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Listnar the Mighty was furious. He had been doing so well. In the few years since he had settled in Kratas he had managed to obtain a small tower, decorate it to his tastes, gather together a little wealth, and take control over one of the local band of thugs that seemed to gather in the city of thieves. He had even fallen in love with a woman he felt sure that Astendar had meant for him.But it had all come collapsing down around him. He had managed to get the woman delivered to his tower, and had been in the process of binding her to him, heart and soul, when a group of interfering adventurers breached his tower and engaged him in battle.
At first Listnar had thought that he would be triumphant, but they had managed to defeat him, causing him to flee. They took the girl, a fair amount of his gold, his Dwarven Winternight Cloak, and his spell book.
Listnar had spent the next few days watching his tower to see if they would return, but after a week, he decided that the so called heroes were not going to return. Now, seated once more at his desk in his tower, Listnar was still furious. How could he have allowed a young, inexperienced band of adventurers drive him from his own tower, and loot his belongings? He could not let this insult go unpunished. And he could not let his spell book be taken by another. He would lose face in Kratas. And to lose face in Kratas was to take the first step towards doom.
It was time to call in on a few favors that were owed to him. It was not difficult to find where the adventurers were staying. And it was easy enough to have someone observe them. Now, it was a simple matter of time before he would strike, retrieving his possessions and avenging his honor. But first, he would require the proper bait. Something that would entice a band of heroes.
Dooley is to join the heroes, help them arrive at the old kaer, lead them inside, and take them to where Listnar and his rouges would be waiting.
A dark haired man dressed in slightly tattered and stained padded armor, a shortsword in a torn scabbard hanging from his belt, and scuffed, dirty boots wanders over to your table and looks you all over. His face seems worn and unshaven, and he seems to be working up the courage to speak to you.
"Excuse me. Are you the heroes who helped Norina at the House of Veils?"
Once introductions have been made, read the following:
"I am no beggar, I am Dooley, an adept who has fallen upon hard times. My companions and I adventured into the forests south of here, in search of an abandoned kaer. Legends and rumors hinted that the mystical Sorcerer's Eye rests inside."A Legends and Heroes test, target of 6, will tell the characters that the Sorcerer's Eye is a powerful magical item able to augment any spellcaster's power immensely, rumored to have been lost during the Scourge.
"Five of us went forth, but we were unprepared for what awaited us. We lost Branwyn on the journey through the woods, a manticore killed her before we even made it to the kaer. After a week of traveling, we arrived at the huge stone structure.Most of what Dooley is saying is true. He has left out the part about Listnar being one of the companions, and the fact that it was several years ago. He has also neglected the fact that they searched the entire kaer and never found the Sorcerer's Eye.Between Lorinar, a dwarven wizard, and myself, we managed to open the doors and went inside. The kaer seemed long abandoned, and we explored deeper. I knew the Passions had abandoned us when Lorinar was killed by a swarm of krillworms, sucked dry of his life fluids.
Still, we did not turn back. Koric, an elven swordmaster, Brogwa Eye-Gouger, an ork warrior, and myself. Koric fell to a shadowmant, the poison killed him before we could give him aid. At that point Brogwa decided to turn back, and I went with him, unable to continue alone.
On the way out, Brogwa was killed by a spear trap we had bypassed on the way in. I was forced to continue back through the forests on my own. I was lucky to survive.
I managed to return to Kratas a few days ago, broke, injured, and alone. I am looking for a band of brave heroes who would return with me to the kaer. I do not care who keeps the Sorcerer's Eye. I just wish to avenge my fallen companions. To give meaning to their deaths. Otherwise they have perished for nothing."
Dooley will do his best to seem like a brave adventurer who is down on his luck. He should clear his throat upon occasion, needing an ale to continue with his story. He wishes for the characters to feel sorry for him, and wish to help him out of both sympathy and greed.
Once the characters have agreed to help, let them buy supplies and make plans for the expedition.
At this point, Listnar will have to resort to a simple ambush with a bunch of ruffians before the characters leave Kratas. During this ambush, Dooley will arrive and help the characters drive off the attackers.
He will explain that he heard the sounds of the struggle, and only did what any hero would do, leapt in to help out his fellow adepts. This should inspire the characters to return the favor.
It has been several days since you left Kratas and headed into the forest. Several days of eating trail rations, sleeping under the trees, and keeping an ever watchful eye on the underbrush for any creature or monster that might try to make you into a meal. Dooley has been a pleasant traveling companion, telling tall tales of places he's been and things he's seen.Suddenly, there is a large crashing sound as several branches and leaves fall from above you. A loud roar gets your attention as a lion-like creature wings down from above.
Manticore
| DEX: 9/D8+D6 STR: 13/D12+D10
TOU: 10/D10+D6
PER: 11/D10+D8 WIL: 9/D8+D6 CHA: 7/D12 |
|
| Initiative: 9/D8+D6 | Physical Defense: 11 |
| Number of Attacks: 2 | Spell Defense: 12 |
| Attack: 12/2D10 | Social Defense: 9 |
| Damage: Claws: 15/D20+D6; Tail: 20/D20+D8+D6 | Armor: 8 |
| Number of Spells: 1 | Mystic Armor: 3 |
| Spellcasting: 11/D10+D8 | Knockdown: 10/D10+D6 |
| Effect: See Comments | Recovery Tests: 5 |
| Death Rating: 60 | Combat Movement: 30/60 |
| Wound Threshold: 15 | Full Movement: 60/120 |
| Unconsciousness Rating: 54 | Legend Points: 425 |
| Equipment: None | |
| Loot: Spiked tail worth 5D6 x 10 silver pieces. Counts as treasure worth Legend Points. | |
| Commentary: A manticore will attack with a claw and tail attack. If the tail attack hits, the victim must make a successful Toughness Test against the Damage Test of the tail attack or be knocked unconscious for 4 rounds. All manticores can cast spells from any of the four spellcasting Disciplines. A manticore will only have three or four spells, none of which can require Thread Weaving. This manticore knows Mind Dagger (Will + 2: 11/D10+D8, 40 yards), Ice Mace and Chain (Will + 5: 14/D20+D4, 40 yards), and Resist Fire (+3 armor against fire based attacks, Touch). | |
Dooley - Fourth Circle Thief Adept
| DEX: 16: 7/D12 STR: 13: 6/D10
TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 11: 5/D8 CHA: 11: 5/D8 |
|
| Initiative: 6/D10 | Physical Defense: 9 |
| Number of Attacks: 1 | Spell Defense: 9 |
| Attack: 11/D10+D8 | Social Defense: 7 |
| Damage: Shortsword 11/D10+D8; Surprise: 18/D20+D12 | Armor: 2 |
| Number of Spells: 0 | Mystic Armor: 1 |
| Spellcasting: 0 | Knockdown: 6/D10 |
| Effect: 0 | Recovery Tests: 2 |
| Death Rating: 52 | Combat Movement: 38 |
| Wound Threshold: 8 | Full Movement: 75 |
| Unconsciousness Rating: 40 | Legend Points: 200 |
| Karma Pool: 15 | Karma Dice: D8 |
| Equipment: Short sword, club, dagger, padded cloth armor | |
| Loot: 1D6 x 10 silvers | |
| Karma: Can spend Karma on actions using Perception only. | |
| Talents: Avoid Blow 4: 11/D10+D8*,
Climbing 4: 11/D10+D8, Durability 4 (5/4), Fence 3: 8/2D6*, Karma Ritual
2, Lock Pick 5: 12/2D10*, Lock Sense 3: 10/D10+D6*, Melee Weapons 4: 11/D10+D8,
Picking Pockets 3: 10/D10+D6*, Silent Walk 5: 12/2D10*, Surprise Strike
4: 11/D10+D8**, Thread Weaving 3: 10/D10+D6*, Trap Initiative 3: 10/D10+D6*
* Can spend Karma **Must spend Karma and can spend Karma |
|
| Skills: Acting 4: 9/D8+D6, Legends and Heroes 1: 8/2D6 | |
It has been three days since the manticore attack. Three days of hiking through the brush, waiting for whatever else may decide to attack. Dooley has been sure that you are near the kaer for the past several hours, though there has been no sign of it. You have begun to doubt his story when you enter a small clearing and see the crumbling stone steps that lead up to the vast stone doors of an ancient citadel. The walls are overgrown with vines obscuring the magical runes of protection carved into the stones, runes designed to keep the Horrors at bay. The late afternoon sun reflects off the stones, giving the whole structure a mystical appearance.
The citadel was breached two hundred years after it was sealed, and
the populace was slaughtered entirely. It was discovered many years ago
by Listnar, Dooley, and the rest of their party. Listnar and Dooley were
the only survivors, and they never succeeded in finding the treasure vault.
They believe it was looted before they discovered it.
| Room# | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1 | Front Doors - You see steps forty feet wide
leading up to massive stone doors. The doors are old and cracked. The runes
are worn and faded, but you know that the physical condition does not mean
that they are any less powerful than when they were carved. One of the
doors stands half open and you can see the dark hallway leading inside.
The runes on the door were protective runes designed to keep the Horrors out. There are other writings, in human tongue on one door, and in elven on the other. They tell the story of the human settlement of Mak and the elven settlement of Tor. It tells of the spirit of cooperation between the two peoples and how they managed to build the citadel to protect themselves from the Horrors. Dooley will tell of a magical trap that was on the doors, but that it had been dispelled by Lorinar, the dwarven wizard that had accompanied them. In fact, Dooley is telling the truth and the doors are quite safe. |
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| 2 | Entrance Hall - You look inside to see a hall
leading deep into the citadel. The hall must be twenty feet wide, and you
can see arrow slits along both walls. The hall ends in another large set
of double doors.
Again, one is pushed halfway open. There is a pit trap half way down the corridor. Pit Trap
Dooley will neglect to mention this trap, and if questioned later will say that it never sprung while his party passed by, but maybe it was stuck and so many people traveling over it had unjammed it. On the bottom of the trap is a large skeleton of some sort, though it doesn't look humanoid. |
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| 3 | Defensive Halls - Once past the double doors,
you realize the passage splits to the left and right, doubling back on
itself. You can see the original hall through the arrow slits on one side,
but there are more arrow slits on the other side. Apparent he designers
made the entire entrance way into a death trap where various fields of
fire could cover the halls as the invaders were forced to go back and forth,
up and down the halls. Lying on the floor, halfway down the hall towards
a single door, is another huge skeleton. There are old and rotted shafts
still protruding from its rib cage.
Opening the door, you can see the corridor doubling back once more, with more arrow slits covering the passage you were just in. As you continue you eventually come to another set of dou§ble doors. One is pushed partially open. |
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| 4 | Spear Trap
This is the trap that killed Dooley's ork companion. He will warn the characters of this one, allowing it to be bypassed. He hopes that this warning will confirm his story, and make the characters trust him more. He will say that he buried the ork out in the forest rather than let him rot in here where Horrors had breached. |
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| 5 | The Market Square - You enter a vast chamber
littered with debris. Pieces of wood, barrels, carts, and awnings lie all
about. From the other three entrances and the ruins about the huge chamber,
you can guess that this must have been the market square for the citadel.
Your eyes catch a glimpse of movement coming from the darkness above.
The characters will be attacked by three shadowmants who hatched when Listnar and his ruffians made their way inside. Shadowmants (3)
The tail has a poison sting that resists healing with a Spell Defense of 8. The Shadowmant must sting its victim. It then makes a Spellcasting Test against the Toughness Step of the target. If Successful, it will do Step 9 damage every round until a Toughness Test can be made with a target of 8. Once the characters have defeated the shadowmants, they can search the room. This will take 30 minutes and will allow each character a Perception Test or an Evidence Analysis Test, target of 7. If successful, roll on the following table to see what is discovered:
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| 6 | Hall of Stairs - You pass under a vast arch
to find yourself in a huge hall. There are many doors leading from the
hall, and two huge marble stairways leading to the level above you. All
around you are piles of splintered wood and scraps of old, torn cloth and
tapestries. The wood seemed to have once been furniture, tables, benches,
and cabinets, but all of it has been smashed and destroyed. Upon occasion
you spot the skeletal remains of one of the kaer's former residents, its
ribcage smashed or spine broken. The darkness and feeling of death seems
all around you.
The Horrors destroyed everything in their path when they breached the citadel. |
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| 7 | Barracks - The door to this chamber lies in
ruins on the floor. Inside you can see what remains of many cots, and the
smashed ruins of what used to be soldiers' trunks. Several skeletal bodies
litter the floor, still clad in tattered leather armor or rusted and torn
chainmail. Chipped and broken swords and broken shields are scattered throughout
the room. There is a door on the other side of the room, broken and hanging
from one hinge.
There is little of value in this room. An Evidence Analysis Test with a target of 6 will show that there was a major battle in this room. The creature must have been large and immensely strong. It tore apart the defenders and left them dead or dying. It will take a half hour to search the room, and no matter what the characters roll, they will find nothing of value. |
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| 8 | Commander's Office - This room is as devastated
as the previous rooms. The remains of a desk lies in broken pieces on the
floor, the matching chair lying in splinters next to it. Half of a large
wooden table rests near the door, while the other half is across the room
by another broken door. Moldy papers and rotted maps litter the room and
a single skeleton, still wearing a steel breast plate and torn chain seems
to have been the only defender here.
A search will take 15 minutes, needing a Perception test with a target of 9. If successful a single spear will be found, in which case read the following: After searching the room thoroughly, you find a single item of interest. A broken spear was lying under the rubble. The spear point seems made of gold, gleaming softly in the dim light. There are runes down the blade, written in Sperethial. It reads "Impaler". The shaft was shattered two feet below the spear head. The spear is magical, with a Spell Defense of 12. It was forged to +3. |
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| 9 | Captain's Room - This small room has been destroyed.
A single bed lies in ruins, claw marks deep into the wood. A wardrobe lies
shattered on the floor, and faded, rotting clothes cover everything.
It will take 10 minutes to search the room. On a Perception Test of 8 the party will find a dented iron box, still locked (needing a 7 to open). It contains two broken ceramic vials and two unbroken vials. Each contains a Booster Potion. |
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| 10 | Weapon Practice Room - The door to this chamber
is missing entirely. There are three skeletal bodies lying across the threshold,
their leather armor rotting away. Inside you see what you first believed
to be more bodies, but at second glance you can tell they were practice
dummies. Even the walls in this room are scarred by claw marks. The remains
of archery targets lie against the wall to the right, and broken bows and
shattered arrows litter the floor.
Searching the room will take 15 minutes. There is nothing of value to be found. |
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| 11 | Forge - This small chamber houses the broken
remains of the citadel's forge. An anvil lies on its side, and tools of
various types are scattered on the floor.
Searching the room will take 15 minutes. On a Perception Test, target of 9, the following will be found: You have found a section of the stone around the forge that slides open. Inside the small niche something gleams. Drawing out you realize it is a sword blade. It gleams silver in the dim light. There is no pommel or crossguard. This sword was forged to +3, but has never been completed. |
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| 12 | Armorer's Room - This small room was obvious§ly
some sort of living chamber. A broken bed and smashed cabinet are all that
remain. A single skele§ton is some sort of rotted leather tunic lies
clutching a large hammer.
There is nothing of value here. |
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| 13 | Plant Growth Area - Looking into this vast chamber,
you almost swear that you are back outside. Plants of all shapes and sizes
still grow under the artificial light of the light quartz fixtures.
Again, there is little of value. The plants have grown wild after years of neglect. Resourceful characters can find edible food here. |
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| 14 | Living Quarters - The remains of this chamber
is littered with broken furniture and smashed wooden walls. Apparently
these were the living quarters of some of the citadel's inhabitants, though
they now lie in ruins. You can see the bones of the residents peeking out
from under the rubble.
These chambers are more or less the same. It would take 15 minutes to search a single chamber, and a Perception Test with a target of 10 to find anything of value. With a success, the item will be worth a D6 x 10 silvers (a small figurine, a rotted pouch with some silver, a small gem...) |
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| Upper Level | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 15 | Upper Hall - You find more bodies at the top
of the stairs. Skeletal bodies still wearing torn and broken armor.
There is nothing of value here. |
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| 16 | Great Hall - The doors to this room are splintered
and lying in pieces on the floor. Inside you see a sight that takes your
breath away.
Lying amid the broken tables and shattered benches of the great hall are the remains of the citadel's inhabitants. The skeletons of over a hundred people must litter the floor and you realize that this is where the populace fled when the Horrors breached the outer defenses. Another large skeleton lies over a collapsed table, spears and rusted swords embedded through its rib cage. Judging by the size of the rib cage, you guess that the creature must have been over fifteen feet tall. Searching the room will reveal broken plates, dented goblets, and everything else one would expect in a great hall. There is nothing of value. |
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| 17 | Healer's Quarters - The broken door hangs loosely
on its hinges. Swinging it open reveals a room containing several broken
cots, and many splintered cabinets. The remains of a single individ§u§al,
dressed in dirty, blood stained white robes bearing the symbol of Garlen
lies torn in two on the floor. A broken sword lies by its side.
This room was the citadel's healing chamber. It is also where the citadel's questor to Garlen made his last stand. Searching the room will take 20 minutes. A Perception Test of 9 will find the following: In one of the smashed cabinets tou find one intact vial (containing a Healing Potion). |
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| 18 | Upper Storeroom - The door to this room is missing
entirely. Inside are numerous smashed crates and broken barrels.
This room held food stuffs, wine and ale. The food has long since gone bad, and the barrels are all broken. |
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| 19 | Upper Kitchen - This door is hanging from one
lone hinge. Inside you can see several large fireplaces, huge pots, and
other cooking equipment. Most of it is scattered across the floor, along
with three more skeletons.
There is nothing of value left in this room. |
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| 20 | The Brewery - Inside this room you see more
smashed barrels, bent copper tubes, and huge copper tubs.
There is nothing left of value here. The brewing equipment has been destroyed. |
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| 21 | Library - This room looks as if a small fire
had burned out of control. The broken tables are covered with old, torn
books. The few shelving units that still cling to the walls contain even
more books, but the library is only a shadow of its former glory.
The library is still semi-intact. It can be used for research at a -2 step penalty. None of the tomes are magical. |
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| 22 | Chambers of Lord Xandis - This huge chamber
is a mess. You can tell that it used to be divided into smaller chambers
by the remains of the wooden walls that have been ripped down. The furniture
is smashed, and the stone walls have deep scratches in the stone.
This was the living suite of the human lord who shared rulership of the citadel. A search will take an hour, and requires an 8 or better to find anything. If successful, read the following: After searching through the rubble, you have come upon a single broken chest. Inside is a canvas bag (containing 200 sp and 50 gp), a ceramic vial (containing a Kelia's Antidote), and a small felt bag (with two sapphires worth 200 silvers each). |
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| 23 | Chambers of Lord Lyndolyn - This vast chamber
was once divided into many smaller chambers. The wooden partitions are
splintered and lying on the floor, covering the smashed and shattered furniture.
These chambers belonged to the elven lord who co-ruled the citadel. It will take 30 minutes to search the chamber, and a Perception Test, target of 7. If successful, read the following: Buried under the pieces of one of the partitions are two skeletons. One is obviously one of the Horrors that breached the citadel. The other is humanoid, still wearing gleaming chainmail made of small, intricate rings. A broken sword is still clutched in the skeletal fingers, the other half of the blade embedded into the skull of the long dead Horror. Sparkling gems still adorn the hilt of the sword (3 emeralds worth 100 sp each). The chainmail is Faerie Chainmail. |
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| 24 | Temple to the Passions - The huge doors are
lying on the floor, torn from the stonework of the portal. Inside you can
see a vast room containing broken marble statues of the Passions. A large
marble alter stands on a raised platform at the far end of the room. There
seems to be an odd chill in the air, and suddenly a monstrous creature
emerges from behind the altar.
This is where Listnar the Mighty has made his stand. He had an Improved Alarm placed on the entrance to the citadel to warn him when the characters arrived, and a second in the upper halls. Listnar has a Nobody Here spell cast upon himself, needing an 18 to be sensed and a 9 to be disbelieved. He has cast a Monstrous Mantle on Gerrik the Strong, an ork warrior friend. The illusion is one of a terrible Horror adding +3 steps to the ork's Attack Tests, Damage tests, and Physical Defense. It also gives Gerrik 12 extra Damage Points. Once the characters have entered the room Listnar will cast a Mind Fog (T:1, TW: 8, R: 60y, D: Rank Rounds, E: 16/D20+D8, CD: Spell Defense) on one of the spellcasters. He will then start casting True Ephemeral Bolts (T: 0, TW: NA, R: 60y, D: 1 round, E: 13/D12+D10, CD: Spell Defense). Listnar the Mighty - Fifth Circle Illusionist
Gerrik the Strong - Third Circle Warrior
Dooley (see Into the Woods for
stats)
This battle should be one of surprises and betrayal. Listnar will abandon his companions in order to escape with his life. Once the battle is over, the characters can search the room. A Perception Test of 12 is needed to find the hidden chamber built into the ceiling, twenty feet up. Of course, the characters will have to find a way to get there. Once opened, the characters can see a small chamber above the temple. This is where the citadel's treasure was stored. Do not be surprised if the characters do not find it. It was designed to remain hidden. If they do find it, and manage to get to it, read the following: As you peer into the dark chamber above, you can make out four chests, made of wood and bound in iron. All the chests are locked, needing an 8 to open. Chest 1 - 1000 silvers Chest 2 - 200 gold pieces Chest 3 - A golden crown adorned with emeralds (worth 1500 silvers), a silver crown adorned with sapphires (worth 100 silvers) Chest 4 - A small leather bag (containing a single orichalcum piece), a piece of parchment (a map to the City of Spires), and a tent (folded with instructions inside, made of fernweave, elemental air, and elemental fire, giving it Physical Armor of 4, Mystic Armor of 5, and self heating and cooling. It sleeps 10 and only weighs 20 pounds). |
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| Creatures and Opponents | |
| Manticore | 425 points |
| 3 Shadowmants | 300 points |
| Dooley | 200 points |
| Gerrik | 150 points |
| Listnar | 250 points |
| Treasure | |
| Manticore's tail | 5D6 x 10 points |
| Shadowmants' stingers | 1D10 x 10 points each |
| The spear Impaler | 400 points |
| Creative Roleplaying | |
| Praying to the Passions in the shrine to lay the dead to rest | 150 points |
| Adventure Goal | |
| Surviving Listnar's trap | 150 points |
Rank 2 Cost: 200
Key Knowledge: What was the name of the citadel that Impaler
was supposed to defend? The citadel was Tar' Maktor.
Effect: The spear adds +2 to all attack tests.
Rank 3 Cost: 300
Key Knowledge: Who forged the spear? The spear was forged by
the elven weaponsmith Relanin, his sigil is on the blade.
Effect: The spear adds +2 damage steps.
Rank 4 Cost: 500
Key Knowledge: How was the spear first broken? Thrusting into
a Horror that breached Tar' Maktor.
Effect: The spear pierces armor on a Good Success instead of
an Excellent Success on the attack roll.
Maximum Threads: 2
Spell Defense: 13
Thread Ranks
Rank 1 Cost: 200
Key Knowledge: The character must learn the name of the suit of armor.
The armor is named Resiliant, it is etched in Sperethial on the links in
the collar.
Effect: Armor Rating increases to 8.
Rank 2 Cost: 300
Effect: Remove the armor penalty to the Initiative Step.
Rank 3 Cost: 500
Key Knowledge: The character must find out what type of faerie
creature or enchanted beast gave its blood for the armor. The blood came
from the elven hero Anarian, a prince of Shosara.
Effect: An opponent must make an Extraordinary success on an
Attack Test to make an armor defeating hit against this armor.
Rank 4 Cost: 800
Effect: Armor Rating goes to 9. Add +1 to the wearer's Mystic
Armor.
Rank 5 Cost: 1300
Key Knowledge: The character must learn the name of the person
who created the armor. It was created by the elven weaponsmith Evendar
in Shosara. His forge mark is on some of the links on the lower hem.
Effect: The Armor Rating increases to 10. Magic from the armor
adds +1 step to the wearer's Initiative step.
Rank 6 Cost: 2100
Effect: The armor adds +3 to the Mystic Armor of the wearer.