TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0325
  Version 1.0 – January 2012
  ®
  Written by MATT RIGGSBY
  Edited by JASON “PK” LEVINE
  Illustrated by GUY BURWELL, PAUL DALY,
  JOYCE MAUREIRA, MATT RIGGSBY, and DAN SMITH
  TM
  TM
  
  Playtesters: Peter Dell’Orto, Antoni Ten Monrós, Christopher R. Rice, and Emily Smirle
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  INTRODUCTION . . . . . . . . . 3
  Recommended Books . . . . . . . . . . 3
  Key Elements . . . . . . . . . . . . . . . . . 3
  Protagonists . . . . . . . . . . . . . . . . . . 3
  About GURPS. . . . . . . . . . . . . . . . . 3
  Hooks . . . . . . . . . . . . . . . . . . . . . . . 4
  Custom Fit . . . . . . . . . . . . . . . . . . . 4
  Psycho Killer . . . . . . . . . . . . . . . . . . 4
  Weird Abilities . . . . . . . . . . . . . . . . 5
  Spin-Offs . . . . . . . . . . . . . . . . . . . . . 5
  About the Author . . . . . . . . . . . . . . 5
  1. TOWN . . . . . . . . . . . . . 6
  Wadi al-Sheik . . . . . . . . . . . . . . . . . 6
  EVENTS IN TOWN . . . . . . . . . . . . . 6
  Meeting Survivors . . . . . . . . . . . . . 6
  Hooks for Meeting Survivors . . . . . 7
  Meeting the Sages . . . . . . . . . . . . . 7
  Hooks for Meeting the Sages . . . . . 8
  2. THE WILDERNESS . . . . 9
  Travel Time. . . . . . . . . . . . . . . . . . . . 9
  The Devouring Lands. . . . . . . . . . . 9
  EVENTS IN THE WILDERNESS . . . . 9
  Wandering Monsters . . . . . . . . . . 10
  N. . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Hooks for Wandering Monsters . . 11
  Wandering Adventurers. . . . . . . . 11
  Hooks for
  Wandering Adventurers . . . . . . 12
  Hostile Terrain . . . . . . . . . . . . . . . 12
  Hooks for Hostile Terrain . . . . . . . 13
  Wilderness Maps . . . . . . . . . . . . . . 13
  MAPS OF THE WILDERNESS . . . . . . . . 14
  3. THE SACRED
  GROTTO . . . . . . . . . . 21
  Grotto of the Wind Spirit . . . . . . 21
  EVENTS AT
  THE SACRED GROTTO . . . . . . 21
  Confrontation . . . . . . . . . . . . . . . . 21
  Hooks for Confrontation. . . . . . . . 22
  Questioning the Wind Spirit . . . . 22
  Hooks for Questioning
  the Wind Spirit. . . . . . . . . . . . . 22
  MAP OF THE SACRED GROTTO . . . . . . 23
  4. THE HIDDEN
  FORTRESS . . . . . . . . . 24
  Travel Time Redux. . . . . . . . . . . . . 24
  Cave of the Goblin’s Head . . . . . . 24
  MAP OF THE HIDDEN
  FORTRESS . . . . . . . . . . . . . . . . . . 27
  EVENTS AT THE
  HIDDEN FORTRESS . . . . . . . . 28
  Dungeon Delving . . . . . . . . . . . . . 28
  Hooks for Dungeon Delving . . . . . 28
  The Aftermath. . . . . . . . . . . . . . . . 29
  Hooks for the Aftermath . . . . . . . . 29
  What Does the Mirror
  Do, Exactly?. . . . . . . . . . . . . . . 29
  5. CONFLICTS. . . . . . . . . 30
  CLEVER RIVALS . . . . . . . . . . . . . . 30
  Cause and Motivation . . . . . . . . . 30
  Resources . . . . . . . . . . . . . . . . . . . 30
  The Protagonists. . . . . . . . . . . . . . 30
  Events . . . . . . . . . . . . . . . . . . . . . . 30
  Holes . . . . . . . . . . . . . . . . . . . . . . . 31
  Clever Rival Interactions. . . . . . . . 31
  Custom Fit . . . . . . . . . . . . . . . . . . 31
  TOUGH RIVAL . . . . . . . . . . . . . . . 31
  Tough Rival Interactions . . . . . . . 31
  Cause and Motivation . . . . . . . . . 31
  Resources . . . . . . . . . . . . . . . . . . . 31
  The Protagonists. . . . . . . . . . . . . . 31
  Events . . . . . . . . . . . . . . . . . . . . . . 31
  Holes . . . . . . . . . . . . . . . . . . . . . . . 31
  Custom Fit . . . . . . . . . . . . . . . . . . 31
  THE HORDE. . . . . . . . . . . . . . . . . 32
  Horde Interactions . . . . . . . . . . . . 32
  Cause and Motivation . . . . . . . . . 32
  Resources . . . . . . . . . . . . . . . . . . . 32
  The Protagonists. . . . . . . . . . . . . . 32
  Events . . . . . . . . . . . . . . . . . . . . . . 32
  Holes . . . . . . . . . . . . . . . . . . . . . . . 32
  Custom Fit . . . . . . . . . . . . . . . . . . 32
  6. NPCS . . . . . . . . . . . . 33
  RIVALS. . . . . . . . . . . . . . . . . . . . . 33
  The Aristocrat. . . . . . . . . . . . . . . . 33
  The Dark Artist. . . . . . . . . . . . . . . 34
  The Exceptional Thief . . . . . . . . . 34
  The High Priestess . . . . . . . . . . . . 35
  The Holy Warrior . . . . . . . . . . . . . 36
  The Lizard King . . . . . . . . . . . . . . 37
  The Mage . . . . . . . . . . . . . . . . . . . 37
  The Master of the Elements . . . . 38
  The Master of
  the Empty Hand . . . . . . . . . . . 39
  The Mechanic . . . . . . . . . . . . . . . . 39
  The Noble Knight. . . . . . . . . . . . . 40
  The Outdoorsman . . . . . . . . . . . . 41
  HENCHTHINGS. . . . . . . . . . . . . . . 41
  Dangerous Henchthings . . . . . . . . 42
  Warriors . . . . . . . . . . . . . . . . . . . . 42
  Spellcasters . . . . . . . . . . . . . . . . . . 43
  Thieves. . . . . . . . . . . . . . . . . . . . . . 44
  MONSTERS . . . . . . . . . . . . . . . . . 45
  Treasure. . . . . . . . . . . . . . . . . . . . . 49
  INDEX . . . . . . . . . . . . . . 50
  CONTENTS
  2
  CONTENTS
  In dungeon fantasy in general,
  and this adventure in particular,
  killing everything that moves
  isn’t such a problem.
  
  A would-be Dark Lord, backed up by demon-granted pow-
  ers, has gathered an army of monsters. His demonic connec-
  tions, however, are vulnerable. The PCs get a line on a way to
  break his power by destroying a magical mirror, and grab
  some of the loot he’s collected in the bargain. The quest to do
  so will require them to spend almost the entire adventure
  away from town, so they must carefully manage their
  resources. But the real complication is that plenty of other
  adventurers have gotten the same message. Now the PCs
  must outfight, outrun, and outwit roving bands of monsters
  and these rivals, as they try to stop the Dark Lord’s plans
  before it’s too late!
  RECOMMENDED BOOKS
  This adventure requires both GURPS Dungeon Fantasy 1:
  Adventurers and GURPS Dungeon Fantasy 2: Dungeons. In
  addition, GURPS Dungeon Fantasy 3: The Next Level and
  GURPS Dungeon Fantasy 8: Treasure Tables are strongly rec-
  ommended, though the GM can improvise around the parts of
  this adventure which refer to these books. Minor aspects of
  this adventure, all of which can be passed over if necessary,
  make use of GURPS Dungeon Fantasy 4: Sages, GURPS
  Dungeon Fantasy 9: Summoners, GURPS Dungeon Fantasy
  10: Taverns, and GURPS Dungeon Fantasy 13: Loadouts.
  KEY ELEMENTS
  This adventure is a straightforward enterprise of connecting
  the dots, with lots of fighting in between. The PCs, while visiting
  a town (p. 6), discover that the area is threatened by an
  approaching horde (p. 32). However, they learn that the horde
  has a weakness; they may travel through a wilderness (p. 9) to a
  sacred grotto (p. 21) for more detailed information. They end up
  invading a hidden fortress (p. 24) to take advantage of that infor-
  mation. Along the way, they must face clever rivals (pp. 30-31
  and tough rivals (p. 31) pursuing the same goal.
  PROTAGONISTS
  Like many a dungeon fantasy adventure, this adventure
  contains challenges which can be dealt with by stealth, clever-
  ness, or brute force – but mostly brute force. Although there
  are guidelines for scaling the opposition within certain
  bounds, this adventure is intended for four or more adventur-
  ers built on 250-300 points using standard Dungeon Fantasy
  templates, using only the gear and enchantments available to
  starting characters.
  As in previous books, any skill, spell, or trait which will be
  particularly useful in overcoming an obstacle or obtaining a
  goal is rendered in boldface.
  INTRODUCTION
  INTRODUCTION
  3
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  Mirror of the Fire Demon can be found by going to
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  book’s web page and look for the “Bibliography” link.
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  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that begin
  with B refer to that book, not this one.
  About GURPS
  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  Assistant GURPS Line Editor T –––
  JASON “PK” LEVINE
  Art Director T SAMUEL MITSCHKE
  Production Artist & Indexer T NIKOLA VRTIS
  Prepress Checker T MONICA STEPHENS
  Page Design T PHIL REED and
  JUSTIN DE WITT
  e23 Manager T STEVEN MARSH
  Marketing Director T MONICA VALENTINELLI
  Director of Sales T ROSS JEPSON
  GURPS FAQ Maintainer T –––––––
  VICKY “MOLOKH” KOLENKO
  
  HOOKS
  Most adventurers will happily participate in this adventure
  for the prospect of loot. If that’s not enough, they’re sitting on
  the edge of a region which is about to be overwhelmed by a
  horde of monsters . . . so they might want to do something
  about that. Some heroes may have more personal reasons to
  take action (e.g., a destiny to defeat orcs, or a religious duty to
  fight demons). If they’re more inclined to run away than face a
  threat with the potential of a big payday at the end, maybe they
  shouldn’t be playing dungeon fantasy!
  CUSTOM FIT
  As presented, this adventure may not be ideal for all groups
  of adventurers. For example, a blazing desert setting is a poor
  choice for heroes based out of a fantasy version of the Siberian
  tundra. However, it can easily be modified to fit a different geo-
  graphical or social milieu.
  Overhauling Scenery
  Geographically, this adventure requires a town and a
  threatening wilderness inhabited by bands of tough but unso-
  phisticated monsters. As such, it can be transplanted to a
  number of different locations. Instead of an orc-infested
  desert, it can take place near a goblin-infested jungle, a
  lizard-man-infested swamp, or a wildman-infested tundra.
  The overall adventure can be run as-is, but different environ-
  ments mean different tactical and logistical considerations.
  For example, forest, jungle, and overgrown swamp may cut
  visibility to as little as a few dozen yards; swamp and arctic
  conditions mean poor footing; and cold climates introduce
  the risk of frostbite and may tempt travelers to light fires (giv-
  ing away their location to anyone or anything nearby).
  Using Conflicts With Your Own NPCs
  The conflicts in this adventure are impersonal. The orcish
  horde and the rival adventurers don’t care who the PCs are or
  what their motivations are. They see the heroes as mere obsta-
  cles to be overcome, and will come into conflict with the them
  simply because they’re in the wrong place at the wrong time.
  But that doesn’t mean you can’t make it more personal. Any
  long-term, powerful divine or demonic enemy can fill the role
  occupied by the fire demon. Clerics and holy warriors may find
  an ideological dimension to fighting the monster horde
  (notably because there’s a demon behind it). Demonologists
  and evil clerics, who might seem like potential recruits for the
  horde, may have more subtle reasons to fight against it: “You
  see, my infernal master hates their infernal master.” The same
  may be true of goblin-kin adventurers, who might
  discover that the horde is full of rival tribes. The
  wind spirit may be a manifestation of a divine
  Patron. If the PCs have more mundane enemies,
  they may be behind rival adventurer groups (or
  may be rival adventurers), while more mundane
  Patrons can send the PCs into harm’s way.
  This can also be a place to use recurring NPCs
  or to launch new ones. A rival appearing in this
  adventure may be (or easily become) an enemy,
  and a defeated rival may have vengeful relatives.
  Major Changes
  This adventure assumes that the heroes are
  first-rate adventurers, equal to or better than any
  opponent they’re likely to encounter. But what if
  they aren’t? One possibility is that they’ll be com-
  pletely outclassed by their opposition. Roving bands of orcs
  number in scores or hundreds, while rival adventurers are both
  more numerous and more powerful. In that context, although
  they won’t be looking for many stand-up fights, PC heroes can
  embrace the chaos and profit from being careful scavengers.
  They can follow after more powerful bands of adventurers,
  attract the attention of orcish armies, let them slaughter one
  another, and move in afterward to pick up the pieces. Rather
  than an exercise in speed and power, the adventure becomes
  one of stealth and possible negotiation; clever scavengers may
  pick a stronger adventuring party and offer to share intelli-
  gence for a share of the treasure.
  INTRODUCTION
  4
  There are multitudes whose life is nothing but a continuous
  lottery; who are always within a few months of plenty and
  happiness, and how often soever they are mocked with blanks,
  expect a prize from the next adventure.
  – Samuel Johnson
  Psycho Killer
  Complex plots, or even simple plots in most genres, will be thrown
  wildly off track if impatient protagonists start killing everything in
  sight. In dungeon fantasy in general, and this adventure in particular,
  that’s not such a problem. People in town are a vital source of infor-
  mation, notably about the secret of the demon mirror and how to find
  it. Attacking them is a bad idea, but a recoverable error if the delvers
  can isolate and interrogate other adventurers once they’ve been
  booted out into the wilderness. Beyond that, whether or not to attack
  any given group of monsters or rival adventurers is essentially a tac-
  tical decision.
  
  And, of course, the adventure can be flipped on its head.
  Instead of footloose adventurers tracking down a hidden treas-
  ure protected by a horde of monsters, the PCs can be a horde
  of monsters protecting a hidden treasure from footloose
  adventurers. For them, the adventure consists of the jobs per-
  formed by most of the conflicts described later on. They’ll fight
  off multiple bands of adventurers, block access to the wind
  spirit in the secret grotto, and eventually make a final
  stand defending the hidden fortress.
  Stuff You Can Use
  About half of this adventure is intended for recy-
  cling. The titled NPC rivals (pp. 33-41) are 250- to
  300-point characters, built with Dungeon Fantasy
  occupational and racial templates. They may be used
  as opposition, contacts, or simply ready-to-use PCs.
  The Henchthings (pp. 41-45) and Monsters (pp. 45-
  49) sections are essentially a small bestiary, mostly
  focused on more-or-less humanoid characters which
  can be used as Allies or combatants. The orcs in par-
  ticular are good fodder. Finally, the maps, particu-
  larly the hexagonal battle maps (pp. 14-20) can be
  reused in other adventures as appropriate.
  WEIRD ABILITIES
  All of the abilities allowed in Dungeon Fantasy are
  fair game. However, not all GMs work purely by the
  book, so some types of abilities deserve special attention.
  Exceptional Firepower: Some heroes are capable of doing
  several dice of damage via melee attacks, massive bolts of mys-
  tical power, rains of fire, automatic weapons, and so on. Any
  sustainable attack doing 5d or more per turn (as opposed to a
  single fire-then-pass-out Missile spell which takes all of a wiz-
  ard’s FP, or multiple attacks per turn that do less damage indi-
  vidually) is going to do terrible damage to any of the opponents
  used here. Even lesser attacks will mow through many of the
  weaker opponents. If the PCs have such abilities, the number
  of opposing monsters and NPCs in any encounter may need to
  be doubled or even tripled. Moreover, keep close track of
  encumbrance and ammunition or power supplies. If they’re
  heavily loaded with weapons and support gear, faster rival
  adventurers can beat them to the punch – and if the heroes are
  in the middle of the desert, they can’t restock when they get low
  on supplies.
  Exceptional Transportation: High-speed flight, teleportation,
  extradimensional warps, and so on allow characters to skip
  over a lot of obstacles. However, the PCs still need to know
  where they’re going and keep their feet on the ground when
  they get there. Travel may be less complicated, skipping over
  potential opponents (though watch out for flying enemies and
  missiles), but the core of the adventure will still be there. And
  if the PCs are using obvious transportation devices (e.g., flying
  carpets and the like), those are legitimate targets for attack or
  theft by rivals.
  Exceptional Information: Mind reading and divination can
  do a lot to short-circuit any adventure which requires puzzle-
  solving. However, there aren’t a lot of puzzles to solve here,
  hardly anyone has any truly secret information, and there’s still
  a lot of ground to cover and things to fight in order to take
  advantage of any special information the adventurers may
  acquire. Rival adventurers aren’t likely to know anything the
  PCs don’t already, and the location of the demon mirror is a
  secret even to most of the monsters. Mind-reading can be a
  useful tool to catch up if the PCs are slow to get to the grotto,
  but they’ll have to get sufficiently close to rival adventurers to
  use such abilities.
  SPIN-OFFS
  The goings-on around the mirror can be just the start of a
  longer series of adventure, or they may have an impact on an
  ongoing plot. For example:
  • Rival adventurers might become recurring Enemies,
  potential Allies, or just interesting (if sometimes difficult)
  Contacts.
  • Once the horde breaks up, it will still be a problem! For
  the next few weeks or even months, the area will be swarming
  with disorganized-but-dangerous monsters. Adventurers might
  try to make a living by selling their services defending nearby
  villages. Will they find themselves in a bidding war with their
  formal rivals? Or coordinating strategy with them as their
  rivals become the mercenaries next door?
  • What else can the PCs learn at the sacred grotto? The
  amount of information they can gain there is limited, but they
  may want to try to resolve other nagging questions.
  • Where did that magic mirror come from to start with,
  anyway? Are there more to destroy? Where can I get one?
  ABOUT THE AUTHOR
  Matt Riggsby has been playing RPGs since the only game in
  town came in three poorly typeset tan booklets in a white box,
  using cheap dice which slowly converted themselves from
  icosahedrons to spheres. Having been educated in the lore of
  lost civilizations, he still kills things and takes their stuff while
  working a day job for artificers of engines of great healing. The
  marching order for the rest of his party includes a sorceress, a
  third-level rogue, and a pack of dogs.
  INTRODUCTION
  5
  
  TOWN
  6
  The adventure begins, as most adventures do, in town.
  Adventurers can go shopping, get into bar fights, and do every-
  thing else they could do in any generic town (see Dungeons and
  Taverns for ideas), but the most important thing that will hap-
  pen is getting enough information to get going on the adventure.
  The town is a reasonably well-supplied but not particularly
  large population center on the edge of the desert. It serves both
  local farmers and caravaning merchants on their way to far-off
  destinations. It’s also close enough to
  a treasure-and-monster-filled wilder-
  ness that many adventurers pass
  through. Because the town is very
  used to travelers, PCs can stock up on
  gear easily. Standard adventuring
  items are readily available, and
  power items for spellcasters may be
  charged for regular prices at a local
  temple. However, since time is of the
  essence, special-ordered gear, includ-
  ing enchanted gear, is not available
  for purchase.
  WADI AL-SHEIK
  Wadi al-Sheik sits atop a rise at a
  bend in a small river, which provides
  just enough water for agriculture.
  The town’s stone walls are coated
  with a thin layer of khaki dust which
  blows in from the sandy expanses on
  the far side of the river. The 10’ wall
  and the hilltop position provide good
  protection against bandit raids but
  would do little against a concerted
  military assault.
  The wall describes a rough circle about 150 yards across.
  The buildings within are densely packed; most are one- or
  two-story mud-brick buildings with few windows, facing
  courtyards that are either internal or shared with other
  homes. Most of the streets are narrow, crooked alleys, but a
  the town’s two gates are linked by a wide, straight, cobble-
  paved avenue. This road goes through the center of town,
  with a large market square and a temple to Yil (a benevolent
  if slightly obscure god of the
  harvest) at its mid-point. The
  buildings along this street host
  the town’s richest businesses
  and most of its inns; they may
  reach three stories and are
  more open to the outside than
  a typical town building.
  The town is a local commer-
  cial center and a minor stop
  along the way for merchant
  caravans. Half of the town’s
  population of 1,500 farm the
  nearby fields, but the rest are
  mostly involved in supporting
  travelers: innkeepers, doctors,
  veterinarians, tailors, leather-
  workers, blacksmiths, and so
  on. Because most of the locals
  depend on outsiders for a liv-
  ing, they actively seek out busi-
  ness. The children and more
  persuasive adult relatives of
  tradesmen frequent the more
  public areas, calling out their
  relations’ trades and urging vis-
  itors to inspect their wares.
  CHAPTER ONE
  TOWN
  There are two important events which take place in town:
  • Running into survivors of the advancing monster horde,
  who will provide adventurers with a clear alarm.
  • Overhearing a local gathering of wise people, who will
  give them a good idea of how the horde can be stopped.
  MEETING SURVIVORS
  Adventurers who are even slightly observant will notice a
  surprising number of disheveled travelers in and around Wadi
  al-Sheik. Many are simple nomads and small merchants,
  used to following inhospitable but direct routes between
  towns, cutting through the desert to buy and sell their wares.
  Some, though, are clearly warriors and other adventurers.
  Many are ragged and injured, and all are talking about an
  irresistible tide of monsters coming from the deep desert.
  Most survivors are eager to get out of town by the still-
  secure southerly routes, but they can be convinced to pause in
  their preparations and share useful details with a Good reac-
  tion or a successful roll against Carousing or Diplomacy.
  EVENTS IN TOWN
  
  TOWN
  7
  According to the survivors, the activity of monstrous races in
  the nearby desert has skyrocketed over recent weeks. Roving
  bands, who typically confine themselves to the deep desert
  where outsiders never travel, are coming together into a vast
  horde. The horde is gathering in an area about 10 days’ travel
  to the northwest and appears aimed at the nearby city of
  Qasrapur, a few days to the west. Wadi al-Sheik is a secondary
  target at best, but will be unable to resist once the horde gets
  around to it. The horde, already large enough to overrun any
  number of cities and towns adjacent to the desert, could easily
  grow large enough to overwhelm a large part of the continent.
  Denouement for Meeting Survivors
  Meeting the survivors is less an event than a series of events,
  which can overlap with Meeting the Sages, below. The point,
  though, is to engage the PCs in current events and get them
  involved in the search for the mirror. In particular, it should
  get them looking for more and better information, leading
  them to the sages.
  Holes in Meeting Survivors
  All the protagonists need to get here is a general sense
  of alarm and a pointer to the sages. If they’re slow to take
  the hint, feel free to force it on them. Someone can
  approach a wise-looking member of the party (e.g., a spell-
  caster or sage PC) and ask him to participate in the coun-
  cil of sages. If the heroes leave town before they find out
  about the council, they can encounter a wandering sage
  heading into Wadi al-Sheik who can fill them in and even
  give them some teaser information.
  MEETING THE SAGES
  In the tavern, you meet an old man . . . actually, several
  old men.
  The gathering horde is the primary topic of conversation
  in Wadi al-Sheik; one can’t help but hear about it from every
  shopkeeper and mendicant. Finding people who really
  know what they’re talking about is a bit more difficult . . .
  but just a bit. Any character asking around for information
  will find on a successful roll against any suitable social skill
  (e.g., Carousing, Streetwise, or Savoir-Faire) that a council
  of the knowledgeable and experienced, including a cross-sec-
  tion of caravan leaders, visiting desert chieftains, and wander-
  ing sages, is being assembled to discuss the matter. Even now,
  small groups of them are meeting informally in the market
  square and in taverns around town, and they don’t particularly
  mind if anyone listens in.
  For the best-informed discussions, though, various individ-
  ual sages and groups of experienced and knowledgeable people
  are gathering around the person of Hafaz ibn al-Haq, a retired
  merchant, elderly judge, and part-time religious functionary
  who is as close as the town comes to a chief administrator. He
  is assisted by Hsian Fa, a merchant who passes frequently
  through the town and knows the area well, and Shalm al-Baz,
  a gentle scholar with a fragile constitution but encyclopedic
  knowledge. Their discussion is taking place at a local inn.
  I am the sword in the darkness, I am the watcher
  on the walls, I am the fire that burns against the cold,
  the light that brings the dawn, the horn that wakes
  the sleepers. I am the shield that guards the realms
  of men.
  – George R.R. Martin, Storm of Swords
  Hooks for
  Meeting Survivors
  Ideally, the PCs should be in Wadi al-Sheik looking for
  something to do. Perhaps they’ve just finished a stint as car-
  avan guards, left their monastery to see the world, com-
  pleted their apprenticeship, or been run out of the last town
  by the city guard and are looking for their next job. This
  puts them in a position to keep an eye out for opportunities.
  Clerics and others with appropriate disadvantages may feel
  compelled to help the poor unfortunates coming out of the
  desert, which puts them in a particularly good position to
  get information.
  If they’re slow off the mark, it’s also easy to surround the
  PCs with key information to the point where they can’t
  ignore it. Want a job as a caravan guard? Nobody’s travel-
  ing through the desert because of the monsters. Want a
  room at an inn? Booked up with refugees. Want to pick a
  merchant’s pocket? The intended target turns out to be a
  well-dressed but broke refugee and can be overheard com-
  plaining that demonic dingoes ate his caravan.
  
  (The Dancing Goat is a suitable model, with its open front and
  large common room; see Taverns, p. 14.) The key points cov-
  ered are:
  • Bands of orcs and other monsters, who usually feud with
  one another, are being united by a charismatic leader, the Emir
  al-Narr.
  • This leader has been granted powers by a demonic force
  – likely Shardak, a demon lord of fire. These powers give the
  emir unimaginable influence over the monsters of the desert
  and considerable magical ability.
  • Shardak grants power to his minions via a physical con-
  duit: a mirror in which one can see dancing flames.
  • The mirror, being fragile, is likely hidden away in a safe
  location.
  • Ironically, a spirit oracle can be found north of the town,
  only a few days journey away, but trying to reach it through the
  roving bands of orcs would be foolhardy.
  • The spirit oracle is held in dread by the orcs of the desert,
  and it is said that only the bravest can reach it.
  • Shardak is a greedy demon. Wherever his talisman is, it’s
  no doubt surrounded by loot collected
  by the horde.
  A roll against Hidden Lore
  (Demons) will confirm what the
  sages are saying about Shardak,
  and Hidden Lore (Spirits) can
  confirm the existence of an oracle.
  A critical success on either of those
  skills, or a critical success on any
  social skill roll trying to squeeze
  additional information out of the
  gathered sages, reveals something
  of the nature of the oracle (for
  details, see Questioning the Wind
  Spirit, pp. 22-23).
  Once the point about treasure
  comes up, adventurers will also
  hear other spectators begin to dis-
  cuss going after it. Some are talking
  idly, but several are clearly people
  of skill and experience. If the heroes
  care to engage any of them in
  conversation, they’ll meet at least
  some of the characters listed in
  Rivals (pp. 33-41). The Dark Artist,
  the High Priestess, and the Mage all
  attend the discussions at some
  point, and most of the others are
  likely to put in an appearance. Delvers can use
  Observation to size up the competition without being
  obvious – or just roll against Per to do it openly.
  Denouement for Meeting the Sages
  Once the PCs have the main points above, they
  should be sufficiently motivated to head out into the
  wilderness to the sacred grotto. They may take some
  time to stock up on provisions and equipment first. If
  they do, shopkeepers will remark on the number of dan-
  gerous-looking people who have been stocking up and
  heading north.
  Holes in Meeting the Sages
  It’s possible that the PCs will be too eager to fight the gath-
  ering horde instead of heading to the grotto. If they skip town
  early, a passing NPC can be inserted to present the informa-
  tion they’ve missed. For example, after a few combats (after
  which it should become clear that the desert isn’t going to run
  out of orcs any time soon), they may meet a dying adventurer
  who tips them off to the secret of defeating the demon. Urban
  characters may also rush off into the desert unprepared.
  Navigation (Land) is useful, sufficient provisions are a very
  good idea, and Survival (Desert) is absolutely necessary. If
  the heroes rush off without adequate supplies and skills,
  they’ll encounter incoming refugees who will remark point-
  edly on their bravery and confidence. It’s possible to find a
  hireling (p. B517) with appropriate skills in Wadi al-Sheik,
  but given the danger, he won’t come cheap.
  It’s also possible that the PCs won’t take the hint. They
  may dither, make endless plans, or look for other things to do.
  One way to motivate them is to drop stronger hints: They
  overhear two adventurers making
  a bet over which one will reach
  the mirror first. A merchant
  bemoans the fact that his cara-
  van of silks and spices was
  attacked and dragged off by
  monsters. A public-minded citi-
  zen encourages people (includ-
  ing the PCs) to undertake the
  quest. If they decide to rush over
  to a larger town to stock up on
  supplies which they can bring
  back and sell at inflated prices,
  someone will point out that
  Wadi al-Sheik may be overrun
  by the time they get back.
  And if that doesn’t work, they
  can be given no choice in the
  matter. Qasrapur falls to a vast
  army. So do some towns to the
  west. The two parts of the horde
  are
  circling
  back
  and
  will
  approach Wadi al-Sheik from
  the
  south.
  Surrounded,
  the
  heroes can either face an unrea-
  sonably large horde or head
  north into the wilderness and
  find a way to stop it.
  TOWN
  8
  Hooks for Meeting the Sages
  Ideally, the PCs will follow up on hints around town that a
  number of well-informed individuals will be discussing the
  growing monstrous threat. They may be directly invited to par-
  ticipate (with the possible additional incentive of a free meal in
  the bargain) or run into someone who will be participating.
  Even if they turn down the invitation, they’ll at least be aware
  that more information is available.
  
  Beyond the town lies the wilderness. Visibility is often good
  but not unlimited, and the terrain offers many hiding places.
  But the most notable feature of the wilderness, so far as adven-
  turers are concerned, it that it is full of other adventurers and
  bands of roaming monsters. Adventurers will travel through
  the wilderness in at least two legs: from town to the grotto, and
  from the grotto to the stronghold.
  THE DEVOURING LANDS
  Many monsters live in the Devouring Lands, but before
  they were gathered into a horde, most confined themselves to
  the area of endless dunes some 80 miles away from where the
  delvers will be journeying. The way to the grotto winds
  through the outer reaches of the Devouring Lands – a combi-
  nation of sandy dunes, jumbles of broken rock, flat-topped
  hills, stands of waist-high shrubs, and the occasional shel-
  tered oasis. All of these features create a series of convoluted
  natural routes for caravan travel. Sticking to easy terrain and
  meandering from watering hole to watering hole may be
  longer than a straight-line path, but it allows travelers to
  avoid the most punishing terrain.
  Without any trees, and with the air clear and dry, long-range
  visibility is quite good: up to about five miles, so long as hills
  don’t get in the way. There is essentially no overhead cover;
  Vision rolls to spot a flying monster (or adventurer) are at +5.
  However, there are a lot of places to hide on the ground. While
  a traveler on a hilltop can see clearly to the horizon, the
  rolling land can easily conceal scores of opponents. On a
  smaller scale, rocks and shrubs ensure that one is rarely more
  than 20 or 30 yards from something big enough to hide
  behind so long as he remains stationary once hidden; the ter-
  rain gives +1 to Camouflage and Stealth rolls to hide. Nev-
  ertheless, the light dust is easy to kick up and hangs in the air,
  giving +2 to Tracking rolls to follow a trail. It’s perfect terrain
  for small groups of bandits to hide in, emerging to attack car-
  avans and disappear again. In turn, that makes it good terrain
  for mercenaries who want jobs as caravan guards. Guards are
  also necessary to defend against huge burrowing serpents,
  magically animated angry sands, and predatory dire vultures.
  However, that’s all moot with the rise of the horde. The
  increased presence of hostile monsters coming out of the deep
  desert has put a stop to caravan traffic. Worse yet, the path to the
  grotto doesn’t follow any of the established caravan routes. The
  usual avenues for commerce are now a desiccated warzone.
  The grotto lies about 40 miles away from Wadi al-Sheik as
  the ancient turbonium dragon flies, but the route is cir-
  cuitous and the terrain poor, requiring at least four days’
  march. From the grotto to the stronghold is another five days
  of travel. All of this is, of course, subject to rules for speeding
  travel (Dungeons, p. 5).
  THE WILDERNESS
  9
  While traveling through the wilderness, adventurers will
  encounter a number of obstacles, animate and otherwise.
  Four times per day of travel (morning, mid-day, afternoon,
  and night), roll 1d, 1d and consult the table below to see what
  the adventurers run into. If the adventurers remain stationary
  during any of those periods (for example, they’re unlikely to
  travel at night), roll on the table but ignore Hostile Terrain
  results. For each result, consult the relevant section (Wandering
  Monsters on pp. 10-11, Wandering Adventurers on pp. 11-12, or
  Hostile Terrain on pp. 12-13) to determine just what the adven-
  turers run into. If a result has multiple encounter types, they
  happen simultaneously. This may lead to complicated tactical
  situations; for example, the PCs may encounter a band of orcs
  in the middle of a sandstorm, or be in the middle of negotia-
  tions with another group of adventurers when someone kicks
  open a nest of fire wasps.
  EVENTS IN THE WILDERNESS
  Travel Time
  Keep track of the number of days which pass during the
  adventure; it will be important later. There are a number of
  other adventurers trying to reach the same goal. Not only
  might the PCs see some of them along the way, they may
  end up at the same place at the same time as the PCs, or
  even ahead of them. The more time the protagonists spend
  resting and heading off on side quests, the worse their
  chances of achieving their ultimate goal.
  CHAPTER TWO
  THE
  WILDERNESS
  
  Random Encounter Table
  Roll
  Encounter
  1-3, 1-2
  No encounter
  1-3, 3-4
  Hostile Terrain
  1-3, 5-6
  Wandering Adventurer
  4-6, 1-2
  Wandering Monster
  4-6, 3
  Hostile Terrain and Wandering Adventurer
  4-6, 4
  Hostile Terrain and Wandering Monster
  4-6, 5
  Wandering Adventurer and Wandering Monster
  4-6, 6
  Hostile Terrain, Wandering Adventurer,
  and Wandering Monster
  WANDERING MONSTERS
  The desert is swarming with bands of hostile creatures, and
  adventurers will encounter them from time to time. Often,
  they’ll have the option to avoid them, or they might bash away
  in hopes of getting some treasure.
  Adventurers might, for some reason, want to run into wan-
  dering monsters. It’s not as though there’s some sort of reward
  for simply running up high body counts, but they might want
  the opportunity for extra loot or to lure a batch of monsters
  across somebody else’s path. There are enough groups of mon-
  sters about that a successful Tracking roll can turn something
  up. This adds 5% to the travel time to the adventurers’ next des-
  tination, but guarantees a “Wandering Monster” result on the
  next roll on the Random Encounter Table (above). This is in
  addition to whatever the actual roll turns up!
  If wandering monsters appear, roll 1d, 1d on the table
  below to determine the size and composition of the group.
  Unless otherwise noted, stats for monsters are listed under
  Monsters (pp. 45-49).
  Wandering Monster Table
  Roll
  Monsters
  1-2, 1
  1.5 ¥ N common orc soldiers, 1 orc sergeant
  1-2, 2
  N common orc soldiers, N/2 dire wolves
  (Dungeons, p. 22), 1 orc sergeant
  1-2, 3
  N+4 common orc soldiers, 2 orc shamans
  1-2, 4
  N common orc soldiers, 1 ogre, 2 orc sergeants
  1-2, 5
  N common orc soldiers, N/2 tough orc soldiers,
  1 orc sergeant
  1-2, 6
  N common orc soldiers, N/2 tough orc soldiers,
  2 orc shamans, 2 orc sergeants
  3-4, 1
  2 ¥ N skeletons, 3 orc shamans
  3-4, 2
  N skeletons, N/3 large skeletons, 1.5 ¥ N
  dehydrated horde zombies
  3-4, 3
  1 greater bounding turtle, plus N-4 lesser
  bounding turtles (minimum 0)
  3-4, 4
  N tough orc soldiers, 1 orc shaman,
  2 flaming skulls (Dungeons, p. 23)
  3-4, 5
  N skeletons, 3 orc shamans, 1 orc sergeant
  3-4, 6
  2 ¥ N dehydrated horde zombies, 2 ogres,
  1 orc shaman, 1 orc sergeant
  5-6, 1
  N tough orc soldiers, N dire wolves, 2 ogres,
  1 flame servant demon
  5-6, 2
  N/2 skeletons, 1.5 ¥ N dehydrated horde zombies,
  N/4 ogres, 1 orc shaman, 1 as-Sharak
  (Dungeons, p. 21)
  5-6, 3
  2 ¥ N dehydrated horde zombies, 2 orc shamans
  5-6, 4
  (2 ¥ N) + 2 dire vultures
  5-6, 5
  N/2 speeding blades
  5-6, 6
  N/2 large skeletons, N dehydrated horde zombies,
  N dire wolves, 1 flame servant demon
  For most of the encounters, roll a die to deter-
  mine their disposition. Dire vultures and speed-
  ing blades are always in a high-alert disposition.
  Bounding turtles are never on low alert (reroll
  other results) and are camouflaged if camped.
  1. Camped. The group is not moving. They
  have posted sentries but are not actively searching
  for possible opponents and have made no attempt
  at stealth. They will be relatively easy to bypass.
  2-3. Traveling, low alert. The group is travel-
  ing but is more intent on getting to a destination
  than looking out for trouble. They do not start
  making Sense rolls (usually Vision) unless the
  PCs start moving toward them, and then only
  every half hour until there is only open ground
  between them. If the delvers come close enough
  to attack, magicians do not have defensive spells
  up unless they’ve already spotted the approach-
  ing threat.
  4-5. Traveling, high alert. The group is keep-
  ing an eye out for opponents. They make Sense
  rolls every 10 minutes until the heroes are out of
  range. If the adventurers come close enough to
  attack, magicians have defensive spells in place.
  6. Ambush. The group is hidden and lying in
  wait to attack. The PCs must win a Quick
  Contest of a Sense roll (or Observation, if bet-
  ter) vs. the bad guys’ Stealth or Camouflage (as
  appropriate) to spot the ambush.
  THE WILDERNESS
  10
  N
  In order to scale opposition to the adventuring party, this book uses
  the notation “N” to indicate the number of monsters and rival adven-
  turers the heroes encounter. N is the number of PCs and combat-use-
  ful companions they have with them. A man-eating griffin, armed
  hireling, or fighting clockwork automaton counts as “combat-useful.”
  A rabbit familiar or a servant without combat skills or magic, who
  looks after the horses and cooks the meals and would run in fear from
  a house cat, does not. Round all fractions up. In the first entry on the
  Wandering Monster Table (below), for example, the heroes would
  encounter a number of common orc soldiers equal to one and a half
  the size of the group (rounded up), plus one orc sergeant.
  This assumes the delvers are 250-point starting characters. If they
  are built on more than this, total the excess for the entire group. For
  every full 100 points of excess, increase N by 1. For example, a group
  of five 294-point heroes have a total excess of (5 ¥ 44), or 220 points;
  thus, their N should be increased from 5 to 7. This is a rough guideline;
  the GM should feel free to adjust it.
  If wandering monsters appear at the same time as wandering
  adventurers, temporarily increase N by the number of people in the
  rival adventuring group. If encountered together, the GM must deter-
  mine whether the monsters arrive closer to the PCs, the rival adven-
  tures, or equally accessible to both. This also applies if the heroes form
  an alliance with a rival – more delvers necessitate more monsters to
  keep the challenge level up!
  
  Whatever their disposition, wandering monsters are invari-
  ably hostile. They attack on sight and, if intelligent, are likely
  to negotiate only as a ruse (e.g., to launch a stealthy surprise
  attack from the rear). Their tactics are straightforward: use
  missile troops, if available, to cover a charge, but in any event
  charge and fight dirty.
  If captured and interrogated, they will lie outrageously and
  attempt to escape at the first opportunity, but may be tricked or
  intimidated into spilling what they know. Most only have a
  vague idea of the location of the main body of the horde and the
  nature of the emir. Sergeants and shamans can provide fairly
  precise information on where the horde is and can confirm that
  the emir has had immense powers granted to him by a powerful
  demon. Some are vaguely aware of the existence of the grotto of
  the wind spirit, but know of it only as an area of bad luck and
  avoid it. All know the location of a number of small strongholds,
  but none know of the existence of the mirror, let alone its loca-
  tion. To save his life, a captive may offer to guide the adventur-
  ers to either the grotto or, if they ask about it, the mirror . . . of
  course, he’s simply biding his time until he can get away.
  With so many monsters in many of the encounters on the
  Wandering Monster Table, combat may become protracted, as
  monster-slaying PCs laboriously finish off opponents who keep
  making HT rolls to stay conscious. To save both GM and play-
  ers time, anything which appears in numbers greater than N
  can be regarded as a fodder monster (Dungeons, p. 27), or a
  worthy monster at best.
  Denouement for Wandering Monsters
  If the PCs decide to fight these encounters, they’ll likely end
  up depleting some resources (notably potions and magical
  energy) but earning a bit of treasure to bring home. If not,
  they’ll preserve their resources but lose time.
  Holes in Wandering Monsters
  These encounters are optional; there’s no information the
  PCs need to obtain and no conditions which they need to
  change. Avoiding monsters may hurt the heroes in some ways,
  but it won’t derail the adventure.
  WANDERING ADVENTURERS
  Adventurers may also encounter other adventurers pursuing
  the same goal. The heroes may be able to avoid their rivals, but
  sometimes direct confrontation will be unavoidable. Fortu-
  nately, some rivals are willing to talk, and the heroes may get
  some useful information out of it. A wandering adventurer
  encounter can also be used to bring in a player who is showing
  up late to the game. Roll 1d, 1d on the table below to determine
  which adventurer they encounter. (Stats are listed under Rivals
  pp. 33-41.) Reroll if the PCs have already fought and defeated the
  rival in question.
  Wandering Adventurer Table
  Roll
  Adventurer
  1-3, 1
  The Aristocrat
  1-3, 2
  The Dark Artist
  1-3, 3
  The Exceptional Thief
  1-3, 4
  The High Priest
  1-3, 5
  The Holy Warrior
  1-3, 6
  The Lizard King
  4-6, 1
  The Mage
  4-6, 2
  The Master of the Elements
  4-6, 3
  The Master of the Empty Hand
  4-6, 4
  The Mechanic
  4-6, 5
  The Noble Knight
  4-6, 6
  The Outdoorsman
  For each wandering adventurer encounter, determine
  whether the leading rival adventurer is a clever rival (pp. 30-31)
  or a tough rival (p. 31) and make a reaction roll. Rival adven-
  turer groups are constantly on the lookout for possible opposi-
  tion. Using the terms under Wandering Monsters (see p. 10),
  they’re either camped or traveling on high alert. (GM’s call, or
  roll a die; they’re camped on a 1, or on a 1-2 at night.)
  When encountered, PCs get an IQ roll to recognize the rival
  adventurer leading the group as someone they saw in town,
  and vice versa (at +5 with Eidetic Memory). Recognition is
  automatic with Photographic Memory or if they’ve had a con-
  versation already; see Meeting the Sages (pp. 7-8). The rival’s
  actions will depend on whether the GM is playing the adven-
  turer as tough or clever.
  On a first encounter, a tough rival warns the PCs to go back
  to town and not try to find the mirror. On a Good reaction or
  better, he’ll at least do so politely and may offer healing and
  provisions if the PCs are clearly in need. On subsequent
  encounters, the tough rival will attack if it’s convenient to do so
  (that is, if he and his team don’t have to cross hostile terrain or
  fight their way through wandering monsters). In all cases, a
  tough rival will refuse requests for information or cooperation.
  On a peaceful first encounter, a clever rival will not approach
  the PCs but will be willing to talk. A clever rival can be convinced
  to share information with a successful Quick Contest of
  Diplomacy (or other appropriate social skill) vs. Will; treasure
  and information in return can provide a bonus. If the PC wins,
  the rival can provide information the delvers may have missed
  in town or a basic description of one other rival NPC group,
  including size, composition, and general disposition (e.g.,
  “There’s a priestess with four or five guards and a lesser priest.
  She doesn’t want anyone else around, but if you run into her, you
  might be able to talk her into healing you if you promise to turn
  around and head back to town.”). On a critical success, the rival
  can provide advice on a shortcut which will reduce remaining
  travel time to the next destination by 10%. If the PC loses, or oth-
  erwise obtains a Bad reaction, a clever rival will feign negotia-
  tion but will provide false information (“Wind spirit? No, they
  said wing spirit. You need to interrogate one of those vultures.”).
  On a Very Bad reaction, the rival will also use stealth to keep
  track of the PCs and sabotage them, raiding them at night or
  working to nudge wandering monsters in their direction.
  THE WILDERNESS
  11
  Hooks for Wandering Monsters
  The PCs have a certain latitude in how they deal with
  wandering monsters. In fact, these encounters are essen-
  tially optional. Unless ambushed, the adventurers are under
  no obligation to deal with monsters, nor will they suffer any
  direct harm if they don’t. There are indirect consequences,
  though. A typical successful fight lasts only seconds,
  whereas hiding until the monsters leave or running away
  can take valuable hours, making the PCs late to the party.
  
  If encountered at the same time as wandering monsters,
  tough rivals are generally unlikely to assist others unless they
  have disadvantages requiring them to fight monsters or assist
  those in difficulty, nor will they appeal for aid. Clever rivals can
  be talked into to forming temporary alliances if they can be
  convinced it’s in their material interest; bribes or a promise of
  a large share of the loot are useful here. However, both will
  fight to defend themselves, so if PCs can lure wandering mon-
  sters close to rival adventurers, they’ll find themselves with
  temporary, de facto allies. If the PCs rescue rivals from mon-
  sters, they’ll be in a much better negotiating position and may
  improve their reaction.
  If encountered in hostile terrain, tough rivals usually go
  through patches of dangerous ground, while clever rivals go
  around them.
  Denouement for Wandering Adventurers
  Like encounters with wandering monsters, there’s no spe-
  cific outcome expected from encounters with wandering
  adventurers. They may make friends, make enemies, do a bit
  of business, or simply avoid their rivals altogether.
  Holes in Wandering Adventurers
  These encounters are optional, though the PCs have poten-
  tially more to gain from an encounter with rival adventurers
  than from most wandering monster encounters.
  Depending on the inclinations and loyalties the GM picks for
  the wandering adventurers, it may happen that some of them
  have a natural sympathy with some of the PCs (“You’re one of
  the thousand unholy offspring of Zurvaz the Fish God? Hey, I’m
  one of the thousand unholy offspring of Zurvaz the Fish God!”),
  making an alliance an obvious and natural thing. Remember
  that the size of opposition parties are based on the total number
  of PCs and effective companions (N, p. 10); if the heroes are
  allied with another group of adventurers, N gets much larger.
  It may also develop that people who share the same overall goals
  may not like each other personally, leading to a delicate alliance
  which could break down at the worst possible time.
  HOSTILE TERRAIN
  It’s not just wandering monsters trying to kill travelers. It’s
  the landscape itself. Adventurers may encounter difficult ter-
  rain, nests of hostile creatures, sandstorms, and even magical
  sandstorms. It’s sometimes possible to circumvent dangers
  posed by the terrain, but it can take longer, and time is of the
  essence. Roll 2d on the Hostile Terrain Table:
  Hostile Terrain Table
  Roll
  Encounter
  2-3
  N Angry Sands
  4-5
  N Burrowing Serpents
  6
  Knife Grass
  7
  N Flame Wasp Swarms
  8
  Hollow Ground
  9
  N Nest Scorpion Swarms
  10-11
  Sandstorm
  12
  Oasis
  Many of these encounters are described under Monsters
  (pp. 45-49). The purely environmental effects are detailed here.
  Hollow Ground
  One peculiar property of the Devouring Lands is “hollow
  ground”: seasonally rising ground water hollows out shallow
  spaces just under the surface, leaving a pit up to a yard deep
  under a brittle, sandy crust. Scattered pits can be found any-
  where, but they are often found concentrated in large areas.
  Everyone moving through an area of hollow ground must
  roll Per or Survival (Desert). This roll is at +2, but anyone
  moving faster than Move 2 also takes a penalty equal to his
  current Move. Failure means he falls through and takes 1d-3
  injury to one foot (choose randomly), minimum 0. If any
  injury is taken, roll against HT. On a failure, the ankle is
  twisted and the foot is effectively crippled for a day or until the
  injury is healed, although no additional injury is taken. On a
  critical failure, the foot is broken, taking enough additional
  injury to make up minimal crippling injury.
  Areas of hollow ground are distinguished by a bumpy,
  sandy appearance (making it possible to skirt such regions),
  but individual pits are essentially undetectable without testing
  the ground (which requires moving slowly, as above). Anything
  which does any damage whatsoever or even significantly
  dampens the ground will cause the thin surface crust to crum-
  ble in its area of effect and reveal the location of pits. This
  includes explosions, any “Rain of” spell, or actual rain.
  Roll 1d-1 for the number of hours it will take to safely cross
  the area, and 1d+2 for the number of hours it will take to go
  around it.
  Knife Grass
  The Devouring Lands aren’t completely barren of vegeta-
  tion, but what plants they contain are tough, spiky, and some-
  times dangerous. The most notable plant is knife grass, a
  hard-edged plant with blades growing up to knee height.
  Walking through knife grass does Move/3 (round down)
  points of cutting damage per minute to the legs. Falling down
  in it does 1d-4 cut. DR protects normally. In the dry conditions
  of the Devouring Lands, patches of knife grass can be set on
  fire; this requires 10 points of burning damage (it counts as
  Resistant; see p. B433). Once on fire, a patch of knife grass will
  burn for 10 minutes, then remain hot enough to do a point of
  damage to the feet each second it is walked on for another 20
  minutes; the flames spread one yard every 10 seconds.
  As with crossing hollow ground, roll 1d-1 for the number of
  hours it will take to safely cross the area, and 1d+2 for the
  number of hours it will take to go around it.
  THE WILDERNESS
  12
  Hooks for Wandering Adventurers
  Just as PCs have the option of at least trying to avoid
  wandering monsters, they can try to avoid rival adventur-
  ers. However, there are more reasons to pursue encounters
  with rivals. If the heroes are low on supplies, they can raid
  rival adventurer camps, or simply trade with them, for
  water and rations. If they get lost as a result of badly failed
  Navigation rolls, they can consult for directions or simply
  follow the people who know where they’re going. And if
  they encounter rival adventurers at the same time as wan-
  dering monsters, they might be able to negotiate a tempo-
  rary alliance.
  
  Sandstorm
  The Devouring Lands frequently see huge clouds of eye-
  stinging sand whipped up by strong winds. The storms reliably
  pass after an hour or two, but travel is nearly impossible until
  they do. During a sandstorm, a group may only travel at one
  third of its usual speed and must make a roll against Naviga-
  tion (Land) at -3 to avoid going in the wrong direction. If the
  roll fails, they are no closer to their destination than when they
  began. If travelers are not roped together or similarly linked,
  each one not connected must also roll against IQ or Survival
  (Desert) once per storm to avoid being separated from the
  group; a scattered party requires 1d hours to find one another
  and get back together after the storm subsides.
  Anyone taking actions besides “huddling and moving
  slowly” (such as combat) must roll against ST at +2 each turn
  to avoid being knocked over by the wind, and against HT each
  turn to avoid being blinded for the next 1d seconds. (Protected
  Vision and Nictitating Membrane add their usual bonuses to
  the HT roll.) Vision rolls and non-material ranged attacks (e.g.,
  energy beams or most gaze attacks) are at an extra -2, while
  Hearing rolls and material ranged attacks (e.g., arrows and
  thrown rocks) are at -8.
  Oasis
  The desert still holds some places of respite, though
  they may look safer than they actually are. Typical oases
  can be found hidden away in small cuts and depressions
  in the ground. These natural cisterns are surrounded by
  small patches (30-40 yards across) of vivid greenery and
  the cooling shade of palm trees. Travelers can refill what-
  ever water containers they’re carrying. With four hours
  and a successful Survival (Desert) roll at +2 they can
  also gather edible plants and trap small animals –
  enough for 1d+2 meals worth of fresh food.
  The problem with oases, so far as this adventure is con-
  cerned, is that everybody goes there. When an oasis result
  comes up on the Hostile Terrain table, roll again on the
  Random Encounter Table (p. 10), ignoring additional Hostile
  Terrain results. It’s possible that the PCs could run across two
  different wandering adventurers and two different sets of wan-
  dering monsters while at an oasis.
  Denouement for Hostile Terrain
  All of these encounters can be detected, though some
  require Sense rolls – and, with the exception of sandstorms,
  they can be avoided. Characters thus have the option of either
  going around the terrain (safe, but takes extra time) or going
  through it (dangerous, but faster).
  Holes in Hostile Terrain
  Like wandering encounters, hostile terrain can often be
  avoided if the adventurers so choose. In fact, making the
  choice, rather than necessarily dealing with the difficulty head-
  on, is the point. However, a delver with the Alter Terrain spell
  could make such encounters far more optional . . .
  THE WILDERNESS
  13
  Hooks for Hostile Terrain
  Going through hostile terrain is faster than going around it,
  but it’s riskier. The way to get PCs heading through it is to make
  them feel pressed for time. However, the adventure doesn’t
  require the GM to force the party into such terrain; the point of
  these encounters is to make it clear that travel in the region is
  dangerous, not just a matter of walking the required distance.
  Several hexagonal maps are provided on pp. 14-20 which
  can be used to rapidly create an outdoor battlefield. To use
  these at the gaming table, print out the map pages (making
  multiple copies if you wish), and cut out the hexagonal
  areas. You might want to glue them to sheets of cardboard
  before cutting them to increase durability, prevent curling at
  the edges, and reduce the chance of passing pets scattering
  your terrain to the four winds. The individual hexagons
  should be placed next to one another, oriented any way you
  like, to produce large areas of terrain.
  Map features have specific effects on movement and
  combat:
  • Areas of lighter or darker colors indicate rolling ter-
  rain; darker areas are higher, with each contour line indi-
  cating a rise of a foot and a half. A single level provides full
  cover for prone characters and partial cover for crouching
  ones; two levels provide full cover for crouching characters
  and partial cover for standing ones. They also slow move-
  ment. Going up from one level to another counts as an
  extra yard of movement (+1 movement point in tactical
  combat). Crossing two or more lines within the same hex
  (a slope of over 60°) at anything faster than half Move
  requires a DX, Climbing, or Jumping roll; failure ends
  your movement at the first contour line. Going down
  across a contour line gives +1 to effective Move (-1 move-
  ment point in tactical combat), cumulative with bonuses
  for sprinting. Descending across two or more in one turn
  requires a DX or Acrobatics roll to avoid falling.
  • Rocks and water are minor obstacles, halving any
  Move through them (+1 movement point per hex, in tacti-
  cal combat). They also provide poor footing: -2 to melee
  attacks and -1 to defenses.
  • Palm trees have 16”-thick trunks (DR 16*, HP 37),
  large enough to provide partial cover for most characters
  and complete cover for those SM -3 and smaller. They are
  sturdy enough to be climbed to a height of 15 to 18 feet.
  • Knife grass and hollow ground have effects as written
  on p. 12.
  To use the battle maps for combat when a “knife grass”
  or “hollow ground” result has come up on the Hostile
  Terrain Table (p. 12), assume that all hexes are that kind of
  terrain unless they contain different terrain type.
  Wilderness Maps
  
  THE WILDERNESS
  14
  WILDERNESS MAP 1
  Key
  1. Contour, 3’
  5. Hollow Ground
  2. Contour, 1.5’
  6. Knife Grass
  3. Tree
  7. Rocks
  4. Water
  Scale
  1 hex = 1 yard
  1
  2
  3
  4
  5
  6
  7
  
  THE WILDERNESS
  15
  WILDERNESS MAP 2
  Key
  1. Contour, 3’
  5. Hollow Ground
  2. Contour, 1.5’
  6. Knife Grass
  3. Tree
  7. Rocks
  4. Water
  Scale
  1 hex = 1 yard
  1
  2
  3
  4
  5
  6
  7
  
  THE WILDERNESS
  16
  WILDERNESS MAP 3
  Key
  1. Contour, 3’
  5. Hollow Ground
  2. Contour, 1.5’
  6. Knife Grass
  3. Tree
  7. Rocks
  4. Water
  Scale
  1 hex = 1 yard
  1
  2
  3
  4
  5
  6
  7
  
  THE WILDERNESS
  17
  WILDERNESS MAP 4
  Key
  1. Contour, 3’
  5. Hollow Ground
  2. Contour, 1.5’
  6. Knife Grass
  3. Tree
  7. Rocks
  4. Water
  Scale
  1 hex = 1 yard
  1
  2
  3
  4
  5
  6
  7
  
  THE WILDERNESS
  18
  WILDERNESS MAP 5
  Key
  1. Contour, 3’
  5. Hollow Ground
  2. Contour, 1.5’
  6. Knife Grass
  3. Tree
  7. Rocks
  4. Water
  Scale
  1 hex = 1 yard
  1
  2
  3
  4
  5
  6
  7
  
  THE WILDERNESS
  19
  WILDERNESS MAP 6
  Key
  1. Contour, 3’
  5. Hollow Ground
  2. Contour, 1.5’
  6. Knife Grass
  3. Tree
  7. Rocks
  4. Water
  Scale
  1 hex = 1 yard
  1
  2
  3
  4
  5
  6
  7
  
  THE WILDERNESS
  20
  WILDERNESS MAP 7
  Key
  1. Contour, 3’
  5. Hollow Ground
  2. Contour, 1.5’
  6. Knife Grass
  3. Tree
  7. Rocks
  4. Water
  Scale
  1 hex = 1 yard
  1
  2
  3
  4
  5
  6
  7
  
  The grotto is a remote cave occupied by a spirit who can be
  persuaded to reveal information about the location of the mir-
  ror . . . or answers to a number of questions, though only one
  answer per supplicant! Superstitious monsters avoid the
  grotto, regarding it as bad luck, but rival adventurers may be
  swarming the area.
  GROTTO OF
  THE WIND SPIRIT
  The grotto is hidden in a narrow, zigzag canyon. The land
  on either side of the canyon rises slightly before dropping off,
  partially concealing it; from a distance, the depth of the drop is
  hidden. The walls of the canyon are a steep (but not vertical)
  slope to a dusty floor 20’ to 30’ below. With many outcroppings
  and tough shrubs, they are also easily climbed (+2 to Climb-
  ing). At the bottom, the canyon is no more than 30 yards
  across at its widest points.
  The entrance to the grotto is a cavernous opening leading
  into the cliff face and slightly down. Once inside, the cavern
  spirals counterclockwise in a passage through dark brown and
  reddish rock which glitters slightly in torchlight. The passage-
  way appears natural and unworked, though a close eye may
  spot signs of wear from centuries of visitors. Narrow points in
  the passage effectively divide it into a number of chambers.
  The ceiling is 7’ to 10’ high – comfortable for just about anyone
  to walk through, but extremely limiting for fliers. The spiral
  ends in a small swirling pool, which is actually a magical por-
  tal to the large center chamber.
  THE SACRED GROTTO
  21
  CHAPTER THREE
  THE SACRED
  GROTTO
  When the PCs eventually reach the grotto, they’re a short
  walk away from the answers to their questions . . . assuming no
  one gets in their way.
  CONFRONTATION
  The PCs aren’t the only ones who want to question the wind
  spirit. There are a lot of other adventurers who want the same
  thing, and some of them might take special steps to make sure
  that nobody else can follow them. Whether the heroes have to
  deal with rivals (and how) depends on how much time they
  take reaching the grotto:
  Four Days or Less: They just barely beat another team there.
  Select one of the rival adventurer NPCs. He and his group
  arrive at the canyon just as the PCs emerge.
  Five or Six Days: At least one other team has beaten them
  there and left traps and other obstacles behind. The PCs arrive
  just as another adventurer group is leaving.
  Seven Days or Longer: One group of rival adventurers is in
  the cave as the PCs arrive, and another arrives shortly after the
  PCs do.
  Rivals already in the cave will defend their position, secur-
  ing choke points to prevent anyone else from advancing as
  long as they’re in the cave. Clever rivals, once they’ve gotten
  information from the oracle, are willing to talk their way out.
  They’ll demand that other adventurers leave the cave, so they
  can exit themselves and leave the area safely. They may be
  willing to trade information for safe passage, but only if
  they’re certain they’ll be able to leave freely afterward. Tough
  rivals will simply fight. In either case, if the adventurers go
  away and hide for a bit, any rivals in the cave will eventually
  move on – but other rivals may either appear before that hap-
  pens, or show up after the delvers finally enter the cave.
  The cave floor is uneven and can be difficult to walk on –
  rocky in some places and covered with fine sand in others.
  Anyone retreating in combat must roll against DX+2 to avoid
  stumbling slightly and losing his retreat bonus that turn;
  on a critical failure, he trips over an unexpected bump and
  falls down.
  EVENTS AT THE SACRED GROTTO
  “Is that all you can think of, looting
  and pillaging?”
  “Well, there used to be ravishing, too.”
  – Terry Pratchett,
  Interesting Times
  
  If the cave is trapped, roll a die the first time the heroes enter
  a new chamber. On a 1-3, the entrance is “mined” with a man-
  trap (Adventurers, p. 26) under the dust. On a 4-6, the entrance
  has a concealed tripwire attached to a nearby ST 10 crossbow
  (1d+2 imp), which hits whoever triggered it on a 10 or less.
  Rival adventurers who arrive after the PCs are in the cave will
  be inclined to attack if they are in a superior tactical situation.
  However, clever rivals are willing to be bribed to allow the
  delvers out. In addition to being able to provide shortcuts (as
  described under Wandering Adventurers, pp. 11-12), rival
  adventurers can provide the location of a secret entrance to the
  stronghold (see Disused Caves, pp. 25-26); this requires either
  a hefty bribe or a critical success with a social interaction skill.
  Denouement for Confrontation
  In addition to putting the heroes through the wringer again,
  dealing with more rivals may result in running battles thinning
  out the ranks of the opposition. It might also be a good oppor-
  tunity to be on the receiving end of some bribery, settling for
  payment to let rivals already in the grotto out.
  Holes in Confrontation
  As with the other rival adventurer encounters, this is poten-
  tially avoidable and not necessary to the rest of the adventure.
  The only real danger is getting sidetracked dealing with rivals
  instead of pursuing the mirror.
  QUESTIONING
  THE WIND SPIRIT
  The spiraling cavern ends in a tiny room with a small,
  swirling pool. This is a portal to the oracle’s cave – but passage
  is not guaranteed! When a potential questioner steps into the
  shallow pool, he is presented with a series of horrific visions
  and is hears a voice in his mind asking, “Do you seek knowl-
  edge?” He must make a Fright Check simply to resist being ter-
  rorized by the visions. If the Fright Check
  fails, he must deal with the results before
  going further; if it succeeds, he must then
  make a successful Will roll to say “Yes”
  (or a similar confirmation). Success on
  this second roll teleports him to the
  spirit’s central chamber, while failure
  means he must repeat the process every
  turn until he succeeds or leaves the pool.
  The spirit will only transport one person
  at a time into the inner chamber; it will not bring any more in
  until he leaves or (if it comes to pass) dies.
  The center chamber itself is a large natural rock dome,
  largely featureless save for the matching pool. However, it is
  dimly lit (-3 to Vision) by a glow which appears to have no
  source and casts no shadows. A constant light breeze blows
  through the chamber, carrying the disembodied voice of the
  wind spirit. The breeze also serves to clear the chamber of any
  smoke and gases; treat it as though it were outdoors. Once a
  newly transported character leaves the pool in the chamber,
  the spirit asks for his question.
  The wind spirit is less a personality and more a sort of dis-
  embodied mystical automaton. It’s a bit of a second-rate ora-
  cle, since it can only answer questions about what is rather
  than what will be. It will tersely answer a single question put
  to it by each visitor. It has a slightly perverse tendency to
  match the complexity of its answers with the complexity of
  the questions it is asked. Simple, straightforward questions
  (“Where is the Legendary Sword of Ultimate Thwacking?”)
  get simple, straightforward answers (“In a hidden chamber
  beneath the Lost Temple of Poobah the Many-Nosed in the
  land of Faroffia.”), though such answers may lack impor-
  tant details. Complex, lawyerly questions get complex, often
  metaphorical answers. For example, “Where is the Leg-
  endary Sword of Ultimate Thwacking, how is it guarded,
  and what’s the most convenient route there assuming I’ve
  got donkeys but no horses?” might get an answer like,
  “Across the goat-slaying peak, by flower strewn-paths, he who
  sits low passes beyond the stone veil of the all-smelling one,”
  where massive research might turn the statement into a series
  of landmarks and names. Mind-reading abilities won’t work on
  it at all; there’s no mind to read, and its divine origin renders it
  immune to Entrap Spirit, Bind Spirit, and similar spells. How-
  ever, an evil cleric with Exorcism might drive it away if he can
  beat its Will 20.
  Significant information which the heroes might want
  includes:
  • The mirror is located in a stronghold under the Hill of the
  Goblin’s Head.
  • The hill lies fifty miles to the east and may be recognized
  by two tall, steep peaks which rise from either side.
  • Terrain is treacherous, so a better path is to head north-
  east keeping to level ground, then southeast over low hills.
  • The mirror is guarded by monsters and surrounded by
  treasure. (More precise answers about the stronghold are not
  possible, since numbers shift constantly.)
  The spirit can also give brief but accurate weather forecasts
  and details about any given rival adventurer groups. Once the
  spirit has answered the question, the voice tells the character
  that he may return to the world. It will not speak to him again.
  THE SACRED GROTTO
  22
  Hooks for Confrontation
  Like the other wandering adventurer encounters, this is
  a complication rather than a key encounter and is poten-
  tially optional. If the PCs arrive before other adventurers or
  as other adventurers are leaving, they can avoid potentially
  difficult struggles – though waiting for adventurers already
  on site to leave costs valuable time. If it has been demon-
  strated that rival NPCs can provide valuable information,
  the party has another reason to seek out contact.
  Hooks for Questioning the Wind Spirit
  Everything that happens in town leads up to the PCs heading to the grotto
  and talking to the oracle. If they don’t pick up on the hints, someone in town
  might try to hire them to seek the grotto. If they enter the wilderness but head
  in the wrong direction, or simply spend the time hunting monsters, encoun-
  ters with rival adventurers can nudge them in the right direction.
  
  Stepping back into the pool will instantly teleport him back to
  the first pool. He is no longer subject to the Fright Checks, and
  cannot use it to return to the inner chamber.
  Denouement for Questioning
  the Wind Spirit
  By the end of the encounter, the PCs should know what they
  need to finish off the adventure. That is, they should know that
  the mirror is at a hidden stronghold, and how to get there. Of
  course, they’ll have to make their way through the wilderness
  for a while longer, running across more wandering monsters,
  wandering adventurers, and hostile terrain.
  Holes in Questioning the Wind Spirit
  It’s entirely possible that the adventurers will fail to ask the
  right questions, fall back in the face of resistance from other
  adventurers or repeated Fright Checks, or get lost on the way
  to the grotto. Here, encounters with rivals become useful. If
  the PCs end up flailing around in the desert, an encounter
  with a rival who is willing to talk can put them back on track,
  or even short-circuit the trip to the grotto and send them
  directly to the stronghold.
  If other characters manage to enter the chamber by circum-
  venting the magical pool (e.g., by teleportation or permeating
  through the rock), the oracle will ignore them.
  THE SACRED GROTTO
  23
  MAP OF THE SACRED GROTTO
  Scale: 1 hex = 1 yard
  
  The mirror of the fire demon is hidden in a fortified loca-
  tion, in the desert a few days’ travel from the grotto of the wind
  spirit. Hiding the mirror in an obscure location in the middle
  of a monster-infested desert wouldn’t be a bad idea normally,
  but no one in the horde counted on the existence of a nearby
  magical source of information.
  CAVE OF THE
  GOBLIN’S HEAD
  The cave is under a distinctively shaped hill, resembling the
  head of a horned humanoid. Twin rocky peaks form the horns;
  depressions near the top of the hills, the eyes; and the entrance
  to the cave, the mouth. Beyond the gated entrance, a small,
  natural cave complex has been extended and finished as a for-
  tified position. Most of the structure is simply natural cave, but
  walls have been erected to divide the space into rooms for var-
  ious purposes, corridors were widened slightly in places, and
  irregularities on the floor have been filled in with sand and
  stone to make it level.
  The cave is divided into three areas connected by long corri-
  dors. Between the heavy doors and the considerable distances,
  it’s difficult to hear even the loudest noises between sections.
  Attackers can be overwhelmed by a coordinated response if they
  move too slowly, but if they work quickly, they can wipe out the
  opposition before it solidifies. Unless otherwise noted, rooms
  around the stronghold are dimly lit by torches around the walls,
  giving -2 to Vision (which, of course, doesn’t bother the orcs at
  all). Doors are heavy (Dungeons, p. 18) and secured with locks
  which provide no modifier to Lockpicking skill.
  1. Entrance
  The cave opening has been carved into a shape roughly
  resembling jagged teeth, with the main gate just inside. Despite
  its fearsome appearance, the main gate is has no guards out-
  side, so it’s possible for adventurers to listen at the doors. Past
  them, a passage leads to a chamber with rough stone walls,
  undecorated except for brackets for torches.
  The room is occupied by N common orc soldiers and N/2
  tough orc soldiers, who are gathered around a table in the
  middle of the room, loudly gambling over a dominos-like
  game. They’re not paying particular attention to the door, so
  they can be surprised, but they are all fully armed and
  armored. There’s a five-gallon keg of ale nearby (and several
  empties) and $200 on the table in addition to the usual col-
  lection of coins on the orcs themselves.
  2. Guard Room
  This is a separate chamber, sometimes used to hold pris-
  oners while their fate is being decided. The door is unlocked
  and slightly ajar. It holds N/2 orc sergeants and an orc
  shaman who are grumbling about provisions and other logis-
  tical issues, and an ogre trying to figure out how many beans
  make three. Rather than the low-quality weapons most of the
  monsters have, one of the orcs is armed with a fine-quality
  broadsword enchanted with Puissance +1; the sword is clearly
  magical, making a loud chiming sound when it strikes. Like the
  orcs in the next room, they aren’t alert to danger, but can react
  quickly if trouble happens. They will certainly hear any combat
  in the adjacent room and come quickly, expecting a fight.
  In addition to the monsters’ usual treasure, the room con-
  tains a small chest, nicely decorated with small painted flowers
  ($300, 18 lbs., maximum capacity 100 lbs.), containing a healer’s
  kit ($200, 10 lbs.) and two flasks of paut ($135, 0.5 lb. each). The
  chest has an envenomed needle in the latch which can be spot-
  ted with a Per-based Traps roll. Anyone opening the chest
  unaware of it is pricked and must roll against HT. On a failure,
  the target takes 1 point of injury; he has -1 to IQ and DX for one
  hour from pain (negated by High Pain Threshold); and the
  hand that touched the needle (assume the primary hand unless
  circumstances dictate otherwise) swells up for an hour, giving
  him Ham-Fisted 1 with any action involving it.
  3. Common Area
  The corridor leads to a chamber with a high ceiling and a
  well in the middle. The well is 50’ deep, should any adventur-
  ers care to explore, and contains nothing but water.
  THE HIDDEN FORTRESS
  24
  Travel Time Redux
  Just as slow travel from town to the grotto will make
  things more complicated for the PCs, so will slow travel
  from the grotto to the stronghold. If the trip takes three
  days or less, the opposition is as written. If it takes four to
  six days, some reinforcements have arrived at the strong-
  hold; add two to every group of common orc soldiers and
  tough orc soldiers, and a speeding blade in the inner mirror
  chamber. If it takes seven days or longer, also select a rival
  NPC group. They’ve found a secret entrance in the side of
  the hill and can be found in the area marked 9 on the map.
  CHAPTER FOUR
  THE HIDDEN
  FORTRESS
  
  4. First Barracks
  Most of the stronghold’s occupants spend most of their time
  here or in the next room. In addition to rough cots for the
  occupants, this room contains the personal effects of a number
  of orcs and a great many mostly empty backpacks. It also con-
  tains an orc shaman, N common orc soldiers and N/2 tough
  orc soldiers. They are scattered around the room, tending
  weapons, gambling, and swapping stories. The walls are deco-
  rated with crude drawings of violence (e.g., decapitations, tor-
  ture, stick figures impaled on pikes) and some belligerent
  graffiti made with mineral colors. It has a small hearth for a
  cooking fire.
  The occupants of the room will hear combat in any of the
  other rooms in the area (and, more important, distinguish it
  from the kinds of brawls which happen frequently among
  orcish troops) on a Hearing roll at -2. If they figure out what’s
  going on, they will join in within 10 seconds.
  5. Second Barracks
  The contents of this room are similar to those of the previ-
  ous one, save that the occupants are N+2 tough orc soldiers,
  two orc shamans, and two ogres. They can hear nearby con-
  flicts just as well and will react accordingly.
  In addition, a careful search will reveal a hollow space
  behind a section of wall. It can be knocked through (DR 1*, 23
  HP) to produce a very narrow opening; anyone at SM +1 must
  successfully roll against Escape at +5 or DX to wriggle
  through – or others may make a ST roll to yank the character
  through. (SM +2 or larger characters cannot fit.)
  6. First Storage Room
  This room contains an assortment of crates and bundles,
  haphazardly arranged. The contents include:
  • Small crates containing a total of 600 meals of dried gob-
  lin rations ($600, 300 lbs.). They are reasonably nutritious, but
  they taste exceptionally bad. Any non-goblin-kin character who
  eats one must roll vs. HT to avoid being nauseated (p. B428)
  for an hour afterward.
  • Four sets of group basics ($200, 80 lbs.).
  • A gallon of lamp oil ($16, 8 lbs.).
  • 75 regular arrows, 25 bodkin arrows ($200, 10 lbs.).
  • A pound of orcish firegrain ($2,400), in one-ounce sacks;
  see Treasure Tables (p. 11) for details.
  • Three amphoras of wine ($114, 112 lbs. each).
  • A harp, carved with complex knotwork ($625, 3 lbs.).
  • An ounce each of cinnamon ($150), elven pepperbark
  ($38), and white pepper ($188); see Treasure Tables (p. 11)
  for details.
  • Nine regular spears and one fine-quality spear.
  7. Second Storage Room
  Another storage room, very much like room six. It contains:
  • More crates containing a total of 600 meals worth of
  dried goblin rations ($600, 300 lbs.), as in the previous room.
  • Four sets of group basics ($200, 80 lbs.).
  • A gallon of lamp oil ($16, 8 lbs.).
  • 75 regular arrows, 25 bodkin arrows ($200, 10 lbs.).
  • A blacksmith’s tool kit ($600, 20 lbs.).
  • Five four-man tents ($150, 30 lbs. each).
  • Two 100 sq. ft. bundles of velvet ($18, 5 lbs. each).
  • Five regular axes and one fine-quality axe.
  • A case containing a longbow and a cornucopia quiver
  (Adventurers, p. 30). The case is locked, and the lock has a tiny
  poisoned needle on it. The needle can be spotted on a successful
  Per-based Traps roll at -2. If not, the first person trying to pick
  the lock takes 2d toxic damage (1d on a successful HT roll).
  The room also has a section of wall which can be knocked
  open to gain access to the caves, as per Second Barracks (above).
  8, 9, 10, 11. Disused Caves
  In the construction of the stronghold, some sections of cave
  were walled off and forgotten about. However, they are still
  accessible to those who can figure out where to look, and pro-
  vide a shortcut around some dangerous areas. However, they’re
  not entirely safe.
  Floors in the caves are rocky and uneven; melee attacks are
  at -2 and defenses are at -1 for poor footing. There are also no
  torch brackets or other light sources, so the delvers are in com-
  plete darkness except for whatever lighting they bring with
  them. Also, as adventurers pass through each area labeled
  8-11, roll a die to determine what they encounter.
  Roll
  Encounter
  1
  N fire wasp swarms
  2
  N+1 nest scorpion swarms
  3
  N-1 large skeletons
  4
  N+1d dehydrated horde zombies
  5
  N erupting slimes (Dungeons, p. 23)
  6
  Nothing
  The swarms and slimes live there, while the undead were
  put there during construction and no one remembered to get
  them out before the walls were completed.
  There’s almost nothing worth finding in the caves. A suc-
  cessful Search roll in each section will turn up a few ancient
  masonry and digging tools, rusty with age and useless even as
  weapons; they shatter immediately on impact. The first critical
  success turns up a necklace of fireballs (Adventurers, p. 30);
  subsequent critical successes find $2d.
  THE HIDDEN FORTRESS
  25
  The world is indeed
  full of peril, and in it
  there are many dark
  places.
  – J.R.R. Tolkien,
  The Fellowship
  of the Ring
  
  A small passage connects the northern tip of area 8 to a
  patch of hollow ground (p. 12) some distance from the hill.
  Finding this from the outside requires 1d hours of searching
  and a Per roll at -5; alternatively, delvers may have heard about
  it from rivals or the grotto spirit. In addition, a patchy wall sep-
  arates the southernmost section of these caves from area 12.
  This is obvious from the cavern side, but requires a Search roll
  to find from the corridor. See Second Barracks (p. 25) for
  details on navigating these passages and (in the latter case)
  breaking through the wall.
  12. Last Corridor
  The corridor leading from the living area to the mirror
  chambers has a nicely paved floor, which adventurers might
  find suspicious. The area at the rear of the stronghold is off-
  limits to the orcs under normal circumstances and meant to
  be somewhat more secure than the rest of the complex, so the
  corridor is guarded and trapped. There are N+4 stone golems
  (see Adventurers, p. 26) lining the corridor just past the door
  connecting areas 3 and 12. They will attack anyone who
  enters without giving the proper password, which is known
  only to the emir and a few of his followers, none of whom are
  anywhere near the fortress. They will also attack anyone who
  attacks them or appears to be preparing to attack them,
  though they will not move if someone just opens the door and
  peers in.
  There is a hidden pit, three yards long and as wide as the
  corridor, half-way down its length, a little bit before the thin
  wall separating the corridor from the caves. The floor gives
  way, dumping everyone into a 10-yard-deep pit (for 3d dam-
  age), as soon as it has a load of more than 100 lbs. The pit itself
  is reasonably easy to spot; roll Per-based Traps at +2. What’s
  less easy to spot are the hidden levers in the wall on either side
  of the pit (Per-based Traps at -5), which lock down the trap
  door for one minute so that it can be walked on normally, then
  reset themselves.
  13. Outer Chamber
  The outer chamber is used for sacrifices to the demon. The
  room is decorated lavishly with displays of bones cemented
  into the walls and vaulted ceiling. Long bones form herring-
  bone, Greek key, and other geometric designs, punctuated with
  large rosettes made of skulls, pelvises, and rib cages.
  The center of the room is dominated by a 10-yard-deep sac-
  rificial pit. The monsters sacrifice people by tossing in burning
  logs and other flaming material, then throwing in the victims.
  Those who aren’t killed by the fall are burned to death. How-
  ever, a flame isn’t usually kept burning, so adventurers investi-
  gating the bottom of the pit will only find a thick layer of ashes
  and scorched bone. The sides of the pit are very rough stone,
  giving +1 to Climbing.
  There are several carved figures, all slightly larger than
  human-sized, around the edge of the room. These are sar-
  cophagi set on end. Their stone lids, which weigh 1,200 lbs.
  each, may be pried open. Starting to the northwest and going
  around clockwise, they contain:
  • Nothing.
  • A sack containing $1d.
  • The unanimated skeleton of an obscure demon. If adven-
  turers want to carry it off and sell it, it weighs 30 lbs. and will
  fetch $250. They’re at +2 to Merchant skill to sell it to a demo-
  nologist or related magician or merchant.
  • This is a false sarcophagus. It’s actually the doorway to a
  short passage between the outer and inner chambers.
  • Two flaming skulls (Dungeons, p. 23).
  • An unanimated skeleton wearing a spiked bronze breast-
  plate and a great deal of fine dust. Anyone standing immedi-
  ately next to the sarcophagus when it is opened must roll vs.
  HT or cough and sneeze for one minute (p. B428).
  • Four flasks of alchemist’s fire (Adventurers, p. 28), kept
  on hand to help ignite sacrificial fires.
  The room also hosts some monsters. The pit contains N/2
  flaming skulls (Dungeons, p. 23), N/4 toxifers (Dungeons,
  p. 26), N skeletons, and N/2 large skeletons. In addition, 3 ¥
  N skeletons and N large skeletons (all unarmed) are con-
  cealed among the skeletal decor of the room’s walls and ceil-
  ings. The monsters will become animated and attack (the
  unarmed skeletons dropping from the ceiling and coming out
  of the walls) if anyone starts prying open sarcophagi or
  attacking the skeletal walls. The unarmed skeletons up top
  will attack primarily to grapple opponents and throw them
  into the pit (3d damage), where their armed brethren await,
  while the flaming skulls and toxifiers will use their flight to
  choose targets freely.
  14. Mirror Chamber
  The inner chamber, decorated in the same bony motif as the
  outer chamber, houses the mirror itself. The mirror is pro-
  tected by N flame-servant demons. If a demon is killed, another
  rises from one of the smoldering braziers at the corners of the
  room within 1d seconds to take its place. However, the demons
  will not pass beyond the outer chamber.
  The mirror is inside a locked, iron-barred enclosure on the
  dais; the bars, set 2-3” apart, have DR 6, HP 12, and prevent
  swung weapon attacks, though missiles and thrusts are unhin-
  dered. The mirror itself has DR 1, HP 2. It is extremely hot to
  the touch, doing one point of burning damage per second to
  the person holding it (or the container it’s in). If carried in
  hand, armor protects completely for (3 ¥ DR) seconds; after
  that, it provides no protection until it has had time to cool
  down. However, the mirror may be carried safely in an earthen
  container, such as an amphora, or an organic container filled
  with sand to insulate the mirror.
  THE HIDDEN FORTRESS
  26
  Little sound was made in
  that slaying, but the soldiers
  might have heard, if they are
  not asleep or drunk.
  – Robert E. Howard,
  “The Tower of
  the Elephant”
  
  THE HIDDEN FORTRESS
  27
  MAP OF THE HIDDEN FORTRESS
  Key
  1. Entrance
  5. Second Barracks
  9. Disused Cave
  13. Outer Chamber
  2. Guard Room
  6. First Storage Room
  10. Disused Cave
  14. Mirror Chamber
  3. Common Area
  7. Second Storage Room
  11. Disused Cave
  4. First Barracks
  8. Disused Cave
  12. Last Corridor
  1
  2
  4
  3
  5
  6
  7
  12
  13
  14
  10
  11
  9
  8
  Scale
  1 hex = 1 yard
  N
  
  Once the heroes make it to the hidden fortress, it’s time to
  fight their way in. They may have to fight their way out again.
  DUNGEON DELVING
  At this point, the adventure becomes a typical, if abbrevi-
  ated, dungeon crawl. The adventurers make their way through
  a small underground complex to fight a final, formidable batch
  of monsters and, with luck, get the treasure they’ve been work-
  ing for. This is perhaps the most straightforward part of the
  adventure. The mirror through which the emir derives his
  power is hidden in away in an obscure location. However, with
  the aid of the oracle, the heroes have been able to part the veil
  of obscurity and get a bead on where the mirror is. Now all
  they need to do is go in, kill whatever gets in their
  way, and smash the mirror.
  Monsters are numerous in the stronghold and
  some are quite powerful, but they are poorly coordi-
  nated, and fast-moving adventurers can fight their
  way through them before they can unite to take on
  the PCs en masse. However, if they work slowly,
  make huge amounts of noise, and stop to rest a lot,
  they’ll face more coordinated opposition. And if
  they hang back and wait, someone may get in
  before them.
  Denouement for Dungeon Delving
  With luck and determination, the adventurers
  can get through the dungeon to destroy the mirror.
  But that doesn’t mean they’re done yet . . . see The
  Aftermath (p. 29).
  THE HIDDEN FORTRESS
  28
  Hooks for Dungeon Delving
  The hidden fortress presents the promise of treasure and the
  opportunity to do good or do glorious battle . . . the people in
  town should have made this abundantly clear. Information on
  how to reach it is widely available (e.g., in town or from rival
  adventurers amenable to conversation). For those few characters
  who aren’t motivated by money, fame, or virtue, other motiva-
  tions can be constructed fairly easily. For example, nature-loving
  barbarians, druids, and elves can be set in motion by the threat
  such a monstrous army poses to nature, while those attached to
  institutions such as churches, ninja clans, and occupational
  brotherhoods may find that their fellows are directly threatened
  by the horde.
  EVENTS AT
  THE HIDDEN FORTRESS
  The room also has several bundles of valuables, including:
  • A 100-square-foot bundle of exotic furs ($500, 75 lbs.); see
  Treasure Tables (p. 12) for options.
  • An elegant heavy chair carved from ebony ($540, 24 lbs.)
  • Six one-ounce pots of myrrh ($15 each).
  • A silver-plated astrolabe ($750, 5 lbs.).
  • A high-quality suit of clothes made of velvet, suitable for
  SM 0 humans ($450, 2 lbs.).
  • A golden chain necklace ($1,025, 0.1 lb.).
  • A portable scribe (Sages, p. 12).
  • A set of six primers (Sages, p. 13) written on the hide of
  lizards ($75, 6 lbs. each).
  • A silver-plated morningstar ($240, 6 lbs.).
  • A large shield enchanted with Deflect 2 with a heraldic
  dragon painted on it ($10,270, 25 lbs).
  • A small chest containing $3,000 in assorted coins.
  Homer: Should I get rid of all my possessions?
  Spirit Guide: Are you kidding? If anything, you
  should get more possessions!
  – The Simpsons #8.9
  
  Holes in Dungeon Delving
  Whether or not the heroes can get through the dungeon
  to the last room to grab or destroy the mirror is an open
  question. Bad tactics or a long and difficult journey may
  doom them. Here is where an encounter with a rival adven-
  turer group can come in handy. If the PCs are forced back
  from the dungeon, a rival adventurer, or the remnants of a
  previously defeated rival adventurer group, may appear and
  offer to join forces. Of course, one side might betray the
  other at any time.
  And there’s the possibility that the PCs won’t destroy
  the mirror. Rather, they’ll want to use it for themselves
  or as a bargaining chip. That’s certainly an option, but
  not necessarily a wise one; see What Does the Mirror Do,
  Exactly?
  THE AFTERMATH
  After it’s all over, it’s not quite over. Assuming the adven-
  turers get out of the stronghold in the smallest number of
  pieces that allows them to move, they’ll run into their rivals
  one last time. They might be able to talk their way out of it,
  but it could come down to one last fight to keep the treasure
  they’ve won.
  As the adventurers leave the dungeon, roll twice more
  for a rival adventurer group for them to encounter. Reroll
  as necessary or simply pick them to ensure that there is one
  tough rival and one clever one – ideally ones that they’ve
  dealt with before. The rivals appear on the scene as the
  heroes are leaving the stronghold for their next destination
  (presumably back to town for healing and recharging). The
  tough rival wants the mirror if they have it, or some kind of
  duel or other competition to satisfy his honor if they don’t.
  The clever rival wants a cut of the treasure and is betting that,
  after going through the dungeon, the PCs are in worse shape
  than his own group.
  It’s possible for the PCs to convince the tough rival that
  justice has been served or that appropriate honors have been
  done. It’s likewise possible to either downplay the amount of
  loot they’ve picked up or overstate how tough they are in order
  to intimidate the clever rival or at least bargain his price down.
  See Dungeons (p. 10) for details on negotiation, but remember
  that rival adventurers aren’t monsters, so the heroes don’t get
  automatic penalties for dealing with nonhumans.
  However, both tasks are complicated by having to deal
  with both rival groups at the same time. A second-best-case
  scenario for the PCs might be to set them against one another
  and slip away while they beat on one another; for example,
  they might convince the clever rival that the tough rival has a
  lot of loot and convince the tough rival that the clever rival is
  working to undermine him. Establishing a two-against-one
  alliance would be nearly as good. However, a three-way fight
  is always a possibility.
  Denouement for the Aftermath
  Once past this obstacle, the way back to the nearest town is
  essentially clear. They’re heading out of the desert, so encoun-
  ters with more monsters are less likely, and at any rate by this
  time most of the orcs are already well to the west, in the gen-
  eral vicinity of the horde. Likewise, any remaining rival adven-
  turers are exhausted and heading back to civilization. The
  heroes can move on to their next adventure with sacks full of
  loot and the satisfaction of a job well done.
  Then again, they may want to stick around. With the
  would-be Dark Lord deprived of his power, the horde is
  breaking up, which means there are a lot of disorganized orcs
  and ogres, who have spent the past several weeks looting
  merchants, now aimlessly wandering the desert. Until
  infighting between bands spreads that wealth around, some
  of them are likely to be very rich targets. Alternatively, the
  caravan routes can open up again, but they’re still more dan-
  gerous than usual, so now is a great time to look for work
  as a caravan guard or to convince merchant associations
  to put up a bounty for collecting orc heads.
  Holes in the Aftermath
  It’s possible that the PCs will have done enough damage
  to other rival adventuring groups that none of them pose a
  credible threat. If that’s the case, combine the survivors.
  Even if, say, the High Priestess and the Holy Warrior have
  been taken out, their followers can unite in their memory.
  THE HIDDEN FORTRESS
  29
  What Does the
  Mirror Do, Exactly?
  In addition to burning people’s fingers, the power of
  the mirror is largely symbolic. It must exist in order for
  the leader of the horde to get his power, but it provides no
  power directly to anyone who happens to come across it.
  At least, not right away. If any character should keep
  the mirror (the one who carries it or has most recently
  touched it, not an entire group which decides not to
  destroy it), he’ll begin to suffer from Nightmares (12) until
  he disposes of it. A successful Hidden Lore (Demons)
  roll at -5 will reveal how to use the mirror to communicate
  with Shardak himself. The fire demon is always looking
  for competent servants and may be willing to take on the
  people who stole the mirror. Most characters can negoti-
  ate for minor new abilities in Shardak’s service; GURPS
  Dungeon Fantasy 11: Power-Ups is a good source for
  these. Clerics and holy warriors must first become evil
  clerics and unholy warriors (The Next Level, pp. 23 and
  27). Of course, if they should accept, their new powers are
  dependent on the continued existence of the mirror, and
  how long will it be until they have bands of adventurers
  coming after them?
  Hooks for the Aftermath
  Assuming the PCs get this far, there’s essentially no way
  not to deal with their rivals this one last time. After all,
  they’re right outside the gate. But, again, how they deal
  with the situation is the point, and attempting to avoid their
  rivals is an entirely legitimate course of action.
  
  Although the heroes may run into any number of small
  and dangerous groups opposing them, the opposition falls
  into three broad categories:
  Clever rivals see the quest for the mirror as a chance for per-
  sonal gain – but something that can be put aside if better
  opportunities present themselves. They’re less inclined to be
  scrupulous about pursuing it.
  Tough rivals are driven by high ideals or personal obsessions
  to be the sole victor in this race. They’re thus very difficult to
  negotiate with or sway.
  The horde is a vast army of faceless monsters. Fortu-
  nately, the PCs only have to deal a small fraction of them in
  this adventure.
  Rather than describing specific antagonists, Clever Rivals
  (below) and Tough Rivals (p. 31) each portray a type of com-
  peting adventurer – a general strategy for the GM to follow
  when playing one of the many rival adventurer groups. Each
  NPC description (pp. 33-41) makes a “clever vs. tough” sug-
  gestion, but the GM can choose whichever he likes.
  CONFLICTS
  30
  The clever rival works smarter, not harder. He can be easier
  to talk to, but he’s less up-front about what he really wants and
  is therefore less predictable.
  CAUSE AND MOTIVATION
  The clever rival is pursuing a specific goal but is very flexi-
  ble in the means by which he’s willing to achieve it. He’s prob-
  ably in it for the money and will do just about anything to get
  it; if he’s pursuing a moral or political agenda, he can rational-
  ize a great deal of amoral and illegal behavior to achieve it. He’s
  entirely willing to give up glory or abandon the quest entirely
  if he’s sufficiently well-paid or can be assured that the moral or
  political situation will be resolved to his satisfaction.
  RESOURCES
  The clever rival selects his followers for ability. Each fol-
  lower has +1 to his most definitive skill. For example, a warrior
  would get +1 to his primary weapon skill, the artillery mage +1
  to a primary Missile spell, and so on.
  THE PROTAGONISTS
  The clever rival is pursuing the same goal as the PCs, with
  a businessman’s eye. He feels no personal animosity toward
  them, but he has no positive sentiment toward them either and
  is willing to let them die. It’s possible to negotiate deals with
  the clever rival, and he will hold up his end of the deal so long
  as it’s in his interest. However, in the barren and dangerous
  desert, where no one will see or care, he’s willing to betray any-
  one if he sees advantage in it.
  EVENTS
  Clever rival adventurers may first be encountered in town,
  though at the time it may not be clear that they’re rivals. After
  that, they’re encountered periodically in the wilderness.
  Without the PCs’ intervention, they’ll pursue the mirror cau-
  tiously and with a somewhat better chance of ultimate suc-
  cess than tough rivals. Should they succeed, they’ll most
  likely treat the mirror as a resource to be exploited, using it
  directly for their own benefit if possible and selling it if not.
  CLEVER RIVALS
  CHAPTER FIVE
  CONFLICTS
  There are many powers in the world, for good or for
  evil. Some are greater than I am. Against some I have
  not yet been measured.
  – J.R.R. Tolkien, The Fellowship of the Ring
  
  This would make the mirror a free-floating men-
  ace in the campaign, passing from one diaboli-
  cally powered threat to another. If the PCs fail to
  pursue the mirror, it could come back to haunt
  them in the form of a series of monster gather-
  ings, powered-up egomaniacs, and the occasional
  minor demonic invasion.
  HOLES
  Rival NPC groups are a complication in this
  adventure, but they are not absolutely key to achiev-
  ing the ultimate goal of getting the mirror. However, PCs may
  get sidetracked by making negotiation with rivals their main
  focus rather than getting on with the business at hand. Should
  that happen, there are enough other adventurers out there that
  one of them will eventually get to the mirror before the PCs.
  CUSTOM FIT
  The “clever rival” slot is a good position for an agent work-
  ing for a PC’s Enemy (though not the Enemy himself), anyone
  with whom the PCs have an ambiguous relationship, and even
  a potential Contact or Ally.
  CONFLICTS
  31
  The tough rival is a driven crusader, to whom the means of
  completing the task is nearly as important as successfully
  achieving his goal.
  CAUSE AND MOTIVATION
  The tough rival is, in his own mind if nowhere else, Keeper
  of the Faith and Defender of the Realm . . . or the Chosen One
  . . . or otherwise unique in the universe. Whatever it is he wants
  to do, he wants to do it his own way, and doesn’t trust others to
  do it right.
  RESOURCES
  Where the clever rival selects for skill, the tough rival selects
  for staying power and mental toughness. The tough rival’s fol-
  lowers get +1 to Will.
  THE PROTAGONISTS
  A tough rival doesn’t particularly like or trust the PCs. In
  fact, he may decide it’s easier to just kill them, either to get
  them out of the way or to punish them for their own wickedness.
  However, if the heroes are able to reach an agreement with him,
  he can be counted on to keep his word.
  EVENTS
  Like clever rivals, tough rivals are first encountered in
  town and then in the wilderness. They follow what is essen-
  tially a high-risk, high-return strategy. They’re more likely to
  get killed along the way, but if they don’t they’re more likely
  to get to the mirror first. A tough rival “victory” may be a
  best-case scenario for lazy or slow-moving PCs, since most
  of the tough rivals want to destroy the mirror, which both
  eliminates it as a threat and dissolves the horde. However, a
  success by a tough rival could have subtle implications
  down the line. If, for example, the High Priestess or the Holy
  Warrior succeeds, that rival will become more influential,
  possibly taking her or his sect in a more militant direction.
  Once the horde has fallen apart, the PCs may suddenly find
  themselves in the middle of a purity crusade.
  HOLES
  As observed for clever rivals, PCs may get sidetracked into
  dealing with rival adventurers rather than the adventure itself,
  and with much the same consequences if they spend the
  adventure fighting with tough rivals as if they wasted too much
  time negotiating with clever ones. They can do it and discover
  that someone has dispersed the horde for them, but they may
  have to deal with the same problem again later.
  CUSTOM FIT
  Tough rivals can be a good showcase for important organiza-
  tions or ideological tendencies in the campaign world. The High
  Priestess and the Holy Warrior, for example, may be representa-
  tives of notable religions, while the Dark Artist may be a mem-
  ber of a powerful but problematic secret society of magicians.
  TOUGH RIVAL
  Clever Rival Interactions
  The first instinct of clever rivals is to avoid interacting with any-
  one they come across – it’s safer that way. If they must interact, they
  prefer to negotiate; clever rivals may form temporary alliances if
  they run into one another. If they can’t negotiate, they’ll flee if they
  can (often the case if they run into tough rivals) and fight if they
  must (usually the case against the horde)
  Tough Rival Interactions
  Tough rivals rely on a steadfast approach, going
  through rather than around problems, but they’re not stu-
  pid. A tough rival encountering other rivals treats them as
  he would PCs: a warning on the first encounter, combat
  on the second. An encounter between two tough rivals
  may quickly turn into an honorable duel. Tough rivals
  may retreat from the horde if they absolutely must, but
  their first instinct is to stand fast and defeat the enemy.
  
  The main body of the horde, some tens of thousands of
  monsters, is actually off-screen during this adventure. It func-
  tions as an omnipresent but nebulous threat, a source of wan-
  dering monsters. What adventurers will encounter is an
  endless procession of scouts, stragglers, foragers, and small
  bodies on their way to join up.
  CAUSE AND MOTIVATION
  The leader of the horde is a garden-variety megalomaniac.
  He wants to take over the world and has gotten demonic power
  to support that. The monsters of the horde are compelled by
  his magically assisted charisma. They delight in cruelty and
  destruction, of course, but the main motivation of any given
  band is their particular task: rendezvous with the main body of
  the horde, find something or someone to eat, carry a message
  from here to there, guard a specific place, etc. They will hap-
  pily kill any enemy they happen to come across and aren’t
  inclined to negotiate, but they aren’t really looking diligently
  for infiltrators. After all, a few refugees here and there won’t
  make any difference when the massed thousands get rolling.
  RESOURCES
  The horde’s main resource is numbers; the leader of the
  horde presumably has lots of direct power, but never appears
  on screen. So far as the heroes are concerned, orcs and ogres
  and such are in infinite supply. They’re not terribly well-coor-
  dinated, though. Each wandering band is essentially on its
  own. Command and control is extremely poor outside of the
  main body of the horde, and fleeing survivors of defeated
  bands aren’t likely to be able to accurately direct others to the
  adventurers who beat them. Indeed, numerous small groups
  of adventurers can wander through the desert and, if they’re
  careful, stay alive for quite some time, since there will be no
  coordinated searches to find them.
  Of course, if the delvers make it their mission to kill lots and
  lots of monsters and disrupt the horde’s operations, that can
  change. The GM may want to keep track of the number of
  monsters the heroes fight. If that number passes 100, increase
  N (p. 10) by 25%, as local elements of the horde start to take
  notice of dangerous conditions in the area. If they fight more
  than 200 monsters, double N and the disposition of any group
  of wandering monsters will be either high alert or ambush. At
  300 monsters, triple N; at 400, quadruple N; and so on.
  THE PROTAGONISTS
  The horde’s attitude toward the PCs and rival adven-
  turers alike is one of impersonal malice. They would be
  delighted to see the PCs dead if they happen to meet, but
  they’re not going out of their way to find them. Indeed,
  as an organization, they’re simply not aware of the
  adventurers, nor would they be terribly interested if they
  were. But they will not hesitate to attack anyone they
  see, even if a reasonable analysis would suggest that the
  adventurers are much more powerful. Monster-race PCs
  encountered in isolation (that is, not visibly accompa-
  nied by non-monster traveling companions) are
  assumed to be horde members, but will be subject to the
  same violence if they are discovered not to be.
  EVENTS
  Elements of the horde are involved in any number of wan-
  dering-monster encounters and, of course, defending the
  stronghold containing the mirror. If left to their own devices,
  they will eventually coalesce into a huge body of fanatical
  troops and roll over the landscape, destroying and pillaging
  everything they see and killing anyone who isn’t a member of
  the horde. All things considered, it’s best that the heroes try to
  stop that from happening.
  HOLES
  The adventurers may go way off the reservation in an effort
  to track down and attack the head bad guy directly. If the GM
  wants to allow this, he can improvise by treating the Dark Lord
  as one of the magic-using rivals (pp. 34-39) with maxed-out
  Magery (or equivalent), high skills in all Fire and Necromantic
  spells, impressive Charisma and Leadership, and a few tens of
  thousands of fanatically devoted monster Allies. If they some-
  how manage to win this fight, they’ll find themselves in the
  middle of an orcish civil war. Moreover, the way to the loot in
  the hidden fortress still isn’t clear! They’ve just opened the field
  for their rivals to get there first, which means that the mirror
  may fall into the wrong hands and they’ll have to do the whole
  thing all over again.
  CUSTOM FIT
  The leader of the horde can be employed by the campaign’s
  favorite Evil Force. Though orcs and other monsters are pro-
  vided here, the GM can easily substitute evil cultists and
  Things From Beyond.
  CONFLICTS
  32
  Horde Interactions
  The members of the horde are equal-opportunity spreaders
  of fear and destruction, as happy to kill the PCs as anyone else.
  They play no favorites, and simply go after targets of opportu-
  nity. If a band of monsters sees one group of adventurers closer
  and another farther away, they’ll attack the closer one, and get to
  the farther one afterward if convenient.
  This opens up the possibility of adventurer groups using the
  horde as a device against one another. A particularly subtle band
  of adventurers might create easily followed signs pointing to a
  group of rivals (e.g., banging noisy objects together, smoky camp-
  fires, lots of footprints heading in the right direction). It may slow
  the group down, but in the long run, it can save a lot of trouble to
  have two enemies fighting one another rather than you.
  THE HORDE
  
  The adventurers have a lot of work to do to get to the mir-
  ror. They have to face both rival adventuring parties and all
  manner of monsters. So here they are, complete with equip-
  ment lists!
  NPCS
  33
  This section contains the leaders of rival NPC adventurer
  groups. They are all based on standard Dungeon Fantasy tem-
  plates and are built using 250 to 300 points. Details on lan-
  guages and culture have been omitted; the GM may tailor these
  to fit the campaign.
  These delvers may also be used as PCs if players aren’t will-
  ing or able to build their own characters. The GM may allow
  modifications as time and circumstances permit; at the very
  least, each player should choose the character’s social traits
  (language, etc.) and select up to five quirks. The points from
  quirks may be used to customize the character; however, some
  of those points may be required to pay for the listed gear.
  THE ARISTOCRAT
  300 points
  Aylassa, the Aristocrat, is a high elf swashbuckler. She’s
  vaguely attractive in the way many elves are, more pale than
  one would expect from someone in the desert, and dresses
  with a bit of style, but her true charm only begins to show
  when she opens her mouth. The only thing faster and sharper
  than Aylassa’s tongue is her blade. She’s a delight to spend
  time with, but don’t let her charisma and talent for a well-
  turned phrase fool you.
  Used as a rival adventurer, the Aristocrat is a clever rival.
  She is accompanied by a basic archer (p. 42), a pixie thief
  (p. 45), a healing cleric (pp. 43-44), an artillery mage (p. 43)
  with water-related spells, and extra basic warriors (p. 43)
  and basic archers (p. 42) as necessary to bring the total num-
  ber of henchmen up to N+4.
  ST 11 [20]*; DX 17 [140]; IQ 11 [0]*; HT 13 [30].
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 11 [0]; Per 11
  [0]; FP 13 [0].
  Basic Speed 7.50 [0]; Basic Move 7 [0]; Dodge 11†; Parry 15†‡
  (Rapier); Block 14†.
  Advantages
  Ambidexterity [5]; Appearance (Attractive) [0]*; Charisma 1
  [5]; Combat Reflexes [15]; Enhanced Parry 1 (Rapier) [5];
  Extra Attack 1 [25]; High Elf [20]; Luck [15]; Magery 0 [0]*;
  Musical Ability 1 [0]*; Rapier Wit [5]; Weapon Master (Rapier)
  [20]; Voice [0]*.
  Perks: Elven Gear*; Weapon Bond (Rapier). [1]
  Disadvantages
  Code of Honor (Gentleman’s) [-10]; Compulsive Carousing
  (12) [-5]; Compulsive Spending (12) [-5]; Gregarious [-10];
  Sense of Duty (Nature) [0]*; Trickster (12) [-15]; Vow (Use only
  weapon of choice) [-5].
  Skills
  Acrobatics (H) DX [4]-17; Boxing (A) DX [2]-17; Carousing
  (E) HT [1]-13; Climbing (A) DX-1 [1]-16; Connoisseur (Litera-
  ture) (A) IQ-1 [1]-10; Connoisseur (Wine) (A) IQ-1 [1]-10; Fast-
  Draw (Knife) (E) DX+1 [1]-18†; Fast-Draw (Sword) (E) DX+1
  [1]-18†; Fast-Talk (A) IQ+1 [1]-12§; Gesture (E) IQ [1]-11;
  Jumping (E) DX [1]-17; Knife (E) DX [1]-17; Rapier (A) DX+3
  [12]-20; Savoir-Faire (High Society) (E) IQ+1 [2]-12; Search (A)
  Per-1 [1]-10; Sex Appeal (A) HT+2 [1]-15§¶; Shield (Buckler)
  (E) DX+3 [8]-20; Stealth (A) DX-1 [1]-16; Throwing (A) DX-1
  [1]-16; Wrestling (A) DX [2]-17.
  * Included in or modified by high elf racial template.
  † Includes +1 for Combat Reflexes.
  ‡ Includes +1 for Enhanced Parry.
  § Includes +2 for Voice.
  ¶ Includes +1 for Appearance.
  RIVALS
  CHAPTER SIX
  NPCS
  Danger always strikes when everything seems fine.
  – Kambei Shimada, in Seven Samurai
  
  Equipment
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Backpack] $20, 4 lbs.
  • Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
  • Canteen (p. B288) [Backpack] $10, 3 lbs.
  • Hat, wide with hide fringe (Treasure Tables, p. 17) [Head]
  $36, 0.3 lb.
  • Heavy Leather Leggings (p. B283) [Legs] DR 2. $60, 4 lbs.
  • Heavy Leather Sleeves (p. B283) [Arms] DR 2. $50, 2 lbs.
  • Leather Armor (p. B283) [Torso] DR 2*. $100, 10 lbs.
  • Leather Helm (p. B284) [Torso] DR 2. $20, 0.5 lb.
  • Light Shield (Buckler) (p. B287) [Torso] DB 1. $25, 2 lbs.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Rapier (p. B273) [Torso] 1d+2 imp. $500, 2.75 lbs.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE DARK ARTIST
  270 points
  Gygga-Khyak, the Dark Artist, is a dark one demonologist.
  Though otherworldly spirits are comfortable around him, he’s
  simply disquieting to most mortals, both for his unnatural line-
  age and for his unstoppable ambition to gather eldritch power.
  Gygga-Khyak is nondescript as his people go, with a long, narrow
  face, dark hair cut very short, and slightly battered, very practical
  clothing. But he has a disconcerting habit of staring at people
  with unblinking eyes as he talks to them, made all the more dis-
  turbing by his cat-like pupils with blue and red striations.
  Although the Dark Artist is probably a clever rival when used
  as an opponent, a particularly obsessive one might act as a tough
  rival who prefers his own demons to the one behind the mirror.
  He is accompanied by two basic dwarf warriors (pp. 42-43), a
  support cleric (p. 44), a pixie thief (p. 45), an artillery mage
  (p. 43) with fire-related spells, and extra barbarians (p. 42) as
  necessary to bring the total number of henchmen up to N+4.
  ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
  Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 16 [5]; Per 14 [-5];
  FP 12 [0].
  Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9; Parry 10
  (Shortsword); Block 10.
  Advantages
  Dark One [20]; Demonic Attunement 3 [24]; Detect
  (Demons and demonic forces; PM, -10%) [9]; Eidetic Memory
  [5]; Elder Gift 2 [0]*; Hard to Kill 2 (PM, -10%) [4]; High Man-
  ual Dexterity 2 [0]*; High Pain Threshold [10]; Night Vision 1
  [0]*; Resistant to Demonic Powers (+8) (PM, -10%) [5]; Resist-
  ant to Metabolic Hazards (+3) [0]*; Spirit Empathy (Special-
  ized, Demons, -50%) [5]; Unfazeable [15].
  Perks: Better Power Items*. [0]
  Disadvantages
  Bloodlust (12) [0]*; Frightens Animals [-10]; Low Empathy
  [-20]; Obsession (Become the world’s most powerful demo-
  nologist) (12) [-10]; Phantom Voices (Annoying) [-5]; Unnatu-
  ral Features 2 [0]*.
  Skills
  Alchemy (VH) IQ-1 [1]-14†; Cartography (A) IQ-1 [1]-14;
  Climbing (A) DX-1 [1]-11; Exorcism (H) Will-1 [2]-15; Gesture
  (E) IQ [1]-15; Hidden Lore (Demons) (A) IQ+3 [4]-18†; Hiking
  (A) HT-1 [1]-11; Intimidation (A) Will-1 [1]-15; Knife (E) DX+2
  [4]-14; Meditation (H) Will-1 [2]-15; Observation (A) Per-1
  [1]-13; Occultism (A) IQ+3 [4]-18†; Physiology (Demons) (H)
  IQ-2 [1]-13; Psychology (Demons) (H) IQ [4]-15; Research (A)
  IQ [2]-15; Search (A) Per-1 [1]-13; Shield (E) DX+2 [4]-14;
  Shortsword (A) DX+2 [8]-14; Speed-Reading (A) IQ [2]-15;
  Stealth (A) DX-1 [1]-11; Thaumatology (VH) IQ [2]-15†.
  Spells‡
  Counterspell (H) IQ+1 [1]-16; Curse (H) IQ+1 [1]-16; Detect
  Magic (H) IQ+1 [1]-16; Magic Resistance (H) IQ+1 [1]-16; Pen-
  tagram (H) IQ+1 [1]-16; Scryguard (H) IQ+1 [1]-16; Sense
  Spirit (H) IQ+1 [1]-16; Spell Shield (H) IQ+1 [1]-16; Summon
  Demon (H) IQ+1 [1]-16; Turn Spirit (H) IQ+1 [1]-16.
  * Included in dark one racial template.
  † Includes +2 for Elder Gift.
  ‡ All spells include +3 for Demonic Attunement.
  Equipment
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Backpack] $20, 4 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Cloth Armor (p. B283) [Torso] DR 1. $30, 6 lbs.
  • Leather Helm (p. B284) [Torso] DR 2. $20, 0.5 lb.
  • Paut × 2 (Adventurers, p. 29) [Backpack] Restores 4 FP lost
  to magic. $270, 1 lb.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Shoes (p. B284) [Feet] DR 1*. $40, 2 lbs.
  • Shortsword, Decorated (p. B273) [Torso] 1d cut, 1d-2 imp.
  The sword has a small gem in the pommel, increasing its
  value by $50. With the Dark Artist’s perk, this allows the
  sword to act as a power item providing 7 FP. $450, 2 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE EXCEPTIONAL THIEF
  270 points
  Mirko the Fingers, the Exceptional Thief, has mastered the
  arts of sneaking and burglary. Don’t deride this gnome as a
  common thief; he’s much better than that. He’s quiet, and no
  door or high wall can keep him out. The money may run
  through his hands once he’s got it, but getting it is the point.
  Mirko is slightly stout, but no more than usual for a gnome,
  with once-red hair and beard now gone mostly gray. He smiles
  a lot, but is not to be trusted.
  Used as an opponent, the Exceptional Thief is a clever rival.
  His followers consist of two basic archers (p. 42), a healing
  cleric (pp. 43-44), a support mage (p. 44), and extra basic war-
  riors (p. 43) and basic archers (p. 42) as necessary to bring the
  total number of henchmen up to N+4. Given his greed and the
  magnitude of the treasure involved, he may be particularly dif-
  ficult to buy off.
  ST 11 [10]; DX 16 [120]; IQ 13 [60]; HT 11 [10].
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14
  [5]; FP 14 [0]*.
  Basic Speed 6.25 [-10]; Basic Move 6 [5]*; Dodge 9; Parry 10
  (Shortsword).
  SM -1*.
  NPCS
  34
  
  Advantages
  Catfall [10]; Flexibility [5]; Gnome [20]; High Manual Dex-
  terity 1 [5]; Night Vision 5 [0]*; Perfect Balance [15]; Resistant
  to Poison (+3) [0]*; Widget Worker 2 [0]*.
  Perks: Honest Face. [0]*
  Disadvantages
  Code of Honor (Pirate’s) [-5]; Compulsive Spending (12)
  [-5]; Curious (12) [0]*; Greed (12) [-15]; Trickster (12) [-15].
  Skills
  Acrobatics (H) DX-1 [1]-15†; Brawling (E) DX [1]-16;
  Carousing (E) HT [1]-11; Climbing (A) DX+3 [1]-19†‡; Escape
  (H) DX+1 [1]-17‡; Fast-Draw (Knife)
  (E) DX [1]-16; Fast-Draw (Sword) (E)
  DX [1]-16; Filch (A) DX [2]-16; Forced
  Entry (E) DX+2 [1]-18§; Forgery (H)
  IQ-2 [1]-11; Gambling (A) IQ-1 [1]-12;
  Garrote (E) DX [1]-16; Gesture (E) IQ
  [1]-13; Holdout (A) IQ [2]-13; Lock-
  picking
  (A)
  IQ+3
  [4]-16§;
  Main-
  Gauche (A) DX-1 [1]-15; Observation
  (A) Per-1 [1]-13; Pickpocket (H) DX
  [2]-16¶; Poisons (H) IQ-2 [1]-11;
  Scrounging (E) Per+2 [1]-16§; Search
  (A) Per [2]-14; Shadowing (A) IQ
  [2]-13; Shortsword (A) DX-1 [1]-15;
  Sleight of Hand (H) DX-1 [1]-15¶;
  Smuggling (A) IQ [2]-13; Stealth (A)
  DX+3 [12]-19; Streetwise (A) IQ
  [2]-13; Thrown Weapon (Knife) (E)
  DX [1]-16; Traps (A) IQ+3 [4]-16§;
  Urban Survival (A) Per [2]-14.
  * Included in or modified by
  gnome racial template.
  † Includes +1 for Perfect Balance.
  ‡ Includes +3 for Flexibility.
  § Includes +2 for Widget Worker.
  ¶ Includes +1 for High Manual
  Dexterity.
  Equipment
  • Backpack, Undersized (p. B288) [Torso] Holds 20 lbs. $60,
  1.5 lbs.
  • Blanket, Undersized (p. B288) [Torso] $20, 2 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Heavy Leather Leggings, Undersized (p. B283) [Legs] DR 1.
  $60, 2 lbs.
  • Heavy Leather Sleeves, Undersized (p. B283) [Arms] DR 1.
  $50, 1 lb.
  • Leather Armor, Undersized (p. B283) [Torso] DR 1. $100, 5 lbs.
  • Leather Helm, Undersized (p. B284) [Torso] DR 1. $20, 0.25 lb.
  • Light Shield, Undersized (p. B287) [Torso] DB 1. $25, 1 lb.
  • Lockpicks, Basic, Undersized (Adventurers, p. 25) [Back-
  pack] $50, 0.07 lb.
  • Monster Drool (Adventurers, p. 29) [Backpack] Utility poi-
  son; Roll vs. HT or take 2 points of injury. $20, 0.5 lb.
  • Personal Basics, Undersized (p. B288) [Backpack] $5, 0.67 lb.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Shoes, Undersized (p. B284) [Feet] DR 0. $40, 1 lb.
  • Shortsword (p. B273) [Torso] 1d+1 cut, 1d-1 imp. Used at -1
  to skill due to SM differences. $400, 2 lbs.
  • Spy’s Horn, Undersized (Adventurers, p. 26) [Backpack]
  $100, 1.34 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE HIGH PRIESTESS
  300 points
  Gracious Mother Lunthilde of Dabben-Velben, the High
  Priestess, is a cleric-holy warrior. There is evil in the world,
  and the high priestess is there to cast it out. She’s actually
  quite kind and generous, and
  there’s probably no one nicer
  and more self-denying when
  she’s in town. But evil flees
  from her, and she’s quite
  eager to chase it down and
  give it a beating. She hides a
  surprising amount of muscle
  under her coarse smock, and
  her black hair is just long
  enough to pull back from her
  blocky face and tie with a
  sacred knot.
  Used as an opponent, she
  acts as a tough rival. However,
  her faith makes her more
  inclined toward being merci-
  ful and even helpful to poten-
  tial enemies, so long as they’re
  not overtly evil. A point or two
  converted to cash would go a
  long way to decorating her
  mace (see Treasure Tables) to
  improve its performance as a
  power item. She is followed
  by a basic archer (p. 42), two
  basic warriors (p. 43), a heal-
  ing cleric (pp. 43-44), and
  extra support clerics (p. 44)
  and dwarf warriors (pp. 42-43) as necessary to bring the total
  number of henchmen up to N+4.
  ST 14 [40]; DX 13 [60]; IQ 14 [80]; HT 13 [30].
  Damage 1d/2d; BL 39 lbs.; HP 14 [0]; Will 14 [0]; Per 14 [0]; FP
  13 [0].
  Basic Speed 6.00 [-10]; Basic Move 6 [0]; Dodge 9; Parry 11
  (Axe/Mace); Block 10.
  Advantages
  Clerical Investment [5]; Higher Purpose (Slay Demons) [5];
  Intuition (PM, -10%) [14]; Power Investiture 4 (Holy) [40];
  Resistant to Evil Supernatural Powers (+3) (PM, -10%) [5].
  Disadvantages
  Compulsive Generosity (12) [-5]; Disciplines of Faith (Ritu-
  alism) [-5]; Honesty (12) [-10]; Intolerance (“Evil” religions)
  [-5]; Overconfidence (12) [-5]; Selfless (12) [-5]; Truthfulness
  (12) [-5]; Vow (No edged weapons) [-10].
  NPCS
  35
  
  Skills
  Axe/Mace (A) DX+3 [12]-16; Climbing (A) DX-1 [1]-12; Diag-
  nosis (H) IQ-2 [1]-12; Esoteric Medicine (Holy) (H) Per [4]-14;
  Exorcism (H) Will [4]-14; First Aid (E) IQ [1]-14; Hidden Lore
  (Spirits) (A) IQ-1 [1]-13; Hiking (A) HT-1 [1]-12; Leadership (A)
  IQ-1 [1]-13; Meditation (H) Will-2 [1]-12; Observation (A) Per-1
  [1]-13; Occultism (A) IQ [2]-14; Physiology (Demons) (H) IQ-2
  [1]-12; Psychology (Demons) (H) IQ-2 [1]-12; Public Speaking
  (A) IQ-1 [1]-13; Religious Ritual (Holy) (H) IQ-2 [1]-12; Search
  (A) Per-1 [1]-13; Shield (E) DX+2 [4]-15; Stealth (A) DX-1 [1]-12;
  Strategy (Land) (H) IQ-2 [1]-12; Surgery (VH) IQ-2 [2]-12; Tac-
  tics (H) IQ-2 [1]-12; Teaching (A) IQ-1 [1]-13; Theology (Holy)
  (H) IQ-2 [1]-12; Throwing (A) DX+1 [4]-14.
  Spells*
  Armor (H) IQ+2 [1]-16; Awaken (H) IQ+2 [1]-16; Banish (H)
  IQ+2 [1]-16; Cleansing (H) IQ+2 [1]-16; Continual Light (H)
  IQ+2 [1]-16; Continual Sunlight (H) IQ+2 [1]-16; Create Food
  (H) IQ+2 [1]-16; Create Water (H) IQ+2 [1]-16; Dispel Magic
  (H) IQ+2 [1]-16; Flaming Weapon (H) IQ+2 [1]-16; Great Heal-
  ing (VH) IQ+1 [1]-15; Healing Slumber (H) IQ+2 [1]-16;
  Instant Restoration (H) IQ+2 [1]-16; Lend Energy (H) IQ+2
  [1]-16; Lend Vitality (H) IQ+2 [1]-16; Major Healing (VH) IQ+1
  [1]-15; Minor Healing (H) IQ+2 [1]-16; Neutralize Poison (H)
  IQ+2 [1]-16; Recover Energy (H) IQ+2 [1]-16; Relieve Paralysis
  (H) IQ+2 [1]-16; Resist Cold (H) IQ+2 [1]-16; Resist Fire (H)
  IQ+2 [1]-16; Restoration (VH) IQ+1 [1]-15; Restore Hearing
  (H) IQ+2 [1]-16; Restore Sight (H) IQ+2 [1]-16; Restore Speech
  (H) IQ+2 [1]-16; Share Vitality (H) IQ+2 [1]-16; Stone to Flesh
  (H) IQ+2 [1]-16; Stop Bleeding (H) IQ+2 [1]-16; Stop Paralysis
  (H) IQ+2 [1]-16; Stop Spasm (H) IQ+2 [1]-16.
  * All spells include +4 for Power Investiture.
  Equipment
  • Backpack, Small (p. B288) [Torso] $60, 3 lbs.
  • Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • First Aid Kit (Adventurers, p. 24) [Backpack] $50, 2 lbs.
  • Holy Symbol (Adventurers, p. 26) [Backpack] $50, 1 lb.
  • Holy Water × 4 (Adventurers, p. 26) [Backpack] $30, 4 lbs.
  • Fine Mace (p. B271) [Torso] 2d+3 cr. Also acts as a power
  item holding 3 FP. $150, 5 lbs.
  • Mail Leggings (p. B283) [Legs] DR 4/2*. $110, 15 lbs.
  • Mail Shirt (p. B283) [Torso] DR 4/2*. $150, 16 lbs.
  • Mail Sleeves (p. B283) [Arms] DR 4/2*. $70, 9 lbs.
  • Medium Shield (p. B287) [Torso] DB 2. $60, 15 lbs.
  • Personal Basics p. (B288) [Backpack] $5, 1 lb.
  • Pot-Helm (p. B284) [Head] DR 4. $100, 5 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE HOLY WARRIOR
  255 points
  Kelmak God-Marked, the Holy Warrior, is not quite up to
  the brute force of the Lizard King or the Noble Knight.
  However, in a pinch he’s nearly as good, and he’s doubly so
  against the forces of evil. Where the High Priestess casts out
  evil, the holy warrior is more inclined toward smiting. And
  though he’s no fun to be with, he’s a genuinely nice person
  beneath the excessively serious demeanor. Kelmak’s head is
  shaved, which seems to emphasize his beak-like nose and
  unsmiling face, and where he’s not covered with armor, his
  skin is mostly covered with a mixture of battle scars and
  sacred tattoos.
  As an opponent, the Holy Warrior is a particularly implaca-
  ble tough rival. His boon companions include two basic war-
  riors (p. 43), two archers (p. 42), a healing cleric (pp. 43-44),
  and extra support clerics (p. 44) and basic warriors (p. 43) as
  necessary to bring the total number of henchmen up to N+4.
  ST 14 [40]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
  Damage 1d/2d; BL 39 lbs.; HP 15 [2]; Will 14 [10]; Per 12 [0];
  FP 13 [0].
  Basic Speed 6.00 [-10]; Basic Move 6 [0]; Dodge 9; Parry 13*
  (Polearm).
  Advantages
  Blessed (PM, -10%) [9]; Born War-Leader 1 [5]; Charisma 1
  [5]; Enhanced Parry 1 (Polearm) [5]; High Pain Threshold [10];
  Higher Purpose (Slay Demons) [5]; Holiness 2 [10]; Resistant
  to Evil Supernatural Powers (+8) (PM, -10%) [7].
  Perks: Foes slain personally can’t rise as undead. [1]
  Disadvantages
  Compulsive Vowing (12) [-5]; Discipline of Faith (Ritual-
  ism) [-5]; Honesty (12) [-10]; No Sense of Humor [-10]; Selfless
  (12) [-5]; Vow (Chastity) [-5].
  Skills
  Brawling (E) DX+1 [2]-14; Climbing (A) DX-1 [1]-12; Cross-
  bow (E) DX+2 [4]-15; Esoteric Medicine (H) Per-2 [1]-10; Exor-
  cism (H) Will [4]-14; Fast-Draw (Arrow) (E) DX [1]-13; Hidden
  Lore (Demons) (A) IQ [2]-12; Hiking (A) HT-1 [1]-12; Intimida-
  tion (A) Will-1 [1]-13; Leadership (A) IQ+1 [1]-13†‡; Meditation
  (H) Will-2 [1]-12; Observation (A) Per-1 [1]-11; Physiology
  (Orc) (H) IQ [4]-12; Polearm (A) DX+5 [20]-18; Psychology
  (Orc) (H) IQ [4]-12; Public Speaking (A) IQ [1]-12†; Religious
  Ritual (Holy) (H) IQ-2 [1]-10; Riding (Horse) (A) DX-1 [1]-12;
  Singing (E) HT+2 [4]-15; Strategy (Land) (H) IQ [2]-12‡; Tac-
  tics (H) IQ [4]-13‡; Theology (Holy) (H) IQ-2 [1]-10; Wrestling
  (A) DX+1 [4]-14.
  * Includes +1 for Enhanced Parry.
  † Includes +1 for Charisma.
  ‡ Includes +1 for Born War-Leader.
  Equipment
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Backpack] $20, 4 lbs.
  • Bolts × 20, Crossbow (p. B276) [Quiver]. $40, 1.2 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Crossbow (p. B276) [Torso] 1d+4 imp. $150, 6 lbs.
  • Healer’s Kit (Adventurers, p. 26) [Backpack] $200, 10 lbs.
  • Heavy Leather Leggings (p. B283) [Legs] DR 2. $60, 4 lbs.
  • Heavy Leather Sleeves (p. B283) [Arms] DR 2. $50, 2 lbs.
  • Hip Quiver (p. B289) [Torso] Holds up to 20 arrows. $15, 1 lb.
  • Holy Symbol (Adventurers, p. 26) [Backpack] $50, 1 lb.
  • Holy Water × 2 (Adventurers, p. 26) [Backpack] $30, 2 lbs.
  • Leather Helm (p. B284) [Torso] DR 2. $20, 0.5 lb.
  • Mail Shirt (p. B283) [Torso] DR 4/2*. $150, 16 lbs.
  • Naginata (p. B272) [Torso] 2d+2 cut, 1d+3 imp. $100, 6 lbs.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  NPCS
  36
  
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Shoes (p. B284) [Feet] DR 1*. $40, 2 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE LIZARD KING
  265 points
  Ssa Sshuq, the Lizard King, is uncouth, reckless, and looks
  like a green, scaly threat to just about everyone, but you’d be
  hard pressed to think of someone you’d rather have on your side,
  or someone you’d rather not be facing. The Lizard King is a con-
  summate barbarian. What he lacks in subtlety, he makes up for
  in brute force. He’s extremely dangerous even without weapons,
  and he’s an excellent tracker as well. He has a short snout like a
  very blunt-nosed alligator, and his rough scales are a medium
  olive green with a distinctive (to other lizard men, anyway) pat-
  tern of dull black highlights along his spine and tail.
  The Lizard King is, obviously, tough rival material, but a
  canny GM might play against type by making him a crude but
  effective pragmatist. His followers include two support clerics
  (p. 44), a basic thief (p. 44), and extra basic barbarians (p. 42)
  as necessary to bring the total number of henchmen up to N+4.
  The cost and weight of his gear are adjusted for a SM +1 char-
  acter. Used as a PC, one point from quirks should be used for
  extra starting cash to purchase the listed gear.
  ST 19 [63]*†; DX 13 [60]; IQ 9 [0]*; HT 14 [30]*.
  Damage 2d-1/3d+1; BL 72 lbs.; HP 24 [9]†; Will 9 [0]; Per 11
  [10]; FP 14 [0].
  Basic Speed 6.25 [-10]; Basic Move 8 [0]*†; Dodge 10‡; Parry
  11‡ (Axe/Mace); Block 12‡.
  SM +1.
  Advantages
  Claws (Sharp) [0]*; Combat Reflexes [15]; Damage Resist-
  ance 2 (Tough Skin, -40%) [0]*; Discriminatory Smell [15]; High
  Pain Threshold [10]; Lizard Man [30]; Nictitating Membrane 2
  [0]*; Outdoorsman 4 [40]; Peripheral Vision [0]*; Striker (Tail;
  Crushing; Clumsy, -2 to hit, -40%) [0]*; Teeth (Sharp) [0]*; Tem-
  perature Tolerance 3 [0]*; Terrain Adaptation (Sand) [0]*.
  Disadvantages
  Berserk (12) [-10]; Compulsive Carousing (12) [-5]; Disturb-
  ing Voice [0]*; Easy to Read [-10]; Gigantism [0]; Gluttony (12)
  [-5]; Impulsiveness (12) [-10]; Odious Personal Habit (Unre-
  fined manners) [-5]; Overconfidence (12) [-5]; Sense of Duty
  (Adventuring companions) [-5]; Social Stigma (Monster) [0]*.
  Skills
  Animal Handling (Raptors) (A) IQ [2]-9; Axe/Mace (A)
  DX+2 [8]-15; Brawling (E) DX [1]-13; Camouflage (E) IQ+4
  [1]-13§; Carousing (E) HT [1]-14; Climbing (A) DX-1 [1]-12;
  Disguise (Animals) (A) IQ [2]-9; First Aid (E) IQ [1]-9; Fishing
  (E) Per+4 [1]-15§; Forced Entry (E) DX [1]-13; Hiking (A) HT-1
  [1]-13; Intimidation (A) Will [2]-9; Mimicry (Bird Calls) (H)
  IQ+2 [1]-11§; Naturalist (H) IQ+2 [1]-11§; Navigation (Land)
  (A) IQ+4 [2]-13§; Running (A) HT-1 [1]-13; Shield (E) DX+3
  [8]-16; Stealth (A) DX [2]-13; Survival (Desert) (A) Per+3
  [1]-14§; Swimming (E) HT [1]-14; Throwing (A) DX+1 [4]-14;
  Tracking (A) Per+3 [1]-14§; Weather Sense (A) IQ [2]-9;
  Wrestling (A) DX [2]-13.
  * Included in or modified by lizard man racial template.
  † Includes effects of SM +1 from Gigantism.
  ‡ Includes +1 for Combat Reflexes.
  § Includes +4 for Outdoorsman.
  Equipment
  • Arrows, Outsize × 16 (p. B276) [Quiver] $48, 2.4 lbs.
  • Boots, Outsize (p. B284) [Feet] DR 2*. $160, 6 lbs.
  • Fine Axe, Outsize (p. B271) [Torso] 3d+5 cut. $750, 6 lbs.
  • Hip Quiver (p. B289) [Torso] Holds up to 20 arrows. $30,
  2 lbs.
  • Mail Loincloth (Loadouts, p. 8) [Groin] DR 4/2*. $120, 12
  lbs.
  • Medium Shield, Outsize (p. B287) [Torso] DB 2. $90, 22.5 lbs.
  • Partial Mail Top, Outsize (Loadouts, p. 8) [Torso] DR 4/2*.
  $150, 14 lbs.
  • Regular Bow, Outsize (p. B287) [Torso] 2d+1 imp. $150, 3 lbs.
  THE MAGE
  300 points
  Rodique de Passan, the Mage, is actually a wizard-scholar,
  specializing in combat spells. The Mage is a student of all
  things magical. He can be difficult to deal with, but he knows
  what he’s talking about. Rodique keeps his round face clean-
  shaven but covers his slightly oversized head and rapidly thin-
  ning brown hair with a long knit cap, which dangles to the side
  almost to his shoulder; somehow, he manages not to get it
  caught in any of the books he peers closely at.
  Like the Dark Artist, the Mage can be either a tough or clever
  rival. His followers include two basic dwarf warriors (pp. 42-43),
  an artillery mage (p. 43) with Earth spells, a support mage
  (p. 44), a basic thief (p. 44), and extra basic warriors (p. 43) as
  necessary to bring the total number of henchmen up to N+4.
  ST 10 [0]; DX 12 [40]; IQ 16 [120]; HT 11 [10].
  Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 16 [0]; Per 13 [-15];
  FP 14 [9].
  Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge 9; Parry 9 (Small-
  sword); Block 10.
  Advantages
  Book-Learned Wisdom 1 (2) [9]; Eidetic Memory [5]; Magery
  4 [45]; Wild Talent 1 (No Advantage Requirements, +50%) [30].
  Disadvantages
  Bad Temper (12) [-10]; Frightens Animals [-10]; Oblivious
  [-5]; Obsession (To become the world’s most powerful wizard)
  (12) [-10].
  NPCS
  37
  Wits and swords are as
  straws against the wisdom
  of the Darkness.
  – Robert E. Howard,
  “The Phoenix on the Sword”
  
  Skills
  Alchemy (VH) IQ [8]-16; Cartography (A) IQ [2]-16; Climb-
  ing (A) DX-1 [1]-11; Diplomacy (H) IQ-3 [1]-13*; First Aid (E)
  IQ [1]-16; Hazardous Materials (Magical) (A) IQ-1 [1]-15; Hid-
  den Lore (Demons) (A) IQ [2]-16; Hidden Lore (Elementals)
  (A) IQ-1 [1]-15; Hidden Lore (Lost Civilizations) (A) IQ-1
  [1]-15; Hidden Lore (Magical Items) (A) IQ [2]-16; Hidden Lore
  (Spirits) (A) IQ-1 [1]-15; Hiking (A) HT-1 [1]-10; Innate Attack
  (Beam) (A) DX [1]-12; Innate Attack (Breath) (A) DX+1 [2]-13;
  Innate Attack (Projectile) (A) DX+1 [2]-13; Meditation (H)
  Will-1 [2]-15; Occultism (A) IQ [2]-16; Research (A) IQ-1 [1]-15;
  Savoir-Faire (High Society) (E) IQ-1 [1]-15*; Shield (Buckler)
  (E) DX+2 [4]-14; Smallsword (A) DX+1 [4]-13; Speed-Reading
  (A) IQ-1 [1]-15; Stealth (A) DX-1 [1]-11; Strategy (Land) (H)
  IQ-2 [1]-14; Teaching (A) IQ-1 [1]-15; Thaumatology (VH) IQ+1
  [1]-17†; Writing (A) IQ-1 [1]-15.
  Spells†
  Breathe Fire (VH) IQ+1 [1]-17; Burning Touch (H) IQ+2
  [1]-18; Concussion (H) IQ+2 [1]-18; Create Air (H) IQ+2 [1]-18;
  Create Fire (H) IQ+2 [1]-18; Deflect Energy (H) IQ+2 [1]-18;
  Explosive Fireball (H) IQ+2 [1]-18; Extinguish Fire (H) IQ+2
  [1]-18; Fire Cloud (H) IQ+2 [1]-18; Fireball (H) IQ+2 [1]-18; Fire-
  proof (H) IQ+2 [1]-18; Flame Jet (H) IQ+2 [1]-18; Flaming
  Armor (H) IQ+2 [1]-18; Flaming Missiles (H) IQ+2 [1]-18; Flam-
  ing Weapon (H) IQ+2 [1]-18; Heat (H) IQ+2 [1]-18; Ignite Fire
  (H) IQ+2 [1]-18; Lightning (H) IQ+2 [1]-18; Purify Air (H) IQ+2
  [1]-18; Rain of Fire (H) IQ+2 [1]-18; Resist Fire (H) IQ+2 [1]-18;
  Shape Air (H) IQ+2 [1]-18; Shape Fire (H) IQ+2 [1]-18; Smoke
  (H) IQ+2 [1]-18; Sound (H) IQ+2 [1]-18; Spark Storm (H) IQ+2
  [1]-18; Stench (H) IQ+2 [1]-18; Thunderclap (H) IQ+2 [1]-18;
  Wall of Lightning (H) IQ+2 [1]-18; Windstorm (H) IQ+2 [1]-18.
  * Includes -1 for Oblivious.
  † Thaumatology and all spells include +4 for Magery.
  Equipment
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Backpack] $20, 4 lbs.
  • Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Heavy Leather Sleeves (p. B283) [Arms] DR 2. $50, 2 lbs.
  • Leather Armor (p. B283) [Torso] DR 2. $100, 10 lbs.
  • Cloth Cap (p. B284) [Head] DR 1*. $5, neg.
  • Leather Pants (p. B283) [Legs] DR 1*. $40, 3 lbs.
  • Light Shield (p. B287) [Torso] DB 1. $25, 2 lbs.
  • Paut (Adventurers, p. 29) [Backpack] Restores 4 FP lost to
  magic. $135, 0.5 lb.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Smallsword (p. B273) [Torso] 1d-1 imp; can be used as a
  power item holding 5 FP. $400, 1.5 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE MASTER OF
  THE ELEMENTS
  255 points
  Gav of Oldwater, a druid, is the Master of the Elements. Gav
  is less concerned with life forces and living things than most
  druids, and more interested in material natural forces and sub-
  stances. No matter how strange things get around him, he’s at
  one with nature. He has shaggy hair and an untrimmed beard
  which are almost the same shade as the furs he habitually
  wears, making him look more like an ape or a bear than a man
  from a distance.
  His fellow travelers are a basic archer (p. 42), a pixie thief
  (p. 45), a healing cleric (pp. 43-44), an artillery mage (p. 43)
  with Earth spells, and extra basic barbarians (p. 42) as neces-
  sary to bring the total number of henchmen up to N+4.
  ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 13 [30].
  Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 14
  [0]; FP 13 [0].
  Basic Speed 6.00 [-5]; Basic Move 6 [0]; Dodge 9; Parry 10
  (Shortsword); Block 10.
  Advantages
  Green Thumb 1 [5]; Outdoorsman 1 [10]; Power Investiture
  4 (Druidic) [40]; Terrain Adaptation (Sand; PM, -10%) [5].
  Disadvantages
  Discipline of Faith (Ritualism) [-5]; Odious Personal Habit
  (“Dirty Hippie”) [-5]; Sense of Duty (Nature) [-15]; Stubborn-
  ness [-5]; Weirdness Magnet [-15].
  Skills
  Animal Handling (Equines) (A) IQ-1 [1]-13; Camouflage
  (E) IQ+1 [1]-15*; Climbing (A) DX [2]-12; Disguise (Animals)
  (A) IQ-1 [1]-13; Esoteric Medicine (Druidic) (H) Per [4]-14;
  First Aid (E) IQ [1]-14; Herb Lore (VH) IQ [4]-14†; Hidden
  Lore (Elementals) (A) IQ-1 [1]-13; Hiking (A) HT-1 [1]-12;
  Knife (E) DX [1]-12; Mimicry (Bird Calls) (H) IQ-1 [1]-13*;
  Naturalist (H) IQ+1 [2]-15*†; Observation (A) Per-1 [1]-13;
  Pharmacy (Herbal) (H) IQ-2 [1]-12; Religious Ritual
  (Druidic) (H) IQ-2 [1]-12; Shield (A) DX+2 [4]-14; Shortsword
  (A) DX+3 [12]-15; Stealth (A) DX [2]-12; Survival (Desert) (A)
  Per [1]-14*; Theology (Druidic) (H) IQ-2 [1]-12; Throwing (A)
  DX+1 [4]-13; Veterinary (H) IQ-2 [1]-12; Weather Sense (A)
  IQ [2]-14.
  NPCS
  38
  [The druids] have an especially odd and unbelievable method of divination
  for the most important matters. Having anointed a human victim, they stab
  him . . .
  – Diodorus Siculus 5.31
  
  Spells‡
  Beast Speech (H) IQ+2 [1]-16; Beast-Soother (H) IQ+2
  [1]-16; Body of Wind (H) IQ+2 [1]-16; Body of Wood (H) IQ+2
  [1]-16; Clouds (H) IQ+2 [1]-16; Conceal (H) IQ+2 [1]-16; Cure
  Disease (H) IQ+2 [1]-16; Detect Magic (H) IQ+2 [1]-16; Detect
  Poison (H) IQ+2 [1]-16; Dispel Magic (H) IQ+2 [1]-16; Fog (H)
  IQ+2 [1]-16; Freeze (H) IQ+2 [1]-16; Frost (H) IQ+2 [1]-16;
  Mystic Mist (H) IQ+2 [1]-16; Rain (H) IQ+2 [1]-16; Recover
  Energy (H) IQ+2 [1]-16; Rider (H) IQ+2 [1]-16; Sandstorm (H)
  IQ+2 [1]-16; Seek Water (H) IQ+2 [1]-16; Sense Life (H) IQ+2
  [1]-16; Shape Air (H) IQ+2 [1]-16; Shape Earth (H) IQ+2
  [1]-16; Shape Water (H) IQ+2 [1]-16; Snow (H) IQ+2 [1]-16;
  Spider Silk (H) IQ+2 [1]-16; Storm (H) IQ+2 [1]-16; Summon
  Air Elemental (H) IQ+2 [1]-16; Summon Earth Elemental (H)
  IQ+2 [1]-16; Summon Fire Elemental (H) IQ+2 [1]-16; Sum-
  mon Water Elemental (H) IQ+2 [1]-16; Wall of Wind (H) IQ+2
  [1]-16; Waves (H) IQ+2 [1]-16; Whirlpool (H) IQ+2 [1]-16;
  Wind (H) IQ+2 [1]-16; Windstorm (H) IQ+2 [1]-16.
  * Includes +1 for Outdoorsman.
  † Includes +1 for Green Thumb.
  ‡ All spells include +4 for Power Investiture.
  Equipment
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Backpack] $20, 4 lbs.
  • Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Fur Loincloth (p. B283) [Groin] DR 1*. $10, neg.
  • Fur Tunic (p. B283) [Torso] DR 1*. $25, 2 lbs.
  • Heavy Cloak (p. B287) [Torso] $50, 5 lbs.
  • Leather Helm (p. B284) [Torso] DR 2. $20, 0.5 lb.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Shortsword (p. B273) [Torso] 1d+1 cut, 1d-1 imp. Can act as
  a power item containing 5 FP. $400, 2 lbs.
  • Small Shield (p. B287) [Torso] DB 1. $40, 8 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE MASTER OF
  THE EMPTY HAND
  250 points
  Don’t be fooled by the modest size and sour demeanor of
  Banchi Du-Jao, the Master of the Empty Hand. This martial
  artist is serious about everything, but he’s particularly serious
  about his art. Du-Jao prefers to have students do his bidding,
  as he stands silently in the back with a scowl and crossed arms.
  His loose-fitting garments are dyed with pastel colors, and he
  keeps them immaculately clean, even while on the road.
  The Master of the Empty Hand could easily be played prag-
  matically, as a clever rival, or fanatically, as a tough rival. He is
  accompanied by students: a support mage (p. 44), a healing
  cleric (pp. 43-44), a basic archer (p. 42), and extra karatekas
  (p. 43) as necessary to bring the total number of henchmen up
  to N+6.
  ST 11 [10]; DX 16 [120]; IQ 10 [0]; HT 12 [20].
  Damage 1d-1/1d+2; BL 24 lbs.; HP 11 [0]; Will 11 [5]; Per 10
  [0]; FP 12 [0].
  Basic Speed 7.00 [0]; Basic Move 8 [5]; Dodge 10; Parry 11
  (Judo).
  Advantages
  Chi Talent 2 [30]; Damage Resistance 1 (PM, -10%; Tough
  Skin, -40%) [3]; Extra Attack 1 (PM, -10%) [23]; Striking ST 1
  (PM, -10%) [5]; Super Jump 1 (PM, -10%) [9]; Trained By A
  Master [30].
  Disadvantages
  Code of Honor (Bushido) [-15]; Disciplines of Faith (Chi
  Rituals) [-10]; No Sense of Humor [-10]; Obsession (Perfect my
  art at any cost) (12) [-10]; Vow (Vegetarianism) [-5].
  Skills
  Acrobatics (H) DX-1 [2]-15; Blind Fighting (VH) Per
  [2]-10*; Body Control (VH) HT [2]-12*; Breaking Blow (H)
  IQ+1 [2]-11*; Breath Control (H) HT+1 [2]-13*; Flail (H) DX
  [4]-16; Hiking (A) HT-1 [1]-11; Intimidation (A) Will-1 [1]-10;
  Judo (H) DX [4]-16; Jumping (E) DX [1]-16; Karate (H) DX
  [4]-16; Meditation (H) Will-1 [2]-10; Mental Strength (E)
  Will+3 [2]-14*; Power Blow (H) Will+1 [2]-12*; Pressure Points
  (H) IQ+1 [2]-11*; Stealth (A) DX-1 [1]-15; Tactics (H) IQ [4]-10;
  Teaching (A) IQ-1 [1]-9; Throwing (A) DX-1 [1]-15.
  * Includes +2 from Chi Talent.
  Equipment
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Backpack] $20, 4 lbs.
  • Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Cloth Armor (p. B283) [Torso] DR 1*. $30, 6 lbs.
  • Cloth Cap (p. B284) [Head] DR 1*. $10, neg.
  • Heavy Gauntlets (p. B284) [Hands] DR 5. $250, 2.5 lb.
  • Nunchaku (p. B272) [Torso] 1d+3 cr. $20, 2 lbs.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE MECHANIC
  265 points
  Erdobert Rockhand, the Mechanic, is a dwarf artificer.
  The difficult, he does immediately; the impossible takes him
  a little longer. The mechanic is an obsessive but brilliant engi-
  neer. He needs people around him to cover his back while he
  concentrates on technical problems, but he’s unstoppable
  when it comes to dealing with locks and machinery. He has a
  thick black beard cut square at the bottom, grown to about
  half-way down his chest, and thick spectacles which cover
  most of his face. His garments are covered with rings, hooks,
  and pockets where he can keep tools and small parts while
  he’s working.
  Used as an opponent, the mechanic is a clever rival – but
  instead of the usual skill bonus, the mechanic’s followers have
  a fine-quality weapon. These followers include an artillery
  mage (p. 43) with Earth spells, a support cleric (p. 44), a basic
  thief (p. 44), and additional basic dwarf warriors (pp. 42-43) as
  necessary to bring the total number of henchmen up to N+4.
  NPCS
  39
  
  ST 11 [10]; DX 13 [60]; IQ 13 [60]; HT 12 [10]*.
  Damage 1d-1/1d+1; BL 39 lbs.; HP 11 [0]; Will 13 [0]; Per 13
  [0]; FP 15 [0]*.
  Basic Speed 6.25 [0]; Basic Move 5 [0]*; Dodge 9; Parry 10
  (Axe/Mace); Block 10.
  Advantages
  Damage Resistance 1 (Tough Skin, -40%) [0]*; Dungeon
  Artificer 4 [20]; Dwarf [20]; Gizmos 4 [20]; High Manual Dex-
  terity 2 [10]; Lifting ST 3 [3]*; Night Vision 5 [0]*; Pickaxe Pen-
  chant 1 [0]*; Quick Gadgeteer [50];
  Resistant to Poison (+3) [0]*; Signa-
  ture Gear (Tool Kit) [2]; Versatile [5];
  Wealth (Comfortable) [10].
  Perks: Alcohol Tolerance*; Dwar-
  ven Gear*; Equipment Bonds (Crow-
  bar and Tool Kit). [2]
  Disadvantages
  Absent-Mindedness [-15]; Bad
  Sight (Mitigator, Corrective Specta-
  cles, -60%) [-10]; Compulsive Invent-
  ing (12) [-5]; Curious (12) [-5]; Greed
  (12) [0]*; Jealousy [-10]; Overconfi-
  dence (12) [-5]; Stubbornness [0]*.
  Skills
  Alchemy
  (VH)
  IQ+3
  [4]-16†;
  Architecture
  (A)
  IQ-1
  [1]-12;
  Armoury (Body Armor) (A) IQ+3
  [1]-16†; Armoury (Melee Weapons)
  (A) IQ+3 [1]-16†; Armoury (Missile
  Weapons) (A) IQ+3 [1]-16†; Axe/Mace
  (A) DX+2 [4]-15‡; Climbing (A) DX-1
  [1]-12; Crossbow (E) DX+2 [4]-15;
  Engineer (Gadgets) (H) IQ+3 [2]-16†;
  Fast-Draw
  (Gadget)
  (E)
  DX+4
  [1]-17†; Forced Entry (E) DX+2
  [2]-15‡; Lockpicking (A) IQ [2]-13;
  Scrounging (E) Per+4 [1]-17†; Search
  (A) Per-1 [1]-12; Shield (E) DX+2 [4]-15; Smith (Iron) (A) IQ-1
  [1]-12; Stealth (A) DX-1 [1]-12; Traps (A) IQ+3 [1]-16†.
  * Included in or modified by dwarf racial template.
  † Includes +4 for Dungeon Artificer.
  ‡ Includes +1 for Pickaxe Penchant.
  Equipment
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Backpack] $20, 4 lbs.
  • Bolts × 20, Crossbow (p. B276) [Quiver]. $40, 1.2 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Crossbow (p. B276) [Torso] 1d+3 imp. $150, 6 lbs.
  • Crowbar, 3’ (Adventurers, p. 24) [Backpack] $20, 3 lbs.
  • Hip Quiver (p. B289) [Torso] Holds up to 20 arrows. $15, 1 lb.
  • Cloth Cap (p. B284) [Head] DR 1*. $5, neg.
  • Mail Shirt (p. B283) [Torso] DR 4/2*. $150, 16 lbs.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Pick (p. B271) [Torso] 1d+2 imp. $70, 3 lb.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Shoes (p. B284) [Feet] DR 1*. $40, 2 lbs.
  • Tool Kit (Adventurers, p. 24) [Backpack] For Engineer
  (Gadgets). $600 (Signature Gear), 20 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE NOBLE KNIGHT
  265 points
  Sir Henryk is a knight who’s always up for a fight – and in it
  to win. The Noble Knight hits hard, makes himself hard to hurt,
  and springs back quickly when he has
  to take a hit. He’s also very good with
  a wide range of weapons and even his
  bare hands. Henryk is a big man, and
  he’s all muscle. His blond hair, blue
  eyes, and woolen clothing speak of a
  home in much cooler climates.
  The Noble Knight’s simple, get-
  the-job-done attitude makes him a
  natural tough rival – though he can
  be played as a clever one instead. His
  brothers-in-arms are a healing cleric
  (pp. 43-44), an artillery mage (p. 43)
  with Fire spells, a basic thief (p. 44),
  and basic warriors (p. 43) and basic
  archers (p. 42) as necessary to bring
  the total number of henchmen up to
  N+4. Used as a PC, two points from
  quirks should be used for extra start-
  ing cash to purchase the listed gear.
  ST 15 [50]; DX 15 [100]; IQ 10 [0];
  HT 13 [30].
  Damage 1d+1/2d+1; BL 45 lbs.; HP
  15 [0]; Will 10 [0]; Per 10 [0]; FP
  13 [0].
  Basic Speed 7.00 [0]; Basic Move 7
  [0]; Dodge 11*; Parry 12* (Broad-
  sword); Block 12*.
  Advantages
  Born War-Leader 2 [10]; Combat Reflexes [15]; High Pain
  Threshold [10]; Luck [15]; Rapid Healing [5]; Recovery [10].
  Disadvantages
  Bloodlust (12) [-10]; Code of Honor (Soldier’s) [-10]; Over-
  confidence (12) [-5]; Vow (Never refuse a challenge to com-
  bat) [-10].
  Skills
  Armoury (Melee Weapons) (A) IQ+1 [4]-11; Axe/Mace (A)
  DX+2 [8]-17; Bow (A) DX+1 [4]-16; Brawling (E) DX+1 [2]-16;
  Broadsword (A) DX+2 [8]-17; Climbing (A) DX-1 [1]-14; Con-
  noisseur (Weapons) (A) IQ+1 [4]-11; Fast-Draw (Sword) (E)
  DX+1 [1]-16*; Forced Entry (E) DX [1]-15; Hiking (A) HT-1
  [1]-12; Knife (E) DX [1]-15; Leadership (A) IQ+1 [1]-11†;
  Polearm (A) DX+2 [8]-17; Shield (E) DX+2 [4]-17; Stealth (A)
  DX-1 [1]-14; Strategy (H) IQ+1 [2]-11†; Tactics (H) IQ+1
  [2]-11†; Wrestling (A) DX [2]-15.
  * Includes +1 for Combat Reflexes.
  † Includes +2 for Born War-Leader.
  NPCS
  40
  
  Equipment
  • Arrows × 20 (p. B276) [Quiver] $40, 2 lbs.
  • Backpack (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
  • Blanket (p. B288) [Torso] $20, 4 lbs.
  • Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
  • Canteen (p. B288) [Torso] $10, 3 lbs.
  • Hip Quiver (p. B289) [Torso] Holds up to 20 arrows. $15, 1 lb.
  • Large Knife (p. B272) [Torso] 2d-1 cut, 1d+1 imp. $40, 1 lb.
  • Leather Gloves (p. B284) [Hands] DR 2*. $30, neg.
  • Mail Leggings (p. B283) [Legs] DR 4/2*. $110, 15 lbs.
  • Mail Sleeves (p. B283) [Arms] DR 4/2*. $70, 9 lbs.
  • Medium Shield (p. B287) [Torso] DB 2. $60, 15 lbs.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Pot-Helm (p. B284) [Head] DR 4. $100, 5 lbs.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Regular Bow (p. B275) [Torso] 1d+2 imp. $100, 2 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Scale Armor (p. B283) [Torso] DR 4. $420, 35 lbs.
  • Thrusting Broadsword (p. B271) [Torso] 2d+2 cut, 1d+3 imp.
  $600, 3 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  THE OUTDOORSMAN
  300 points
  Shomari, the Outdoorsman, is a scout-barbarian. He doesn’t
  say much, but when he does, it’s worth listening to. The Out-
  doorsman is smart, tough, and grizzled beyond belief. His salt-
  and-pepper hair is unkempt but fairly short, and his skin is
  lined and leathery from spending so much time in the sun;
  overall, he looks much older than he really is.
  The Outdoorsman can serve as a clever rival – or as a tough
  rival, saving the pristine desert from an infestation of orcs. His
  merry band includes a basic archer (p. 42), a basic thief (p. 44),
  a support cleric (p. 44), an artillery mage (p. 43) with Fire
  spells, and basic barbarians (p. 42) as necessary to bring the
  total number of henchmen up to N+4. Used as a PC, one point
  from quirks should be used for extra starting cash to purchase
  the listed gear.
  ST 16 [60]; DX 14 [80]; IQ 11 [20]; HT 13 [30].
  Damage 1d+1/2d+2; BL 51 lbs.; HP 16 [0]; Will 11 [0]; Per 14
  [15]; FP 13 [0].
  Basic Speed 7.00 [5]; Basic Move 7 [0]; Dodge 10; Parry 11
  (Broadsword); Block 11.
  Advantages
  Absolute Direction [5]; Danger Sense [15]; Heroic Archer
  [20]; High Pain Threshold [10]; Outdoorsman 2 [20].
  Disadvantages
  Bloodlust (12) [-10]; Code of Honor (Pirate’s) [-5]; Intolerance
  (Urbanites) [-5]; Odious Personal Habit (Unwashed bush-
  whacker) [-5]; Overconfidence (12) [-5]; Sense of Duty (Adven-
  turing companions) [-5]; Stubbornness [-5]; Vow (Own no more
  than what can be carried) [-10].
  Skills
  Animal Handling (Equines) (A) IQ-1 [1]-10; Bow (A) DX+4
  [16]-18; Brawling (E) DX [1]-14; Broadsword (A) DX+2
  [8]-16; Camouflage (E) IQ+3 [2]-14*; Cartography (A) IQ+1
  [4]-12; Climbing (A) DX-1 [1]-13; Disguise (Animals) (A) IQ-1
  [1]-10; Fast-Draw (Arrow) (E) DX [1]-14; Fast-Draw (Sword)
  (E) DX [1]-14; Gesture (E) IQ+1 [2]-12; Hiking (A) HT [2]-13;
  Knot-Tying (E) DX [1]-14; Mimicry (Bird Calls) (H) IQ+1
  [2]-12*; Naturalist (H) IQ+1 [2]-12*; Navigation (Land) (A)
  IQ+4 [1]-15*†; Observation (A) Per [2]-14; Riding (Horse) (A)
  DX-1 [1]-13; Running (A) HT-1 [1]-12; Search (A) Per-1 [1]-13;
  Shadowing (A) IQ+1 [4]-12; Shield (E) DX+2 [4]-16; Stealth
  (A) DX-1 [1]-13; Survival (Desert) (A) Per+1 [1]-15*; Swim-
  ming (E) HT [1]-13; Tracking (A) Per+2 [2]-16*; Traps (A)
  IQ+1 [4]-12; Weather Sense (A) IQ-1 [1]-10; Wrestling (A)
  DX-1 [1]-13.
  * Includes +2 for Outdoorsman.
  † Includes +3 for Absolute Direction.
  Equipment
  • Arrows × 25 (p. B276) [Quiver] $50, 2.5 lbs.
  • Arrows × 25, Bodkin (p. B277) [Quiver] Armor divisor (2),
  damage is pi. $50, 2.5 lbs.
  • Backpack, Small (p. B288) [Torso] $60, 3 lbs.
  • Broadsword (p. B271) [Torso] 2d+3 cut, 1d+2 cr. $500, 3 lbs.
  • Canteen (p. B288) [Backpack] $10, 3 lbs.
  • Heavy Leather Leggings (p. B283) [Legs] DR 2. $60, 4 lbs.
  • Heavy Leather Sleeves (p. B283) [Arms] DR 2. $50, 2 lbs.
  • Hip Quiver, Large (Adventurers, p. 24) [Torso] Holds up to
  50 arrows, divided into two compartments. $30, 2 lbs.
  • Leather Armor (p. B283) [Torso] DR 2. $100, 10 lbs.
  • Longbow (p. B275) [Torso] 1d+3 imp. $200, 3 lbs.
  • Personal Basics (p. B288) [Backpack] $5, 1 lb.
  • Pot-Helm (p. B284) [Head] DR 4. $100, 5 lbs.
  • Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
  • Rope, 3/8” (10 yards) (p. B288) [Backpack] Supports 300
  lbs. $5, 1.5 lbs.
  • Shoes (p. B284) [Feet] DR 1*. $40, 2 lbs.
  • Small Shield (p. B287) [Torso] DB 1. $40, 8 lbs.
  • Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
  NPCS
  41
  This section lists stats for henchmen and followers for the
  rival adventurers (pp. 33-41). Unless otherwise specified, all
  are human or so near to human as to make no difference.
  Despite that, they are intentionally presented in a “monster”
  format instead of a “minor NPC” format, as these minions
  aren’t intended for the PCs to get to know, negotiate with, etc.
  – for the purpose of this adventure, they exist simply to make
  their master into a more viable threat.
  HENCHTHINGS
  An unwashed bushwacker . . .
  
  NPCS
  42
  Except as noted, they have no disadvantages which are
  likely to come up in combat or near-combat situations. How-
  ever, if they are used as the basis of Allies or groups of Allies,
  individual disadvantages may appear based on related tem-
  plates. For example, it may emerge that warriors have Vows or
  Codes of Honor, while clerics have Disciplines of Faith, and
  magicians have features that creep people out.
  Likewise, although they are not indicated in the generic list-
  ings, individual henchmen are likely to have one or two sup-
  porting skills. In any group of henchmen where there isn’t
  already a character better at it, at least one character in the
  group has one of the following skills at skill level 12:
  • First Aid
  • Forced Entry
  • Navigation (Land)
  • Survival (Desert)
  Their equipment is not listed in detail, but they may also be
  assumed to be carrying rations, canteens, rope, torches or
  lanterns, and other bits of gear one might expect from pre-
  pared travelers in the wilderness. Loadouts provides several
  kits for this purpose.
  The Move and Dodge listed already take encumbrance into
  account – do not factor it in again! The defense bonus from
  shields has not been added to active defenses, however, as it
  only applies when the shield is ready.
  WARRIORS
  These are all mundane warriors, similar to underpowered
  knights.
  Basic Archer
  The basic archer is lightly armed for melee combat but is
  reasonably effective at a distance.
  ST: 12
  HP: 12
  Speed: 6.00
  DX: 13
  Will: 10
  Move: 4
  IQ: 10
  Per: 10
  SM: 0
  HT: 11
  FP: 11
  DR: 2
  Dodge: 8
  Parry: 10
  Block: 10
  Longbow (15): 1d+2 imp; Range 195/260. Bodkin arrows do
  1d+2(2) pi instead.
  Punch (13): 1d-1 cr; Reach C.
  Shortsword (14): 2d-1 cut, 1d imp; Reach 1.
  Traits: Acute Vision 2; Night Vision 2; Striking ST 1.
  Skills: Bow-15; Brawling-13; Fast-Draw (Arrow)-14; Shield-14;
  Shortsword-14.
  Class: Mundane.
  Notes: Notable pieces of gear include:
  • Leather Armor (covering all locations except the face), $340,
  19.5 lbs.
  • Longbow, $200, 3 lbs.
  • Shortsword, $400, 2 lbs.
  • Small Shield (DB 1), $40, 8 lbs.
  Basic Barbarian
  The basic barbarian specializes in shock tactics.
  Without armor, every point of damage that lands on
  him counts, but he can absorb a lot and dish out a
  great deal in return.
  ST: 15
  HP: 15
  Speed: 6.25
  DX: 13
  Will: 9
  Move: 6
  IQ: 9
  Per: 9
  SM: 0
  HT: 12
  FP: 12
  DR: 0
  Dodge: 9
  Parry: 10
  Block: 10
  Axe (15): 2d+3 cut; Reach 1.
  Punch (15): 1d+1 cr; Reach C.
  Spear (15): 1d+3 imp; Reach 1. +1 damage and
  Reach if used two-handed.
  Traits: Berserk (12); Fearlessness 1; Hard to Subdue
  1; High Pain Threshold; Resistant to Poison (+3).
  Skills: Axe-15; Brawling-15; Shield-14; Spear-15.
  Class: Mundane.
  Notes: Notable gear includes:
  • Axe, $50, 4 lbs.
  • Small Shield (DB 1), $40, 8 lbs.
  • Spear, $40, 4 lbs.
  Basic Dwarf Warrior
  This is the dwarven equivalent of the basic warrior.
  Though not as quick as the basic warrior, the basic
  dwarf warrior is tougher and can carry a heavier load.
  Dangerous Henchthings
  The henchmen presented here are significantly less powerful
  than their leaders and, more than likely, the PCs. However, a tra-
  ditional party of adventurers in RPGs consists of equals. If the GM
  wants to upgrade henchmen so that the rival adventurer parties
  look more like the typical adventuring party, the henchman types
  in the table below can be substituted with the corresponding rival
  adventurer type. The GM who chooses to do so should also reduce
  the total size of the rival group to N (rather than N+4, N+6, etc.).
  Be aware that this is a fairly dangerous option if the PCs are at
  the recommended 250- to 300-point level because it makes rival
  adventurer groups into more-or-less equals. For a one-on-one con-
  frontation, that’s not a huge problem, but over the course of the
  adventure, the heroes are likely to encounter several such groups
  of rivals and will need to successfully deal with every such
  encounter, or at least fail gracefully enough to continue.
  Henchman
  Rival Adventurer
  Artillery mage
  Mage
  Basic archer
  Outdoorsman
  Basic barbarian
  Lizard King
  Basic dwarf warrior
  Noble Knight
  Basic thief
  Exceptional Thief
  Basic warrior
  Noble Knight, Holy Warrior,
  or Aristocrat
  Karateka
  Master of the Empty Hand
  Healing cleric
  High Priest
  Pixie thief
  Exceptional Thief
  Support cleric
  High Priest
  Support mage
  Dark Artist
  
  NPCS
  43
  ST: 14
  HP: 14
  Speed: 6.00
  DX: 12
  Will: 10
  Move: 4
  IQ: 10
  Per: 10
  SM: 0
  HT: 12
  FP: 15
  DR: 5/3*
  Dodge: 8
  Parry: 10
  Block: 9
  Axe (14): 2d+2 cut, Reach 1.
  Crossbow (13): 1d+4 imp; Range 280/350. See notes.
  Punch (14): 1d cr; Reach C.
  Traits: Greed (12); Lifting ST 2; Night Vision 5; Resistant to
  Poison (+3); Stubbornness.
  Skills: Axe/Mace-14; Crossbow-13; Brawling-14; Shield-12.
  Class: Mundane.
  Notes: Only half (round up) of any group of basic dwarf war-
  riors carry crossbows. Notable gear includes:
  • Axe, $50, 4 lbs.
  • Crossbow, $150, 6 lbs.
  • Mail Armor (covering all locations except the face), $645, 58 lbs.
  • Small Shield (DB 1), $40, 8 lbs.
  Basic Warrior
  This is a garden-variety swordsman.
  ST: 13
  HP: 13
  Speed: 6.25
  DX: 13
  Will: 10
  Move: 4
  IQ: 10
  Per: 10
  SM: 0
  HT: 12
  FP: 12
  DR 4/2*
  Dodge: 8
  Parry: 11
  Block: 11
  Bow (13): 1d+1 imp; Range 195/260. See notes.
  Broadsword (15): 2d cut or 1d+1 cr; Reach 1.
  Punch (14): 1d-1 cr; Reach C.
  Traits: Combat Reflexes; High Pain Threshold.
  Skills: Bow-13; Brawling-14; Broadsword-15; Shield-14.
  Class: Mundane.
  Notes: Only half (round up) of the basic warriors in any group
  carry a bow. Notable gear includes:
  • Broadsword, $500, 3 lbs.
  • Mail Armor (covering all locations except the face), $645, 58 lbs.
  • Regular Bow, $100, 2 lbs.
  • Small Shield (DB 1), $40, 8 lbs.
  Karateka
  These students of the martial arts rely on their speed to
  move in close to opponents, grapple them, and disarm and
  defeat them.
  ST: 11
  HP: 11
  Speed: 6.50
  DX: 14
  Will: 10
  Move: 6
  IQ: 10
  Per: 10
  HT: 12
  FP: 12
  SM: 0
  Dodge: 10
  Parry: 12 (See notes)
  DR: 1
  Nunchaku (16): 1d+2 cr; Reach 1.
  Punch (16): 1d cr; Reach C.
  Staff (16): 1d+3 cr; Reach 1, 2.
  Traits: Combat Reflexes; High Pain Threshold.
  Skills: Judo-16; Karate-16; either Flail-16 or Staff-16.
  Class: Mundane.
  Notes: Staff wielders have +2 Parry. Notable equipment
  includes:
  • Cloth Armor Suit (covering all locations except the face), $150,
  13 lbs.
  • Nunchaku, $20, 2 lbs.
  • Staff, $10, 4 lbs.
  SPELLCASTERS
  These are users of magic. They typically function in a sup-
  port role, either in combat or in a logistical capacity.
  Artillery Mage
  This is a minor magician with a handful of damage-dealing
  spells. He typically stands at the back and hurls the occasional
  Missile spell.
  ST: 9
  HP: 9
  Speed: 5.00
  DX: 10
  Will: 13
  Move: 4
  IQ: 13
  Per: 13
  HT: 10
  FP: 10
  SM: 0
  Dodge: 7
  Parry: 10
  DR: 1
  Missile Spell (13): See below.
  Staff (11): 1d+1 cr; Reach 1, 2.
  Traits: Energy Reserve 3 (Magical); Magery 3.
  Skills: Innate Attack (Projectile)-13; Staff-11.
  Spells: Lend Energy-15, Recover Energy-15, and two of these
  sets of spells:
  1. Create Earth-15; Earth to Stone-15; Sand Jet-15; Seek
  Earth-15; Shape Earth-15; Stone Missile-15.
  2. Create Air-15; Create Fire-15; Fire Cloud-15; Fireball-15;
  Ignite Fire-15; Seek Air-15; Shape Air-15; Shape Fire-15.
  3. Create Water-15; Ice Dagger-15; Ice Sphere-15; Purify
  Water-15; Seek Water-15; Shape Water-15.
  Class: Mundane.
  Notes: Notable equipment includes:
  • Cloth Armor Suit (covering all locations except the face), $150,
  13 lbs.
  • Power Item, either an item of jewelry worth $340 or an extra
  $330 worth of gems and decoration on the staff, increasing
  its value. Provides 4 FP.
  • Staff, $10, 4 lbs.
  Healing Cleric
  The healing cleric can defend himself in a pinch, but his pri-
  mary purpose is to patch up members of his party after a fight.
  ST: 12
  HP: 12
  Speed: 5.00
  DX: 10
  Will: 12
  Move: 4
  IQ: 12
  Per: 12
  SM: 0
  HT: 10
  FP: 10
  DR: 2
  Dodge: 7
  Parry: 9
  Block: 9
  Mace (12): 1d+5 cr; Reach 1.
  Traits: Healing (Faith Healing); Power Investiture 3 (Holy).
  Skills: Axe/Mace-12; Diagnosis-12; First Aid-13; Shield-12.
  
  NPCS
  44
  Spells: Cure Disease-15; Detect Poison-15; Lend Energy-15;
  Lend Vitality-15; Major Healing-15; Minor Healing-15;
  Recover Energy-15; Resist Poison-15; Share Vitality-15.
  Class: Mundane.
  Notes: Notable gear includes:
  • Holy Symbol, Decorated, a symbol decorated with carvings,
  gilding, gems, etc., to use as a power item providing 3 FP.
  $220, 1 lb.
  • Leather Armor (covering all locations except the face), $340,
  19.5 lbs.
  • Mace, $50, 5 lbs.
  • Medium Shield (DB 2), $60, 15 lbs.
  Support Cleric
  Another armed holy man, the support cleric mostly casts
  buffing spells and an array of logistical spells.
  ST: 12
  HP: 12
  Speed: 5.00
  DX: 10
  Will: 12
  Move: 4
  IQ: 12
  Per: 12
  SM: 0
  HT: 10
  FP: 10
  DR: 2
  Dodge: 7
  Parry: 9
  Block: 9
  Mace (12): 1d+5 cr.
  Sunbolt (12): variable.
  Traits: Power Investiture 3 (Holy).
  Skills: Axe/Mace-12; First Aid-12; Innate Attack (Beam)-12;
  Shield-12.
  Spells: Armor-15; Aura-15; Bravery-15; Compel Truth-15; Cre-
  ate
  Food-15;
  Create
  Water-15;
  Flaming
  Weapon-15;
  Light-15; Might-15; Purify Water-15; Recover Energy-15;
  Repel Spirits-15; Resist Fire-15; Resist Pain-15; See
  Secrets-15; Sunbolt-15.
  Class: Mundane.
  Notes: Notable gear includes:
  • Holy Symbol, Decorated, a symbol decorated with carvings,
  gilding, gems, etc., to use as a power item providing 3 FP.
  $220, 1 lb.
  • Leather Armor (covering all locations except the face), $340,
  19.5 lbs.
  • Mace, $50, 5 lbs.
  • Medium Shield (DB 2), $60, 15 lbs.
  Support Mage
  The support mage is less directly useful in combat than the
  artillery mage, but he knows a number of useful buffing and
  distracting spells.
  ST: 9
  HP: 9
  Speed: 5.00
  DX: 10
  Will: 13
  Move: 4
  IQ: 13
  Per: 13
  HT: 10
  FP: 10
  SM: 0
  Dodge: 7
  Parry: 10
  DR: 1
  Staff (11): 1d+1 cr; Reach 1, 2.
  Traits: Energy Reserve 3 (Magical); Magery 3.
  Skills: Staff-11
  Spells: Agonize-15; Air Jet-15; Apportation-15; Armor-15; Contin-
  ual Light-15; Create Air-15; Hush-15; Ignite Fire-15; Itch-15;
  Lend Energy-15; Levitation-15; Light-15; Mage-Stealth-15;
  Missile
  Shield-15;
  Pain-15;
  Purify
  Air-15;
  Recover
  Energy-15; Seek Earth-15; Sensitize-15; Shape Air-15;
  Shape Earth-15; Shape Fire-15; Shield-15; Silence-15;
  Sound-15; Spasm-15; Stun-15.
  Class: Mundane.
  Notes: Notable equipment includes:
  • Cloth Armor Suit (covering all locations except the face), $150,
  13 lbs.
  • Power Item, either an item of jewelry worth $340 or an extra
  $330 worth of gems and decoration on the staff, increasing
  its value. Provides 4 FP.
  • Staff, $10, 4 lbs.
  THIEVES
  Most groups of adventurers include at least one profes-
  sional in the realm of sneaking around, breaking, and entering.
  Basic Thief
  Although the basic thief can function as an assassin, he’s
  primarily suited to be a breaking-and-entering specialist.
  ST: 10
  HP: 10
  Speed: 6.00
  DX: 13
  Will: 12
  Move: 5
  IQ: 12
  Per: 12
  SM: 0
  HT: 10
  FP: 10
  DR: 1
  Dodge: 8
  Parry: 10
  Block: 10
  Smallsword (14): 1d-1 imp; Reach 1.
  Pistol Crossbow (13): 1d imp; Range 150/200.
  Traits: Danger Sense.
  Skills: Climbing-14; Cloak-14; Crossbow-13; Fast Talk-12;
  Lockpicking-14; Smallsword-14; Stealth-15.
  Class: Mundane.
  Notes: Notable gear includes:
  • Cloth Armor Suit (covering all locations except the face), $150,
  13 lbs.
  • Grapnel, $80, 2 lbs.
  • Light Cloak, $20, 2 lbs.
  • Lockpicks, Basic, $50, 0.1 lb.
  • Pistol Crossbow, $150, 4 lbs.
  • Smallsword, $400, 1.5 lbs.
  I don’t make house
  calls! Take two aspirin
  and mail in the five
  dollars.
  – Bill Cosby,
  “Medic”
  
  NPCS
  45
  Pixie Thief
  Tiny but capable, the pixie thief does double-duty as a spy
  or scout.
  ST: 7
  HP: 3
  Speed: 6.00
  DX: 13
  Will: 12
  Move: 6/12
  IQ: 12
  Per: 12
  HT: 10
  FP: 10
  SM: -6
  Dodge: 10
  Parry: 10
  DR 0
  Halberd (15): 1d-3 cut, 1d-4 imp, 1d-6 imp; Reach C.
  Traits: Danger Sense; Enhanced Dodge 1; Flight (Winged);
  Hard to Kill 2; Hard to Subdue 2.
  Skills: Escape-12; Lockpicking-13; Navigation (Land)-12;
  Observation-13; Polearm-15; Stealth-15.
  Class: Mundane.
  Notes: Notable gear – which is scaled for a SM -6 character
  and is not interchangeable with gear for larger characters
  – includes:
  • Pixie Lockpicks, Basic, $50, neg.
  • Pixie Halberd, $150, 0.48 lb.
  Although a few of the monsters encountered in this adven-
  ture are in Dungeons, most are listed here.
  Angry Sands
  Angry sands are the manifestation of unintelligent but ener-
  getic magical spirits spontaneously arising from the desert.
  They will madly attack anyone entering the area they inhabit
  but do not pursue those who flee.
  ST: 10
  HP: 10
  Speed: 6.00
  DX: 13
  Will: 10
  Move: 8
  IQ: 5
  Per: 10
  HT: 11
  FP: 11
  SM: 0
  Dodge: 10
  Parry: –
  DR: 0
  Sand Jet (14): 1d-1 cr, plus roll vs. HT or be blinded for 1 sec-
  ond; Reach 4.
  Scouring Strike (14): 1d+2 cr, plus roll vs. HT or be blinded
  for 1 second; Reach C.
  Traits: Berserk (9), Combat Reflexes; Injury Tolerance (Diffuse).
  Class: Elemental.
  Notes: Angry sands are subject to elemental spells controlling air
  and earth elementals. However, they are also very localized.
  They can move freely within 100 yards of where they origi-
  nate but dissolve into a gust of dust and wind if they go any
  farther. Regions holding angry sands are typified by a sub-
  tle change in the aspect of mana. Characters with Magery
  can detect such areas on entering them with a roll against
  Per + Magery - 3.
  Bounding Turtle, Greater
  The desert is host to many turtle species, of which one of
  the most formidable is the greater bounding turtle. This mas-
  sive beast, nearly 10’ across, nestles patiently in the sand
  (where it looks like a rocky sand dune) to await passing prey,
  then literally leaps upon it. Though it takes considerable effort,
  it can spring through the air for surprising distances.
  ST: 45
  HP: 45
  Speed: 5.75
  DX: 11
  Will: 10
  Move: 3
  IQ: 4
  Per: 11
  HT: 12
  FP: 12
  SM: +3
  Dodge: 9
  Parry: –
  DR: 12 (See notes)
  Bite (15): 5d+4 cut; Reach C, 1.
  Slam (15): 4d+4 cr; see notes.
  Traits: Combat Reflexes; Nictitating Membrane 3; Super Jump
  4 (Costs Fatigue, 1 FP); Wild Animal.
  Skills: Brawling-15; Camouflage-14.
  Class: Dire Animal.
  Notes: The turtle can leap 8 yards in combat for a 4d+4 slam
  attack. If lying in wait, it can ambush its prey with a 16-yard
  leap (7d+7 damage). Each jump costs 1 FP. The turtle has
  only DR 3 (Flexible) on its eyes and DR 5 (Flexible) on its
  head and legs.
  Bounding Turtle, Lesser
  A less dangerous but still formidable relative of the greater
  bounding turtle, the lesser turtle is faster and capable of
  equally vicious leaps.
  ST: 15
  HP: 15
  Speed: 5.75
  DX: 11
  Will: 10
  Move: 4
  IQ: 4
  Per: 11
  HT: 12
  FP: 12
  SM: 0
  Dodge: 9
  Parry: –
  DR: 6 (See notes)
  Bite (15): 1d+1 cut; Reach C.
  Slam (15): 2d+2 cr; see notes.
  Traits: Combat Reflexes; Nictitating Membrane 1; Super Jump
  4 (Costs Fatigue, 1 FP); Wild Animal.
  Skills: Brawling-15; Camouflage-14.
  Class: Dire Animal.
  Notes: The turtle can leap 13 yards in combat for a 2d+2 slam
  attack. If lying in wait, it can ambush its prey with a 26-yard
  leap (4d+4 damage). Each jump costs 1 FP. The turtle has
  only DR 1 (Flexible) on its eyes and DR 2 (Flexible) on its
  head and legs.
  Burrowing Serpent
  Even in more settled times, the burrowing serpent is one of
  the great dangers of the Devouring Lands. This large, fast ser-
  pent can burrow through the desert sands as well as some
  other animals can swim or fly.
  ST: 23
  HP: 23
  Speed: 7.00
  DX: 14
  Will: 10
  Move: 8
  IQ: 4
  Per: 12
  HT: 12
  FP: 12
  SM: +1
  Dodge: 11
  Parry: –
  DR: 2
  Bite (15): 2d cut.
  MONSTERS
  
  Traits: Combat Reflexes; Tunneling (Move 4); Vermiform;
  Vibration Sense (Ground; see notes); Wild Animal.
  Skills: Wrestling-15.
  Class: Dire Animal.
  Notes: The burrowing serpent’s Vibration Sense can detect
  things moving on or in the ground up to six yards away.
  This allows it to lie in wait just under the surface as its prey
  approaches, pop up under its target, attack, and then disap-
  pear back into its tunnel. Recent burrowing serpent activity
  is apparent in large areas of disturbed earth; characters can
  detect this with a successful Naturalist roll.
  Dehydrated Horde Zombie
  In the hot, dry air of the desert, zombies dry out quickly,
  becoming naturally mummified after several days. This ren-
  ders them slightly flammable, but a bit tougher as well. Treat
  them as horde zombies (Dungeons, p. 24), but remove Bad
  Smell, change Injury Tolerance to Homogenous, and add Frag-
  ile (Combustible).
  Dire Vulture
  The dire vulture is a moderate annoyance for well-equipped
  desert travelers, but a frightful scourge for the less fit.
  ST: 11
  HP: 11
  Speed: 6.25
  DX: 14
  Will: 10
  Move: 3 (Ground) or 12 (Air)
  IQ: 6
  Per: 14
  HT: 11
  FP: 11
  SM: +1
  Dodge: 11
  Parry: 9
  DR: 1
  Beak (16): 1d pi+; Reach C, 1.
  Claws (16): 1d-1 cut; Reach C.
  Traits: Cowardice (12); Kleptomania (12); Striking ST 2 (Beak
  only); Wild Animal.
  Skills: Brawling-16; Intimidation-10; Stealth-10.
  Class: Dire Animal.
  Notes: Dire vultures can parry with their iron-hard beaks.
  They will flee after losing half their HP. However, they are
  very good a spotting the weak and vulnerable and will
  focus their attacks accordingly. They will attack the least
  heavily armored targets and may, on a successful Per roll,
  notice recent wounds as well. Instead of striking for dam-
  age, they may, on a failed Kleptomania roll, grab at a
  prominent interesting object (a helmet, a jeweled staff,
  etc.) and try to fly off with it.
  Flame Servant Demon
  ST: 18
  HP: 18
  Speed: 6.50
  DX: 14
  Will: 14
  Move: 6
  IQ: 10
  Per: 14
  SM: +1
  HT: 12
  FP: 12
  DR: 3
  Dodge: 9
  Parry: 11
  Block: 11
  Claws (16): 1d+2 cut; Reach C.
  Flame Aura: 2d burn; Aura, Reach C.
  Scimitar (16): 3d+3 cut or 1d+5 cr; Reach 1.
  Whip (16): 3d(0.5) cr; Reach 1-4. If used to entangle (p. B406),
  does an additional 2 points of burning damage per turn.
  Traits: Damage Resistance 10 (Limited, Heat/Fire); Doesn’t
  Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Attack
  1; Immunity to Metabolic Hazards; Indomitable; Injury Tol-
  erance (No Blood; No Vitals); Night Vision 3; Temperature
  Tolerance 10.
  Skills:
  Broadsword-16;
  Brawling-16;
  Intimidation-14;
  Shield-16; Whip-16.
  Class: Demon.
  Notes: Flame servant demons imbue their weapons with an
  extension of their aura of flame, increasing their damage
  slightly. Treat their bucklers as standard iron shields, but with
  slightly more value as loot. Notable equipment includes:
  • Broadsword, $500, 3 lbs.
  • Small Shield (Buckler), Brass (DB 1), $400, 16 lbs.
  • Whip, $80, 8 lbs.
  Flame Wasps
  Flame wasps are angry, jagged streaks of red and yellow light.
  A typical swarm of 30 provides the light of a campfire, has Move
  8, and does 1d-2 burning damage. Flexible armor provides nor-
  mal protection for as many turns as its DR, rigid armor provides
  normal protection for a number of turns equal to half its DR
  (round down). After that, the wasps work their way under any
  worn armor, it provides no more protection to the wearer, and
  attacks on the wasps must take into account the armor’s DR as
  well! (Natural DR always provides full protection.) A swarm
  takes 10 HP injury before dispersing. Flame wasps take 1d-2
  injury from drenching and water sprays, but they are immune to
  harm from burning and heat-based attacks. Regions with flame
  wasps are characterized by scorched vegetation – a Naturalist
  or Survival (Desert) roll can identify this.
  Nest Scorpion
  Scorpions are bad enough, but some scorpions in the
  Devouring Lands live in small colonies, swarming over their
  prey. A swarm is about 20 scorpions, each roughly the size of a
  small paperback book. It has Move 3 and does 1d-2(2) cr dam-
  age per turn. A swarm takes 11 HP of injury before dispersing.
  Nest scorpions live in distinctively shaped low cylindrical nests
  made from sand. They abandon and rebuild nests every few
  months as the size of the colony changes, some dying off and
  others being born, so an area with nest scorpions will have
  empty chimney-shaped nests scattered around (roll vs.
  Naturalist or Survival (Desert), either at +4, to identify these).
  Ogre
  Big, dumb, and very, very dangerous, ogres are the horde’s
  heavy troops. Most are armed with large axes or hammers, and
  they’re big enough to wear a mail shirt without noticeably
  slowing down.
  ST: 20
  HP: 20
  Speed: 6.00
  DX: 11
  Will: 7
  Move: 6
  IQ: 7
  Per: 7
  HT: 13
  FP: 13
  SM: +1
  Dodge: 9
  Parry: 10
  DR: 6/4* (See notes)
  Punch (13): 2d cr.
  Weapon (14): Either 3d+6 cut (great axe) or 3d+8 cr (maul);
  Reach 1, 2*.
  NPCS
  46
  
  Traits: Fearlessness 3; High Pain Threshold; Magic Resistance
  2; Night Vision 5.
  Skills: Brawling-13; Two-Handed Axe/Mace-14.
  Class: Mundane.
  Notes: Only the torso has DR 6/4*, due to the mail shirt; other
  body parts have DR 2 (Tough Skin). Notable gear, which is
  sized for a large (SM +1) character, includes:
  • Outsize Mail Shirt, $300, 32 lbs.
  • Outsize Maul, $120, 18 lbs., or Outsize Great Axe, $150, 12 lbs.
  Orc Sergeant
  Smarter than the average orc, better equipped, and just a
  tiny bit stronger, they keep their fellows in line.
  ST: 16
  HP: 18
  Speed: 6.00
  DX: 12
  Will: 11
  Move: 5
  IQ: 10
  Per: 11
  SM: 0
  HT: 12
  FP: 12
  DR: 4/2*
  Dodge: 9
  Parry: 11
  Block: 11
  Axe (14): 2d+4 cut; Reach 1.
  Punch (14): 1d+1 cr; Reach C.
  Regular Bow (14): 1d+2 imp; Range 240/320. Bodkin
  arrows do 1d+2(2) pi instead.
  Shortsword (14): 2d+2 cut or 1d+1 imp; Reach 1.
  Traits: Acute Hearing 2; Appearance (Ugly); Bully (12);
  Combat Reflexes; High Pain Threshold; Infravision;
  Lifting ST 1; Resistant to Metabolic Hazards (+3).
  Skills: Axe/Mace-14; Bow-14; Brawling-14; Intimida-
  tion-11; Leadership-10; Shield-14; Shortsword-14;
  Stealth-12.
  Class: Mundane.
  Notes: Notable equipment includes:
  • Axe, $50, 4 lbs.
  • Mail Armor (covering all locations except the face), $645,
  58 lbs.
  • Medium Shield, $60, 15 lbs.
  • Regular Bow, $100, 2 lb.
  • Shortsword, $400, 2 lbs.
  Orc Shaman
  This is a petty magic user, not a shaman in the sense used
  in Summoners. The shamans of the Devouring Lands aren’t
  excessively capable, but they do add a bit of magical punch to
  otherwise mundane bands of monsters.
  ST: 11
  HP: 13
  Speed: 5.50
  DX: 11
  Will: 13
  Move: 5
  IQ: 13
  Per: 13
  HT: 11
  FP: 13
  SM: 0
  Dodge: 9
  Parry: 8
  DR: 2
  Spear (12): 1d+1 imp; Reach 1. +1 damage and Reach if used
  two-handed.
  Traits: Acute Hearing 2; Appearance (Ugly); Bully (12); Infrav-
  ision; Magery 2; Resistant to Metabolic Hazards (+3).
  Skills: First Aid-13; Spear-12.
  Spells: Two of these four spell/skill packages:
  1. Apportation-15; Deflect Missile-15; Missile Shield-15, Polter-
  geist-15; Winged Knife-15; Innate Attack (Projectile)-15.
  2. Bravery-15; Fear-15; Itch-15; Pain-15; Panic-15; Sense Emo-
  tion-15; Sense Foes-15; Spasm-15; Terror-15.
  3. Create Fire-15; Fireball-15; Ignite Fire-15; Shape Fire-15;
  Innate Attack (Projectile)-15.
  4. Blur-15; Continual Light-15; Flash-15; Gloom-15; Hide-15;
  Invisibility-15; Light-15.
  Class: Mundane.
  Notes: Notable equipment includes:
  • Fetish, a grisly but nevertheless valuable bit of jewelry or
  ornamentation valuable enough to serve as a power item
  providing 2 FP. $120, 0.5 lb.
  • Leather Armor (covering all locations except the face), $340,
  19.5 lbs.
  • Spear, $40, 4 lbs.
  Orc Soldier, Common
  ST: 13
  HP: 15
  Speed: 5.50
  DX: 11
  Will: 10
  Move: 4
  IQ: 9
  Per: 10
  SM: 0
  HT: 11
  FP: 11
  DR: 2
  Dodge: 7
  Parry: 9
  Block: 9
  Punch (13): 1d cr; Reach C.
  Regular Bow (13): 1d+1 imp; Range 195/260. Bodkin arrows
  do 1d+1(2) pi instead. See notes.
  Weapon (13): Either 2d+1 cut (axe) or 2d-1 cut or 1d imp
  (shortsword); Reach 1.
  Traits: Acute Hearing 2; Appearance (Ugly); Bully (12); Infrav-
  ision; Resistant to Metabolic Hazards (+3).
  Skills: Bow-13; Brawling-13; Shield-12; Stealth-11; either
  Axe/Mace-13 or Shortsword-13.
  Class: Mundane.
  Notes: Only half of any group of common orc soldiers are
  armed with bows. Notable equipment includes:
  NPCS
  47
  
  • Axe, $50, 4 lbs., or Cheap Shortsword, $160, 2 lbs.
  • Leather Armor (covering all locations except the face), $340,
  19.5 lbs.
  • Medium Shield (DB 2), $60, 15 lbs.
  • Regular Bow, $100, 2 lbs.
  Orc Soldier, Tough
  These are somewhat bigger, stronger orcs than usual, but
  still essentially cannon fodder.
  ST: 16
  HP: 18
  Speed: 5.75
  DX: 11
  Will: 10
  Move: 5
  IQ: 9
  Per: 10
  SM: 0
  HT: 12
  FP: 12
  DR: 2
  Dodge: 8
  Parry: 9
  Block: 9
  Punch (13): 1d+1 cr; Reach C.
  Regular Bow (13): 1d+2 imp; Range 240/320. Bodkin arrows
  do 1d+2(2) pi instead. See notes.
  Weapon (13): Either 2d+4 cut (axe) or 2d+2 cut or 1d+1 imp
  (shortsword); Reach 1.
  Traits: Acute Hearing 2; Appearance (Ugly); Bully (12); Infrav-
  ision; Resistant to Metabolic Hazards (+3).
  Skills: Bow-13; Brawling-13; Shield-12; Stealth-11; either
  Axe/Mace-13 or Shortsword-13.
  Class: Mundane.
  Notes: Only half of any group of tough orc soldiers is armed
  with bows. Notable equipment includes:
  • Axe, $50, 4 lbs. or Cheap Shortsword, $160, 2 lbs.
  • Leather Armor (covering all locations except the face), $340,
  19.5 lbs.
  • Medium Shield (DB 2), $60, 15 lbs.
  • Regular Bow, $100, 2 lbs.
  Skeleton
  The desert is full of the bones of those who never completed
  a journey across it. They are easily reanimated, armed, and
  sent off to join the horde. They are relatively weak and fragile
  (this version, for example, is less capable than the servitor
  zombie in Summoners), but they are tireless, move quickly,
  and typically come in large numbers.
  ST: 10
  HP: 10
  Speed: 7.00
  DX: 13
  Will: 9
  Move: 7
  IQ: 8
  Per: 8
  SM: 0
  HT: 11
  FP: N/A
  DR: 0
  Dodge: 10
  Parry: 10
  Block: 10
  Bite or Punch (13): 1d-3 cr; Reach C.
  Scimitar (15): 1d+1 cut or 1d-1 cr; Reach 1.
  Traits: Automaton; Cannot Learn; Dependency (Mana; Very
  Common, Constantly); Doesn’t Breathe; Doesn’t Eat or
  Drink; Doesn’t Sleep; Fragile (Brittle); High Pain Threshold;
  Immunity to Metabolic Hazards; Immunity to Mind Con-
  trol; Indomitable; Injury Tolerance (No Blood; No Brain; No
  Eyes; No Vitals; Unliving); Mute; No Sense of Smell/Taste;
  Skinny; Temperature Tolerance 20; Unfazeable; Unhealing
  (Total); Vulnerability (Crushing ¥2).
  Features: Affected by Control Zombie, Pentagram, and Turn
  Zombie; Affected by Spirit Empathy (rather than Empathy);
  No FP; No IQ-based skills; Skull gets no additional DR.
  Skills: Brawling-13; Broadsword-15; Shield-14; Stealth-14.
  Class: Undead.
  Notes: The skeleton carries:
  • Broadsword, Cheap, $200, 3 lbs.
  • Small Shield (DB 1), $40, 8 lbs.
  Skeleton, Large
  Regular skeletons are made from the bones of orcs,
  humans, and other average-sized creatures. However, a few are
  made from the remains of ogres, large trolls, and other over-
  sized races.
  ST: 20
  HP: 20
  Speed: 6.00
  DX: 12
  Will: 7
  Move: 6
  IQ: 7
  Per: 7
  SM: +1
  HT: 11
  FP: N/A
  DR: 0
  Dodge: 9
  Parry: 10
  Block: 10
  Bite or Punch (13): 2d-2 cr; Reach C.
  Scimitar (14): 3d+3 cut or 2d cr; Reach 1.
  Traits: Automaton; Cannot Learn; Dependency (Mana; Very
  Common, Constantly); Doesn’t Breathe; Doesn’t Eat or
  Drink; Doesn’t Sleep; Fragile (Brittle); High Pain Threshold;
  Immunity to Metabolic Hazards; Immunity to Mind Con-
  trol; Indomitable; Injury Tolerance (No Blood, Brain, Eyes,
  or Vitals; Unliving); Mute; No Sense of Smell/Taste; Skinny;
  Temperature Tolerance 20; Unfazeable; Unhealing (Total);
  Vulnerability (Crushing, ¥2).
  Features: As skeleton (above).
  Skills: Brawling-13; Broadsword-14; Shield-14; Stealth-14.
  Class: Undead.
  Notes: The skeleton carries:
  • Broadsword, Cheap, $200, 3 lbs.
  • Small Shield (DB 1), $40, 8 lbs.
  Speeding Blade
  The speeding blade is a thing of hellish clockwork, a spin-
  ning complex of razor-sharp gears and spiked limbs used as a
  messenger. It will only crawl (at Move 4) if brought down, but
  it flies with tremendous speed and can strike rapidly. It isn’t
  particularly bright, though, and can fall for a clever ruse.
  ST: 14
  HP: 20
  Speed: 9.00
  DX: 14
  Will: 8
  Move: 9/18 (Air)
  IQ: 8
  Per: 8
  HT: 12
  FP: N/A
  SM: +1
  Dodge: 12
  Parry: 10
  DR: 5
  Bladed Limbs (14): 2d+1 cut; Reach C, 1.
  NPCS
  48
  Give me an axe and show me
  where to point it.
  – Xander, in Buffy
  the Vampire Slayer #6.7
  
  Traits: Berserk (12); Extra Arms 3; Extra Attack 1; Flight (Can-
  not Hover; Winged).
  Skills: Brawling-14.
  Class: Construct, Demon.
  Notes: Once destroyed, a speeding blade can be looted for
  parts just as valuable organs can be removed from dead
  monsters ($10/lb.; see Treasure Tables, p. 13). However,
  those parts won’t decay, a particularly valuable property in
  the hot desert.
  TREASURE
  There’s not much point in killing monsters if you can’t take
  their stuff. Adventurers can strip bodies of weapons and armor
  if they’re so inclined, but the weight can become prohibitive
  very quickly, and the value-to-weight ratio is very poor.
  Dire vultures carry off shiny objects, which may lead clever
  delvers to suspect that their nests are treasure troves. And they’re
  right, although tracking them down can take valuable time.
  Following a dire vulture to its nest takes at least an hour, and
  once found, reaching the nest can take longer. They tend to nest
  atop cliffs and narrow spires of rock, calling for Climbing rolls
  – possibly at a penalty! A next will contain $10 ¥ 3d in coins and
  other small valuable items. As well, roll 3d; on a 6 or less it also
  contains a piece of jewelry worth at least $1,000.
  Intelligent humanoids, such as orcs and ogres, have coins
  worth $5 ¥ (2d-2) in addition to their listed gear. Orc sergeants
  and orc shamans are also inclined to carry a bit of additional
  treasure; roll 1d, 1d on the Treasure Table (below) once for each
  sergeant or shaman looted.
  Undead carry no treasure other than any gear they may have.
  Unintelligent monsters carry no treasure, but they may be
  near treasure left behind by their victims. Characters may
  search areas with fire wasp hives and scorpion nests. Each
  search takes an hour and a Search roll. On a success, they find
  gear and coins equivalent to what would be carried by 1d orc
  soldiers. A critical success finds gear and coins similar to those
  carried by 2d orc soldiers and a roll on the Treasure Table. A
  failure finds nothing, while a critical failure turns up 1d more
  swarms of the appropriate type.
  NPCS
  49
  Treasure Table
  Roll
  Item
  Price
  Weight
  1, 1
  Beeswax candles, 1 dozen
  $60
  12 lbs.
  1, 2
  Blanket, dyed dull red and block-printed with a death’s head
  $60
  4 lbs.
  1, 3
  Board game (chess or local equivalent) carved from mahogany
  $120
  3 lbs.
  1, 4
  Candlesticks, brass, covered with a white and green enameled pattern
  $24
  1 lb.
  1, 5
  Carpet, 6 square feet
  $270
  6 lbs.
  1, 6
  Dagger, with a blade enameled with red scrollwork and the handle inlaid with polished red stone
  $200
  0.25 lb.
  2, 1
  Dice, ivory, with pips of copper nails
  $23
  neg.
  2, 2
  Dragonhide rope (Treasure Tables, p. 21), 3/8”, 10 yards
  $50
  1.5 lbs.
  2, 3
  Fire Toxin (Treasure Tables, p. 37)
  $250
  0.5 lb.
  2, 4
  Float coat (Sages, p. 12) with tapestry-woven forest scenes and fringe of brown threads
  $800
  6 lbs.
  2, 5
  Folding table, made from fine wood and carved with a large lion’s head
  $405
  15 lbs.
  2, 6
  Goblet, silver-plated and inlaid with polished jet
  $28
  0.5 lb.
  3, 1
  Grooming kit, made from ivory and inlaid with wood
  $440
  3 lbs.
  3, 2
  Hat with fringe and tiny copper bells around the brim
  $90
  0.3 lb.
  3, 3
  Helmet lamp (Adventurers, p. 25)
  $100
  2 lbs.
  3, 4
  Hip quiver, covered with gaudy ceramic beads and printed with animals
  $83
  1 lb.
  3, 5
  Hooded cape, blue-dyed with dull glass beads around the hood
  $143
  2.2 lbs.
  3, 6
  Incense burner with carved decoration of fighting animals
  $300
  2 lbs.
  4, 1
  Iron vial, gilded
  $300
  0.5 lb.
  4, 2
  Lantern, silver plated
  $60
  2 lbs.
  4, 3
  Leather armor with religious slogans branded into it
  $200
  10 lbs.
  4, 4
  Lightweight tunic made from a patchwork of fine silks and linens, with ermine trim
  $252
  0.3 lb.
  4, 5
  Long coat, lace-trimmed and batik-dyed
  $350
  5 lbs.
  4, 6
  Orcish energy brew (Treasure Tables, p. 36)
  $45
  1 lb.
  5, 1
  Paut (Adventurers, p. 29)
  $135
  0.5 lb.
  5, 2
  Purse, velvet, with a silk fringe
  $35
  0.2 lb.
  5, 3
  Quilted robe
  $360
  1.2 lbs.
  5, 4
  Ring, silver
  $230
  0.3 lb.
  5, 5
  Short spear with scenes of a hunt carved all over the shaft
  $150
  2 lbs.
  5, 6
  Silk sash with silver buckle
  $242
  0.45 lb.
  6, 1
  Spiced brandy, 1 pint
  $20
  1 lb.
  6, 2
  Tea set, covered with painted outdoor scenes
  $36
  4.5 lbs.
  6, 3
  Tent, 2-man, with tiny bells and green-dyed fringe around the opening
  $400
  12 lbs.
  6, 4
  Water pipe painted with flowers
  $105
  4 lbs.
  6, 5
  Whip (2 yards) with a nail-studded and tasseled handle
  $140
  4 lbs.
  6, 6
  Wind-up music box
  $120
  2 lbs.
  
  Adventure, exceptional firepower and, 5;
  exceptional information and, 5;
  exceptional transportation and, 5;
  modifying the location, 4; overview, 3-5;
  power level, 3; spin-offs, 5; tracking
  time, 9, 24.
  Adventurers (NPC), see Rivals.
  Angry sands, 45.
  Archers, example, 42.
  Aristocrat (NPC), 33-34.
  Artificers, example, 39-40.
  Aylassa, 33-34.
  Banchi Du-Jao, 39.
  Barbarians, basic example, 42; leader
  examples, 37, 41.
  Bounding turtles, 45.
  Burrowing serpents, 45.
  Cave of the Goblin’s Head, see Fortress.
  Clerics, example healing, 43-44; example
  support, 44; holy warrior leader
  example, 35-36.
  Combat, map features and, 13.
  Dark Artist (NPC), 34.
  Dehydrated horde zombies, 46.
  Demonologists, example, 34.
  Demons, flame servant, 46.
  Devouring Lands, see Wilderness.
  Dire vultures, 46, 49.
  Druids, example, 38-39.
  Dwarves, example, 39-40, 42-43.
  Elves, example, 33-34.
  Erdobert Rockhand, 39-40.
  Exceptional Thief (NPC), 34-35.
  Flame servant demons, 46.
  Flame wasps, 46.
  Fortress, description, 24-28; events, 28-29;
  map, 27.
  Gav of Oldwater, 38-39.
  Goblin’s Head cave, see Fortress.
  Grotto of the Wind Spirit, description, 21;
  events, 21-23; map, 23.
  GURPS Dungeon Fantasy, 3, 5, 33;
  Dungeon Fantasy 1: Adventurers, 3,
  22, 25, 26, 34-36, 38, 40, 41, 49;
  Dungeon Fantasy 2: Dungeons, 3, 6,
  9-11, 24-26, 29, 45, 46; Dungeon
  Fantasy 3: The Next Level, 3, 29;
  Dungeon Fantasy 4: Sages, 3, 28, 49;
  Dungeon Fantasy 8: Treasure Tables,
  3, 25, 28, 34, 35, 49, ; Dungeon
  Fantasy 9: Summoners, 3, 47, 48;
  Dungeon Fantasy 10: Taverns, 3, 6, 8;
  Dungeon Fantasy 11: Power-Ups, 29;
  Dungeon Fantasy 13: Loadouts, 3,
  37, 42.
  Gygga-Khyak, 34.
  Henchthings, 41-45; dangerous, 42.
  Henryk, Sir, 40-41.
  High Priestess (NPC), 35-36.
  Hollow ground, 12.
  Holy Warrior (NPC), 36-37.
  Horde, 32.
  Humanoid monsters, see Monsters.
  Karateka, example, 43.
  Kelmak God-Marked, 36-37.
  Knife grass, 12.
  Knights, example, 40-41.
  Lizard King (NPC), 37.
  Lunthilde of Dabben-Velben, Gracious
  Mother, 35-36.
  Mages, example artillery, 43; example
  support, 44; leader example, 37-38.
  Martial artists, basic example, 43; leader
  example, 39.
  Master of the Elements (NPC), 38-39.
  Master of the Empty Hand (NPC), 39.
  Mechanic (NPC), 39.
  Mirko the Fingers, 34-35.
  Mirror of the fire demon, 8, 26, 29.
  Monsters, 45-49; random encounters, 10-
  11; treasure, 49.
  Movement, map features and, 13.
  N, explanation, 10.
  Nest scorpion, 46.
  Noble Knight (NPC), 40.
  NPCs, see Rivals.
  Oases, 13.
  Ogres, 46, 49.
  Orcs, sergeant, 47; shaman, 47; soldier,
  47-48; treasure, 49.
  Outdoorsman (NPC), 41.
  Rivals, clever, 30-31; examples, 33-41;
  random encounters, 11-12; tough, 31.
  Rodique de Passan, 37-38.
  Sandstorm, 13.
  Scorpion, nest, 46.
  Scouts, example, 41.
  Serpents, burrowing, 45.
  Shomari, 41.
  Skeleton, 48.
  Speeding blade, 48-49.
  Spellcasters, example, 43-44.
  Ssa Sshuq, 37.
  Swashbucklers, example, 33-34.
  Tables, hostile terrain, 12; random
  encounter, 10; treasure, 49; wandering
  adventurer, 11; wandering monster, 10.
  Terrain, wilderness, 12-13.
  Thieves, basic example, 44; pixie example,
  45; leader example, 34-35.
  Town, description, 6; events, 6-8.
  Treasure, 49.
  Turtles, bounding, 45.
  Undead, see Monsters.
  Vultures, dire, 46, 49.
  Wadi al-Sheik, see Town.
  Warriors, basic dwarf example, 42-43;
  basic example, 43; examples, 42-43;
  holy warrior leader examples, 35-37;
  knight example, 40.
  Wasps, flame, 46.
  Wilderness, description, 9; events, 9-20;
  map explanation, 13; maps, 14-20;
  random tables, 10-12.
  Zombies, dehydrated horde, 46.
  INDEX
  50
  INDEX
  But in truth, should I meet with
  gold or spices in great quantity,
  I shall remain till I collect as much
  as possible, and for this purpose
  I am proceeding solely in quest
  of them.
  – Christopher Columbus
  
  STEVE JACKSON GAMES
  STEVE JACKSON GAMES
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SOURCE: textdata/thevault/GURPS [multi]/SETTING/Dungeon Fantasy (GURPS)/Adventures/GURPS 4e - Dungeon Fantasy Adventure 1 - Mirror Of The Fire Demon.pdf