Reptile God
Reptile God
Reptile God
The adventure has a clever twist and an interesting setting, but suffered originally from an inordinate amount
of coin and treasure for the level. Magical weapons
and armor are on ordinary farmers, and each house has
a huge stash of coins hidden away. That may be fine
for some games but it makes no sense for a Jolrhos setting so the money and equipment has been toned
down.
The original module was copyright TSR, and this has been significantly altered to the point of being a separate product, but is so tied to the
original, I still want to give the writers credit. D&D is a copyright of Wizards of the Coast, and Fantasy Hero is a copyright of Hero Games.
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Citizens are generally decent people, at best competent normals. As with cult members, exceptions to
these guidelines are mentioned in the key. They will
generally be suspicious and noncommunicative. Most
citizens are puzzled and frightened by the change in the
character of their community. Any attempt by a party
to run rough-shod over the entire village will result in
their organized resistance, with the mayor taking
charge.
In many cases, people have been described at their daytime locations (children at play, farmers at work, and
so on). These locations may be changed at the GM's
discretion for evening and night encounters. Remember that people in a farming community tend to go to
bed and rise early.
Families have drawn in upon themselves, rarely conversing with their neighbors. Now, strangers in Orlane
are more often met with questions and challenges than
friendly invitations.
Something sinister is at work in Orlane!
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There are a variety of ways for the PCs to become involved in this adventure. The easiest way is for them
to simply travel into Orlane and notice that something is basically wrong with the place. In traveling to
Orlane, the PCs will hear rumors and can see that the
people are at best worried and at worst in terrible
danger and confusion.
For example, they will hear that a sinister and mysterious evil is at work in the village, that the children are
stolen in the night, that an evil sorcerer has taken
over the Dimwood, that horrible monsters are straying out of the moors, and so on. Some of these are
true, some arent.
The GM may have adventures ready for the trip to Orlane if it is a long distance, or make it simply a cut
scene, traveling there in a few sentences. Just keep in
mind that if a play session does not end with significant, tangible advancement or reward, players will feel
aimless and like theyre wasting time.
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2. CONSTABLES QUARTERS
4. DAIRY FARM
This house and barn are clean, whitewashed
wooden buildings. Several cows stand around
outside the barn and three little girls playing in
the yard of the house stop to gawk at your group.
Their older sister peeks out and sees you, rushes
out, and hustles the children into the house.
In the home Haskal has considerable wealth for the village, although most of his money is actually in the
nearby city. In a metal box in the front business area,
he has 15 silver and 180 copper The box is not locked,
but it is behind the counter and the money in marked
bags (25 in each bag). In this front room is another
guard named Wylie Dunn (identical to Eroll Roclyn).
5
Upstairs in his bedroom, Haskal has a small chest hidden under the floor. The hidden trapdoor is under his
bed, about a foot square. It is triggered by moving the
sconce on the wall which has no oil or light in it unlike
other ones in the room. In side the box are 250 copper and 50 silver in bags, plus a pair of rings worth 5
sp each.
8. LIVERY STABLE
This is an exceedingly run-down structure of wood.
Faint traces of a former paint job cling to small parts of
the walls, but in some places the bare wood has started
to rot. A fenced walkway leads from the road to the
back of the house, and horse manure is scattered liberally about. A little boy, his face covered with dirt, is
playing on the front porch. As you approach, he toddles out to the road, smiles, and says hi!
9. SMALL COTTAGE
This small square building has been freshly whitewashed. There are visible signs of recent repairs
and improvement, but heavy curtains hang over
the windows and the door is shut. There is no
sign of movement inside.
The liveryman, Kilian Gade, his wife (both normal villagers), and their three small children live here. The
wife is timid, but there is an 14- chance that she will
see her son talking to strangers. If so, she will rush out
to collect him, staring at the party with fearful eyes as
she snatches him up. If a character makes a friendly
comment, she will stop, embarrassed, and mutter
some explanation about mealtime. She will then dash
into the house with the child.
Behind the mayors house is his woodcarving workshop, with tools, woodshavings, and some fine pieces
of hardwood lying about. He did the carvings on the
columns before his house. He is half-finished with a
remarkably lifelike bust of his wife Beneath the floorboards in the shop he stores a small chest, keeping the
key in a secret pocket of his tunic. The chest contains
364 cp, 75 sp, his wifes best pearl necklace worth 12
sp, and three gems worth 10 sp apiece.
14. CARPENTER
A wooden board in the shape of a saw hangs before this
well-constructed building. The front part of the structure is unwalled, and inside of this breezy area the carpenter is at work. Many tools (saws, hammers, nails,
prybars, etc.) are scattered about, and some boards
are mounted on sawhorses.
The carpenter and his wife (normal villagers) are very
recent cult initiates; in fact, their teenage son and
daughter may still be alive in the snakepits of the reptile god! (The latter pair, of course, resisted the nagas
charm.) The carpenter serves as a furniture maker as
well as a builder, and numerous examples of his handiwork are placed around his shop. Tables, chairs, and
desks-all of exquisite craftsmanship-may be seen in a
casual inspection. The table that is presently under
construction, however, is much more shoddily put together, as are the pair of chairs he has just completed.
The latter await a coat of stain, whereas all of the other
furniture is finished.
The Carpenter (Zell) will be unfriendly and unattentive to visitors, hoping they just go away. His wife
Yenny will spy upon strangers through a small hole in
the door of the house. She carries a longsword that has
been smeared with snake venom, and will attack hysterically (-1 OCV, but with +1 damage class) if her
husband appears to be in danger. The serpents venom
has suffered somewhat from exposure to the air, so it
only has a 11 chance of taking effect and has but 2 hits
left before it is no longer potent enough to be noticed.
The venom does a D6 Strength and CON drain that
recovers per week if the sword does any Body damage.
Even if he does not fly into a rage, the smith is unleasant and rude in conversation. Any slightly aggressive or
faintly insulting comment will probably (12-) cause
him to become enraged. His sons will be unable to
hold him as he rushes forward. If combat begins they
will support their father. Because of their size and
strength, all three are formidable foes, though they are
untrained (Competent Villagers).
The smith will use his hammer as a weapon and the
sons will grab shortswords that they have hidden in the
shop. Because of their leather aprons, all three have an
effective leather hauberk. All of their valuables have
been donated to the cult.
15. BLACKSMITH
This is obviously a smith, though no sign hangs
here. The shop part of the building is unwalled,
and two brawny lads operate a bellows while a
giant of a man hammers thunderously upon a
piece of metal that will soon become the blade of
a shovel. Soot and smoke abound.
The smith, his wife, their two sons and daughter have
been members for nearly a year. The man still does his
work with the mechanical precision that has allowed
him to maintain the quality that he has always been
known for. The smith (named Bron; competent villager) has a 13- roll but can work no enchanted materials. Formerly a short-tempered and irritable man, the
charm of the naga has unbalanced his mind slightly.
There is an 8- chance that the mere approach of strangers will cause him to fly into a violent rage, threatening
them with the wrath of the gods if they do not flee at
once. His sons will attempt to restrain him, but if an
individual or group continues to approach, the smith
will break free and attack.
The attempt was foiled by the courage of several citizens, and a fierce fight followed, during which all of
the citizens at the inn, as well as several cult members,
were killed. The battle remains a mystery to the rest of
the village, and has been dismissed as just another aspect of the mysterious problem besetting Orlane.
The house looks like everyone who lived here just left
one night, and as far as anyone in town will say or is
aware, thats what happened. They just left, without
their clothing. This place is spooky to the locals, and
they leave it alone.
A family of four lived here until the troglodytes and
cult members dragged them off to the dungeon of the
reptile god nine months ago. The evil will of the naga
was unable to corrupt any of them, so shortly thereafter some of the crocodiles ate very well
The cellar is a gloomy place and smells musty and rotten. A smell perception roll at -2 will also note the
smell of rot. Most of the cellar is one large room, containing several crates of spoiled food stores and three
kegs of wine (still good). Two doors lead to a fruit cellar and stairs down to the basement.
10
21 TEMPLE OF HARVEST
This is the only stone structure in Orlane. A wall
of granite blocks surrounds the temple, and
sturdy wooden gates give access to the courtyard.
The temple is on the highest piece of land in Orlane, a full twenty feet above the stream and
pond.
The gates to the courtyard will be standing open during the daylight hours, but will be shut and barred with
the setting of the sun. Vigorous pounding after dark
will usually bring a servant to open them. If the characters enter, go to the Temple of Harvest section that
follows the Orlane description.
11
Alan will be polite but firm in dissuading any questioners. He has noticed too many odd things occurring
around Orlane to take chances by inviting strangers in.
However, he will give a secret sign that any ranger in
the party has a -2 PER roll to notice. If the ranger in
the party chooses to identify himself as such, Alan will
take the group into his confidence. As a relative newcomer to the community, however, his knowledge of
the cult will be minimal. He will be aware that his
neighbors to the east (area 22) mysteriously left their
home one night and were gone for ten days. Since he
did not know the family very well before this departure, he has not noticed any significant change in their
behavior.
His treasure is in a locked box, hidden inside of a hollow below an old mill wheel on the cellar floor. He
keeps the key with him at all times, otherwise the box
takes -2 lockpicking to open. The box contains 22 sp,
164 cp, and a pair of 15 sp pearl earrings hes going to
give his wife on her birthday in a few months. Unknown to the miller, in the bottom of the pond lies a
gold urn worth 18 silver, but it is covered with muck
and would take some digging or a lot of luck to fish up.
Ramne has a familiar, a pure white wolf named Whiskers that can trail the Saurian to their lair in the Rushmoors, even if the trail is very old. Normally, Whiskers may be found perched on Ramnes shoulder.
Despite his feeble physical appearance, Ramne knows
more about the cult than any citizen in Orlane. He has
gathered this knowledge through patient observation.
He despises the cult, and will be willing to aid a group
that acts toward its destruction, but only after he is
convinced of the partys integrity. This might take several weeks, depending on the groups activities. For
example, if they defeat a band of Saurian, the time period will be shortened; but if they stay at the Golden
Grain Inn, it will take longer to convince him.
13
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1. COMMON ROOM
This room seems like a pleasant, warm spot in
out of the weather but the people are subdued,
generally sitting alone. Those sitting together are
not talking and there are no fires lit in the fireplaces. Several barrels of beer are tapped behind
the bar, where a surly looking man polishes a
pewter mug.
The other cultists in the room will stay out of the way
of visitors and show no interest in them or what they
do. They seem drugged or just very weary and distracted.
2. KITCHEN
This room is obviously a kitchen. Jars of beans,
flour, and dried meat can be seen stored in several open cupboards with bread, potatoes and so
on. A short, rat-faced man is busily wiping off a
none-too-clean table.
3. OUTHOUSE
This is a small, battered-looking shack with a sagging
door featuring a crescent moon (even though theres
no moon in Jolrhos) and a regulation hole in the seat.
This is what all the guest rooms look like unless otherwise noted.
6. LARGE GUEST ROOM
This is the chamber of Derek Desleigh (see the NPCs
section at the end of the adventure). There is only an
8- chance he will be here during the inns normal
hours, he spends most of the time in the common
room (room 1). Derek always wears a shortsword and
black cuir boullis leather armor with the hood back. A
long scar runs down the right side of his face and his
skin is unusually pale against his black hair. Derek is
the meanest and most deadly person in Orlane: he
considers murder rushed if it takes less time than three
hours.
4. BERTRAMS DEN
This simple room holds a fireplace, table, and four
chairs. There are crates of supplies for the inn stacked
in a corner (plates, mugs, candlesticks). Bertram is in
here on a 8- chance, otherwise the door is locked. A
pile of papers on the desk are poorly kept bookkeeping
records of the inn.
5. BERTRAMS BEDROOM
A huge, soft bed is the major feature of this
room. A nightstand strewn with papers and a
hard wooden chair sit next to the bed. On the
floor against the North wall rests a large brassbound wooden chest. A few throw rugs are laid
on the bare wooden floor.
15
16
Two small casks contain red and white wine, while the
rest contain different types of beer. The outside cellar
door is locked and barred from the inside. There is
nothing else of interest here.
17 DRYGOODS STORAGE
This room has shelves in it with various good
stacked on them, as well as several stacks of crates
and boxes.
These contain the necessary implements for running an
inn such as extra platters, utensils, dried beans and
rice, grain, flour and so on.
17
25 EMPTY CHAMBER
This chamber is, in fact, empty. Like the other chambers it is larger, almost eight feet high at the center.
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1. COMMON ROOM
If it is daytime, the shutters will be flung wide and
sunlight streams into the room from several large windows - unless the weather is bad. At night three fireplaces give the room a cozy atmosphere against the
cold. During business hours, D6+1 customers will be
in here, drinking, eating, discussing matters around the
village, singing, and generally being good company at
the center table. At least one of the customers will be
a cult spy if there are at least 3 present, however.
3. PARLOR
Beyond the kitchen is a parlor or sitting room with
several comfortable chairs, a large fireplace, a solid
wooden table, and several shelves holding potted
plants. When the Cralloons have guests, here is where
they will entertain.
18
4. BEDROOM
The Cralloons bedroom has a bed with a soft feather
mattress, a desk, several bookshelves supporting the
business records of the inn, a family history, and a collection of love letters from the couples past. A board
under the shoes in the closet is loose, and under it is
the savings of the family: 16 ip, 70 cp, and 11sp. Also
under the mattress in a fold of thin suede leather is
Belbas heirloom necklace of ivory and silver worth 15
sp.
5. OUTHOUSE
This structure is simple, but fairly clean. It is a rough
wooden box with a crescent design on the door and a
bench with a hole.
6. WINERY
This is Ollwins pride and oy Fermentig here are some
of the finest grapes grown for many leagues, slowly
turning into wine of the finest quality. As a result the
building reeks but is tolerated by the locals. The outer
room is a small office with a desk and many records of
different batches of wines, ranging back for decades.
The large inner room has huge vats of grapes in various
stages of fermentation. Also present are two huge
stoppered clay jars, two dozen casks of wine, ad a huge
bin of fresh grapes as yet unsmashed.
7. LAVISH GUEST ROOM (4 cp a night)
This room has a luxurious feather bed, a closet, desk,
table with chairs, and an empty trunk with a key in the
lock. Standing against the wall is a tall armoire with a
robe hanging in it for visitors. By the shuttered window is a stand with a basin and pitcher always filled
with fresh water, and nearby hangs a fluffy towel. As
with all the guest rooms, this one is empty as travelers
through Orlane are uncommon these days.
8. STORAGE CLOSET
This is where the spare linens and supplies for the
rooms are stored.
9. PRIVATE GUEST ROOM (2 cp a night)
This room has a comfortable bed, a table with three
chairs, and a chest at the foot of the bed.
10a-b MULTIPLE GUEST ROOMS (8 ip a night)
Simple beds are placed in each room, 3 in a and 2 in b.
There are a number of chairs equal to the beds, but no
other furnishings.
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3. CENTRAL SANCTUARY
This large room has a tile floor decorated with a
mosaic pattern in gold, brown, orange, and green
depicting harvest and growth. Several tapestries
hang on the walls depicting scenes of lush farmland and crops in various stages of maturity. Five
huge tree trunks serve as columns in the room.
SGDSDLOKDNEG@QUDRS
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If the PCs are just visiting, they will be met I this area
by Misha Devi (detailed in the NPC section), a priestess of the temple (see area 9). She will cautio them
that non-members are not allowed beyond this area,
but answer questions politely while trying to find out
what the characters are doing here. She will not let
the characters learn anything about the temple or the
town if possible, and will try to keep her distance from
the PCs, keeping pews and other materials between
them if possible. If the PCs are hostile, she will flee.
1. COURTYARD
During the day, the courtyard is open. A broad path
leads to the doors of the temple, and ill tended gardens
flank the path on either side. The gardener appears to
be busy, but it is not hard to tell the place is going to
seed. He will gruffly direct the PCs to the main building, then ignore them.
4. MEETING ROOM
This is apparently a larger room divided by a rich
blue drapery just West of the door. The area you
see is empty except for three plain wooden
benches.
After dark, the gates are closed and barred from the
inside. The temple has two large dogs equal to wolves
prowling the grounds and they will attack anyone who
enters that is not one of the servants or priests. If a
fight breaks out, three of the servants (normal villagers) will join in within 2D6 segments, wielding clubs.
2. OUTBUILDING
The largest outbuilding is a kennel and private quarters
for the dogs and the servants. Anyone investigating
will be turned away rudely and forcefully, but the
smell and sound of dogs is easy to pick up. The other
building holds gardening supplies. This used to be
where extra supplies for farmers such as replacement
plows and such could be borrowed to get through an
emergency, but all that was sold to make room for the
dogs. Any priest with a PS roll will know this to be
true and find it odd.
5. DINING HALL
This room is where the priests and servants, plus any
who are in dire need, have their meals together.
Along one wall is a case with a sheaf of grain, a bunch
of grapes, and so on - representations of the best of
harvests from the area preserved magically. There is a
long table here with 8 identical chairs around it. On
shelves there are place settings for 10.
20
6. KITCHEN
Three medium-sized ovens occupy the South wall,
while cupboards take up most of the other walls. A
small table in the center of the room has a cutting
board on it. The cupboards contain various kitchen
supplies and ready goods for food.
12. LIBRARY
This room contains many shelves of books and
two small tables, as well as a few comfortable
chairs.
Most of the volumes deal with mundane aspects of agriculture, religion, song, and child rearing. One volume is a beautiful tome with color paintings and a fine
leather binding. It is entitled THE BENIGN LORD in
gold leaf on the cover. This book is behind a chair in a
corner, with some of the pages torn, the cover damaged, the spine broken, and most of the pictures defaced. Telltale stains on the pages look like they might
be blood.
She has seen the effect of the charm on her family and
will not wish to return to them. She understands that
they would only betray her, unless the charm can
somehow be broken. Cirilli will relate everything that
she knows, but under no circumstances will she return
to the lair of the reptile god. Cirilli knows that the
chests were emptied recently, so the hoard is now
quite meager (12 2p, 14 cp, and 29 ip).
The jade statue is a skillfully carved image of the naga,
whom Cirilli will name as Explictica Defilus. The carving is of simple stone but is so well done it is worth 15
sp intact, but the statue weighs 500 pounds.
This chamber provides final proof of Abramos corruption. The girl, Cirilli Finla (incompetent villager), is
age 11, the daughter of the village storekeeper (area 12
in Orlane). Her listlessness will vanish with the prospect of rescue. She made the trek to the nagas lair
with the rest of her family; but some untapped reserve
of courage and determination prevented her from succumbing to the charm. Her youthful appeal struck a
chord somewhere in Abramos demented subconscious, and he brought her back as his personal prisoner. She has been beaten and mistreated over the last
three months, but her spirit has not been broken. If
Abramo is not yet dead, she will attempt to kill him if
she gets the chance.
23
20. MAZE
More evidence of Abramos madness. This small maze
was built into a large store room, and is made of
wooden walls studded with iron spikes at odd intervals
and heights. Its amazing what you can do with no
sleep, slave labor, and unquestioned obedience.
Within this tunnel lives an Ogre captured in the Dimwood as well. It is not charmed but is terrified of the
priests, and kept in a near-starving state. Anyone who
shows the snakey sign of the cult it will reluctantly
leave alone, but it will attack and attempt to eat anyone else. It waits at area X and listens for anyone to
enter.
BTKS@BSHUHSX@RSHLDO@RRDR
TKS@BSHUHSX@RSHLDO@RRDR
JHCM@OOHMFOBR
ROLL RESULT
3-10
If the kidnapping is successful, the victims will be removed to the secret room in the cellar of the inn,
where Derek will stay to keep an eye on them. All of
their valuables (including magic) will be confiscated for
the chests in temple room 18, although there is a 66%
chance that Derek will manage to skim 10-40% of the
cash off the top. They will be kept in the cellar for 24
hours, and on the following night they will be moved
to the cells in section 22 of the temple. After 3d6 days,
an expedition will be ready to depart for the dungeon,
and then - again in the middle of the night - the prisoners will be started on the road to the reptile god. The
expedition will include the four troglodytes from below the temple, Donavan Allard from the constables
office (2), and two of the men from farm 18.
15-16
Kidnapping NPCs
If the party does not stay at the Golden Grain Inn, cult
activity will not be immediately directed at them.
Each night there is an 8 chance that the cult will attempt to capture a citizen or family from the village
(this chance increases by 1 each night). If an attempt
occurs, successful or not, there will not be another for
at least 4 days. When an attempt is made, roll on the
table below for who the target is:
25
ROLL
RESULT
Widow in cottage 20
Tailor in house 11
Elves in cottage 9
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26
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It is assumed that the players have now determined
that the cult headquarters are not located in the village.
If Ramne goes as an advisor, he will not use his spells
unless the success of the expedition is jeopardized, and
he will certainly save his minor globe of invulnerability
for the confrontation with the naga herself. He will
counsel that departure be delayed until any lost hit
points and spells can be restored.
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The first day of travel from Orlane will be spent crossing the grassy plains east of the village. The farther
from Orlane the party progresses, the fewer signs of
civilization will be seen. Most of the farms here have
been abandoned or are occupied by cult members. No
travelers have been met, since the trouble in Orlane
has put a halt to the caravan traffic. At the end of a day
of traveling, the farms will be left behind and the trees
of the Dim Forest will be visible in the distance. The
trail has been following the track to the nearest city
thus far, but the party will need to pause for the night.
The route of the cult members (both human and reptilian) from Orlane to their dungeon headquarters occupies four days travel time. The first day will be spent
crossing the plains east of Orlane. Few, if any, monsters will be encountered here. The second and third
days will be spent crossing through the Dimwood. It is
very likely that unfriendly beings will attempt to molest the group beneath those dark boughs. The fourth
day will find the party slogging through the mire of the
Rushmoors.
It is a virtual certainty that some of the marshs inhabitants will be encountered here. Appropriate wandering monster charts are given for each area in the corresponding section of the module.
PLAINS ENCOUNTERS
ROLL RESULT
NO.
Stalker
Quill Rat
Arrowhead Rattler
1-2
Junk Flies
D3
Goblins
Herd Animals
Carrion Beetle
D3
10
Megapede
D3
11
Spiderling
1-2
12
Stingworm
D3+3
D6+2
3D6
D6+1
Herd animals are just ordinary creatures such as antelope, deer, cattle or so on that are wandering in a herd
looking for food.
Whiskers can follow the trail of the troglodytes automatically, although the DM may want to roll some
percentage dice to make the party apprehensive. If
Ramne and Whiskers are not accompanying the group,
anyone with tracking may attempt to follow the trail.
If the PCs fail their roll, they must take twenty minutes before they can roll again, and each additional attempt takes another step up the time chart.
27
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RUSHMOOR ENCOUNTERS
ROLL RESULT
FOREST ENCOUNTERS
ROLL RESULT
NO.
Stalker
Yast Wasp
Skeletons
1-2
Warg
D3
Goblins
D6+2
Saurian
D6+1
Zombies
D3
Carrion Beetle
D3
10
Megapede
D3
11
Spiderling
1-2
12
Stingworm
NO.
Blacksnake
Yast Wasp
Devourer
D3
Skeletons
D3
D6+1
Junk Flies
D3+2
Zombies
D3
Hunter Bats
10
Megapede
1-2
11
Land Leech
12
Stingworm
D3+1
Once one wandering monster group has been encountered, it will not be encountered again.
28
RODBH@KDUDMSRNTSRHCD
ODBH@KDUDMSRNTSRHCD
GMs may ignore this section, but if it is used, it will
give the travel to the Lair more flavor and interest than
simply scenery and monsters. If the GM rolls a 1 on a
D6, then instead of just rolling on the random encounter table appropriate for the area, he should roll 2D6
to see what event takes place while in the Plains, Dimwood, or Rushmoors.
3: STORM!
The weather turns bad, and soon a lightning storm
with hail and strong winds is raging around the characters. The weather immediately drops 2 lower
temperature levels and all characters without adequate weather protection or shelter immediately
must make a CON roll or suffer a 1D6 drain on
CON and DEX that takes place in a day. This drain
recovers in a week. Each hour in the storm, characters must make this CON roll. They also must make
a riding roll to calm their mounts or they bolt and
D6 hours must be spent recovering them (reduce
this roll by 20 minutes for each point a survival skill
roll is made by, minimum ten minutes). The storm
lasts D3+1 hours.
2: TRAP!
The PCs stumble on a trap, set by a hunter or one of
the other denizen of the area. Roll on the chart below for what kind of trap it is.
ROLL RESULT
1
Pit trap as above, but with spikes on the bottom, converting the damage to a penetrating
KA.
4: CULTISTS!
D3+3 competent villagers (or if the PCs are too
strong for this to be a challenge, an equal number of
Moor Saurian warriors) are out looking for new recruits. These men are armed with nets and clubs,
and will attempt to coordinate attacks on each character to restrain and capture them. Each carries a
dagger or spear as well, but they prefer to capture,
not kill. If half or more of the cultists are defeated,
the rest attempt to flee. If the PCs are captured,
they are taken immediately to area 25 in the Lair of
the Reptile God and imprisoned, to be taken to the
naga the next day.
5-8: MONSTERS!
Roll on the appropriate random encounter table for
the area in question (Dimwood, for example).
29
9:FLEE!
A family of villagers is leaving the area. Theyve had
enough of the mysterious problems around Orlane
and have packed up to go. The family has a cart
piled with their goods, an ox pulling the cart, and a
goat on a tether behind it. There is a father, a
mother, and D6 children. They have D6 sp and 2D6
cp hidden on the cart, if the PCs are robbers. The
father is a competent villager, but the rest are incompetent, armed only with daggers. They know
little about what is going on, only that they want to
get out to a better place. If the PCs are in need, they
will be given food for D6 days and paramedic skill of
14 by the mother.
ROLL RESULT
2-3
Herbalist: D3-1 (0-2) doses each of Juth, Nynarless, Phelhas, Alormary, Gamring, Fenuminas, Jilhien, Ebur, and Vyjolth
4-5
6-7
8-9
11: LOCAL
One of the locals who hunt and work in the area is
hiding nearby. A PER roll of -1 will spot the fellow,
however, and after being convinced the PCs are not
cultists or troublemakers, hell let them approach,
otherwise he flees at noncombat speed and tries to
hide. The local is not a merchant, but he will have
goods hes willing to sell as well as some tips on the
area that are worth +1 to survival rolls. Roll below
for the type of merchant and what he has available
30
SGDK@HQNESGDQDOSHKDFNC
GDK@HQNESGDQDOSHKDFNC
SGDCTMFDNM
SGDCTMFDNM
The map looks very even and squared off, which is not
really true. The tunnels were dug by claws and shovels, not by engineers, and they arent very even or
straight. Its just easier to map the way it is depicted.
In some places, movement is even slower as noted in
the specific encounter areas. In addition, anyone passing through the mud will make wet sucking noises that
cause a -3 penalty to stealth.
Water trickles everywhere through the tunnels, working its way down to the pump room (room 29). To
make the characters more nervous and to remind them
that they are actually moving under a swamp, this
should be mentioned frequently.
31
2. ENTRY ROOM
Four surly looking guards are stationed here, weary
but alert. These are charmed locals and travelers
(Competent Villagers) armed with clubs who are told
to subdue and capture intruders while making a lot of
noise. They also were told to not fall asleep and capture anyone who enters, so they are bleary and sleepy
from over eight hours on guard but still alert. Naturally they have no treasure.
K@HQKDUDKNMD
This level is a mix of living quarters and wandering
creatures that happen to live there. The naga welcomes monsters who live here knowing that they are
no match for her and keeps them off to side areas to
feed with those who resist her charm and to deal with
intruders.
Unless otherwise noted, the tunnels here are lit dimly
by sputtering, weak torches made of bundled reeds
that require replacing often. Check any time there is
combat, there is a chance that the local torch burns out
in combat: roll 4D6 for the phase it goes out on. This
may mean combat doesnt last long enough for a torch
to burn out, which means it doesnt happen.
3. FROG CHAMBER
The door to this room is closed and as indicated at the
beginning notes, stuck. This room is unlit by any
torches.
Beyond the door is a room almost totally filled
with a murky brown pool of water. The smell of
swamp gas is very strong here. A thick, slimecovered column rists from the center of the room
to support the sagging timbers set in the ceiling.
Across the chamber, a small muddy shelf extends
into the pool.
Hiding in the water near the center of the pool (by the
supporting column) are two Venom Hoppers. They
will attack anyone that steps into the pool which laps
right at the very doorjam. The pool rapidly tapers to
an even four foot depth, of which one foot is mud.
Wading through here reduces movement by 3 and
requires a DEX roll to move faster than 2 or the character falls over.
NO.
Saurian
D6+2
Alligator
Venom Hopper
Spiderling
Zombie
1-2
1
D3
1. WOODEN STAIRS
The muddy wooden stairs here are slippery, requiring
a DEX roll to not fall and tumble to the bottom.
Characters who fall will cause a domino effect, requiring characters ahead of them to immediately check
again at 2 DEX roll or fall as well, even if theyve already succeeded. Characters that fall get very muddy,
make a lot of noise, alerting the four human guards in
the Entry Room.
7. SLIME PIT
In the dark here you can see a door at the end of a
muddy corridor, which seems to be even wetter
than normal. No torches are burning in this entire passage section.
The area is quite dark by the end, and the door is just a
cracked and rotted door leaned against the back wall.
A sight perception roll of -4 will notice that the door is
not connected to anything and at an angle.
A Violet Polyp lives just beyond the slowing mud,
growing up onto the wall like a mass of fungus and rot
of various mottled purple, tan, and fleshy colors. It
will launch acid blobs at anyone it senses, and can hit
anything up to the corner out of its line of sight.
5. CAVE-IN
The west wall of this tunnel has collapsed here, burying the supporting timbers under tons of mud. The
widened cavern has a layer of mud at least three feet
deep over the entire floor, making the ceiling five feet
up. Movement through this chamber is slowed by 3,
and mud flops down from the ceiling occasionally, giving concern about further collapse.
6. BURIAL POOL
This closed door is swollen shut as well.
The pool here has been the final resting spot for
many creatures, after the creatures of these tunnels have picked them clean. Two mossy columns support a low ceiling. The entire floor beyond the door is covered with clear water, sloping to a fair depth in the center. Dozens of skeletons are visible, and the smell of decay is strong.
33
9. STORAGE ROOM
The door to this room is locked. Beyond crates, barrels, cases, and racks contain most of the lairs supplies. Ten spears, four daggers, and fifteen clubs are
on a rack on the wall. The crates contain dried beans,
flower, rice, dried corn, potatoes, cornmeal, turnips,
oil, lard, and salt. Boxes of large spikes, several hammers, a pile of stout timbers, and four shovels are present as well as a few empty barrels, stacks of reeds for
making torches with, and a large ball of twine.
The Stalker will attempt to let all the PCs past him and
drop down into the room behind them, grabbing one
from behind if she can and pulling him to the ceiling to
bite on a webline.
17. THE SPIDERS DEN
The southern corridor can barely be seen from the entrance of room 16. There is no light here either, and
there are no places for torches, either. This room is
much like room 16, except that the four columns have
been connected with thick, rope like spider webbing
into a nest suspended above the floor five feet.
35
19. CORRIDOR
This watery hall has one to two feet of standing water
where it is not slick and muddy. Moving down the hall
causes a -2 movement penalty.
20a. This outer guardroom has three saurian in it bearing stone battleaxes. Three wooden benches are the
only items of furniture in the room. One of the
guards will immediately head to the door and take
one phase opening it then move into the deeper
rooms to raise an alarm if PCs enter the room without a recognized cult member. If they are held as
prisoners (or appear to be) the guards will check
them out for weapons then let them past.
20b. This is simply a large, empty room.
20c. This is where the Saurian guards sleep. Many
fishbones are scattered on the floor and although
there is a low table, straw is scattered on the floor,
deep in several areas for beds. There are a total of
saurian here equal to the party in number. They will
be asleep, and if a party is quiet and careful enough
they can be snuck past. The saurian have some
money, between all of them s 16 sp, 57 cp, and 18
ip.
ROLL RESULT
NO.
Saurian
D6+2
Alligator
Venom Hopper
Zombie
Land Leech
Mud Viper
D6
D3
The prisoners here will be quite grateful at being rescued, but have little information. They know that the
Reptile God is a snake with a human head and magical
power, they know that the room she dwells in is a
huge lake-filled cave, they tell of a boat ride to her lair.
None of them know of the secret door to room 27,
and they will flee as soon as they can - none are combattants.
These zombies have been ordered to defend themselves but otherwise turn the bars of the windlass.
They will ignore intruders. Water that comes from
the rest of the lair trickles rapidly into here into a collection basin from which little buckets are dipped into
and carried up into the ceiling. These buckets dump
onto a stone trough that empties into the marsh out of
a hillock under a few bushes overhead. Killing these
zombies (and the PCs can do it one at a time) will
cease the pumping action and water will overflow the
basin in a matter of minutes, spreading out of this
room within half an hour and eventually fill the lower
level of the lair in a week. Of course before then they
will have been replaced.
The trap causes the ceiling supports to collapse, releasing a huge mass of mud from the ceiling and walls.
Characters may dive for cover to the exit, a 2 leap
from the center of the room, or face an 8D6 physical
attack that also is a 2D6, 2 DEF Entangle. While entangled, characters must hold their breath unless someone digs to them.
29 PUMP ROOM
The constant flow of water into the lair and down to
the depths requires maintenance or it would inevitably
fill up. This room is where the mechanism to keep the
place from drowning is kept. Five zombies tirelessly
and endlessly work a windlass here, set in the floor like
a cylinder with five bars projecting from it. Their rotting feet have worn a path in the dirt as they walk constantly in a circle, pushing the bars ahead of them.
38
39
ETQSGDQ@CUDMSTQDR
Now that the Naga is defeated, Orlane will begin to go
back to normal. PCs might even want to take up residence in the pleasant little town. However, for a
while there will be unrest. Victims of the cult members will resent their treatment, family members who
have had people killed will want vengeance, and
Abramo if hes alive will have to be dealt with.
The denizens of the Dimwood and Rushmoors will
find that the controlling power of the naga leaves a
vacuum and monsters will begin to struggle for power.
The saurian may form up and raid caravans anyway,
needing elimination. Goblins who were kept down by
the cult and the nagas power will breed and spread,
causing mayhem.
7: HERB FIND!
The PCs come upon an area with considerable underground growth of herbs. Any herbalist can tell
that they are in this area, and might be able to find
mature and useful specimens of the herbs. The character can roll as many times at +1 to the Herbalism
roll as they wish, but if they fail at any roll, they
have found no herbs at all.
3: COLLAPSE!
The muddy section nearest the PCs gives way with a
terrible groan and cracking of wood, releasing a
shower of mud and dirt mixed with splintered timbers. Characters may dive for cover to the exit, a 2
leap from the center of the room, or face an 8D6
physical attack that also is a 2D6, 2 DEF Entangle.
While entangled, characters must hold their breath
unless someone digs to them or they can break free.
8: TORCHES OUT!
The torches in this area are burnt out and have not
been replaced. The area is plunged into dank darkness, although some light leaks in from the torches in
areas nearby. Immediately check for an event.
Combat without some other source of light in this
area is difficult: perception rolls are at -2 and both
OCV and DCV are at a -1 penalty. The torches are
too burned down to relight.
4: MUD SINK!
The mud here is slick and deeper than normal, in
fact, roll a character at random: they stepped into a
section that is much deeper, pulling them in. The
character is held by an entangle of 2D6, 2DEF that
gains 1D6 each time the character fails to escape its
pull. Each extra Body of entangle pulls the character
in: they start halfway in the mud, each new Body
pulls them in one hit location up the chart (ignoring
arms and hands): stomach, shoulders, head. When
the head is entangled, the character is unable to
breathe and must hold their breath.
9-12: ENCOUNTER!
Roll on the appropriate levels random encounter
table for a monster that is run across.
RODBH@KDUDMSRHMSGDK@HQ
ODBH@KDUDMSRHMSGDK@HQ
5: DROPPED LOOT!
The characters see something glitter in the mud: the
cultists dropped a bag of coins here. There are 3D6
in D6 copper and D6 in D6 silver scattered in the
mud here. Check immediately for another event.
14: ROOTS!
Roots have grown down from a tree above and over
time have blocked off this area, possibly because of
magical influence. The PCs can turn back or hack
their way through. Hacking through is a matter of
cutting down 5 DEF, 8 Body worth of roots. This
will make enough noise that the GM should check
for another event.
MOBRNESGD@CUDMSTQD
OBRNESGD@CUDMSTQD
Against The Cult of the Reptile God has many NPCs in it,
most of which fall into several categories. The first are
general groups of NPCs who can be described without
specifics for each. This covers most of the NPCs encountered in the village of Orlane. There are three
classes of Orlane villagers: Incompetent, Normal, and
Competent Villagers. When a villager is referred to
with this title, you can look them up in this section and
use those stats. Generally speaking, an incompetent
villager is inconsequential, they are not a danger to any
PC. A normal villager can be a danger in groups and
might get a lucky shot in. A competent villager is not
the match of a PC but can be dangerous, particularly in
groups.
EQUIPMENT
NPCs detailed below have various items that they use
and fight with, the specific items they have and use are
given greater detail following the NPC section (page
57)
42
PTS
-10
INCOMPETENT VILLAGER
Val
8
10
8
6
10
8
8
10
2
2
2
4
16
14
Char Cost
STR -2
DEX 0
CON -4
BOD -8
INT
0
EGO -4
PRE -2
COM 0
PD
ED
SPD
REC
END
STN
0
0
0
0
0
0
Movement:
Cost
2
1
1
2
Roll
1111111011111111-
Notes
Lift 80kg: 1 1/2D6
OCV: 3 DCV: 3
Personality/Motivation: These villagers have standard motivations of the villagers: safety, their families, their farms,
etc.
Total: 2 (0 rPD)
Total: 2 (0 rED)
Phases: 6, 12
Powers/Tactics: Incompetent Villagers are virtually helpless in combat. Unfamiliar with any weapons, they can only
fight with fists or a club. Weak and easily frightened, they
are no threat to anyone. Such a villager runs when hes in
danger.
NORMAL VILLAGER
Val
13
10
13
10
10
10
10
10
3
3
2
6
26
24
Char Cost
STR 3
DEX 0
CON 6
BOD 0
INT
0
EGO 0
PRE 0
COM 0
PD
ED
SPD
REC
END
STN
Movement:
Cost
2
1
1
2
1
0
0
0
0
0
0
Roll
1211121111111111-
Disadvantages
Vulnerable: Presence attacks (x1 1/2 effect)
Notes
Lift 160kg: 2 1/2D6
OCV: 3 DCV: 3
Personality/Motivation: The Normal Villager have standard motivations of the villagers: safety, their families, their
farms, etc.
Total: 3 (0 rPD)
Total: 3 (0 rED)
Phases: 6, 12
43
COMPETENT VILLAGER
Val
13
11
13
10
10
11
10
10
4
3
3
6
26
25
Char Cost
STR 3
DEX 3
CON 6
BOD 0
INT
0
EGO 2
PRE 0
COM 0
PD
ED
SPD
REC
END
STN
Movement:
Cost
2
1
1
2
1
1
3
1
0
9
0
0
1
Roll
1211121111111111-
Notes
Lift 160kg: 2 1/2D6
OCV: 4 DCV: 4
Powers/Tactics: A Competent Villager is able to fight better than most, and has some training. They are able to use
more weapons capably as well. Competent Villagers are no
serious threat to a PC singly, but in groups they can be a
problem, especially with equipment.
Total: 3 (0 rPD)
Total: 3 (0 rED)
Phases: 4, 8, 12
44
Char Cost
STR 5
DEX 12
CON 6
BOD 0
INT
3
EGO 2
PRE 3
COM 1
6
4
4
6
26
25
PD
3
ED
1
SPD 16
REC 0
END 0
STN 0
Movement:
Roll
1212121112111211-
Notes
Lift 200kg: 3D6
OCV: 5 DCV: 5
Total: 13 (7 rPD)
Total: 9 (5 rED)
Phases: 3, 6, 9, 12
Running: 7/14
Leaping: 3/6
Cost
2
3
Powers
Swift: Running +2
Keen: Enhanced Perception +1 all senses
END
1
0
Cost
3
3
4
5
4
3
3
2
2
3
2
2
1
2
Disadvantages
Psych Lim: protective of family C/S
45
Char Cost
STR 0
DEX 21
CON 2
BOD 0
INT
0
EGO 2
PRE 0
COM 0
4
3
4
4
24
21
PD
2
ED
1
SPD 13
REC 0
END 1
STN 0
Movement:
Roll
1112111111111111-
Notes
Lift 100kg: 2D6
OCV: 6 DCV: 6
ECV: 4
In combat, Benn will use his dagger with his sap held in the
other hand. He relies on his DCV and combat luck when in
face to face combat, but greatly prefers to strike from surprise, so will retreat if the enemy is distracted, looking for
an opening.
Cost
1
Powers
Tumbling: Leaping +1
Cost
5
3
3
3
5
3
2
4
6
2
6
4
Appearance: Benn Griff looks like an average man, nondescript and plain. He wears plain clothes over leather armor
designed to not squeak or cause binding. He wears a plain
gray cloak over his face and tries to avoid eye contact.
Closer examination of Benn, especially his eyes, reveal him
for the chilling murderer he is.
END
1
Disadvantages
Psych Lim: loves to kill C/S
Rival: Blayze Gobbar (professional)
Distinctive Looks: seems evil and sinister EC/N
46
Char Cost
STR 3
DEX 12
CON 2
BOD -2
INT
3
EGO 2
PRE 3
COM 0
5
3
4
5
22
25
PD
2
ED
1
SPD 16
REC 0
END 0
STN 3
Movement:
Roll
Notes
Lift 160kg: 2 1/2D6
OCV: 5 DCV: 7
Total: 6 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12
Running: 7/14
Leaping: 2 1/2/5
Cost
5
2
Powers
Nimble: Missile Deflection (thrown items)
Swift: +1 running
Cost
5
5
3
3
5
3
4
2
3
3
4
10
END
1
Disadvantages
Unluck 1D6
Psych Lim: loves a challenge C/S
47
PD
1
ED
1
SPD 10
REC 4
END 7
STN 0
MAN 3
MREC 2
Movement:
Cost
21
-2
Cost
13
2
3
1
2
2
3
1
Roll
1011111012111311-
Notes
Lift 60kg: 1/2D6
OCV: 3 DCV: 3* (+3)
Running: 5/10
Leaping: 1/2
Powers
Spells (60 pts)
END
0
Running -1
Skills and Talents
Magic Skill 17Language: Arcanum 2 pts
Language: Elencal 3 pts
Literacy
KS: Orlane area 12PS: Priest 11KS: Necromancy 12Weapon Familiarity: common melee weapons
SPELLS
SPELL
EFFECT
ROLL
Bone Armor
-1
Pestilence Breath
-6
Flesh Worms
-3
PTS
-15
Curse of Eyes
-2
Plague
-12
Cloak of Fear
-2
Lost Soul
-3
Disadvantages
Physical Limitation: psychotic and unbalanced U/T
48
PD
1
ED
1
SPD 13
REC 0
END 0
STN 0
Movement:
Cost
10
6
4
3
3
3
3
2
1
3
5
Roll
1212111111111111-
Notes
Lift 160kg: 2 1/2D6
OCV: 6 DCV: 6
ECV: 3
Total: 7 ( rPD)
Total: 6 ( rED)
Phases: 3, 6, 9, 12
Running: 6/12
Leaping: 2 1/2/5
Disadvantages
49
Char Cost
STR 1
DEX 21
CON 2
BOD -2
INT
4
EGO 2
PRE 2
COM 2
4
3
4
4
22
21
5
25
PD
2
ED
1
SPD 13
REC 0
END 0
STN 0
MREC 0
MANA 0
Movement:
Roll
1112111112111111-
Notes
Lift 120kg: 2D6
OCV: 6 DCV: 6
ECV: 4
Total: 4 (0 rPD)
Total: 3 (0 rED)
Phases: 3, 6, 9, 12
Cost
10
5
2
6
Powers
Magic: 30 points of spells
Elf Eyes: Night Vision
Swift: Running +1 (7 total)
Keen Senses: Enhanced Senses +2 (all)
Cost
3
3
4
3
1
2
5
3
3
3
3
2
3
11
3
END
1
-
EFFECT
Blade Ward
-2
Blur
+3 DCV
-1
Charm Arrow
-2
Dazzle
-1
Ecology: Dorian arrived in Orlane with Llywillan to investigate the problems in the village. They were sent by some
elencal herb merchants who have lost a lot of business there,
and are collecting information. The pair have not adventured much together but are good friends.
Enchant Armor
-2
Enchant Weapon
+2 DC to weapon
-3
Guidance
+2 OCV
-1
Jolt
-3
Slam
-1
Disadvantages
Vulnerability: x1 1/2 effect flash attacks
50
ROLL
PTS
-10
-10
-10
-15
PD
8
ED
3
SPD 12
REC 10
END 3
STN 11
Movement:
Cost
30
12
20
6
15
5
5
14
10
5
30
27
-4
Cost
19
3
3
3
3
3
3
3
5
Roll
1713141213131311-
Notes
Lift 6400kg: 8D6
OCV: 6 DCV: 4*
Disadvantages
Vulnerability: x 1 1/2 Stun from Holy Attacks
Vulnerability: x 1 1/2 Body from Holy Attacks
Vulnerability: x1 1/2 Effect from Holy Attacks
Physical Limitation: No Fine Manipulatory Ability
Total: 16 (4 rPD)
Total: 12 (4 rED)
Phases: 3, 6, 9, 12
Powers
END
Huge: Growth (4 levels) -4 KB, +2 PER to be 0
seen, +1 reach; Inherent, Persistent, 0 END
Cost, Always On (*)
Scales: Armor 4 PD, 4 ED
Swift: Running +10 (16 total)
2
Swift: Swimming +6 (8 total)
1
Bite: HKA D6-1 (D6+1 w/STR); Armor
Piercing
Heat Vision: Infrared Vision
Hardy: Life Support (breathe water, vs all non- magical poisons)
Magic: Spells (40 points)
Coils: Stretching 2 (3 total)
1
Magic: Spells (15 pts)
She has two versions of charm, a short term one she uses in
combat (the mind control) and a long term one she uses to
make converts. The short term charm she does not bother
maintaining END cost on, and it will inevitably break on
anyone taken over. It is not powerful enough to totally control the victim. The long term charm is her main power: it
lasts until she dies. There is literally no other way to strip
the power away, any victim taken over is hers until one of
them dies. This charm requires a long time of concentration, usually done with the victim held helpless in her coils.
If it succeeds, the transform goes off, and any extra points
go into psych lims that make the victim her abject slave. If
the activation does not work, the power seems to still go off,
she has no way of knowing if it succeeded or not. This activation roll is 14-, but any Resistance or Mental Defense
lowers the activation (so someone with 5 Resistance reduces
the activation roll to 9-). If the activation fails, the victim
cannot ever be charmed again by the naga with this power
(the short term one still can work).
51
Char Cost
STR -2
DEX 3
CON 2
BOD -4
INT
8
EGO 14
PRE 5
COM -2
2
3
3
4
22
18
7
40
PD
0
ED
1
SPD 9
REC 0
END 0
STN 0
MREC 0
MANA 2
Movement:
Roll
1111111113121210-
Notes
Lift 80kg: 1 1/2D6
OCV: 4 DCV: 4
ECV: 6
Total: 6 (4 rPD)
Total: 7 (4 rED)
Phases: 4, 8, 12
He will use Painstorm on groups, Soul Leech to heal himself, Foul Tentacles to restrain someone particularly troubling, and Blender immediately to give him some reinforcements. He uses Demonhand on one target the Demon Fire
or Rot Cascade on others.
Running: 5/10
Leaping: 1 1/2/3
Cost
23
5
Powers
Magic Spells (70 pts)
Demon Eyes: IR Vision
Cost
13
3
3
2
3
3
1
END
var
-
Campaign Use: Gareth is the captain for the naga, the second most powerful boss in the dungeon. Fighting him
should be tough.
Appearance: The high priest of the naga wears rich looking
fenen robes and hangs in the air an inch off the ground,
floating rather than walking. His skin is unnaturally pale
from being underground so long, and he is bald. Every inch
of skin on his body is covered with scars and tattoos.
Equipment: Gareths Rainments
Eilhas Staff
Stalwart crimson silk sash
Jewelry worth 6D6+10 copper
Disadvantages
Reputation: evil wizard (bad) 8Hunted: Mage Guild, NCI, more powerful, capture,
8Distinctive Looks: body is a roadmap of pain C/N
SPELLS
SPELL
EFFECT
ROLL
Blender
-5
Demon Fire
-4
Demon Hand
26 STR TK hand
-3
Foul Tentacles
-4
Painstorm
-4
Animate Zombie
-6
Rot Cascade
-3
Spectral Shroud
-4
Soul Leech
-3
Distract
-2
Overawe
-3
52
PD
4
ED
3
SPD 6
REC 0
END 0
STN 10
Roll
1312121211111311-
Notes
Lift 520kg: 3 1/2D6
OCV: 5 DCV: 5
Total: 10 (2 rPD)
Total: 8 (2 rED)
Phases: 4, 8, 12
Movement:
Running: 6/12
Leaping: 3 1/2/7
Cost
2
3
3
4
5
Powers
Tough: Damage Resistance 2 PD, 2 ED
Tough: CON +5 vs being stunned only
Tough: Lack of Weakness 3 pts
Huge: Knockback resistance -2
Dull and Skeptical: Mental Defense 7
Cost
5
6
2
END
-
WRESTLING
MOVE
COST
OCV
DCV NOTES
Choke Hold
-2
Crush
-1
-1
Grab, 1D6 KA
Legsweep
+2
-1
Martial Disarm
-1
+1
28 STR disarm
Martial Escape
33 STR escape
Martial Grab
-1
-1
Grab, 28 STR
Disadvantages
53
Char Cost
STR 7
DEX 12
CON 10
BOD 2
INT
0
EGO 2
PRE 3
COM 0
6
4
4
6
30
30
PD
3
ED
1
SPD 16
REC 0
END 0
STN 2
Movement:
Cost
5
5
11
15
3
4
1
3
Roll
1212121111111211-
Notes
Lift 340kg: 3 1/2D6
OCV: 6 DCV: 5/7
Total: 11 (5 rPD)
Total: 9 (5 rED)
Phases: 3, 6, 9, 12
Campaign Use: Jarvis is a heavy hitter, someone more dangerous than your average encounter in the Lair.
Appearance: Jarvis is a tall, lean man with broad shoulders.
His hair is cropped close but you cant see that because he
wears his mail almost constantly.
Equipment: Scale Mail
Medium Shield
Lizardbane Longsword
2D6 silver
Potion of repair
Disadvantages
54
Char Cost
STR 3
DEX 21
CON 2
BOD -2
INT
3
EGO 2
PRE 0
COM 1
4
3
4
5
22
22
5
24
PD
1
ED
1
SPD 13
REC 0
END 0
STN 0
MREC 0
MANA 0
Roll
1212111112111111-
Notes
Lift 160kg: 2D6
OCV: 6 DCV: 6
ECV: 4
Powers/Tactics: He is, however very skilled with his archery, and is a novice at Way archery. He uses his magic for
very minor effects and healing, rarely in combat. As a beginner in Way archery, Llywillan does not know any special
maneuvers, but has several combat skills that he can use.
He will tend to use the Guarded Shot in order to avoid being
hit while firing his bow (it gets his halved DCV up to 5) and
his ranged disarm to deal with dangerous warriors.
Total: 4 (0 rPD)
Total: 3 (0 rED)
Phases: 3, 6, 9, 12
Movement:
Running: 7/14
Leaping: 2/4
Cost
4
5
2
6
Powers
Magic: Spell Pool 12 points
Elf Eyes: Night Vision
Swift: Running +1 (7 total)
Keen Senses: Enhanced Senses +2 (all)
Cost
3
3
4
1
3
5
3
3
2
9
5
3
END
1
-
WAY ARCHERY
MOVE
COST
Block
+1
+3
Abort, block
Disarm
+1
--
Guarded Shot
-1
+3
Ranged attack
Hearts Focus
--
+1
+2DC KA bow
Disadvantages
Vulnerability: x1 1/2 effect flash attacks
55
SPELL
EFFECT
ROLL
Bowbless
-2
Farshot
x5 range on bows
-2
Branchwalk
-1
Eagle Eyes
-1
Hareleap
Leaping +4
-1
Char Cost
STR 3
DEX 12
CON 6
BOD 0
INT
7
EGO 8
PRE 7
COM 3
5
3
3
6
26
24
6
35
PD
2
ED
0
SPD 6
REC 0
END 0
STN 0
MREC 0
MANA 2
Movement:
Roll
1212121112121212-
Notes
Lift 160kg: 2 1/2D6
OCV: 5 DCV: 6/8
Total: 12 (7 rPD)
Total: 8 (5 rED)
Phases: 4, 8, 12
In combat, Misha will use Hush if there are any casters present. She casts Screaming Eyes (turns the eyes of anyone in
the radius into tiny screaming mouths) and Eyes of Hell.
She will use Calefaction on anyone that angers her, Hands
of the Damned on everyone she can, and Wracking Fear on
people after that. She can use her mace, of course, and will
if her magic is too slow or wont do the job.
Cost
9
Powers
Magic: Spells (27 points)
Cost
11
3
2
2
2
2
4
2
1
Campaign Use: Misha Devi is the big boss monster in Orlane, the main threat. When Misha Devi goes down, the cult
forces will be aimless for a day or so, unsure what to do.
END
var
SPELLS
Disadvantages
56
SPELL
EFFECT
ROLL
Eyes of Hell
Spatial Awareness
-3
Hands of the
Damned
-2
Wracking Fear
-2
Calefaction
-3
Screaming Eyes
-2
Hush
-3
Char Cost
STR -5
DEX 3
CON -6
BOD -8
INT 13
EGO 16
PRE 0
COM -1
1
3
3
2
14
13
9
41
PD
0
ED
2
SPD 9
REC 0
END 0
STN 0
MREC 0
MANA 0
Movement:
Cost
24
-4
Cost
18
3
3
3
1
2
3
1
1
3
12
26
Roll
1011101014131111-
Notes
Lift 50kg: 1D6
OCV: 4 DCV: 4/7
Powers/Tactics: Ramne is actually the most powerful spellcaster in the adventure, but hes also the most frail and weak
character. Ramne is no match for even an incompetent villager in hand to hand combat, but with his magic hes more
than a match for even Abramo, one on one. Ramnes studies were largely theoretical, but along the way hes picked
up a few useful other spells. Only the spells immediately
applicable to the adventure are listed below.
ECV: 6
Powers
Magic: Spells (72 pts)
END
var
Running -2
Skills and Talents
Magic Skill 20- (23- with whiskers)
Magic Research 14KS: Runes and symbols (INT based) 14KS: Magic (INT based) 14Elencal language (3 pts)
Saurian language (3 pts)
Perelen language (4 pts)
Arcanum (2 pts)
Literate
Linguist
Fast Casting (up to 60 active points faster)
Follower: Whiskers the familiar (132 pts)
Appearance: Ramne is bent and aged, a man in his seventies who looks even older. He wears simple homespun
clothing when at home.
Equipment: Wand of Mystic Strike Elf Cloak
Healing Potion
Potion of Vitality
Rod
3D6+10 silver
2D6 copper
SPELLS
Disadvantages
Age (70 years old)
Phys Lim: old and feeble A/G
57
SPELL
EFFECT
ROLL
Blur
+3 DCV
-1
Chill Bolt
-4
Hex
-2
Illusory Armor
-3
Light
Light in 2 radius
-3
Magestaff
80 Mana
-1
Magic Resistance
-4
Magicbane
-5
Silence
-2
Spellward
-3
Char Cost
STR 5
DEX 3
CON 14
BOD 2
INT -3
EGO -2
PRE 0
COM -1
4
4
4
6
34
26
PD
1
ED
1
SPD 19
REC 0
END 0
STN 0
Roll
1211121110111111-
Notes
Lift 200kg: D6
OCV: 4/5 DCV: 4/6
ECV: 3
Total: 9 (5 rPD)
Total: 7 (3 rED)
Phases: 3, 6, 9, 12
Movement:
Running: 5/10
Leaping: 1/2
Cost
3
-2
-2
Powers
Enhanced Perception: +1 all senses
Leaping -2
Running -1
Cost
4
3
3
7
2
2
1
1
END
WARCRAFT
MOVE
COST
Block
+2
+2
Block, abort
Counterstrike
+2
+2
Shove
--
--
30STR to shove
Takeaway
--
--
Shield Bash
+2
+2
Disadvantages
Psych Lim: protect Zakarias Ormond VC/S
Age (53 years old)
58
Char Cost
STR 6
DEX 12
CON 4
BOD 0
INT
4
EGO 10
PRE 4
COM 1
PD
ED
SPD
REC
END
STN
Movement:
Cost
4
5
3
3
1
6
1
1
6
0
0
0
Roll
1212111112121211-
Notes
Lift 320kg: 3D6
OCV: 6 DCV: 5
Powers/Tactics: In combat, Zakarias is a prety straightforward warrior. He knows no special maneuvers, he has no
unusual skills. Zakarias relies on his shield to protect him
and his skill with a sword (which is considerable - with the
sword his OCV is 10!) to deal with his foes.
Total: 10 (6 rPD)
Total: 7 (4 rED)
Phases: 4, 8, 12
Disadvantages
59
ELVEN ROPE
This is rope of fine quality woven from spiders silk
and the hair of pegasus and unicorn, according to legend. The rope weighs only 1kg and is 4 long, but can
hold up to 3200 kg before breaking. It has a defense of
6 and Body of 2.
HSDLRHMSGD@CUDMSTQD
There are many items in this adventure referred to by
name with little to no description. This section explains and details each item in question, including a
section at the end with a summary of the stats for
weapons and armor.
FINGERBONE BELT
This is a fragile belt that is made up of fingerbones
from children. It breaks to pieces when Abramo is
killed or defeated, but while he wears it, the belt
grants 3 PD, 5 ED armor and +2 DCV.
GARETHS RAINMENTS
This is a robe of deep purple so dark it looks black in
most light, with gold and silver highlights and thin
crimson threading in ornate patterns. The robe its self
grants 4 PD, ED armor to the wearer in areas 7-17,
and can at any time be used to levitate an inch off the
ground. This gliding will allow the character to run as
normal up to 8 running, preventing damage from
contacting any surface. While the character levitates,
he can effectively walk across any surface or liquid.
Any time the character falls more than 2 (6 meters),
the robe automatically slows their fall to 1 until they
reach the ground, or an inch from it.
ACCURATE LONGSWORD
This is a well-crafted longsword that has been enchanted to be more accurate. It has a bonus of +1
OCV, making it +2 total OCV because of the innate
bonus swords have.
ALAN CLAYBORNS CHAINMAIL
Made of Dwarven Steel chainmail, this is armor of such
high quality that is so well made that it negates 1 DCV
penalty from encumbrance and is slightly lighter than
even usual Dwarven Steel. It has been crafted with a
complex endless knot design of a darker steel set
against the lighter color.
HEALING POTION
There are several different kinds of Healing Potions,
but the ones in this adventure are all consistent. They
taste of lemons and heal 4D6 as normal damage and
have one dose unless otherwise noted.
BOOTS OF STRIDING
These are fine Wyvernhide boots of a deep, almost
purple red color that grant the wearer +3 running
and x2 noncombat running.
LIZARDBANE LONGSWORD
This is an ordinary steel longsword that has been enchanted to be an additional +1 OCV versus any lizard
(including Saurian), and against such foes, the damage
the weapon does is armor piercing. This advantage
does not increase the strength minimum to increase
damage.
COLLAPSIBLE GRAPNEL
A ratman invention, this is a lightweight steel grapnel
with black matte paint on it. The grapnel can be used
as an ordinary one, but it can be collapsed down into a
bundle of metal smaller and less conspicuous then the
usual kind. When collapsed, the grapnel is only -3 to
concealment to hide. However, due to its construction, the grapnel has a 14- burnout chance: if the roll
fails, the grapnel has broken and requires repair.
60
MISHAS MACE
This is a light mace of excellent craftsmanship, of such
quality and design that it is weighted better than most.
It is considered lucky in that it may be able to hit
even if the character rolls very poorly. Once a day,
the wielder of the mace can roll again if they miss, but
they must take this second roll and can only do so if
they miss.
OIL OF BARRIERS
This oil can be poured out in a line on the floor, which
in one phase creates a magical barrier. This barrier has
10 Physical Defense, hardened, which is transparent to
energy. It can create a total of 18 hex sides before it is
empty. The force wall created conforms to all normal
force wall rules.
TRAVERS SWORD
Travers blade is a Star Iron longsword, and it is so
well crafted that it has a chance to be more accurate
every phase. Each attack, roll a 14- activation, if this
succeeds, the sword is +1 additional OCV. Each combat, this reduces by one step (13-, then 12-, and so on)
until it is repaired.
POTION OF REPAIR
This oily blue and gray swirled liquid is thick as mud
and when smeared on a broken object does an 8D6
major transformation attack: broken to repaired. If
the transform succeeds, the item is returned to its
original structural integrity. This does not repair any
magical powers or used charges and so on, it only restores the physical structure of the item. There is only
one dose and it can only repair one item.
UNMAGIC RING
This is a ring that has had a powerful Unmagic spell cast
on it. Once, the ring can be used to cast an 18D6 dispel magic, on all spells at once, on the wearer. Then it
becomes an ordinary silver ring.
WAND OF MYSTIC STRIKE
This wand looks like a copper rod 16 long with a claw
on the end grasping a glass orb of red. With a magic
skill roll of -3, the wand will cast Mystic Strike of 2D6
on the target, using up 3 Mana. The wand has only 30
mana left in it, but can be recharged to hold 99.
POTION OF VITALITY
This potion is clear and tastes like a peach liquor.
When imbibed, the Potion grants life support against
aging, food, and sleep, as well as giving 0 END Cost
on all natural movement and strength use for 2D6
hours.
WARDING GLOVES
These are supple, well-crafted light gloves of thin
leather dyed a dark gray. They can be worn under any
armor, and are so thin and well made that they do not
interfere with any skill rolls when worn. While worn,
the Warding Gloves grant +1 DCV.
RING OF WARDING
This magical band is made of Ithilnaur and brass, glowing very slightly in starlight. The enchantment grants
anyone who wears it 1PD, 1 ED armor and +1 DCV.
WATCHMANS DRAUGHT
This potion is dark brown and even tastes somewhat
like coffee. When drank, it grants five even hours of
Ultraviolet Vision and life support vs sleep and eating.
SCROLLS
There are several different scrolls that can be found in
this adventure. Each one is written on parchment with
special inks that are waterproof. They are written in
the Arcanum language and can only be read by someone literate in that tongue.
WRAITHFORM POTION
This potion is pure black and tastes of dust. As soon as
the potion is drunk, the character becomes desolidified, and remains so five minutes. The potions effect
cannot be turned off.
ARMOR TABLE
rPD
rED
PD
ED
KG WT
A DEF
BOD
CP
VALUE
Boots of Striding
6.0
184
15.2
12
300
ARMOR
*A DEF is the armors defense, how tough it is based on the material , rather than the defense it gives the wearer.
RGHDKCS@AKD
RGHDKCS@AKD
KG WT
CP
DEF BOD
STR MIN
VALUE
SHIELD
Eilhas Medium Shield
3.4
DCV
40
+2
WEAPON TABLE
OCV
RNG
MOD
DAM
STN
MOD
STR
MIN
DEF
BOD
KG
WT
CP
VALUE
Bloodiron Dagger
+1
--
D6-1*
--
1.0
50
+1
--
D6
--
2.34
105
--
(1)
D6+1
--
2.34
105
Eilhas Staff
+1
(1)
(4D6)
--
1.2
100
Felstone longsword
+1
--
D6+1
--
2.6
40
--
+2
1D6
--
1.45
425
+1
(1)
D6
--
12
3.3
13
--
--
D6+1
--
12/16
3.9
20
--
--
D6
+1
12
2.7
13
WEAPON
*= see the individual items text or description of the material in question for more notes (for example, bloodiron gains power when it is
bloody).
62
63
64
65
66
67
68
G@MCNTSNMD
G@MCNTSNMD
Dorian and Llywillan,
Much has happened in my life since we fought
side by side against the orc horde. I hope, sometime, to have a chance to talk with you about
many pleasant things.
My purpose now, sadly, is to asknay, beg
my courageous comrades to aid my people in a
time of dire need. I cannot even describe to you
the danger that threatens Orlane, for I know not
its true nature. I do know that unless it can
some how be stopped, this evil will consume my
little village and its families. We will vanish
without a trace into the dust of history.
A sinister force is at work here, and it is made
all the more frightening by the fact that its true
nature is concealed in a web of fear and suspicion. I plead with you, come to Orlane, lend
your skills to revealing this menace that it may
finally be destroyed!
Your Comrade,
Zrkarias Ormond
Mayor of Orlane
69