Days of Vengeance
by David Caraley
originally published in Earthdawn Journal #5

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.


Plot Synopsis

The story begins after the characters gave completed Night of Desire. They have angered the illusionist Listnar the Mighty and he is seeking vengeance. He has taken an old treasure map to an abandoned kaer that he had explored several years back, and arranged for a friend of his, a thief adept named Dooley, to play the part of a down and out adventurer with a map to a forgotten kaer, and the rumors of a magical pendant called the Sorcerer's Eye, an item reputed to greatly enhance the spellcasting abilities of any mage who possesses it.

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.


Down and Out in Kratas

Overview

This encounter starts at the Raven, a seedy inn in the city of Kratas. The characters are busy eating dinner when an out of luck adventurer named Dooley approaches them with a tale of woe, a map to an abandoned kaer, and the legend of the Sorcerer's Eye. He will do his best to convince the characters to launch an expedition into the forests south of Kratas.

Setting the Stage

It is early evening and you are seated at a table in the Raven eating a light meal before deciding what to do next. The barmaid brings another round of drinks and you continue relaxing in the smoky room.

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?"

Behind the Scenes

The stranger is Dooley, the thief adept who is working for Listnar the Mighty. He is attempting to infiltrate the characters and convince them to go into the forests to the abandoned kaer that Listnar and Dooley had adventured into years before. Once there, they will be led into an ambush.

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.

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."

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.

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.

Troubleshooting

If the characters do not volunteer to help Dooley, he will comment on how their reputations had made him think that they were brave heroes, the type that would help a fellow adept when they could. Apparently their reputations were undeserved. He will comment that there must be other heroes, brave ones, that would be willing to make the journey if it is too dangerous for the characters.

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.


Into the Woods

Overview

The characters are now outfitted, and make their way into the woods south of Kratas. They will have to deal with the wild animals and creatures of the forest, while making their way to the abandoned kaer.

Setting the Stage

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.

Behind the Scenes

The characters are about to be attacked by a manticore. Roll randomly who the creature will attack first (though do not allow it to be Dooley). It will take two attacks at the same target, and the following rounds it will attack whoev§er seems to be the biggest threat. Dooley will do his best to disappear from sight. He will be setting himself up to use his Surprise Strike towards the end of the combat so that he can appear to have saved the characters.

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).
The manticore will have already cast Resist Fire on itself. Remember that Dooley is waiting for his Surprise Strike, but he is willing to let the manticore do the most damage possible before he acts.

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
Dooley is a thorough scoundrel working for Listnar the Mighty. He will attempt to ingratiate himself to the characters, but will always let them get as injured as possible before helping out.

Troubleshooting

If it looks as if the manticore is going to kill the characters, use Dooley's Surprise Strike. This will get the manticore's attention if it does not put it down. Hopefully, this will give the characters a chance to finish off the creature.


The Forgotten Kaer

Overview

The characters arrive at the kaer, actually a citadel standing in the midst of the forest. They will enter the citadel in search of the Sorcerer's Eye, make their way to the heart of the citadel, and into Listnar the Mighty's ambush.

Setting the Stage

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.

Behind the Scenes

The citadel of Tar' Maktor was built by the combined efforts of the elves from the forest and humans from a large town nearby. They combined their resources and magical might to try and ensure their survival.

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.

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 
This is the typical pit trap found in kaer entrances throughout Barsaive. It is twenty feet deep and ends in a six inch pool of acid. 
Detection Difficulty:
Disarm Difficulty:
Trigger Condition: Pressure plate 
Trap Initiative:
Trap Effect: Damage Step of 10 for the fall, and a Damage Step of 4 for each turn spent in the acid. Armor protects completely, but it will damage the armor at the rate of 1 point of Physical Armor per turn. Magical armor will not be damaged in this way. 

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.

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.

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.

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) 
DEX: 5/D8 STR: 5/D8 TOU: 6/D10 
PER: 4/D6 WIL: 5/D8 CHA: 4/D6
Initiative: 7/D12 Physical Defense: 7
Number of Attacks: 1 Spell Defense: 6
Attack: 7/D12 Social Defense: 7
Damage: 7/D12 Armor: 4
Number of Spells: 1 (poison) Mystic Armor: 0
Spellcasting: 6 Knockdown: 6/D10
Effect: 9/D8+D6 Recovery Tests: 2
Death Rating: 35 Combat Movement: 45
Wound Threshold: 9 Full Movement: 90 (flight)
Unconsciousness Rating: 27 Legend Points: 100
Equipment: None
Loot: Stingers worth 1D10 x 10 silvers. The stingers count as Legend Points.
Eight feet wide with a five foot tail, Shadowmants resemble large flying stingrays. Nocturnal creatures, they roam at night, spending the daylight hours underground. 

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: 

  1. A small bag containing 45 sp (pre-Scourge)
  2. A wooden box with 4 vials (3 are broken, 1 is a Booster Potion)
  3. A dagger (forged to +2)
  4. A metal box (engraving tools and a 150 sp emerald)
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.

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.

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.

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.

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.

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.

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.

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.

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...)

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.

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.

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).

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.

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.

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.

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.

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).

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.

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 
DEX: 14: 6/D10 STR: 8: 4/D6 TOU: 11: 5/D8 
PER: 16: 7/D12 WIL: 16: 7/D12 CHA: 14: 6/D10
Initiative: 6/D10 Physical Defense: 8
Number of Attacks: 1 Spell Defense: 10
Attack: 6/D10 Social Defense: 8
Damage: 6/D10 Armor: 0
Number of Spells: 1 Mystic Armor: 2
Spellcasting: 12/2D10 Knockdown: 4/D6
Effect: by spell Recovery Tests: 2@D8
Death Rating: 52 Combat Movement: 33
Wound Threshold: 8 Full Movement: 65
Unconsciousness Rating: 39 Legend Points: 250
Equipment: None
Loot: What is in the room.
Talents: Anticipate Blow 3:10/D10+D6, Dead Fall 5: 12/2D10*, Disguise Self 3: 10/D10+D6, Durability 5, False Sight 5:12/2D10*, Karma Ritual 3, Read/Write Languages 3: 10/D10+D6, Read/Write Magic 5: 12/2D10*, Speak Languages 3: 10/D10+D6, Spellcasting 5: 12/2D10*, Spell Matrix 5, Spell Matrix 4, Spell Matrix 3, Spell Matrix 2, Thread Weaving 5: 12/2D10*, Willforce 3
Listnar is an overly proud, self-important spellcaster who believes that he is destined for greatness. He is now seeking vengeance on those who ruined his plans in Kratas and stole his spell book. If it looks like he is loosing, he will try to escape under the Notice Not spell, using a Flying Carpet once he gets outside. If captured, he will use Dead Fall to make the characters think he is dead and escape later. 

Gerrik the Strong - Third Circle Warrior 
DEX: 14: 6/D10 STR: 16: 7/D12 TOU: 16: 7/D12 
PER: 11: 5/D8 WIL: 11: 5/D8 CHA: 11: 5/D8
Initiative: 3/D4 (6/D10) Physical Defense: 11 (14)
Number of Attacks: 1 Spell Defense: 7
Attack: 10/D10+D6 (13/D12+D10) Social Defense: 7
Damage: Broad Sword 12/2D10 (15/D20+D6) Armor: 6 (9)
Number of Spells: 0 Mystic Armor: 0
Spellcasting: 0 Knockdown: 7/D12
Effect: 0 Recovery Tests: 3 (2)
Death Rating: 66/63 (75) Combat Movement: 38
Wound Threshold: 11 Full Movement: 75
Unconsciousness Rating: 57/54 (66) Legend Points: 150
Equipment: Broad sword, ringmail, shield, Death Cheat Charm
Loot: 1D6 x 10 silvers
Talents: Acrobatic Strike 3: 9/D8+D6, Air Dance 3: 9/D8+D6, Anticipate Blow 2: 7/D12*, Avoid Blow 3: 9/D8+D6*, Durability 3, Karma Ritual 2, Melee Weapon 4: 11/D10+D8*, Throwing Weapons 2: 8/2D6, Tiger Spring 3, Unarmed Combat 2: 10/D10+D6*, Wood Skin 3: 10/D10+D6*
Gerrik owes Listnar his life, and considers this repayment of the debt. He considers it a matter of honor, and Listnar has held it over his head for years. Because of this, Gerrik will fight to the best of his abilities, until he falls unconscious. Still, he doesn't trust Listnar completely, and has a Death Cheat Charm bound to him just in case. 

Dooley (see Into the Woods for stats) 
Dooley is a thorough scoundrel working for Listnar the Mighty. He will attempt to ingratiate himself to the characters, but will always let them get as injured as possible before helping out. Once the final battle has been engaged, he will attempt to Surprise Strike one of the characters, and then he will fight on the side of Listnar. If the Monstrous Mantle spell holds out, the characters may believe that Dooley was Horror Marked during his first expedition. 

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). 

Troubleshooting

The only thing that can go wrong is if the characters are defeated by Listnar. Listnar will want to kill the characters, but if Gerrik is still alive he will be unwilling to let Listnar put them to death. He will help in looting the characters, however. Of course, this would lead to the characters trying to catch up to Listnar for their own vengeance.


Legend Point Award

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


Treasure

The Spear Impaler

Location: In the room of the commander of the Citadel of Tar' Maktor. The spear was forged to +3 sharpness and is made of orichalcum, gleaming a soft gold color. Elven runes decorate the blade, spelling out the name "Impaler".
Maximum Threads: 1
Spell Defense: 12

Thread Ranks

Rank 1 Cost: 100
Key Knowledge: What is the spear's name? It is named Impaler.
Effect: The spear adds +2 to the attack test when thrown.

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.
 

Faerie Chainmail

Faerie chainmail is very high-quality armor made of fine links. Because the links are one-half the sizeof normal chainmail, suits of faerie chainmail fit better. The chainmail gleams a silvery grey.

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.


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