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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.
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 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.
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.
| 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.
"Hold, trespassers. I am Thoris Rockthrower of the Bloodlores. Surrender yourselves and be prepared to be taken to the Trollmoot as Newots."
| 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.
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.
| 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.
| 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).
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.
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 | |
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.
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 | |
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.
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.
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.
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.
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.
| 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.
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?"
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.
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.
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.
Jorgin will get even at a later date, when the heroes are off guard. Lastly, you will get to skip the final encounter.
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."
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.
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.
| 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.
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.
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.
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.