synopsis - worEmir
  p.3 TIME TO SAY GOODBYE - and insides refers to them eating?
  p.3 TIME TO SAY GOODBYE - talEmir
  p.3 TIME TO SAY GOODBYE - my sentence was ackward
  p.4 MERCENARY ENCOUNTER - looEmir
  p.4 TAVERN BY THE ROAD - talEmir
  p.4 TAVERN BY THE ROAD - add which statistics to use
  p.5 OROG AMBUSH - less help the PC if the get in trouble
  p.5 OROG AMBUSH - Gresh BA should be following by a ‘,!
  p.5 OROG AMBUSH Basilt strength is 18(23)
  p.5 OROG AMBUSH - looEmir
  p.5 OROG AMBUSH - my sentence was ackward
  p.6 SHATTERED HAMLET - one skeleton is at the back
  p.6 SHATTERED HAMLET - if B. Rattler is not a mage
  p.7 THRAL BONERATTLER - changes if he is not human
  p.8 THRAL BONERATTLER as a human Bonerattler does not have an aura
  p.1 Nigen Aran - word should be once
  p.3 Dhal Aran - last one turn without a period
  p.4 Dhal Aran ~- my sentence was ackward
  p.5 Lita Morel - age is 275 appears 43 because of Long Life
  If Thral  Bonerattler is  human perhaps  he should  be a  specialty priest  with 
  undead control powers and some type of aura.
  Just a copule of ideas.
  Mark
  1
  Note from editor: page refers to original document.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/2nd Edition (AD&D)/Birthright/RPGA-Convention-User Adventures/The_Long_Road_Home.rev.pdf