TEXT: Omen of the Black Dragon
  By
  Mike Phillips 
  
  Omen of the Black Dragon 
  By 
  Mike Phillips 
   
  [Once again, I find it necessary to make a prefatory remark or two.  This adventure was run 
  after The Scarlet Scarring, and like its predecessor, it owes its existence to John R. Troy. He 
  came up with the original idea, I just fleshed it out into a module-like format.  This is not to 
  say that I never come up with an original adventure, merely that he has given me a lot of useful 
  stuff while I've been developing background and other necessaries.] 
   
   
  Episode Summary 
   
  Episode Hook – Characters receive a 
  strange dream followed by an invitation 
  from there employer and are instructed to 
  rescue  Taknari  who was kidnapped and is 
  now being held captive on a privateer’s 
  ship. 
   
  Chapter One –Falcondon’s Harbor 
   
  Locating the ship proves to be 
  easy since the information was correct.  It is 
  up to the HP’s to proceed with the 
  surveillance of the ship and rescue of the 
  kidnapped Taknari. 
   
  Chapter Two – The Carrak Conquistador 
   
  The HP’s board the ship, to locate 
  and rescue Taknari and recover his belongs. 
   
  Chapter Three – Final Confrontation after 
  there presents is known the crew is rallied 
  and the HP’s must fight for there lives to 
  get off the ship. 
   
  Chapter Four – Ends/Other Threads  the 
  return of Taknari and HP’s rewards. 
   
   
   
   
   
   
  Player's Introduction: 
   
   
  HP's with any of the following 
  K/S Areas will experience a dream: 
  Astrology, Divination, Fortune Telling, 
  Mysticism, or Priestcraeft.  
   
    
  A strange dream invades your 
  sleep.  It begins with a view of the sea, 
   extending to the horizon, waves gently 
  rolling across your vision.  
   Then, you see clouds forming, and a 
  sinuous, black reptile, with a long 
   body and fearsome snout, tears its way free 
  of the waves.  Floating in 
   the air above the water, it looks about, 
  almost as if frightened.  If 
   you are not mistaken, it appears to be a 
  stylized dragon, not unlike 
   those found on heraldic symbols. 
    
  The clouds continue to roil, 
  forming into a dark mass, from which 
   pounces a giant black cat.  The dragon 
  makes an attempt to dodge, but the cat 
  chases it.  The black clouds issue forth a 
  horrible serpent, which rains insects and 
  demons.  The dragon, in its attempt to 
  escape, destroys many of these foes, but it is 
  eventually subdued by the giant cat. 
    
  In the background, at the edge of 
  the waters, you see land.  In fact,  if you are 
  not mistaken, it appears to be the coastline 
  
  of Vargaard!  A  roar, or perhaps plea, for 
  help issues from the dragon as it is 
  swallowed by the cat, and then the vision 
  fades, and you awaken. 
   
   
  The Markthegn, your employer, 
  summons you the morning following this 
  strange dream. He gestures to one of his 
  advisors. "Guillaume is my chief Diviner, as 
  you may know.  He has worked long and 
  hard to come into contact with Taknari 
  Chang, a powerful and aged indentured 
  servant from Ch'in, who has served his 
  masters willingly." 
   
  He clears his throat.  "Until 
  recently, that is.  He is now enslaved, and 
  employed by a dishonorable man.  He seeks 
  escape, warning that all Vargaard must 
  beware the coming of Darkness.  His intent 
  is to aid us, for he believes that the Evil will 
  appear here first."  Tarrant shakes his head. 
  sighing.  "He is currently being held on a 
  ship, registered in Hispanola, and your job 
  is to get him off." 
   
  As you consider questions to ask, 
  he holds up a hand.  "Discretion is very 
  important.  I cannot stress that enough.  A 
  war with Hispanola would wreck this 
  nation, economically if not militarily.  To 
  that end, you will be given one of the most 
  precious items from the state arsenal, our 
  flying carpet.  Also, you will be given a 
  small rod which has been attuned to 
  Taknari's spirit.  You can use it to track 
  him.  Regrettably, we do not know where 
  the ship currently is, although Taknari's 
  communication indicated that it might be 
  docked at Falcondon." 
   
  He stands, concluding, "It is 
  extremely important that discretion is 
  exercised, and that he is brought to us 
  safely.  That is why I am entrusting him to 
  you.  Best of luck and my seneschal will 
  conduct you to the arsenal to collect the 
  carpet."  He and his advisors sweep from 
  the room. 
   
  JM's Introduction: 
   
   
  This adventure takes place in the 
  harbor of Lisolet, the second-largest city in 
  Grandmark.  The adventure is designed for 
  4 to 6 beginning HP's, probably with fewer 
  than 20 AP/G's apiece.  Note that a 
  cleverly-played Morlaxa vs. inexperienced 
  players playing Heka-users will probably 
  overmatch them.  Keep in mind her 
  tendency to 'toy' with her victims, and the 
  desire to tantalize and torture rather than 
  kill. 
   
  Chapter One:  Falcondon's Harbor 
   
   
  Finding the vessel on which 
  Taknari is imprisoned is a trivial task, 
  although the HP's should approach it with 
  some caution (after all, Grandmark and 
  Falcondonia are quietly preparing for war 
  with each other).  The situation should be 
  tense, and the HP's should hopefully 
  manage to get to Falcondon, probably by 
  flying and over the water, under the cover 
  of night. 
   
  The Markthegn's information is 
  correct, and, among the many vessels at 
  anchor and docked, there is a carrak 
  registered to Hispanola in the name of Don 
  Canbuva.  The vessel, the Conquistador, 
  sways gently where it is moored.  Regardless 
  of the time of night, two crew-members are 
  on watch, one fore and one aft, calling out 
  to each other every fifteen minutes.  If it is 
  early in the evening, the crew will likely be 
  carousing, as they have several days yet 
  before they leave.  However, the harbor is 
  patrolled by two small skiffs of 
  Falcondonian men-at-arms, the Harbor 
  
  Guard.  They are on the look out for 
  smugglers and other suspicious people. 
   
  If the HP's are patient, they will 
  discover that daytime is a bad time to attack 
  (too many witnesses), in the early evening 
  the vessel is nearly deserted, but there are 
  harbor guards around, but in the wee hours 
  of the morning, the vessel (like all of the 
  harbor) is quiet and still.  This is, indeed, 
  the best time to approach (the crew will 
  mostly be asleep, the mercenaries will likely 
  be asleep as well, although Morlaxa might 
  actually be awake). 
   
  The Conquistador will depart one 
  week after the HP's arrive in Falcondon, 
  heading towards Wildedge, should the HP's 
  wait that long.  
   
  Chapter Two: The Carrak 
  Conquistador 
   
   
  The Conquistador is an impressive 
  vessel, and its current crew numbers about 
  150 (fairly small for a vessel this size).  
  There is a complement of 20 Dakhlan 
  mercenaries on board as well, all under the 
  command of Don Canbuva (who, in turn, is 
  working with Morlaxa, so her commands 
  are obeyed as well).  The crew will generally 
  not be predisposed to molesting the HP's, 
  provided that they avoid molesting the 
  crew.  
  However, the sentries will call out an alert 
  should the HP's be seen sneaking on board, 
  and that will rouse the alarm.  
   
  Provided the HP's have not lost 
  the wand, they will be able to locate the 
  cabin which holds Taknari with ease (it is a 
  room near the Captain's quarters in the aft 
  section of the vessel).  The door is locked, 
  but it is easily opened from the outside (the 
  key is hanging on the wall).  Opening the 
  door without murmuring the word 
  "Morlaxa" will cause the Trigger Effect lain 
  on the door to take effect, which sends a 
  silent alarm to Morlaxa.  She will instantly 
  be aware that the door has been 
  inappropriately opened, and she will 
  undertake some Divination Castings to 
  determine who is seeing Taknari. 
   
  Taknari is easily untied and 
  released, although he will be missing all of 
  his equipment and components.  
  Fortunately, he has lain a specific casting of 
  his own devising upon certain pieces, and 
  he knows their direction at all times.  It is a 
  trivial matter to find the room holding that 
  chest, also a locked room (this time, 
  however, the key is not hanging on the 
  wall), an officer's study. 
   
   
  Within the room, the chest stands 
  on a table, and there are a couple chairs 
  scattered about.  It is otherwise nfurnished.  
  The chest has a particularly complicated 
  series of Triggered Effects and multi-part 
  dweomers.  First. a second silent alarm will 
  alert Morlaxa to the current state of affairs, 
  and she will waken (and sober) the Captain 
  if he is asleep (see III. Final Confrontation 
  for full details).  Second, it will summon an 
  Atlantlan Spirit Warrior (see OP's section 
  for full details).  If this is an inadequate 
  challenge for the HP's, feel free to make it 
  two or three.  Third, it will cause a magickal 
  silence within the confines of the room, to 
  last for a full hour.  The upshot of the latter 
  will be that the players cannot 
  communicate their actions to one another 
  and should submit actions by note, and any 
  specifically verbal effect (e.g. a command 
  word) cannot be performed.  All attacks and 
  Castings will otherwise go off normally.  
  Any and all Perception checks should be 
  made at least at one DR more difficult, if 
  not several (depending on how important 
  auditory clues might be). 
   
  
   
  At any rate, after defeating the 
  Spirit Warrior, they will likely flee towards 
  their carpet in order to escape.  A surprise 
  or two awaits them yet! 
   
  Chapter Three: Final Confrontation 
   
   
  Upon receiving the first silent 
  alarm, Morlaxa will immediately awaken (if 
  asleep, which she will not be during most of 
  the night), and she will head to the 
  Captain's quarters, where she will awaken 
  and sober him as necessary.  Upon receiving 
  the second alarm, knowing that the 
  infiltrators are in an area of silence, she will 
  quickly gather the Dakhlan mercenaries 
  and seek out their means of egress (such as 
  the carpet), and she will gather them there. 
   
  In the meantime, the Captian will 
  take a quick look at his crew, and if it looks 
  like they have been abused or some 
  members slain, he will rouse them to defend 
  the ship.  Note that the crew will be 
  unlikely to fight, unless one or more of 
  them are slain or otherwise injured.  If they 
  are simply put to sleep or confined, they 
  will probably not be angry enough to do 
  anything about it.  Either way, Don 
  Canbuva will seek out Morlaxa and join 
  her.  If the HP's are very quick, they will 
  reach the carpet, Morlaxa, and the 
  mercenaries before he does, although he 
  will join them about 10 CT's later. 
   
  By the time the HP's reach the 
  carpet, Morlaxa will have summoned an Air 
  Elemental (or possibly a Water Elemental, 
  although the latter is unlikely if she has 
  found the carpet), and the 20 mercenaries 
  and the witch will certainly be ready for the 
  HP's. 
   
  The exact direction taken in the 
  combat will vary considerably by the party, 
  but Morlaxa will be concerned with self-
  preservation enough that the mercenaries 
  will be between her and the HP's, and the 
  Air Elemental will flank them.  If/when she 
  becomes seriously threatened, and it is 
  obvious that they are losing, she will dive 
  overboard (protected by her Cape) and 
  swim some distance away (completely 
  ubmerged, since she can breathe water 
  while wearing the Cape and expending 
  small amounts of Heka), only to bring out 
  her Broom and fly away. 
   
  Don Canbuva will assault the 
  HP's with fury, although he will flee if 
  pressed and attempt to gather the crew (if 
  he has not already done so).  Note that if he 
  is accompanied by the crew, the HP's will 
  have a particularly difficult time, but the 
  crew can probably be frightened away by 
  the HP's providing a really flashy show of 
  devastating magick. 
   
  If overwhelmed, the HP's will be 
  imprisoned and sold to a slave caravan in a 
  short while. 
   
   
  If the HP's are successful in 
  escaping, and Morlaxa is still alive, she will 
  implore her Master to send a Sky Serpent 
  after them.  The request will be granted, 
  and possibly more than one will be sent if 
  life isn't challenging enough already for the 
  HP's.  Unless immobilized and somehow 
  slain, Morlaxa will likely become a long-
  term villain, as she does not take defeat 
  easily. 
   
  Chapter Four:  Loose Ends/Other Threads 
   
   
  The Markthegn will be pleased if 
  Taknari is delivered to him, and he will 
  promptly employ the diviner.  Taknari will 
  warn that evil is clouding the horizon, but 
  he is uncertain what shape it may take.  The 
  carpet will need to be returned to the 
  Markthegn's arsenal (it is, after all, 
  intended primarily for important state 
  
  missions).  If the HP's successfully take the 
  Shocksword from Don Canbuva, or any of 
  the devices or paraphernalia from Morlaxa, 
  they will be permitted to keep it. 
   
  If victory is total, the EP's slain or 
  captured, the pursuing fiends destroyed, 
  Taknari recovered, and a major 
  international incident avoided, an award of 
  15 to 20 AP/G's (depending on the time 
  required to complete the mission) should 
  not be unresonable.  However, since 
  Morlaxa will flee if obviously facing defeat, 
  and a major confrontation is likely to kick 
  up a stink, this is a very unlikely outcome! 
   
  If Taknari is delivered to the 
  Markthegn, and things go fairly well, the 
  HP's deserve around 10 AP/G's (half that if 
  an international incident is started, a bare 2 
  AP/G's if war is precipitated).  
   
  If the HP's are forced to retreat, 
  leaving Taknari in the hands of the EP's, 
  then they should be given a second chance, 
  provided they pursue the vessel.  Give them 
  2 or 3 AP/G's for trying, then half their 
  earned reward upon successful completion 
  of the mission. 
   
   
  As for the evil threatening 
  Vargaard, it is up to the JM.  One very 
  obvious suggestion (and the one I am using, 
  at least for now, in my own campaign) is 
  that the evil tide will be directed by an 
  Atlantlan ancient and evil power.  The same 
  one, in fact, with whom Morlaxa and her 
  mentor signed Pacts, and possibly the same 
  Fiend behind some (or all) of the covens in 
  Falcondonia.  Worse, the forces employed 
  by this evil being are linked to the 
  Accursed, and to certain Unseelie creatures 
  (including a band of Slaugh which will 
  attempt to infiltrate Grandmark by offering 
  to become advisors to the current 
  Markthegn, Tarrant!) 
   
  Chapter Five: Magick Items and New 
  Castings 
   
   
  The following are several magickal 
  items encountered in the Omen of the 
  Black Dragon, and they are unique to this 
  module.  In addition, a Casting used by 
  Morlaxa (but not found anywhere on the 
  vessel) is detailed as well. 
   
  The Shocksword: This long sword appears 
  ordinary, except for the beautiful sapphire 
  in its hilt and the slight blue tint to the 
  blade. In battle, it causes damage as per a 
  normal long sword, plus 1D6 points of 
  Electrical damage (which can quickly prove 
  telling against a heavily-armored 
  opponent).  In addition, the shocksword is 
  able to throw up to six bolts of lightning 
  per day.  The first lightning bolt is at no 
  cost, but each additional lightning bolt 
  costs 10 Heka per bolt for each additional 
  bolt thrown (i.e. 10 for the second bolt, 30 
  (10+20) for the third, 60 (10+20+30) for 
  the fourth, and so on).  This Heka is drawn 
  from the persona wielding the blade.  In no 
  case may the blade throw more than six 
  bolts in any given 24 hour period.  Each 
  bolt of lightning causes 6D6 points of 
  Electrical PD, emanates from the tip of the 
  blade, and reaches as far as a full rod.  The 
  bolt is a mere five feet wide, so it is unlikely 
  that more tha two people can be caught by 
  it.  
  The Flying Carpet: By means of a command 
  word, the pilot may establish a temporary 
  link with the carpet, which allows him to 
  concentrate on the carpet and direct its 
  movement.  While so directing, the pilot 
  may not engage in any other activity that 
  requires any amount of concentration (such 
  as weaving a Casting or combat), unless he 
  sets the carpet on a straight course and 
  makes no further adjustments. 
  
   
  Dweomercraeft, General (Grade III) 
  Morlaxa's Unbreakable Silence Cantrip 
  Time: 1 CT per STEEP 
   
   
   
  Other Heka Costs: 
  Area: sphere, 1 rod radius per 10 STEEP 
   
  R&D: Nil 
  Distance: 1 chain  
   
   
   
  Other: Nil 
  E/F/M: This Cantrip causes all sound 
  within the area to be completely 
  silenced, causing difficulties with 
  coordination of effort and 
  communication.  Castings can still be 
  focused (unless they have a 
  specific verbal component, such as naming 
  a True Name, or a Command must 
  be delivered to the subject) with no 
  additional penalty, but Perception 
  is stunted because of the lack of audial 
  clues. 
   
  Chapter Six: OP's 
   
  Crew members 
   
  Mental: 60 
  EL: 48 
  MM: 30 
   
  MMCap: 12 
   
  MMPow: 9 
   
  MMSpd: 9 
  MR: 30 
   
   
  MRCap: 12 
   
  MRPow: 9 
   
  MRSpd: 9 
  Physical: 90 
  WL: 67 CL: 81 RL: 9 
  PM: 45 
   
  PMCap: 17 
   
  PMPow: 14 
   
  PMSpd: 14 
  PN: 45 
   
  PNCap: 17 
   
  PNPow: 14 
   
  PNSpd: 14 
  Spiritual: 60 
  EL: 48 
  SM: 30 
   
  SMCap: 12 
   
  SMPow: 9 
   
  SMSpd: 9 
  SP: 30 
   
  SPCap: 12 
   
  SPPow: 9 
   
  SPSpd: 9 
   
  Initiative Modifiers: -6 with short sword 
   
  Attacks: 
  Attack 
   
   
  FAC 
  Attacks/CT 
  DT 
  Damage 
  Short Sword 
   
  27 
  3/2 
   
  P 
  3D6 
   
  Armor: 
  Area 
   
  Pierce 
  Cut 
  Blunt 
  Fire 
  Chem. 
  Stun 
  Elec. 
  Ultra 
   
  3 
  5 
  2 
  5 
  5 
  1 
  5 
  Super 
   
  3 
  5 
  2 
  5 
  5 
  1 
  5 
  Vital 
   
  3 
  5 
  2 
  5 
  5 
  1 
  5 
  Non 
   
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Average  
  2 
  3 
  1 
  3 
  3 
  0 
  3 
  Armor: Clothing, treat as Byrnie 
  Average Armor: 2 
   
  Commentary/Description: 
  
   
  The crew serves the Conquistador first, and Hispanola second.  While they are 
  privateers (or at least crew on a privateering vessel), they will look out for themselves first and 
  each other second.  They will likely flee from a serious-looking party that is well-armed and 
  armored, although they can be incensed if significantly affronted or if one of their number is 
  slain.  They are easily spooked by significant displays of magick. 
   
   
   
   
  Dakhlan Mercenaries 
   
  Mental: 60 
  EL: 48 
  MM: 30 
   
  MMCap: 12 
   
  MMPow: 9 
   
  MMSpd: 9 
  MR: 30 
   
   
  MRCap: 12 
   
  MRPow: 9 
   
  MRSpd: 9 
  Physical: 75 
  WL: 56 CL: 67 RL: 7 
  PM: 45 
   
  PMCap: 17 
   
  PMPow: 14 
   
  PMSpd: 14 
  PN: 30 
   
  PNCap: 12 
   
  PNPow: 9 
   
  PNSpd: 9 
  Spiritual: 60 
  EL: 48 
  SM: 30 
   
  SMCap: 12 
   
  SMPow: 9 
   
  SMSpd: 9 
  SP: 30 
   
  SPCap: 12 
   
  SPPow: 9 
   
  SPSpd: 9 
   
  Initiative Modifiers: -2 with long sword 
   
  Attacks: 
  Attack 
   
   
  FAC 
  Attacks/CT 
  DT 
  Damage 
  Long Sword 
   
  36 
  3/2 
   
  C/P 
  4D6 
   
  Armor: 
  Area 
   
  Pierce 
  Cut 
  Blunt 
  Fire 
  Chem. 
  Stun 
  Elec. 
  Ultra 
   
  13 
  25 
  9 
  11 
  9 
  11 
  -6 
  Super 
   
  12 
  37 
  24 
  11 
  11 
  13 
  -13 
  Vital 
   
  10 
  20 
  7 
  8 
  8 
  8 
  -3 
  Non 
   
  11 
  22 
  8 
  9 
  7 
  11 
  -6 
  Average  
  11 
  26 
  12 
  9 
  8 
  10 
  -7 
  Armor: Chain, Byrnie, Skull Cap (iron), Camail,  Boots 
  Average Armor: 9 
   
  Commentary/Description: 
   
  The Dakhlan Mercenaries report to Don Canbuva first and Morlaxa second.   They 
  will almost certainly not be encountered (since they bunk fore and Taknari is in the aft 
  compartments) until the very end.  They are dedicated to their commission and well aware that 
  there is nowhere for them to run on the boat, and that neither Morlaxa nor Don Canbuva will 
  be nice to them if they flee.  They will fight to the death if put into such a situation (although 
  
  they will surrender honorably if and only if they are definitively losing and are offered the 
  chance). 
   
   
   
  Don Canbuva (Privateer) 
  Vocation: Pirate 
  SEC: 7 
  Mental: 92 
  EL: 73 
  MM: 46 
   
  MMCap: 16 
   
  MMPow: 16 
   
  MMSpd: 14 
  MR: 46 
   
   
  MRCap: 16 
   
  MRPow: 16 
   
  MRSpd: 14 
  Physical: 106 
  WL: 79 CL: 95 RL: 10 
  PM: 45 
   
  PMCap: 19 
   
  PMPow: 17 
   
  PMSpd: 17 
  PN: 45 
   
  PNCap: 19 
   
  PNPow: 17 
   
  PNSpd: 17 
  Spiritual: 74 
  EL: 59 
  SM: 40 
   
  SMCap: 14 
   
  SMPow: 13 
   
  SMSpd: 13 
  SP: 34 
   
  SPCap: 12 
   
  SPPow: 12 
   
  SPSpd: 10 
   
  Attractiveness: 12 
  Joss: 5 
  Initiative Modifiers: -5 for Shocksword 
   
  Major K/S Areas: 
  Combat, Hand Weapons 51 
  Combat, HTH Lethal 51 
  Combat, Hand Weapons, Missile 51 
  Criminal Activities, Physical 41 
  Seamanship 51 
  Navigation 51 
  Swimming/Diving 41 
  Endurance 41 
   
  Attacks: 
  Attack 
   
   
  FAC 
  Attacks/CT 
  DT 
  Damage 
  Shocksword 
   
  57 
  2/CT 
   
  C/P 
  4D6+8* 
  * plus 1D6 points of Electrical damage 
   
  Armor Chart: 
  Area 
   
  Pierce 
  Cut 
  Blunt 
  Fire 
  Chem. 
  Stun 
  Elec. 
  Ultra 
   
  18 
  39 
  21 
  13 
  13 
  20 
  -13 
  Super 
   
  15 
  34 
  19 
  10 
  12 
  17 
  -10 
  Vital 
   
  10 
  20 
  7 
  8 
  8 
  8 
  -3 
  Non 
   
  14 
  28 
  14 
  11 
  11 
  13 
  -10 
  
  Average  
  14 
  30 
  14 
  10 
  11 
  14 
  -9 
  Average Armor: 12 
  Armor: Crested Helm, Brassarts, Chausses, Camail, Boots, Byrnie, 
  Chainmail (If he has time, or is used as a continuing villian, note that 
  he would normally weare more - this assumes a night-time attack and 
  minimal time to put on armor) 
   
  Heka-Generation Chart: 
  K/S Area  
   
  STEEP  
  Heka Generated  
  Notes 
  Fortune Telling 
   
   
  31 
   
  31 + 10 = 41 
  Endurance 
   
   
  41 
   
  41 + 17 = 58 
  Pantheology 
   
   
  33 
   
  33 + 0 = 33 
  Total 
   
   
   
   
   
  238 
   
   
  (including 
  P TRAIT) 
   
  Commentary/Description: 
   
  Don Canbuva is a domineering man, and he is the Captain of the 
  Conquistador (assigned to the vessel after the death of the previous Captain).  He is a good and 
  effective leader, both on land and at sea, and he is committed to Hispanola.  He is moderately 
  protective of Morlaxa, although he is well-aware that she can generally take care of herself.  He 
  is prone to drink, however, and he spends many evenings sleeping off the effects of a night of 
  rowdy partying. 
   
  Strategy: 
   
  Don Canbuva will likely not have much time to get into his armor, so he will throw 
  on the pieces mentioned above very quickly, grab his magickal sword and begin rallying the 
  crew.  In general, he will fight until it is obvious that he is losing, at which point he will flee 
  (and try to rally crew or mercenaries, as necessary).  If he has time, he will throw on some other 
  armor (some greaves, epillirons, breastplate, gauntlets, etc). 
  
   
  Morlaxa (Elemental Mage & Witchcraefter) 
  Vocation: Mage (Elemental School) 
  SEC: 5 
  Mental: 118 
  EL: 94 
  MM: 58 
   
  MMCap: 20 
   
  MMPow: 20 
   
  MMSpd: 18 
  MR: 46 
   
   
  MRCap: 20 
   
  MRPow: 20 
   
  MRSpd: 18 
  Physical: 76 
  WL: 57 CL: 68 RL: 7 
  PM: 38 
   
  PMCap: 14 
   
  PMPow: 12 
   
  PMSpd: 12 
  PN: 38 
   
  PNCap: 14 
   
  PNPow: 12 
   
  PNSpd: 12 
  Spiritual: 100 
  EL: 80 
  SM: 50 
   
  SMCap: 18 
   
  SMPow: 16 
   
  SMSpd: 16 
  SP: 50 
   
  SPCap: 18 
   
  SPPow: 16 
   
  SPSpd: 16 
   
  Attractiveness: 18 
  Joss: 9 
   
  Major K/S Areas: 
  Combat, Hand Weapons 31 
  Espionage 30 
  Subterranean Orientation 30 
   
  Heka-Generation Chart: 
  K/S Area  
   
  STEEP  
  Heka Generated  
  Notes 
  Dweomercraeft, General 
   
  61 
   
  61 + 118 = 179 
  Dweomercraeft, Elemental  
  61 
   
  61 + 58 = 668 
  Dweomercraeft, Black 
   
  51 
   
  51 + 20 = 71 
  Witchcraeft 
   
   
  51 
   
  51x5 + 50 = 305  
  Pact (x5) 
  Divination 
   
   
  41 
   
  41 + 18 = 59 
  Sorcery  
   
   
  21 
   
  21 + 16 = 37 
  Conjuration 
   
   
  41 
   
  41 + 16 = 57 
  Alchemy  
   
  34 
   
  34 + 50 = 84 
  Astrology 
   
   
  34 
   
  34 + 18 = 52 
  Exorcism  
   
  31 
   
  31 + 18 = 49 
  Heka-Forging 
   
   
  31 
   
  31 + 38 = 69 
  Magick  
   
   
  61 
   
  61 + 118 = 179 
  Metaphysics 
   
   
  34 
   
  34 + 18 = 52 
  Pantheology 
   
   
  30 
   
  30 + 0 = 30 
  Demonology 
   
   
  34 
   
  34 + 20 = 54 
  Gemsmith/Lapidary 
   
  31 
   
  31 + 12 = 43 
  Occultism 
   
   
  31 
   
  31 + 0 = 31 Total  
   
   
   
  Commentary/Description: 
  
   
  Morlaxa is a vile being, evil through to her very cold heart.  She has tormented and 
  teased Taknari, countering his Castings with her own.  She forged a Pact with an Atlantlan 
  Ancient Master, and she has been granted a multiplier of 5 as a result.  In addition, she is able 
  to summon certain Netherbeings, although her Pact is very strict over when she can 
  summon them. 
   
  Perhaps the darkest secret she possesses is that her mentor, a vile and evil witch from 
  the wilds of Falcondonia, is also an agent of the Accursed.  While Morlaxa is, as yet, unaware of 
  the full extent of that particular loosely-knit organization, she is vaguely aware that her 
  mentor's colleagues are planning something devastating for the continent of Vargaard, 
  beginning in Grandmark. 
   
  Note: It is probably easiest for the JM to give her just about every Casting for each 
  K/S Area, and take time prior to running the adventure to work through which are readied and 
  which she would likely use (based on the JM, the players, and the HP's).  A few suggestions are 
  below. 
   
  Strategy: 
   
  Morlaxa is fiendishly clever, but she also has a tendency to apply that cleverness to 
  new ways of torturing other people.  She will have cast an Armor, Physical and Armor, Heka on 
  herself immediately before any confrontation, with 100 points of each.  In addition, she has an 
  Armor, Mental and Armor, Spiritual awaiting their Triggers (Mental and Spiritual damage, 
  respectively), each also at 100 points.  Also, she has a Flight Cantrip Triggered, waiting for her 
  to twist her hands in a unique way, so that she can fly with effectively no notice. 
   
  She will flee if it appears that things are going against her, taking full advantage of her 
  Witch's Cape (see Mythus Magick for full details) and swimming away if necessary.  She will 
  gloat and counter her opponents (or match them Casting for Casting, if she can), letting her 
  minions do the primary work.  If in a situation where it is obvious that she is winning, she will 
  offer her opponents a chance to surrender, in which case she will imprison them to the best of 
  her considerable ability, 
   
  Morlaxa possesses a Ring of Hardiness, which grants her average armor of 10 against 
  all attacks, as well as a miniaturized Broom secreted on her person and her Cape.  She also has 
  two philtres of darkness (see Mythus Magick for effects). 
  
   
  Chapter Seven:  Monstrous Things 
   
  Spirit Warrior 
  Identifier: Spirit 
  Habitat:  
  Size: Human size 
  Modes & Rates of Movement: Human Standard 
  Initiative Modifiers: -14 with Spear 
  Invulnerabilities: Nil 
  Susceptibilities: Nil 
  Quirks: Nil 
  Attractiveness: Average 
  Average Armor Protection: 9 
  Heka-engendered: 100 (one-time) 
  Dodging/Avoidance:  
   
  Statistical Detail: 
  Mental: 60 
  EL: 48 
  MM: 30 
   
  MMCap: 12 
   
  MMPow: 12 
   
  MMSpd: 9 
  MR: 30  
   
  MRCap: 12 
   
  MRPow: 12 
   
  MRSpd: 9 
  Physical: 80 
  WL: 60 CL: 72 RL: 8 
  PM: 40 
   
  PMCap: 14 
   
  PMPow: 13 
   
  PMSpd: 13 
  PN: 40 
   
  PNCap: 14 
   
  PNPow: 13 
   
  PNSpd: 13 
  Spiritual: 60 
  EL: 48 
  SM: 30 
   
  SMCap: 12 
   
  SMPow: 9 
   
  SMSpd: 9 
  SP: 50 
   
  SPCap: 12 
   
  SPPow: 9 
   
  SPSpd: 9 
   
  Attacks: 
  Weapon 
   
   
  FAC 
  #AT 
  DT 
  Base 
  Spear 
   
   
   
  51 
  3/2 
  P 
  4D6+2 
   
  Armor: 
  Area 
   
  Pierce 
  Cut 
  Blunt 
  Fire 
  Chem. 
  Stun 
  Elec. 
  Ultra 
   
  10 
  15 
  15 
  15 
  15 
  20 
  -10 
  Super 
   
  12 
  18 
  17 
  17 
  17 
  21 
  -7 
  Vital 
   
  16 
  25 
  23 
  18 
  18 
  23 
  -13 
  Non 
   
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Average 
   
  9 
  14 
  13 
  12 
  12 
  16 
  -7 
   
  Commentary/Description: 
   
  This is a spirit summoned by Morlaxa to guard the chest of Taknari's 
  possessions.  It was once a proud Atlantlan warrior, and it still 
  possesses some of the skills that made it such a fine warrior.  It is 
  similar to the Medium's Spirit Warrior, brought by the Spirit Warrior 
  Cantrip, although there are some minor modifications since it was a gift 
  from Morlaxa's Master. 
  
   
  Air Elemental 
  Identifier: Elemental, Major 
  Habitat: Elemental Plane of Air 
  Size:  
  Modes & Rates of Movement: 
      Fly 
  Initiative Modifiers: -10 
  Invulnerabilities: 
      Non-magickal weapons 
      Electricity 
  Susceptibilities: 
      AErth 
  Quirks: Nil 
  Attractiveness: 
  Average Armor Protection: 
  Heka-Engendered: 
  Dodging/Avoidance: 
   
  Statistical Detail: 
  Mental: 60 
  EL: 48 
  MM: 30 
   
  MMCap: 12 
   
  MMPow: 12 
   
  MMSpd: 9 
  MR: 30  
   
  MRCap: 12 
   
  MRPow: 12 
   
  MRSpd: 9 
  Physical: 250 
  WL:  CL: 225 RL: 25 
  PM: 125 
   
  PMCap: 45 
   
  PMPow: 40 
   
  PMSpd: 40 
  PN: 45 
   
  PNCap: 45 
   
  PNPow: 40 
   
  PNSpd: 40 
  Spiritual: 60 
  EL: 48 
  SM: 30 
   
  SMCap: 12 
   
  SMPow: 9 
   
  SMSpd: 9 
  SP: 50 
   
  SPCap: 12 
   
  SPPow: 9 
   
  SPSpd: 9 
   
  Natural Weapons: 
  Weapon 
   
  BAC 
  #AT 
  DT 
  Damage 
  Natural Forces 
  50 
  2/CT 
  * 
  5D6 
  * wind (Cut) or lightning (Electric) 
   
  Armor: 
  Area 
   
  Pierce 
  Cut 
  Blunt 
  Fire 
  Chem. 
  Stun 
  Elec. 
  Ultra 
   
  40 
  40 
  40 
  0 
  0 
  40 
  * 
  Super 
   
  30 
  30 
  30 
  0 
  0 
  30 
  * 
  Vital 
   
  20 
  20 
  20 
  0 
  0 
  20 
  * 
  Non 
   
  10 
  10 
  10 
  0 
  0 
  10 
  * 
  Average 
   
  25 
  25 
  25 
  0 
  0 
  25 
  * 
  * Invulnerable 
   
  Commentary/Description: 
   
  The Air Elemental is serving Morlaxa, and it will attack as commanded by her. 
  
   
  Atlantlan Sky Serpent 
  Identifier: Serpent, Minor 
  Habitat: Nether Planes-Pandemonium 
  Size: 12 x man-size 
  Modes & Rates of Movement: 
      Slither: 68 yds/BT 
      Walk: 136 yds/BT 
      Run: 272 yds/BT 
      Fly: 336 yds/BT 
  Initiative Modifiers: Normal, but see Powers 
  Invulnerabilities: 
      All non-enchanted weapons (except gold) 
      Chemicals 
      Disease 
      Electricity 
      Fire 
      Poison 
  Susceptibilities: 
      Insinuation: Silver (x2) 
      Exposure: Direct sunlight or equivalent (D6+1 PD/CTs Daze after 2 BTs) 
  Quirks: Nil 
  Attractiveness: -9 = Blasphemous 
      (check vs. SM CATEGORY at: Dazing = "Hard"; Fleeing = "Difficult"; 
      Insanity = "Hard") 
  Average Armor Protection: Nil 
  Heka-Engendered: 6 
  Dodging/Avoidance: Nil, 20/15/10 
   
  Natural Weapons: 
  Attacks 
   
   
  BAC 
  DT 
   
  Base 
  Poison Breath* 
   
  35 
  Poison 
   
  66** 
  Bite 
   
   
  40 
  P 
   
  9D3+9 
  Constriction 
   
  30 
  B 
   
  3D3+3*** 
  * 2-yard range, 1 target 
  ** One-time instant 
  *** Constriction will, in addition to inflicting damage, seize its 
  victim on the initial strike and continue to damage him automatically 
  each CT after that until the victim dies, the attacker takes over its CL 
  in Physical damage, or the attacker decides to release the subject.  The 
  subsequent damage is Impact. 
   
  Powers: 
      Darkseeing (as daylight) 
      Heal Self (3D3 points of PD each Battle Turn) 
      Shape Change (to human/Serpent form 2/day) 
      Silent Movement (Slithering) 
      Wound, Mental/Spiritual (by Gaze, 1-chain range, if not otherwise 
      using another attack form, damage 6D3, 6 total of both/day) 
   
  Casting Ability: 
  Priestcraeft, Gloomy Darkness, Grades I - VI, 680 Heka available 
   
  
  Statistical Detail: 
  Mental: 120 
  EL: 96 
  MM: 60 
   
  MMCap: 20 
   
  MMPow: 20 
   
  MMSpd: 20 
  MR: 60  
   
  MRCap: 20 
   
  MRPow: 20 
   
  MRSpd: 20 
  Physical: 680 
  WL: 510 CL: 120 RL: 68 
  PM: 340 
   
  PMCap: 120 
   
  PMPow: 40 
   
  PMSpd: 180 
  PN: 340 
   
  PNCap: 120 
   
  PNPow: 40 
   
  PNSpd: 180 
  Spiritual: 120 
  EL: 96 
  SM: 60 
   
  SMCap: 20 
   
  SMPow: 20 
   
  SMSpd: 20 
  SP: 60 
   
  SPCap: 20 
   
  SPPow: 20 
   
  SPSpd: 20
   
  Armor Scheme: 
  Area 
   
  Pierce 
  Cut 
  Blunt 
  Fire 
  Chem. 
  Stun 
  Elec. 
  Ultra 
   
  16 
  24 
  32 
  * 
  * 
  32 
  12 
  Super 
   
  12 
  18 
  24 
  * 
  * 
  24 
  9 
  Vital 
   
  8 
  12 
  16 
  * 
  * 
  16 
  6 
  Non 
   
  4 
  6 
  8 
  * 
  * 
  20 
  * 
  Average 
   
  10 
  15 
  20 
  * 
  * 
  20 
  * 
  * Invulnerable 
   
  Commentary/Description: 
   
  A Serpent of this sort, a Minor one, is a very nasty thing indeed, and its opponents should be happy 
  they aren't facing a more potent one!  The Serpent's head resembles a cross between a snake's and a crocodile's, 
  with long front fangs as has a snake, and rows of lesser teeth besides.  The creature has an Ophidian body some 50 
  feet long, about 2 feet in diameter at its thickest part.  Set along the middle third of the body, the thickest portion, 
  are 6 pairs of legs of the sort which enable the Serpent to move at either a sprawling or erect gait, or slither 
  noiselessly along ways no bigger than 2.2 foot diameter.  It also has the ability to fly magickally. 
   
  Its intelligence allows it to use a Gaze attack to weaken foes not driven from its presence by the very 
  sight of the Serpent.  It will then move to attack at close quarters, attempting to constrict one opponent while it 
  assails another with breath and fang. 
   
  Sky Serpents of this sort are minor servants of the Atlantlan Ancient Masters, and they are never 
  encountered without some sort of Atlantlan  
  deital interference. 
  
   
  Chapter Eight: Maps 
   
  Conquistador 
   
   
   
   
  Chapter Nine: Certs 
  
   
   
  Omen of the Black Dragon 
   
  The Shocksword 
   
  This long sword appears ordinary, except 
  for the beautiful sapphire in its hilt and the 
  slight blue tint to the blade. In battle, it 
  causes damage as per a normal long sword, 
  plus 1D6 points of Electrical damage 
  (which can quickly prove telling against a 
  heavily-armored opponent).  In addition, 
  the shocksword is able to throw up to six 
  bolts of lightning per day.  The first 
  lightning bolt is at no cost, but each 
  additional lightning bolt costs 10 Heka per 
  bolt for each additional bolt thrown (i.e. 10 
  for the second bolt, 30 (10+20) for the 
  third, 60 (10+20+30) for the fourth, and so 
  on).  This Heka is drawn from the persona 
  wielding the blade.  In no case may the 
  blade throw more than six bolts in any 
  given 24 hour period.  Each bolt of 
  lightning causes 6D6 points of Electrical 
  PD, emanates from the tip of the blade, and 
  reaches as far as a full rod.  The bolt is a 
  mere five feet wide, so it is unlikely that 
  more tha two people can be caught by it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Omen of the Black Dragon 
   
  “Markthegn’s” Flying Carpet 
   
   By means of a command word, the pilot 
  may establish a temporary link with the 
  carpet, which allows him to concentrate on 
  the carpet and direct its movement.  While 
  so directing, the pilot may not engage in 
  any other activity that requires any amount 
  of concentration (such as weaving a Casting 
  or combat), unless he sets the carpet on a 
  straight course and makes no further 
  adjustments. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Omen of the Black Dragon 
   
  Morlaxa's Unbreakable Silence 
  Cantrip 
   
  Dweomercraeft, General (Grade III) 
  Time: 1 CT per STEEP 
   
   
   
  Other Heka Costs: 
  Area: sphere, 1 rod radius per 10 STEEP 
   
  R&D: Nil 
  Distance: 1 chain  
   
   
   
  Other: Nil 
  E/F/M: This Cantrip causes all sound 
  within the area to be completely 
  silenced, causing difficulties with 
  coordination of effort and communication.  
  Castings can still be focused (unless they 
  have a specific verbal component, such as 
  naming a True Name, or a Command must 
  be delivered to the subject) with no 
  additional penalty, but Perception is 
  stunted because of the lack of audial clues. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Mythus/Mythus - Omen Of The Black Dragon [Mike Phillips].pdf