The Search for Wisdom

Plot Synopsis
The Mystery Mage
Heading Out
Trolls of the Peaks
The Tomb of King Runvir
Firebirds, Very Pretty
Home Again, Home Again
Back at the Raven
Meeting the Rich and Famous
Cast of Characters
Treasures

Located in the footholds of the Twilight Mountains near the former troll kingdom of Ustrect, the tomb of King Runvir was built around the Oracle Font of Garlen.

The Oracle Fountain would allow a person to approach, throw in a coin, and ask one question. It would then answer the question as best it could, though sometimes the answers would be a little vague. It was tended by a priest to Garlen and six assistants.

Slightly over six hundred years ago Runvir, the King of Ustrect, used the Oracle, and a magical item known as the Stone of Wisdom, to help run the Kingdom. He followed the Oracle's advise and relied on the Oracle's prophecies. In addition, the Stone of Wisdom allowed him to see who he could trust, and prevented him from taking bad advise. With the aid of these two items, he led his kingdom to a peace and prosperity they had never achieved before. The army was powerful enough to protect the borders, and small enough not to drain the country's resources. The arts flourished, and craftsmen became valued not only for the necessities, but for the artistic value of their crafts.

Before the King died, he started construction on his tomb. He decided the tomb should be built into the hillside with the Oracle Fountain, where he had received his best insights in running his kingdom. During the construction of his tomb, assassins from a neighboring kingdom tried to kill him. The king's guards were taken by surprise, and only the six servants in the room managed to slow down the assailants long enough for the guards to act. The servants died in their attempt, and the king rewarded their loyal servants by burying them in his unfinished tomb. He sealed them in with six slaves so that those that served him in life would have others to serve them in death.

As the King grew old, more of his loyal followers died, and he had a burial vault built into his tomb for his four most loyal warriors He buried them with their trusted warhorses, their weapons and armor, various works of art that depicted them, fragrances and oils, and items of material wealth so that they would want for nothing in the afterlife.

The King started to have his loyal palace guards interred in catacombs as they passed away. Finally, when the King passed away, he was mummified along with his two oldest, most trusted advisors. He has sealed in with everything he could possibly need in the afterlife, and knew he would have loyal servants, guardsmen, knights, and advisors waiting for him.

One hundred years later the Scourge began. The servants of Garlen sealed the tomb and oracle font, hoping that it could survive the Scourge and be reopened when the world was safe.

Though the tomb was sealed, a Horror named Skarvik the Deceiver managed to break his way in through the mountainside. He was unaware that the sealed tomb and oracle font was not a populated kaer. He started a destructive search for signs of life within the complex, and eventually made his way into the great hall. It was then that the Passion Garlen took notice of this Horror that had made his way into one of her holy shrines. She worried that he would corrupt the oracle font itself and used her power to seal all of the exits from the great hall. Sharvik the Deceiver pounded at the exits, using all of the karma he had at his disposal, but to no avail. He managed to weaken the magic that held him in the room, but could not break free. The Horror has sat there ever since.

When the Scourge ended, a questor of Garlen and his retinue returned to reopen the Oracle Fountain. They came upon Sharvik, and a mighty battle was fought. The questor's minions fell to the Horror one by one, feeding Sharvik new karma, for Sharvik feeds on death. The wounded questor retreated from the great hall with a few survivors, and found that Sharvik was unable to follow. But the magic sealing the great hall had been weakened, and Sharvik managed to animate the bodies of the fallen guards and send them after the fleeing questor. In the final battle, the last of the questor's minions fell, and the questor was trapped in the complex, unable to work the elevator by himself and escape.

When they were never heard of again, the church of Garlen presumed that the Fountain had been destroyed during the Scourge, and that the questor and his party had died while trying to find it. The church turned its efforts in other directions.

A year ago, Jorgin Tovar, an Eighth Circle Wizard Adept and advisor to Garthik One-Eye in Kratas, noticed that Garthik's once sharp mind had started to grow dull. Jorgin worried that if Garthik's enemies were to find out, they would try to overthow him. Jorgin saw that Garthik had begun to doubt his own judgement. Jorgin then began to research ways to restore Garthik to his former self. After nearly a year of researching, he believes he has found the answer. A magical item named the Stone of Wisdom was said to have vast power in aiding its wielder to see the truth and to think more clearly. The Stone of Wisdom was last reported being in the possession of King Runvir, the troll king of ancient Ustrect. There were no records of anyone having possessed the Stone since then.

More research turned up the fact that Runvir was entombed at the Oracle Font of Garlen in the foothills of the Twilight Peaks by Death's Sea. Figuring that the Stone was entombed with him, Jorgin set about hiring heroes he thought were capable of entering the tomb and returning with the Stone.

What Jorgin was unaware of was the fact that Vistosh, the leader of a rival faction in Kratas, had already begun to suspect that something was wrong with Garthik. Vistosh was unable to get close enough to Garthik to find out what, so he started to have Garthik's advisors and associates watched. When Jorgin hires the heroes, Vistosh is informed. Though he doesn't know what they were hired for originally, he plans to have them captured in order to find out.

When this fails, and the heroes leave the city, Vistosh relies on his spies to find out what is going on. All they can find out is that Jorgin hired a band of heroes to retrieve some lost magical item. Vistosh figures that the item must be important, so he places spies at the city gates to await the heroes' return. Once they return, his spies will try to trick them out of the item. If this fails, he has ruffians who will take a more physical approach.

Location

The Tomb is located in the footholds of the Twilight Mountains, on the slopes overlooking Death's Sea. From Bartertown, center the Sextant on Kratas.Align q with Jerris. Sight along point d and follow Dis at sundown. The Tomb lies 16 days walking, 10 days riding from Throal.


Plot Synopsis

Lately, in the city of Kratas, the famed ork thief Garthik One-Eye has been falling to the ravages of age. He is the ruler of the city, and his advisors are worried that his mental facilities are beginning to slip. They fear that rival gangs, especially Brocher's Brood led by Vistosh, a corrupted elf and former Blood Warder to the Elven Queen Alachia, will soon make a move to take over control of the city.

One of Garthik's advisors, a Wizard Adept named Jorgin Tovar, has stumbled upon information about a magical pendent called the Stone of Wisdom. He believes that this pendent can offset the effects of age on Garthik's once brilliant mind. Jorgin has spent the past few months researching the item, and now believes that he has found its location.

Jorgin believes that the Stone of Wisdom was entombed in a lost shrine to Garlen with a troll king named Runvir who ruled over the ancient land of Ustrect . Now that Jorgin has discovered what he believes to be the location of the shrine, he needs to recover the pendent. However, Jorgin knows that Vistosh has spies keeping an eye on Garthik's people so Jorgin has decided to hire outsiders to send after the item.

Jorgin will meet with the characters at a small inn called The Raven. He will act the part of a wealthy mage in need of adventurers to recover an ancient item of interest to him. He will offer the adventurers 500 silvers each, and the promise of powerful patronage, if they recover the item.

Once the players have agreed to go on this mission, he will supply the location, and the approximate amount of time it will take. He will pay half of the money up front, and make one of the party members take a Blood Promise (Gamemaster Book page 48) to return the Stone of Wisdom to Jorgin at The Raven within one month. Once that is done, the players will outfit themselves and head off to the Twilight Peaks.

Unkown to the players, Vistosh has had Jorgin followed, and now knows that the players are involved with something to do with Garthik. He doesn't know what they are up to, and will send a group of thugs to try and capture them and bring them in for questioning. The thugs will fight to subdue, and should be driven off.

The players then head off towards the Twilight Peaks, where they will fight off a group of troll skyraiders, a few fire eagles, and finally find the entrance to the Tomb of Runvir. After battling their way through the tomb, rediscovering the Oracle Font, and recovering the Stone of Wisdom, the players will head back.

Once back at the gates of Kratas, agents of Brocher's Brood will intercept them and try to gain whatever it is that they recovered, first by trickery, and then by force. Once the tagents of Vistosh have been dealt with, the players can return to the Raven, meet with Jorgin, and complete their mission. Once this is done, Jorgin will use the Stone of Wisdom to help Garthik regain his senses. Finally, the now recovered Garthik will meet with the characters and congatulate them. The party that aids Garthik One-Eye will certainly be heroes, and will have earned the gratitude of a very powerful individual.


The Mystery Mage

Overview

This encounter starts after the heroes have arranged for rooms at The Raven, an odd inn that used to be a guard post in the city. The party now sits in the common room, enjoying a cool drink, when a mage stops by. looking for heroes to aid him in recovering a magical item.

Setting the Stage

You are finally relaxing in a small tavern after locking most of your gear in your rooms. The ale is cool and refreshing, and the barmaids are friendly and attractive, fliting merrily with the various customers.

The heavy wooden table bears the scars of past customers carving names and sayings into its surface. The crowd is quiet, sitting in groups, playing cards or dice, talking in hushed tones, and drinking ale or wine.

You notice a man enter and approach the bar. He is wearing dark robes embroidered in odd geometric patterns. He talks quietly with the bartender who then points in your direction. The man turns, looks you all over, and approaches.

"Greetings, travelers. I am in need of a brave band of heroes, and my friend Klevis, the innkeeper, has advised me to speak with you."

You look the man over. He seems to be past middle-age, possibly in his late fifties, early sixties. His eyes still look clear and lively, and his hands are steady.

"I am Jorgin, a mage here in Kratas. I have been conducting research into a magical item for some time and I believe I have finally learned the location of the item. Now I need to hire a group of heroes to go and recover it. This should take a few weeks, but no longer than a month. For this, I will supply a map to where the item is, and 500 silvers each, half in advance, half upon completion, to anyone willing to undertake this dangerous journey. Are you interested?"

If the heroes agree, he will continue. "The item is The Stone of Wisdom, a large pearl over two inches in diameter, on a beautiful chain. It is located in the tomb of King Runvir, a troll who ruled the ancient lands of Ustrect. He was entombed with countless amounts of other treasure, of which I care nothing for. It is yours for the taking. The Stone of Wisdom must be returned to me. If you agree to this, I will swear a Blood Promise with one of you, the promise will be that you will return the Stone of Wisdom to me, here at the Raven, within six weeks. I will promise to pay you the remainder of the silver owed to you, and to help you research two thread ranks of magical items that you may possess. Is it a deal?"

Once the heroes agree to these terms, the Blood Promise will be sworn. This will reguire 4 points of Blood Magic from both Jorgin and one of the heroes. Each must describe what talent or skill they will use to accomplish the deed. Jorgin will swear to use his Item History talent for the month after the heroes return with the Stone of Wisdom. Whatever skill or talent the player picks will be increased by 1 step until the Stone of Wisdom is returned to Jorgin. Jorgin's Item History will be increased by 1 step until he completes his two weeks of research into whatever magic item the heroes wish him to research.

Once this is done, Jorgin will get out a map to the tomb and hand it to the hero who made the promise with him. He will then get up to leave. He will turn to the heroes and say, "I wish you good travelling, my friends. When you return and meet with me here, I will be the first to buy you all drinks." The mage turns, and heads out the door into the darkness.

Behind the Scenes

Vistosh has spies following Jorgin. They will not know what was discussed, but they will report the meeting to him. This will cause Vistosh to become curious, and he will order a band of his ruffians to capture the heroes in order to find out what the meeting was about.

The Raven charges 5 coppers to stay in the common room, and 1 silver to have a private room. The private rooms have one large bed that can sleep up to three people, and a large trunk. The door can be barred from the inside, and the windows still have bars on them from when this was a town watch building.

As for food and drink, average ale goes for 5 coppers, and good ale for 1 silver. A bottle of wine goes for 2 silvers. A simple meal of cheeses, breads, and fruits goes for 3 coppers, and a meal of pork, bread, cheeses, fruit and an average ale goes for 1 silver. The tavern closes as two in the morning when Klevis, the owner leaves with the day's profits, and Harris, the evening bartender, bars the door, and spreads his bedroll out behind the bar.

Troubleshooting

This encounter should end with the characters accepting Jorgin's offer. Even if they do not, Jorgin will beg them to reconsider, and tell them he will return the next night to see if they have changes their minds. The conversation with him will still be reported to Vistosh, and he will have them attacked, not knowing that they refused Jorgin's offer. This should enrage the characters enough that the next meeting they should take the offer.


Heading Out

Overview

After outfitting themselves, the heroes start to head out of Kratas and on their way. As they head through the streets of Kratas, they are ambushed by ruffians working for Brocher's Brood. These ruffians are trying to capture them alive to bring them to Vistosh, so they will fight to subdue.

Setting the Stage

You have paid the inflated prices charged by the merchants in Kratas for the supplies needed to make the journey to the Twilight Peaks, and are now heading out of the city of thieves. You make your way through the twisting, rubble strewn streets in the direction of the city gates, contemplating the adventure you are about to undertake. Suddenly, there is some movement in the shadows.

Behind the Scenes

A group of ruffians will attempt to ambush the heroes and take them in for Vistosh to questions. The will attack quickly and quietly. The heroes will have to make PER Tests with a target of 6 to avoid being taken by surprise for the first round. There are two ruffians for each hero.
 
Ruffians
DEX: 13: 6/D10 STR: 13: 6/D10 TOU: 13: 6/D10
PER: 9: 4/D6 WIL: 10: 5/D8 CHA: 10: 5/D8
Initiative: 6/D10 Physical Defense: 7
Number of Attacks: 1 Spell Defense: 6
Attack: 9/D8+D6 Social Defense: 6
Damage: Fist 6/D10, Club 9/D8+D6, Short Sword 10/D10+D6 Armor: 2
Number of Spells: N/A Mystic Armor: 0
Spellcasting: N/A Knockdown: 6/D10
Effect: N/A Recovery Tests: 2
Death Rating: 35 Combat Movement: 30
Wound Threshold: 9 Full Movement: 60
Unconsciousness Rating: 27 Legend Points: 60 each
Equipment: Short sword, club, dagger, leather armor
Loot: 1D6 x 10 silvers
Skills: Melee Weapons 3: 9/D8+D6, Streetwise 2: 6/D10, Unarmed Combat 3: 9/D8+D6

Commentary: These thugs are working for Vistosh and will attack to subdue, using the Attacking To Stun rules (Earthdawn page 200). Each ruffian will retreat if he takes two wounds. If caught and questioned, it will take an Good Success against their Social Defense to make them talk since they have a huge fear of what Vistosh can do to them. All they know is that Vistosh hired them to capture the heroes alive, and hold them in an abandoned building in the eastern section of town.

Checking up on Vistosh

A successful Streetwise Test with a Target of 5 will uncover the fact that Vistosh heads the Brocher's Brood, the second most powerful gang in the city. A Good Success will also find out that Vistosh is an elf from the Blood Woods. An Excellent Success will find out all of the above and the fact that Vistosh used to be a Blood Warder for Queen Alachia before being banished. He now intends to replace Garthik One-Eye as ruler of Kratas.

Checking up on Jorgin

A successful Streetwise Test with a target of 5 will uncover the fact that Jorgin is a powerful Wizard Adept who is well respected for his honest dealings with others. A Good Success will uncover that Jorgin works for Garthik One-Eye. An Excellent Success uncovers the fact that Jorgin is one of Garthik's most trusted advisors.

Troubleshooting

If the characters are losing to the ruffians, have some of Jorgin's ruffians come to their aid, holding off the attackes while giving the characters time to escape. If the characters capture a ruffian, question him, and decide to check up on the meeting site, remind them of the Blood Promise, and the speed necessary to complete their mission. If they insist on checking out the meeting, it will not take place since Vistosh will be warned that the heroes defeated his band of ruffians.


Trolls of the Peaks

Overview

The heroes reach the foothills of the Twilight Peaks and are attacked by Troll Crystal Raiders who are patrolling through the area. These trolls intend to take the heroes and make them into Newots (the troll equivalent of slaves).

Setting the Stage

You have been journying for almost two weeks. You have travelled through forests and plains. Now, the magestic mountains that make up the Twighlight Peaks are before you. You can't be more than a few days from your destination. As you cross through the foothills and head towards the southern slopes, there is the sound of crashing coming through the trees that line the trail. Suddenly, a half-a-dozen trolls emerges from the woods before you. One of them strides forward and speaks, using the rough Dwarven tongue used across Barsaive.

"Hold, trespassers. I am Thoris Rockthrower of the Bloodlores. Surrender yourselves and be prepared to be taken to the Trollmoot as Newots."

Behind the Scenes

A character who makes successful Troll Lore Test with a target of 5 will realize that a Newot is about the same as being a slave. A Good Success will let the character know that the Bloodlores are one of the more brutal Trollmoots. If the characters do not surrender, the trolls will attack, only they will attack to kill, not to capture.
 
Thoris Rockthrower
DEX: 13: 6/D10 STR: 17: 7/D12 TOU: 15: 6/D10
PER: 12: 5/D8 WIL: 14: 6/D10 CHA: 13: 6/D10
Initiative: 4/D6 Physical Defense: 7
Number of Attacks: 1 (2) Spell Defense: 7
Attack: 11/D10+D8
Second Attack: 9/D8+D6
Social Defense: 7
Damage: 12/2D10 Armor: 6
Number of Spells: N/A Mystic Armor: 2
Spellcasting: N/A Knockdown: 7/D12
Effect: N/A Recovery Tests: 3
Death Rating: 38 Combat Movement: 30
Wound Threshold: 10 Full Movement: 60
Unconsciousness Rating: 29 Legend Points: 100
Equipment: Ring mail, broadsword
Loot: 2D4 x 10 silvers
Skills: Air Sailing 3: 9/D8+D6, Melee 5: 11/D10+D8, Second Attack 3: 9/D8+D6, Streetwise 3: 8/2D6, Tactics 3: 8/2D6, Wilderness Survival 3: 8/2D6
Racial Abilities: Heat Sight (to 250 yards)
 
Troll Warriors (5)
DEX: 13: 6/D10 STR: 17: 7/D12 TOU: 15: 6/D10
PER: 12: 5/D8 WIL: 14: 6/D10 CHA: 13: 6/D10
Initiative: 4/D6 Physical Defense: 7
Number of Attacks: 1 Spell Defense: 7
Attack: 9/D8+D6 Social Defense: 7
Damage: 12/2D10 Armor: 8
Number of Spells: N/A Mystic Armor: 1
Spellcasting: N/A Knockdown: 7/D12
Effect: N/A Recovery Tests: 3
Death Rating: 38 Combat Movement: 30
Wound Threshold: 10 Full Movement: 60
Unconsciousness Rating: 29 Legend Points: 95 each
Equipment: Hardened leather armor, footman's shield, broadsword
Loot: 2D4 x 10 silvers
Skills: Air Sailing 2: 8/2D6, Melee 3: 9/D8+D6, Streetwise 1: 6/D10, Tactics 1: 6/D10, Wilderness Survival 1: 6/D10
Racial Abilities: Heat Sight (to 250 yards)

Commentary: These trolls will fight to the death or until Thoris Rockthrower falls, in which case, they will retreat.

Once the trolls have been defeated, the heroes can continue of their quest, though the encounter should serve to remind them that the Twilight Peaks are the homes to numerous Trollmoots, and that the trolls may not take trespassing and tomb robbing lightly.

Troubleshooting

The only possible trouble is if the trolls actually defeat the characters. If this looks likely, have a drakkar from a rival clan show up in the sky overhead, and Thoris will order a retreat, promising to come back for the characters another time.


The Tomb of King Runvir

Overview

The characters reach the tomb of King Runvir, explore the long forgotten crypt, and discover the Horror waiting within. Discoveries within the tomb will remind the heroes that before the Scourge slavery once flourished in Barsaive.

Setting the Stage

After spending the past few weeks travelling and fighting your way past the trolls that call this mountain range their home, you are moving around the southern slopes of the Twilight Peaks. Death's Sea blazes away, glowing a hellish orangish red to your left. You are following what remains of a cobblestone road, though there are only traces of the road left, most of it has been covered with rubble or overgrown with dried, windblown weeds. It is hot. Even though it is not yet summer, it is uncomfortably hot. You wipe the sweat away, and peer through the haze. The road seems to have been climbing for the past hour, and now, up ahead, you can make out the mouth of a cave. You make your way up, and enter the deep cave. It is cooler inside, and the vast cave must be easily 100' by 70'. There seems to be places to tie up horses, and places to build fires and set up camp.

Themes and Images

The characters should feel relief when they leave the heat and find the still sealed tomb. The relief should slowly turn to suspense and fear as they get deeper into the tomb and realize that the tomb was breached after all. Images should include the darkness, the character's lights reflecting off of the walls and floors, casting eerie shadows all about them. The discovery of scenes of beauty, and excellent craftsmenship, offset by the appearance of Horror constructs and the final Horror.

Behind the Scenes

The large cave is where visitors used to make camp and stay while waiting to see the oracle. It is here that the heroes can make camp and ready themselves for the exploration about to come.

Locations

  1. Before you is a very plain wooden door bound in iron. There is a large keyhole in the center. The area in front of the door is trapped. In a small alcove there is a hidden lever that disarms the pit.
  2. Pit Trap
    Detection Difficulty: 7

    Disarm Difficulty: 7
    Trigger Condition: Pressure Plate
    Trap Initiative: 8
    Trap Effect: 25 foot fall for Step 15/D20+D6 damage.
    Once the character hits the bottom, he triggers the second part:
    Spear Trap
    Detection Difficulty: 9

    Disarm Difficulty: 7 on the same lever as the pit disarm.
    Trigger Condition: Pressure Plate
    Trap Initiative: 10
    Trap Effect: Spears launch from the walls and do Step 15/D20+D6 damage

    The door is locked with a expertly crafted mundane lock, target of 10. Once opened, a plainly carved hall extends for 30' and ends in a door with another door on the right wall.

  3. Another pit trap is located at the end of the hall by the two doors. Use the Pit Trap above without the spear trap. One door leads to a room filled with gears and mechanisms. The scene is dominated by a large crank. This is used to raise and lower the elevator that the other door leads to (A). Neither is locked.
  4. Fake Door. This door leads nowhere and is bolted to the wall.
  5. Lying on the floor is another ornately carved wooden door, this time depicting horsemen charging across the plains.
  6. You see four stone caskets, and lying by the sides of these caskets are the remains of four horses. By each casket is a work of art, one is a small statue of a horseman in armor, mounted on a charging horse (worth 65 sp), one is a painting showing a female warrior in armor (worth 55 sp), one is a tapestry showing an armored Dwarf on a war-pony, and the last is a painting of an Ork cavalryman on a rearing warhorse. Against the far wall is a chest (magically locked with a target of 12 needed to open). Inside is a bag containing 100 sp. The chest also contains 2 booster potions, a Desperate Blow amulet, riding tack trimmed in silver worth 250 sp, a saddle trimmed in silver, with matching saddlebags worth 500 sp, and a small bag with 30 gp. This vault has been corrupted and each of the former heroes is now a Cadaver Man wearing 4 points of armor, and carrying rusted, pitted swords. These Cadaver Men have an additional +2 on their attack tests (included in the stats below).
 
    Cadaver Men (4)
    DEX: 4/D6 STR: 6/D10 TOU: 7/D12
    PER: 3/D4 WIL: 6/D10 CHA: 4/D6
    Initiative: 4/D6 Physical Defense: 5
    Number of Attacks: 1 (4) Spell Defense: 6
    Attack: 8/2D6 Social Defense: 11
    Damage: 10/D10+D6 Armor: 4
    Number of Spells: N/A Mystic Armor: 0
    Spellcasting: N/A Knockdown: 7/D12
    Effect: N/A Recovery Tests: 2
    Death Rating: 36 Combat Movement: 25
    Wound Threshold: 9 Full Movement: 50
    Unconsciousness Rating: Immune Legend Points: 125 each
    Equipment: Rusted swords, rotting armor
    Loot: None

    Commentary: They will frenzy after taking a Wound, attacking four times per round until they have killed whoever wounded them, or until 10 rounds have passed. They are the remains of King Runvir's elite warriors.
     

  1. This door is beautifully carved in abstract designs.
  2. You enter a plain guardroom with a rotting table and benches, and a barrel that doesn't look water tight.
  3. This room contains branding irons, manacles, whips, clubs, and other instruments of torture. As you look over the scene you notice something gathering shape from the blackness. A Demiwraith will attack, it has an additional +2 on its attack tests.

  4.  
    Demiwraith
    DEX: 7/D12 STR: 6/D10 TOU: 6/D10
    PER: 6/D10 WIL: 8/2D6 CHA: 5/D8
    Initiative: 9/D8+D6 Physical Defense: 7
    Number of Attacks: 1 Spell Defense: 9 (14)
    Attack: 9/D8+D6 Social Defense: 13
    Damage: 9/D8+D6 Armor: 6
    Number of Spells: (1) Mystic Armor: 4
    Spellcasting: 12/2D10 Knockdown: 7/D12
    Effect: Chilling Touch Recovery Tests: 1
    Death Rating: 38 Combat Movement: 60
    Wound Threshold: 10 Full Movement: 120
    Unconsciousness Rating: Immune Legend Points: 275
    Equipment: None
    Loot: See below

    Commentary: A Demiwraith is not a true undead so its Spell Defense is raised to a 14 against spells designed to effect undead. When a Demiwraith hits an opponent, it must roll a Spellcasting Test against the Spell Defense of the target. If successful, the target will take 1 point of damage per round and be frozen in his tracks until he makes a WIL roll of 9 or better or until the effect is dispelled with a 9 or better.

    This Demiwaith is the remains of the last questor of Garlen who tried to explore the tomb decades ago. There was no one left to work the elevator, and he was stuck down here where he eventually became possessed. The brooch has symbols of Garlen carved into it.

    You watch as the fallen body regains a peaceful appearance, lying on the floor in torn robes that identify him as a questor to Garlen. Hanging from his belt is a broadsword (it is the sword Razorclaw, see Treasures), and pinned to his chest is a beautiful golden brooch (worth 250 silvers).

  5. You open the door and see a spectacular sight. Display cases line the walls showing small trinkets and items from the days of King Runvir. They serve to preserve the culture that prospered under his leadership. Most of the cases are smashed, and most of the items are broken or rotted. (A successful PER TEST with a target of 7 will find a small piece of lava carved to resemble a castle tower worth 45 silvers that is still intact). Standing up from near one of the cases is a rotting body holding a sword. As it begins to move towards you, you can see another lurching forward. Two more step out into the open.
  6. There are four Cadaver Men in the room. They have nothing of value, and are the remains of some of guards that the questors to Garlen brought with him. They were animated by the Horror trapped in room 19.
     
    Cadaver Men (4)
    DEX: 4/D6 STR: 6/D10 TOU: 7/D12
    PER: 3/D4 WIL: 6/D10 CHA: 4/D6
    Initiative: 4/D6 Physical Defense: 5
    Number of Attacks: 1 (4) Spell Defense: 6
    Attack: 7/D12 Social Defense: 11
    Damage: 10/D10+D6 Armor: 4
    Number of Spells: N/A Mystic Armor: 0
    Spellcasting: N/A Knockdown: 7/D12
    Effect: N/A Recovery Tests: 2
    Death Rating: 36 Combat Movement: 25
    Wound Threshold: 9 Full Movement: 50
    Unconsciousness Rating: Immune Legend Points: 125 each
    Equipment: Rusted swords, rotting armor
    Loot: None

    There are five other doors in the room, though one of them has been knocked from its hinges (leading to area 13.

  7. Another stuck door, this one leads to a small storeroom containing candles, rotting furs, decaying cloth, stoneworking tools, torches, and a keg of oil.
  8. The door to this room is stuck and will have to be broken down, though it is old and rotting, so it should not be much trouble. As you enter the room, a soft light glows from a fountain of water. A female voice softly says, "Enter in peace, my children". The fountain has two engraved silver bowls, one on each side. (Each is worth 25 silvers). There are coins in the fountain, mostly silver, but there is some gold (63 silvers and 8 gold pieces).
  9. A coin thrown into the fountain will activate the Oracle, and the female voice will be heard, "What information do you seek, my child?" The Oracle will only answer one question per person per year. The water can be used as a healing potion, or a Kelia's Antidote, but only if drunk from the silver bowl. The font can only be used this way ten times per day before the magic becomes inert. It can also act as a Last Chance Potion, but doing so will render the font's magic inert for a month.

    There is a door to one side of the fountain, and a passageway leading to a bunch of doors on the other.

    The doors (in hall A) all lead to small chambers containing a rotting cot, and a decaying chest. The chests are all empty. The other door leads to a more ornate bedroom. The bedroom has a carved wooden bed with molding covers, a desk collapsing from dry rot, and a rotting rug. There is also two more rotting corpses who were more guards of the questor. The corpses turn and attack any intruders. On the desk is an ornate writing kit worth 40 sp.
     
    Cadaver Men (2)
    DEX: 4/D6 STR: 6/D10 TOU: 7/D12
    PER: 3/D4 WIL: 6/D10 CHA: 4/D6
    Initiative: 4/D6 Physical Defense: 5
    Number of Attacks: 1 (4) Spell Defense: 6
    Attack: 7/D12 Social Defense: 11
    Damage: 10/D10+D6 Armor: 4
    Number of Spells: N/A Mystic Armor: 0
    Spellcasting: N/A Knockdown: 7/D12
    Effect: N/A Recovery Tests: 2
    Death Rating: 36 Combat Movement: 25
    Wound Threshold: 9 Full Movement: 50
    Unconsciousness Rating: Immune Legend Points: 125 each
    Equipment: Rusted swords, rotting armor
    Loot: None
     

  10. The door to this room is locked with a magical lock, target number of 11. As the door opens and the light penetrates into the darkness a grisly sight greets your eyes. There are six skeletal figures huddled by the door, wearing rags and rotted clothes. A huge stone slab rests in the center of the floor. The stone is carved with the following words in trollish:
  11. Here rests Thom Hendriks, Garl Kelling, Jarvin Keyes, Igan Tuffer, Logar Jant, and Brak Trevin. They were the most loyal servants a King could ever have, and gave their lives so that their King would live. They rest here in a place of honor for all times. With them are entombed six slaves so that they may enjoy in the afterlife the same service they provided in life.
    Beneath the stone slab, that needs a STR test with a target of 10 to move, there is ten feet of packed earth covering the caskets of the servants. They are buried in the clothes they died in, and one has a 40 sp carved silver ring.
     
  12. Lying sprawled on the floor are three bodies. One is in rusting and torn metal armor, and a broken sword is still in his grasp. The other two are in rotted robes of priests of Garlen. There is nothing of value.
  13. You step into these corridors and realize that you have entered catacombs. There are burial niches in both walls holding skeletal figures in rotted armor clutching rusted and pitted weapons. Seven of these bodies have items of jewelry: a 15 sp carved brass ring, a 65 sp amber pendant, a 25 sp amethyst ring, a 40 sp silver pendant shaped like a lion, a 15 sp plain silver ring, a 55 sp ivory bracelet, and a 65 sp plain gold ring.
  14. If disturbed - you can hear the bones beginning to move, the grating of metal and bone, as the skeletal remains lurch forward. There are 12 Skeletons that are animated by the Horror's evil. They are all over seven feet tall, being the remains of troll warriors.
     
    Skeletons (12)
    DEX: 5/D8 STR: 5/D8 TOU: 4/D6
    PER: 5/D8 WIL: 7/D12 CHA: 5/D8 
    Initiative: 4/D6 Physical Defense: 6
    Number of Attacks: 1 Spell Defense: 5
    Attack: 6/D10 Social Defense: 11
    Damage: 8/2D6 Armor: 4
    Number of Spells: N/A Mystic Armor: 4
    Spellcasting: N/A Knockdown: 5/D8
    Effect: N/A Recovery Tests: 1
    Death Rating: 22 Combat Movement: 30
    Wound Threshold: 5 Full Movement: 60
    Unconsciousness Rating: Immune Legend Points: 20 each
    Equipment: Rusty Sword
    Loot: As above
     

  15. Before you the corridor is packed with stone, dirt, and other rubble. Obviously, the ceiling collapsed and this passage was buried.
  16. Iron Bars Trap

    This trap drops heavy iron gates, blocking the passage on either side of the number 7, and hopefully trapping any intruder.
    Detection Difficulty: 7

    Disarm Difficulty: 8 (a switch hidden behind a false stone)
    Trigger Condition: Pressure plate
    Trap Initiative: 7
    Trap Effect: The person will be trapped until rescued. If they make a poor success in initiative, they will be hit by the bars for step 12/2D10 damage. A STR Test of 20 is needed to lift the cage, up to two people can try on each side of the cage, for a total of 4 people trying at a time. Add the combines STR Steps together and make one roll.
     
  17. You open the door, and shine a light inside. You can see a rack, several manacles mounted to the walls, an iron maiden, a brazier, and a pit filled with some type of bubbling liquid. The bubbling liquid is a powerful acid that will do step 10 damage for 3 rounds after contact. This room was used to enforce discipline and execute criminals that were found guilty by subjecting them to a question to the oracle font. It was rarely used, and it was highly frowned upon by the priets to Garlen who manned the font.
  18. As you enter this vast chamber, easily over 100' long by 80' wide, you look around in wonderment. The room is still lit by several light quartzes mounted in the four huge pillars that support the ceiling. There are seven display cases located around the walls, and each has a tapestry hanging behind it.
  19. The tapestries depict the reign of King Runvir, showing him as a babe, a youth, a young troll warrior leading troops into battle, being crowned king, being married, standing in front of the beginning of the tomb's construction, and the funeral procession into the tomb. Each of the display cases hold actual items from those times. The royal rattle, his first toys, his first sword and shield, the wedding coronets, the tools used to start construction, and the flag that covered the body during the procession. A PER roll of 6 is needed to notice that in the last three depictions of the King, he is wearing a huge pearl on a silver chain. The pearl must be two inches in diameter.
     

  20. The door before you is beautifully carved, and forged of brass (they will rediate an astral presence on a Astral Sight Test of 6 or better, showing a web of astal force reinforcing the door, it is the will of Garlen that has sealed the doors so that the Horror inside can not escape). This discription applies to all doors into this room. None are locked, however.
  21. Before you is another spectacular sight. A vast throne room with huge stone pillars that reach to the ceiling, and steps leading up to a huge black marble throne veined in silver. There is a closed door on the raised dais (stuck shut), and seated on the throne is a large, hulking figure with scaley skin. He has leathery wings, and a sword leaning against the throne. He stretches, and you can hear a voice coming from inside your heads. "Grettings, my little toys. It has been so long since I had someone to play with."
     
    Skarvik the Deceiver
    DEX: 10/D10+D6 STR: 12/2D10 TOU: 12/2D10
    PER: 9/D8+D6 WIL: 9/D8+D6 CHA: 10/D10+D6
    Initiative: 10/D10+D6 Physical Defense: 13
    Number of Attacks: 2 Spell Defense: 12
    Attack: 13/D12+D10 Social Defense: 13
    Damage: 18/D20+D12 Armor: 9
    Number of Spells: 2 Mystic Armor: 5
    Spellcasting: 12/2D10 Knockdown: 12/2D10
    Effect: 12/2D10 mystic damage Recovery Tests: 8
    Death Rating: 60 Combat Movement: 75 (90)
    Wound Threshold: 18 Full Movement: 150 (180)
    Unconsciousness Rating: 52 Legend Points: 1500
    Karma Points: 10 Karma Step: 8/2D6
    Powers: Animate Dead 13/D12+d10, Horror Mark 12/2D10, Mystic Blast (under spell effect)
    Equipment: Great Sword
    Loot: The great sword is worth 1000 silvers and counts as legend points.

    Commentary: Sharvik broke into the tomb several centuries ago, but was trapped by the powerful magical wards placed in the great hall. Since then he has animated some undead, and had a good time when the questors of Garlen arrived, but is still bored silly. He will attack to kill as many as possible, needing to feed on their deaths in order to accumulate karma. For every person he kills, Sharvik gains one Karma Point. Sharvik gains an additional point for every circle an adept has attained.

    Sharvik cannot escape this room yet. He needs to accumulate 30 Karma Points to break free. Because of this, he tends to avoid using karma. Of course, he is intelligent, and if it looks like he is losing, he will start to use what few karma points he has left to try and survive.

    If the heroes are starting to lose, all they have to do is run from the room and the Horror will be unable to catch them. They can then use the Oracle Font at 11 to heal themselves, and attack again.
     

  22. As your light illuminates the walls of the corridor, you can see strange writings engraved into the stone. The writing is in trollish and reads "You are entering the Burial Vault of King Runvir the Beneficent. Pay Respects to a Great Troll and a Great King."
  23. You enter the burial vault of the King. The chamber is huge, with eight pillars reaching to the ceiling with skeletal remains chained to them. There are three stone caskets, and though all are ornately carved, there is no doubt as to which holds the remains of the King. By each casket is a tapestry depicting the a man in the prime of life. Two are dressed in the embroidered robes of mages, but the center one is that of a troll in armor, mounted on a rearing warhorse. It must be the King.
  24. By the King's casket is an armor rack holding troll sized chain mail, and a trollsword (+2 extra steps of damage since it was forged by a Weaponsmith). Both seem to be in perfect condition.

    In one corner of the room are ceramic jars sealed with wax (food and seeds, all of which have gone bad centuries ago). There are bones of horses still laid out in the center of the vault. Furniture is set up, along with games of chance, and books. There is a small box at the foot of the king's casket that holds 5 sticks of incense (if the incense is used to help meditate during a Karma Ritual, the adept will be able to recieve twice as many Karma Points, though he will still have to pay the full cost in Legend Points).

    There are a few statues and paintings, but the statues look too heavy to move, and the paintings are all old and peeling. There is a chest in front of the casket of the King that holds a gold bracelet worth 150 silvers, a gold ring shaped like a lion's head worth 130 silvers, and a gold neckchain worth 100 silvers.

    Lastly, a locked chest (target of 8 to open) in the south-west corner of the room holds 1500 sp, 300 gp, a golden ring with a sapphire worth 500 sp, a small bag with 2 700 sp emeralds, and a ruby pendent worth 1000 sp.

    You open the casket of the king, and shine your light inside. You hold your breath in wonder when you see the mummified body of the troll king. Around its neck, suspended on a silvery chain, is a two inch pearl that you realize must be the Stone of Wisdom.

Troubleshooting

There are two things that can go wrong. The heroes could get killed by the Horror or his minions, or they could retreat without the Stone of Wisdom. If it looks like the Horror is going to kill them all, Garlen can speak to them in their heads, telling them to retreat from the chamber and find the Oracle Font which can be used to heal them. She will tell them that she has the Horror trapped within the throne room and that he can not escape.

If they decide to leave without the Stone of Wisdom, remind them of the Blood Promise, and how unhealthy it would be to have a powerful wizard angry at them.


Firebirds, Very Pretty

Overview

This encounter takes place after the heroes leave the tomb and head back down the Twilight Peaks to return to Kratas. As they head down the slopes near Death's Sea, a trio of Fire Eagles.

Setting the Stage

As you make the slow trip down the lower reaches of Twilight Peaks, you feel the stifling heat rising of off Death's Sea. Your quest is half over, now all that remains is to return to Kratas and complete your deal.

You wipe the sweat from your brows when you catch a bit of movement from the corner of your eye. Suddenly, an ear-piercing scream breaks the silence.

Behind the Scenes

The heroes have attracted the attention of a flock of six fire eagles that have been roosting in the mountains nearby. They dive down out of the sky to attack the characters using swooping attacks. Once four have been rendered unconscious or dead, the rest will flee. This encounter serves to remind the heroes of the dangers involved with travelling this close to Death's Sea.
 
Fire Eagles (6)
DEX: 11/D10+D8 STR: 5/D8 TOU: 4/D6
PER: 5/D8 WIL: 5/D8 CHA: 6/D10 
Initiative: 11/D10+D8 Physical Defense: 6
Number of Attacks: 3 Spell Defense: 8
Attack: 8/2D6 Social Defense: 8
Damage: Claws (x2): 6/D10
Beak: 5/D8
Armor: N/A
Number of Spells: 1 Mystic Armor: 2
Spellcasting: 6/D10 Knockdown: 7/D12
Effect: 8/2D6 (fire tail) Recovery Tests: 2
Death Rating: 30 Combat Movement: 110 / 50
Wound Threshold: 7 Full Movement: 220
Unconsciousness Rating: 21 Legend Points: 85 each
Equipment: None
Loot: Fire eagle eggs, fire eagle feathers

Commentary: Fire eagles are predatory birds that nest atop the bizaar rock formations that form along the shores of Death's Sea. their twelve-foot wingspan makes these birds resemble large eagles with continually flaming feathers, the flames fueled by the elemental fire in their blood. The razor-sharp claws of the fire eagles area shiny black and usually more than four inches long. These birds fiercely territorial; only oneperson has ever claimed to have tamed one, and that was the great beastmaster Nil Tasio of the Dragon Mountains.

The fire eagles make swooping attacks but do not take the -2 penalty to their Physical Defense. They attack primarily with their claws. A deadly side effect of the swooping attack is the trail of fire that follows a fire eagle. After it attacks, the fire eagle makes a Spellcasting Test. If the result is greater than the target's Spell Defense, the target takes damage from the fire. Mystic Armor and various magical forms of protection from fire are effective against this damage.

If encountered on the ground, a fire eagle will attack with beak and claws. The fire eagle generates fire equal to a large campfire.

Fire eagle feathers do not remain on fire if taken from its body; the fire is a side-effect of the elemental fire that courses through its blood. The feathers possess certain other qualities that alchemists, elementalists, and sages find valuable, however, and can be sold for considerable profit. Fire eagle eggs throb with elemental fire. They are extremely rare and extremely valuable, mostly because many magic items based on elemental fire contains pieces of fire eagle egg.

Once the fire eagles have been driven off, the heroes can continue to Kratas.

Troubleshooting

The only thing that can go wrong is if the fire eagles wipe out the characters. This is highly unlikely unless the heroes are in terrible shape when they leave the tomb. If this is the case, reduce the number of fire eagles, or skip this encounter altogether.


Home Again, Home Again

Overview

In this encounter, the heroes make their way through the gates of Kratas. Once through the gates, they will be detained by agents of Bocher's Brood claiming to be agents of Jorgin the Mage. They will claim that Jorgin has been detained with other business, and has sent them for the item.

Setting the Stage

It has been a long couple of weeks, trekking through the plains and woodlands of Barsaive, sleeping in the great outdoors, and bathing in whatever streams you could find.

Now, your muscles ache, your clothes are dirty and torn, and you woud kill, well maybe not kill, but certainly maim, for a nice, cool ale. Finally, you approach the gates to Kratas and the end of your long quest.

As you pass through the gates, the few guards there are, if you can call them that, look you all over. One steps forwards with a smile on his face and says, "Welcome to Kratas. The entry fee is five silvers each."

You look them over, but decide against forcing your way though. All it would do is invite retaliation later during your stay in the city of thieves. You reluctantly pay the toll and continue past the gates.

Suddenly, a dwarf comes hurrying your way. He stops about ten feet away and looks you all over. A smile breaks out across his face and he steps towards you, sticking out his right hand.

"Greetings, my friends. I am Thygold Doriksin, secretary to Jorgin the Mage. I am glad to see that you have returned safely to Kratas. I hope your mission went well?"

Thygold will listen to whatever the heroes have to say and then continue talking, "Jorgin has been called away on urgent business and I have been watching the southern gate for about a week now, hoping to catch you upon entering. I was instructed to take charge of the item, and see to your payment. May I see it please?"

Behind the Scenes

Thygold is working for the blood elf Vistosh and Brocher's Brood. He has been watching the gates for about a week, that much of his story is true, but the rest is total fiction. He is not sure what he is supposed to intercept, but he is an excellent actor, besides being a Fourth Circle Thief Adept. He will do his best to try and talk the heroes out of the item, claiming that he will meet them with the rest of their reward at The Raven.

Thygold will need a Good Success on his Acting Test, with the target being the highest Social Defense of the characters. If successful, explain to the players that the dwarf is trustworthy, and his offer is valid. If it is an Average Success, explain that his story sounds good, but it is a little suspicious. If he fails his Acting Test, the heroes will see through his plan.

If the heroes seem unwilling to hand over the Stone of Wisdom, Thygold will motion for his ruffians to attack, backing away from the conflict. On the second round, he will use his Silent Walk to get behind someone and use his Surprise Strike.
 
Thygold
Fourth Circle Dwarf Thief
DEX: 16: 7/D12 STR: 13: 6/D10 TOU: 13: 6/D10
PER: 14: 6/D10 WIL: 11: 5/D8 CHA: 16: 7/D12 
Initiative: 7/D12 Physical Defense: 9
Number of Attacks: 1 Spell Defense: 8
Attack: 11/D10+D8 Social Defense: 9
Damage: 10/D10+D6
Surprise: 17/D20+D10
Armor: 2
Number of Spells: N/A Mystic Armor: 2
Spellcasting: N/A Knockdown: 6/D10
Effect: N/A Recovery Tests: 2
Death Rating: 55 Combat Movement: 33
Wound Threshold: 9 Full Movement: 65
Unconsciousness Rating: 43 Legend Points: 140
Karma Pool: 12 Karma Dice: D6
Equipment: Padded cloth armor, shortsword, 2 daggers
Loot: 250 silvers, a gold ring (worth 45 silvers)
Racial Abilities: Heat Sight (up to 250 yards)
Talents: Avoid Blow 3: 10/D10+D6*, Climbing 4: 11/D10+D8, Durability 4, Fence 4: 11/D10+D8*, Karma Ritual 2, Lock Pick 3: 10/D10+D6*, Lock Sense 3: 9/D8+D6*, Melee Weapons 4: 11/D10+D8, Picking Pockets 5: 12/2D10, Silent Walk 4: 11/D10+D8*, Surprise Strike 4: 11/D10+D8**, Thread Weaving 2: 8/2D6, Trap Initiative 2: 9/D8+D6*
*Can spend Karma **Karma requires and can spend additional Karma
Skills: Acting 4: 11/D10+D8, Legends and Heroes 2: 8/2D6, Streetwise 3: 9/D8+D6 
 
Ruffians (5)
DEX: 13: 6/D10 STR: 13: 6/D10 TOU: 13: 6/D10
PER: 9: 4/D6 WIL: 10: 5/D8 CHA: 10: 5/D8
Initiative: 6/D10 Physical Defense: 7
Number of Attacks: 1 Spell Defense: 6
Attack: 9/D8+D6 Social Defense: 6
Damage: Fist 6/D10, Club 9/D8+D6, Short Sword 10/D10+D6 Armor: 2
Number of Spells: N/A Mystic Armor: 0
Spellcasting: N/A Knockdown: 6/D10
Effect: N/A Recovery Tests: 2
Death Rating: 35 Combat Movement: 30
Wound Threshold: 9 Full Movement: 60
Unconsciousness Rating: 27 Legend Points: 60 each
Karma Pool: 12 Karma Dice: D6
Equipment: Short sword, club, dagger, leather armor
Loot: 1D6 x 10 silvers
Skills: Melee Weapons 3: 9/D8+D6, Streetwise 2: 6/D10, Unarmed Combat 3: 9/D8+D6

The ruffians will retreat as soon as they take two wounds. Thygold will retreat if he takes a single wound. He is a con man, not a fighter. Once the ruffians have been run off, the heroes can continue to The Raven.

Troubleshooting

If Thygold ends up with the Stone of Wisdom, things have gone wrong. If it looks like this will happen, the heroes will be in trouble. They should have a week or so before the Blood Promise is broken, and they will have to recover the Stone before the time runs out. This will be an adventure all to itself.

If the situation developes into a fight, and the heroes look like they are about to loose, some of Garthik's gang can intercede and run them off.


Back at the Raven

Overview

This is where the heroes will find Jorgin, give him the Stone of Wisdom, and receive the last of their pay. He will agree to take whatever magic item they want researchewill get in touch with them in two weeks.

Setting the Stage

You finally manage to make it to The Raven. As you step through the door, you are still tense, waiting for some last minute ambush. Looking around the common room, you spot the familiar faces of Harris, the bartender, and Klevis, the innkeeper. Finally, you spot Jorgin sitting at a corner table, watching the door. He sees you, and waves you over. As you near the table, you see he has a pitcher of ale waiting.

Behind the Scenes

Jorgin will ask if the mission was successful. He will then ask to examine the Stone of Wisdom. He will examine it astrally, and nod his head that all is well. He will then look up to the heroes and say, "You have completed your end of the bargain. I hope that all went well. I have the remainder of your payment." With that, he eaches into his robes and takes out a large pouch. He shoves it across the table. "If you have an item you would like to have researched, I will take it now. I will meet you here one last time, two weeks from tonight to complete my end of the deal. As for now, relax and enjoy yourselves. Your reputations are well deserved."

Jorgin will pay and additional 100 silvers for each bird's worth of fire eagle feathers. It will seem as though now that he has the Stone of Wisdom, that he is in a hurry to be going, but he is still bound by the Blood Promise, do the heroes should be fairly sure he will return with whatever they give him to be researched. The heroes will find that he has payed for their meals that evening, and for three rooms for the next two weeks.

About now, the heroes should start to relax and enjoy the satisfaction of a job well done.

Troubleshooting

The only thing that can go wrong here is if the characters decide not to give Jorgin the Stone of Wisdom. This would be a mistake. The character who made the Blood Promise will be breaking his oath, and will take the damage and the runic scars. And Jorgin is not a wizard to be trifled with. He is an Eighth Circle Adept, and will be very angry. He will remind the heroes of the Blood Promise, and will remind them of the fact that he is an Eighth Circle Wizard. If they still refuse to turn over the Stone of Wisdom, Jorgin will get up and leave. Klevis will not allow them to stay at The Raven, since he doesn't want Jorgin upset with him, and word will quickly spread through Kratas of the heroes' treachery.

Jorgin will get even at a later date, when the heroes are off guard. Lastly, you will get to skip the final encounter.


Meeting the Rich and Famous

Overview

This is when Jorgin returns with the magical item he has researched. It is also when personal thanks are given by Garthik One-Eye, ruler of Kratas.

Setting the Stage

You sit relaxing at The Raven. It has been a good two weeks. Two weeks of peace and quiet. Of drinking the best ale and enjoying good food and good company. The barmaid smiles as she brings you another round of ales. Tales of your exploits have made their way around town, and you are enjoying the small amount of fame you have earned.

Tonight, you meet with Jorgin one last time. He will return your magical item, and tell you what he was able to learn. Finally, your quest will come to a close.

The door opens and you spot Jorgin entering, his embroidered robes flowing in the breeze. He spots you and heads over to your table. Pulling up a chair, he sits down and smiles.

"Greetings, my friends. Let us first take care of business."

Behind the Scenes

Jorgin will first return the magic item, and tell of two thread ranks. He will include the Key Knowledges. Once this is done, he will have completed his promise, and the damage from the Blood Promise can now be healed.

He will then tell the heroes that there is one other person who would like to give his personal thanks. With that, an ancient ork will step from the shadows. The ork only has one eye, the other is covered by an beautifully embroidered patch. A female windling with dark hair and black wings hovers by his shoulder. The ancient ork looks the heroes over with his one good eye, and then speaks.

"Well met, brave heroes. I am Garthik One-Eye, magistrate of this city. I came here to meet the bold adventurers that have served me and my city so well. You may never know what a great deed you have accomplished, but you have my gratitude. If you are ever in trouble and in need of aid, remember that you are welcome here in Kratas, and I will do my best to give you what aid I can." With that, before any of you can utter a single word, the old ork steps back into the shadows and disappears. When you look around, Jorgin has vanished, too.

Troubleshooting

The only thing that can spoil this final encounter is if the heroes actually try to attack Garthik One-Eye. This would be a major mistake. Garthik One-Eye will disappear into the shadows, using the tenth circle thief ability of Shadowcloak. The windling hovering near his shoulder is Terricia, a female windling assassin. She will leave with Garthik, but may return at a later date to take vengence.

The heroes' biggest worry will be Jorgin. He will attack the characters with the best of his abilities, retreatingings look especially grim. Do not feel bad if Jorgin kills of a character or two, so be it. If they were crazy enough to attack a legendary hero, they deserve what they get.


Cast of Characters

Jorgin Torvin
DEX: 14: 6/D10 STR: 10: 5/D8 TOU: 11: 5/D8
PER: 19: 8/2D6 WIL: 19: 8/2D6 CHA: 14: 6/D10 
Initiative: 6/D10 Physical Defense: 8
Number of Attacks: 1 Spell Defense: 10
Attack: 11/D10+D8 Social Defense: 8
Damage: 9/D8+D6 Armor: 2 (5)
Number of Spells: 1 Mystic Armor: 3 (6)
Spellcasting: 17 (19/D20+2D6) Knockdown: 5/D8
Effect: As per spell Recovery Tests: 2
Death Rating: 64 Combat Movement: 33
Wound Threshold: 8 Full Movement: 65
Unconsciousness Rating: 48 Legend Points: 1900
Racial Abilities: Versatility 
Equipment: Staff of Agrikal
Loot: 2D10 x 10 silvers, a gold ring worth 250 silvers
Talents: Arcane Mutterings 5: 11/D10+D8***, Astral Sight 8: 16/D20+D8**, Book Memory 8: 16/D20+D8**, Book Recall 5: 13/D12+D10*, Durability 8, Enhanced Matrix 8, Enhanced Matrix 4, Evidence Analysis 7: 15/D20+D6*, Hold Thread 8: 16/D20+D8*, Item History 7: 15/D20+D6, Karma Ritual 6, Lip Reading 4: 12/2D10**, Melee Weapons 5: 11/D10+D8, Read/Write Lang 7: 15/D20+D6*, Read/Write Magic 8: 16/D20+D8*, Resist Taunt 4: 12/2D10, Speak Language 5: 13/D12+D10**, Spell Casting 9: 17/D20+D10*, Spell Matrix 8, Spell Matrix 8, Spell Matrix 5, Thread Weaving (Wizardry) 8: 16/D20+D8*, Versatility 3, Willforce 8
*Can use Karma **Must use Karma ***Must use Karma and can use additional Karma
Skills: Alchemy and Potions 5: 13/D12+D10, Barsaive History 4: 12/2D10, History of the Scourge 4: 12/2D10, Legends and Heroes 4: 12/2D10, Research 5: 13/D12+D10, Streetwise 3: 11/D10+D8
Spells In Matrices: Mage Armor, Mind Dagger, Razor Orb
Spells in Enhanced Matrices: Crushing Will, Dispel Magic

Commentary: Jorgin has served as one of Garthik One-Eye's advisors for over 2 decades. He admires what Garthik has managed to do for Kratas, and is fiercely loyal to his friend. Jorgin is a brilliant researcher and has access to a complete library of tomes gathered from the ruins of Kratas and years of adventuring. Though he normally has more peaceful spells in his matrices, he is a cautious man who makes sure that he is well prepared for dangerous meets.


Treasures

Stone of Wisdom

The Stone of Wisdom was used by the troll king Runvir of Ustrect to build and rule his kingdom wisely. It was entombed with him when he died. The Stone of Wisdom is located around the neck of the mummified remains of King Runvir in room 21 of the tomb. It is a beautiful pearl about 2" in diameter suspended on a silvery chain.
Maimum Threads: 1
Spell Defense: 12

Rank 1
Cost: 200
Key Knowledge: The name of the pearl, it is the Stone of Wisdom.
Effect: The stone grants +1 on all PER Tests.

Rank 2
Cost: 300
Key Knowledge: Who was the last wielder of the stone. The last wielder was King Runvir.
Effect: Add +1 to the wielder's Social Defense.

Rank 3
Cost: 500
Key Knowledge: Who gave the stone to Runvir. It was a wedding present from his wife Ariana.
Effect: The stone increases the wielder's Spell Defense by +1, and the Social Defense by +2.

Rank 4
Cost: 800
Key Knowledge: Where did the pearl come from. It came from the Aras Sea near Urupa.
Effect: The stone adds +2 to PER Tests, and any attempt to manipulate the wielder now needs a greater success level. Instead of needing an Average Success, a Good Success is needed. If the level of success normally needed is a Good Success, now and Excellent Success is needed.

Rank 5
Cost: 1300
Effect: By spending a point of strain, the wielder can make a PER Test +5 against a target's Spell Defense. If successful, the wielder will be able to tell if the target is Horror Marked, Horror controlled, or even a Horror in disguise.

Rank 6
Cost: 2100
Key Knowledge: Who was the stone originally enchanted by. It was enchanted by the obsidiman wizard Ulthir.
Effect: The wielder's Social Defense is now increased by +3, and the Spell Defense is increased by +2.


The Staff of Agrikal

Location: The staff is wielded by Jorgin Tovar, advisor to Garthik One-Eye. It is a natural wooden staff that twists around itself.
Maximum Threads: 2
Spell Defense: 11

Rank 1
Costs: 200
Key Knowledge: One must learn that this is the Staff of Agrikal.
Effect: The staff now does +4 damage steps.

Rank 2
Cost: 300
Key Knowledge: One must learn what type of adept Agrikal was. Agrikal was a Nethermancer Adept.
Effect: The staff adds +2 Physical Armor.

Rank 3
Cost: 500
Effect: The staff adds +2 Mystic Armor

Rank 4
Cost: 800
Key Knowledge: Where was the wood of the staff taken from. It was taken from the Servos Jungle.
Effect: Physical Armor and Mystic Armor increases to +3.

Rank 5
Cost: 1300
Effect: The staff adds +2 to the wielder's Spellcasting Step.


Razorclaw

Location: The sword is located inside the Tomb of Runvir (room 8). Razorclaw is a beautifully crafted broadsword with an exceptionally keen edge. The crossguards on the hilt are shaped like eagle talons, and there is writing etched down the blade (the writing is in elven and says, "Razorclaw"). The mark of an abstract G rune is stamped into the pommel. The broadsword was forged by a Weaponsmith Adept and normally does +8 steps of damage.
Maximum Threads: 2
Spell Defense: 12

Rank 1
Cost: 100
Key Knowledge: What is the name of the blade. It is written in elven down the length of the blade.
Effect: The sword adds +1 to the wielder's Physical Defense.

Rank 2
Cost: 200
Key Knowledge: Who crafted the blade. The blade was crafted by the elven Weaponsmith G'Thir of Evesgird.
Effect: The sword does an additional +2 damage steps, raising its damage step to +10.

Rank 3
Cost: 300
Key Knowledge: Who was the blade last wielded by. It was wielded by Dorthial, questor to Garlen.
Effect: The sword now gives the wielder +2 to his Physical Armor.

Rank 4
Cost: 500
Key Knowledge: Where did Dorthial die, and what caused his death. He died in the Tomb of Runvir, his death was caused by the Horror Sharvik the Deceiver.
Effect: The sword now does an additional +2 damage steps to Horror constructs, Horror minions, and Horrors. This means the sword now does +10 steps of damage normally, and +12 steps of damage to Horrors and their creations. It will glow with a soft blue light while being used against these enemies.


EDJ Home Page The Magazine Contents of Past Issues
Archives of Past Articles Submission Guidelines Other Stuff


Entire contents Copyright © 1997 FASA Corporation. All Rights Reserved.
® designates Registered Trademarks owned by FASA Corporation.
TM designates Trademarks owned by FASA Corporation.