Shelter from the Storm
by David Caraley
originally published in Earthdawn Journal #4


Gothgak was tired. Hunting had gone poorly all week, and there was little for the cave troll to eat. He looked at his two companions, huddled around the campfire they had built in the cave mouth, trying to keep out of the rain. The other two cave trolls were as wet, miserable, and hungry as he was. Life in the Tylon Mountains was difficult, but Gothgak knew that he and his brethren were a tough lot, able to survive almost any hardship.

Suddenly, the troll looked up from the fire. He could have sworn he had heard something. Something was out wandering through the mountains in the rain. Something was close. He turned to his companions.

"Something comes this way. Perhaps it is good to eat." Gothgak picked up his rough stone axe and headed out into the darkness. The two trolls by the fire shrugged their shoulders, got to their feet, and headed out after their leader.


Plot Synopsis

Over six hundred years ago the Orichalcum Wars were raging. A mighty army of ork scorchers were making their way towards the city of Kratas where they hoped to breach the defenses and loot the orichalcum stores.

The scorchers were spotted by a patrol of soldiers led by the dwarven warrior hero Drugar. Though his patrol was outnumbered nearly five to one, Drugar fought a holding battle, trying to hold the scorchers in the pass through the Tylon Mountains that led to Kratas.

The battle lasted for three days, during which the patrol fought bravely. On the third day the patrol was finally overrun and slaughtered. Drugar fell before the ork horde, but not before his patrol had succeeded in killing over half of the invading army.

The remaining orks made camp, and prepared to continue their march towards Kratas the following day. What they did not realize was the fact that Drugar had managed to get a message to the ruler of Kratas, and Kratas had already sent an army to reinforce the patrol.

The army arrived too late to save the patrol, but they turned back the remains of the ork army. When they found Drugar's body, along with the bodies of his heroic patrol, the journal of what had transpired was recovered.

The leaders of Kratas were so impressed with Drugar's sacrifice that they built him a tomb in the mountain pass, burying him with honor. The fallen members of his patrol were entombed with him.

The Scourge came a century later. The tomb had never been designed to withstand the powers of the Horrors and was breached during the first century of their arrival. Finding no living souls to feed upon, the Horrors soon left, but not before they had polluted the astral space throughout the tomb.

What remains is the result of the corrupted magic of the area. The inhabitants of the tomb are the remains of the patrol, and what is left of Drugar. Their bodies have been animated by the magic of the Horrors and now haunt the long forgotten tomb.

The adventure begins with the characters making their way through the Tylon Mountains on the way to Kratas. A storm is brewing and nightfall is fast approaching. The characters are busy searching for someplace to ride out the storm at the same time a group of cave trolls are searching for something for dinner.

The cave trolls have already made a camp inside the cave mouth that leads to the tomb, and have heard the characters coming through the pass. The cave trolls will try to ambush the characters in hopes of finding something to eat, even if that means eating the characters. Once the trolls are defeated, the characters will notice the light of the fire coming from the cave mouth.


Stormy Weather

Overview

The characters are crossing through the Tylon Mountains on their way to Kratas. A storm is coming, and it is getting dark outside. The characters are attacked by a group of hungry cave trolls who spotted them coming through the pass. Once the trolls are defeated, the characters will notice the campfire burning in the cave mouth and will probably head there for shelter.
 

Setting the Stage

It has been a rough trip through the Tylon Mountains, and it isn't getting any easier. You can see a storm front making its way up the pass, and have been looking for someplace to take shelter. You can feel a couple of raindrops come from the darkening sky and know it is only a matter of time before the deluge starts. You squint your eyes a little and can make out something coming through the darkness.
 

Behind the Scenes

Three cave trolls will attack the characters as they make their way through the pass. They are hungry and looking for food. Any loot they gain from the encounter is of secondary importance to them.

Cave Trolls (3)
Same as ED p288 save Armor is 4.
Legend Points: 270 ea
Equipment: Cave axe, padded leather armor
Loot: 1D4 silver per Troll
 

Once the cave trolls have been defeated, read the following:
The rain has started falling with greater intensity. It is dark, and starting to get cold. You catch a glimpse of some sort of light coming from the side of the pass. As you get closer, you can make out some sort of stone structure with a campfire burning inside of it.
 

Troubleshooting

The only thing that can go wrong is if the cave trolls kill the characters. Try to split the trolls' attacks evenly among the characters so no single character takes the brunt of the damage.


Into the Mountainside

Overview

The characters make their way to the campfire, and discover the hidden tomb of the dwarven hero Drugar. They get to explore the tomb, and if they are lucky they can put the spirits of the dead back to rest, and acquire Drugar's armor and magical shortsword.
 
 
The Outer Entrance As you get closer to the fire, you can make out the old stone structure that houses it. Stone steps lead up to a crumbling stone porch. The roof above is held in place by four cracked marble pillars. You can see that the fire was built in the center of the floor. There are three piles of furs and skins that look as if they were spread out for sleeping. There is a natural cave mouth at the rear of the porch.  

This is where the trolls had been camping when they heard the characters coming. There is no food, but there are three large waterskins. The room is fairly dry, and the fire makes it decently warm. The trolls went in as far as the bridge but were chased out by the krilworms. Buried beneath one of the piles of skins is a single Booster Potion that belonged to the cave troll leader. It can be found with a Perception test of 5 or better.

The Stone Bridge As you shine your light into the rough stone cave, you can see it is actually a passage leading deeper into the mountain. As you get in deeper, you see a sight that takes your breath away. A forty foot long stone bridge crosses over a deep chasm. From the darkness down below you can hear the sound of rushing water. On the far side of the bridge you can barely make out a large set of stone doors. 

Once the characters start across the bridge, they will be attacked by a swarm of krilworms out looking for something to eat. 

Even as you cross the ancient stone bridge, you can not see the bottom of the canyon where you can hear the water rushing below. You catch motion out of the corner of your eye. You turn to see several small shapes winging down from the darkness.

Krilworms (10) Same as ED p306. 
Krilworms are nocturnal flyers, traveling in packs from 8-80 members, feeding off of large insects and small mammals. There needle sharp teeth drip a foul smelling substance that some believe to be toxic. They have segmented 18" bodies with bat-like wings near the front. Eyeless, they "see" through divination magic. They make a Spellcasting Test against the target's Spell Defense. If the test is successful, the Krilworm can locate the target. It will also work on invisible and hidden targets. It is easy to drive off a swarm of Krilworms. For every Krilworm that dies, the swarm must make a Willpower Test of 4 or better, otherwise they leave to find easier pickings. 
Once the krilworms have been driven off, the characters can continue towards the stone doors.
The Main Doors Before you stands a massive set of stone double doors. The doors are covered with decorative stonework showing a dwarf leading a small force of humans and dwarves against an overwhelming amount of armored orks. The dwarf is holding forth a gleaming sword and there is a pile of dead foes at his feet. Carved into the door are a large amount of runes. 

The runes are ancient human and say the following: 

Here lies the remains of the dwarven hero Drugar the Brave, wielder of Valor and savior of Kratas who perished in the year 923 TH while bravely defending the Tylon Pass against overwhelming odds. Though there were no survivors, the brave sacrifices made by Drugar and his men were instrumental in saving the city. May the Passions keep them in peace.  

The door isn't locked, but will require a Strength test with a target of 12 to open. Each door can be tried by two people at a time. 

Entrance Hall After forcing open the door you see a carved hallway leading deeper into the mountain. Off in the distance you can see a dim light. 

Halfway down the hall is an arrow trap. 

Arrow Trap  
Detection Difficulty: 6 
Disarm Difficulty: 8* 
Trigger Condition: Pressure Plates 
Trap Initiative: 7 
Trap Effect: High powered crossbow bolts fire from holes in the walls doing Step 15/D20+D6 damage. 
*The disarming mechanism is located on the outside of the stone doors. The sword held by the dwarf in the carvings can be moved to a down position, deactivating the trap. 

Shrine to the Passions Before you is a large room, its vaulted ceiling held in place by four large stone pillars. At the far end you can see a marble alter and the rear wall is decorated with base relief carvings of the twelve Passions. A passage leads off from the center of the left wall. Light comes from two still functioning light quartz crystals mounted high up on the pillars. 

This 30' by 50' room is a shrine to the Passions. Anyone who makes an earnest plea to Thystonius, Passion of Physical Conflict and Valor, can make a Charisma test, target of 8. If successful, the character will receive a +1 step modifier to all combat talents and damage steps for the next 24 hours. 

Sealed into the alter needing a Perception test of 6 to find are two golden candleholders (worth 50 silvers each).

Guard Room Upon opening the door, you can see a small room with a table, benches, and a few barrels. Three armed and armored figures start towards you. Their bare bones are easily visible underneath their rotted armor, and their drawn swords are pitted with rust. Their lifeless eyes lock onto you as they advance. 

These skeletons were left by the original builders of the tomb to protect against robbers. The Horror that breached the tomb was able to control them with ease, and they were left intact. 

Skeletons (3) 
DEX: 5/D8 STR: 7/D12 TOU: 5/D8 
PER: 5/D8 WIL: 7/D12 CHA: 5/D8
Initiative: 4/D6 Physical Defense: 9
Number of Attacks: 1 Spell Defense: 5
Attack: 6/D10 Social Defense: 11
Damage: 12/2D10 Armor: 6
Number of Spells: 0 Mystic Armor: 4
Spellcasting: 0 Knockdown: 7/D12
Effect: 0 Recovery Tests: 1
Death Rating: 31 Combat Movement: 30
Wound Threshold: 8 Full Movement: 60
Unconsciousness Rating: NA Legend Points: 45
Equipment: None
Loot: None
Commentary: These are the typical skeletons animated by Nethermancy. Their strength was augmented by the Horror that breached the tomb centuries ago.
Once the skeletons have been defeated, the characters can look around the room. There is nothing of value. The barrels are old and cracked, as are the benches and table. There is another door leading out of the room.

Throne Room Upon opening the door you see a large chamber lit by dim light quartz fixtures mounted on marble pillars. A faded carpet leads to the other side of the room where a throne rests on a raised dais. Four armed guards shamble towards you, their decayed flesh peeling from their bones, their armor rotted and moldy.

The four figures are cadaver men animated by the Horror who breached the tomb five centuries ago. They are the remains of the soldiers entombed in area 8.

Cadaver Men (4)
See ED, p.288, save Damage: 11/D10+D8 and Armor: 3
Legend Points: 115
Equipment: pitted broadsword, rotting armor 

The throne has four aquamarines (worth 50 silvers each) set into the back, above where a person's head would be when seated on the throne. 

Catacombs  You enter a dark room. You shine your light around and see that the walls of this large chamber are filled with burial niches. There must be over fifty bodies, all in rotted tabards and armor, with rusted and pitted weapons clenched in their boney hands.

There are fifty soldiers entombed here. They are the soldiers of the patrol that saved Kratas and have been entombed here in honor of their noble sacrifice. Searching the room allows the characters to make Perception tests with a target of 7 once every ten minutes. A successful test will find a small item or piece of jewelry worth 1D4 x 10 silvers on one of the bodies.

For every 10 minutes spent in the chamber roll a D10. On a 7 one of the bodies will animate, becoming a cadaver man. On an 9 two of their bodies will animate. On a 10 three bodies will animate.

Cadaver Men (50)
Attributes: Same as previous.

Pit Trap You continue down the corridor, and make a turn to the left. There before you, twenty feet further, is a large stone door.

The 5' by 5' section in front of the door is trapped.

Pit Trap
Detection Difficulty: 7 
Disarm Difficulty: 6 
Trigger Condition: Pressure Plate 
Trap Initiative: 7 
Trap Effect: Falling 25 feet for Step 15 damage. 

Burial Chamber of Lord Drugar A pair of vast stone doors stands before you, carved with decorative designs. One of the doors is partially open. Peering through, you can see a large stone chamber lit by dim, cracked light quartz crystals. The light reflects from the polished marble floor and is swallowed up by the large tapestries on the left and right walls. At the far end of the chamber you can see a raised area three steps up from the rest of the floor. On the raised area is an ornately carved stone sarcophagus. You realize this must be the final resting place of Drugar the hero.

Once the characters enter the room, read the following:

As you proceed deeper into the room, a swirling grey fog starts to form, and you can hear a terrible scraping sound. The stone casket bursts open and a single figure emerges. He is covered in white bandages from head to toes, but is still strapped into his gleaming crystal ringlet armor. A still bright short sword is clutched in his hand. An eery red light glows from where his eyes used to be.

Lord Drugar: An Astral Horror
DEX: 7/D12 STR: 8/2D6 TOU: 10/D10+D6 
PER: 7/D12 WIL: 9/D8+D6 CHA: 6/D10
Initiative: 9/D8+D6 Physical Defense: 12
Number of Attacks: 2 Spell Defense: 12
Attack: 10/D10+D6 Social Defense: 14
Damage: 15/D20+D6 Armor: 4*
Number of Spells: 0 Mystic Armor: 10*
Spellcasting: 0 Knockdown: 6/D10
Effect: 0 Recovery Tests: 3
Death Rating: 40 Combat Movement: 60
Wound Threshold: 11 Full Movement: 120
Unconsciousness Rating: 32 Legend Points: 300
Equipment: Crystal ringlet armor, the sword Valor
Loot: A golden armband set with rubies (worth 500 sp), a silver filigree brooch set with a sapphire (worth 125 silvers). The armband is worth 500 legend points since it is easily identifiable as Lord Drugar's.
Commentary: Lord Drugar's spirit was summoned to his body by the Horror that breached the tomb. The Horror bound him and turned him into an Astral Horror, leaving him inside the tomb so that he can destroy any living intruders. Lord Drugar is quite insane in this form and will attack with no hesitation.

Once Lord Drugar has been defeated, read the following:

The body of the dwarf collapses onto the floor with a crash. It lies there, unmoving. Again a swirling grey mist starts to form. Slowly it takes dwarven shape until before you is the translucent form of Lord Drugar, standing in full dwarven finery and resembling the figure prominent in the tapestries. His hands are empty and he stands in a nonthreatening manner. He begins to speak.

"My thanks, and the thanks of my men, brave heroes. It has been centuries since the Horror drew our souls back to this place, tortured them, and trapped us here. Now we may return to the Passions and spend our afterlife in peace. I grant you leave to take my sword Valor and use it to continue in battling darkness. I must go now, may the passions of Thystonius fill you at times of need." With that, the ghostly apparition disappears.

The characters are now free to search the chamber. There is a statue of Lord Drugar, carved of marble, standing on the raised dais with the stone casket (worth 200 silvers but weighing 100 pounds), and a single small chest. The chest is locked (needing a 7 to open), and contains a chess board with beautifully carved marble pieces (worth 50 silvers).

 

Troubleshooting

Again, the only problem is if the characters are all killed. This is unlikely, but if you are feeling generous, a prayer to the Passion Thystonius could allow an extra Recovery Test, or even intervention in whatever combat is threatening to kill them all, after all, the Passions take an active roll in Barsaive. Still, tomb exploration is a dangerous business and if a single character dies, that too is the will of the Passions.

At this point, the adventure is over and the characters can continue on their way. The storm will disperse (since it was caused by Thystonius in order to drive the characters into the cave and lay to rest the troubled souls that had served him so well) and the characters can leave the next morning to sunny skies and the singing of birds.


Legend Point Awards

Creatures and Opponents

Cave Trolls 270 points each
Krilworms 75 points each
Skeletons 45 points each
Cadaver Men 115 points each
Lord Drugar 300 points

Treasure

The sword Valor 500 points
Armband of Drugar 500 points

Creative Roleplaying

Praying to the Passions 50 points
Leaving the dead undisturbed 50 points

Adventure Goal

Laying to rest the noble spirits of the dead 150 points


The Sword Valor

Location: On the body of Drugar in his tomb. The sword is a shortsword forged by a weaponsmith adept to +3. It has a gleaming brass hilt and crossguard carved in fancy design. Written in Throalic down the blade is the word Valor.

Maximum Threads: 1
Spell Defense: 12

Rank 1 Cost: 200
Key Knowledge: What is the name of the blade? It is named Valor.
Effect: The sword adds +1 step to the wielder's attack step.

Rank 2 Cost: 300
Key Knowledge: Who was the hero who wielded the blade before the Scourge? The hero was Lord Drugar.
Effect: The sword adds +1 Physical Defense and +1 Spell Defense.
 
Rank 3 Cost: 500
Key Knowledge: What was Lord Drugar famous for? He was known for having saved the city of Kratas before the Scourge.
Effect: The sword adds +5 steps to any Will test needed to throw off a spell effect that hinders the wielder in combat. It costs 1 point of Strain to call upon this power.

Rank 4 Cost: 800
Key Knowledge: Where was Lord Drugar laid to rest? In the Tylon Mountain pass where he and his men sacrificed themselves.
Effect: The sword gains +2 steps of damage, and the Physical Defense bonus is raised to +2.

Rank 5 Cost: 1300
Key Knowledge: Who was Drugar a questor for? Drugar was a questor to Thystonius. The wielder must swear a Blood Oath to serve Thystonius, spending 2 Blood Points. This gains the wielder 200 legend points.
Effect: The wielder's Spell Defense is raised to +2, and the wielder is immune to Wound penalties for a number of rounds equal to the Thread Rank at the cost of 1 point of Strain.


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