| i
\ P nes
ry eer EARTHDAWN ADVENTURES
Ls ede eh eyPABLAINTH
ADVENTURES
4
FASA CORPORATIONINTRODUCTION
Gamemastering Notes
Making Tests
How to Use This Book
Awarding Legend Points
Total Legend Point Award
Preparing Adventures
‘Traveling through Parlainth
MESSENGER
BLOOD PACT
Plot Synopsis,
From the Mouths of Babes,
Hearth and Home
It’s Mad, Mad World
Sleeping Sickness
Twists of Fate
Loose Ends
Possible Outcomes
‘Awarding Legend Points
Total Legend Award
Campaign Ideas
Cast of Characters
Mindtzap
Sekra
‘Treasure
Butterspider Box
‘THE UNGRATEFUL DEAD
DEAD MAN'S HAND
Plot Synopsis
Preparing the Adventure
Invitation from the Grave
Festival Night
Crossing the Threshold
Monarch of the Slain
Loose Ends
Possible Outcomes
‘Awarding Legend Points
Total Legend Award
Campaign Ideas,
Cast of Characters
Twicebon
Cadaver Men
Lenethriel
Gharmek
Sendrie
Torgak
Torgak’s Deputies
COLLECTING A DEBT
DESIRE BOX
Plot Synopsis
Preparing the Adventure
CONTENTS
Return to Haven
Revival Meeting
‘The Box Changes Hands
Enter Chorrolis,
Loose Ends
Possible Outcomes
Awarding Legend Points
Total Legend Award
Cast of Characters
“Archiana Smoothskin
Needren Lannen Wiswell
Liniarg Blindingshout
Bruspri
Tylia
‘Treasure
‘The Desire Box
WAKE-UP CALL
‘THREADS
Plot Synopsis
Preparing the Adventure
ACall from Torgak
Investigations
‘The Cult of Pain
Into the Catacombs
Final Conflict
Loose Ends
Possible Outcomes
Awarding Legend Points
Total Legend Award
Cast of Characters
The Abomination
/ADVENTURES™ are Trademarh
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Prine in the U.S.A,
Published by
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Parlainth AdventuresPARLAINTH ADVENTURES
Waiting
‘Teeuwynn (Blood Pact)
Robin D. Laws (Dead Man's Hand)
Allen Varney (Desire Box)
Samuel Witt (Threads)
Development
Louis J. Prosperi
Editorial Staff
Editorial Director
Donna Ippolito
Managing Editor
Sharon Turner Mulvihill
Associate Editors
Diane Piron-Gelman
Rob “Blood Monkey” Cruz
Production Department
Art Direclor
Jim Nelson
Project Manager
Mike Nielsen
Cover Art
Les Dorscheid
Cover Design
Mike Nielsen
Ilustration
Peter Bergting
Joel Biske
Kent Burles
Jef Laubenstein
Larry MacDougall
Craig Maher
Mike Nielsen
Maps
James Higgins
Layout
Steve Bryant
Contents/CreditsINTREDUCTION
HOUSANDS OF YEARS ago there existed
6 si age of magic and high adventure, the age
of Earthdawn. The power of magic flowed
freely through the world, and people could
drav on magic to perform both wondrous
feats and everyday tasks. But the dawn of
magic also brought Horrors to earth, crea
tures from the depths of astral space that
devoured al life in their path, For four centres the peo
ple of earth hid from the Horrors that devastated their land
Suring the time that came to be called the Scourge. Now,
the people of Barsaive have re-emerged from their sealed
ners and cladels to reclaim their world from the remain-
ing Horrors and the oppressive Theran Empire, From all
across Barsaive, bold heroes arise to explore the world,
Search for magical tease, and slay the Horzors that stil
exist. Magicians spin the magical energies ofthe universe
ito powerful spells, and adepts use the magic to enhance
their natural talents. Through magic, courage, skill, and
daring, Barsaive's heroes strive to heal the world of the
Scars left by the Scourge and to build their own legends
into the history oftheir land
Parlainth Adventures i collection of four shor roe-
playing adventures son the world of Earthdawn. Each of
the adventures takes place in or near the ruins of the
Forgotten City of Parlanth and the nearby town of Haven
Blood Pact takes the characters into the Twist, a portion of
Parlinth’s ruins where they must confront a Horror that
can attack those who touch its blood. In Dead Man’s
Hand, the characters travel into the Eastern Catacombs, the
region of Parlainth’stindercity where the sinister Queen
Twiceborn holds court over Pariaint’s cadaver men. The
characters must attempt to keep a friend from joining
Twicebor’s kingdom ofthe animated dead. Desire Box is
a lighthearted adventure set in Haven, in which the charac-
ters run across an ancient Theran magical item that brings
them face to face with Chorolis, Passion of Wealth. The
final adventure, Threads, leads the characters into the
magically active passageways of the Western Catacombs,
where experiments performed centuries ago by Parlainth’s
magicians created a powerful Horror known as the
‘Abomination
GAMEMASTERING NOTES
‘The adventures in Parlainth Adventures are linear—
each follows a specific sequence. However, feel free to
modify the adventures to suit your particular group of
players. Though the encounters of each adventure progress
logically, the gamemaster need not follow the adventure
precisely as written to run a successful game. To run any of
these adventures, the gamemaster needs a thorough famnil-
iarity with the contents of this book, and both players and
‘gamemaster should be familiar with the Earthdawn rule-
book (ED),
‘All these adventures include clearly marked sections
intended to be read aloud to the players. Adjust the text of
these sections when necessary to accurately reflect events
as they occur in your adventure; depending on the choices,
made by different groups of players, the assumptions in
the existing text may not always be correct. All adventures
{in Parlainth Adventures are best suited for player charac-
ters of varying Circles; a brief introductory paragraph in
cach adventure suggests an appropriate number of charac-
ters and their recommended Circles.
MAKING TESTS:
‘Whenever player characters attempt to take actions
such as casting a spell, swinging a sword at an opponent,
tracking a Horror, or flirting with a barmaid, the gamemas-
ter o the player rolls dice against a Difficulty Number to
determine the action’s outcome. These dice rolls are called
tests. To make a test, the player or gamemaster rolls the
appropriate Action dice based on the step number of the
ability being used (see the Step/Action Dice Table, p. 36,
ED). If the dice roll result is equal to or greater than the
Difficulty Number, the test is successful and the character
accomplishes his action. If the result is less than the
Difficulty Number, the test is unsuccessful and the charac-
ter fails to accomplish his action. In tests that deal with
‘magic, the dice roll result often determines the duration of
1a magical effect as well.
Frequently, a test result determines not only success
or failure, but the level of success. A test may have one of
five success levels: Poor, Average, Good, Excellent, and
Extraordinary. A Poor sticcess level indicates failure that
causes unpleasant side effects. An Average success—
‘equal to or barely exceeding the Difficulty Number—
means that the character just barely accomplished his
action. A somewhat better dice roll yields a Good suc-
‘cess, and a result close to double the Difficulty Number
means an Excellent success. To achieve Extraordinary
success requires an even better roll. Any success level
greater than Average may give the character some gain
for his actions or else valuable extra information. The
amount of gain for each success level is determined by
the gamemaster unless otherwise noted,
‘In many cases when the player characters must make a
test, the required ability is noted, followed by the Difficulty
Number of the task in parentheses. For example, a
Perception (13) Test means that a player character must use
his Perception ability against a Difficulty Number of 13.
SLUR URAL
Parlainth AdventuresSS NEECEUECL EEUU
IntroductionHOW T? USE THIS B°CK
Aside from the Earthdawn (ED) rulebook, this book
contains everything required to run Parlainth Adventures
However, the Parlainth: The Forgotten City boxed set will
greatly enhance the adventures. The boxed set provides
‘much more detailed descriptions of the Forgotten City, its
inhabitants, and its history. Gamemasters may also find the
Barsaive Campaign Set, the Earthdawn Gamemaster
Pack, and the Earthdawn Companion useful. Read the
adventures carefully to familiarize yourself with the back
{grounds of each before beginning the game, The gamemas-
ter should be familiar with the basic outline of the plot of
each adventure as well and know precisely which plot
‘developments trigger later events. As always, be prepared
to deal with the unexpected
Each adventure begins with a prologue story and a
brief introduction, followed by a Plot Synopsis that sum-
marizes the story background and the most probable
course of the adventure. Some adventures include a
Preparing the Adventure section, which provides any spe-
cial directions needed for setting up the game. The follow-
ing chapters, called encounters, describe the situations and
events the characters must deal with during the course of
the adventure. Each encounter contains five sections:
Overview, Setting the Stage, Themes and Images, Behind
the Scenes, and Troubleshooting
‘The Overview briefly summarizes the action that
‘occurs during the encounter and describes the encounter’s
main conflict. The next section, Setting the Stage, contains
‘narrative description that the gamemaster reads aloud to
the players. The narrative describes the player characters’
location and what is happening to them as ifthe characters
were actually there. Any special instructions for the
gamemaster here are printed in boldface type.
‘Themes and Images helps the gamemaster set the
mood and pacing for a particular encounter. It includes
hhints about imagery to use in the scene, emotions to con
vey, sounds, sensations, and so on. The information pro-
vvided varies in form and content from scene to scene, rang-
ing from general themes to specific sensory impressions,
Behind the Scenes explains what is really going on in
‘each encounter. This section provides the gamemaster with
all the information he needs to run the encounter, such as,
specialized descriptions of locations and events and statis-
tics for gamemaster characters they may meet or creatures.
they may fight. IFthe players or gamemaster need a map 0
play an encounter, it appears here. As with Setting the
Stage, any special instructions for the gamemaster here are
printed in boldface type.
The final section of each encounter, Troubleshooting,
offers suggestions to help the gamemaster get the adven
ture back on track should things go awry. For example, the
characters may miss an important clue or lose a fight that
they need to win. Most gamemasters will not want the
player characters to get discouraged or killed off too easily.
‘This section offers the gamemaster options for keeping the
game going over trouble spots. Of course, the gamemaster
may ignore these hints and invent his own solutions or
simply let the chips fall where they may.
Following the encounters, the section entitled Loose
Ends sums up the consequences of the adventure and sug:
gests ways the gamemaster might use the adventure’s
gamemaster characters and settings in future adventures,
‘This section also inckudes Awarding Legend Points, guide-
lines for awarding the adventure’s Legend Points to the
player characters. In Earthdawn adventures of standard
length, the gamemaster awards Legend Points after each
gaming session as well as at the end of the adventure.
Because the adventures inthis book are designed to fit into
a single gaming session, the gamemaster need only give
hhis players an Adventure Legend Award (see Awarding
Legend Points, following). Cast of Characters provides
‘game statistics and descriptions for significant gamemaster
characters in each adventure, including creatures and /or
Horrors. One adventure contains a Rumors and Research
section, which provides all the information the player char
acters can obtain from outside sources in the adventure:
rumors, tales and legends, library research, and so on. If he
‘wishes, the gamemaster can adapt much of the information
in this Section to future adventures.
AWARDING LEGEND POINTS
The Loose Ends section of each adventure includes
guidelines for awarding Legend Points for that adventure.
‘These guidelines for Legend Awards indicate the points
the gamemaster awards for each task accomplished or goal
reached during the adventures. The Adventure Legend
‘Award represents the Legend Points awarded for complet-
ing the adventure successfully. For more information on
completing adventure goals and earning Adventure
Legend Awards, see p. 242, ED. In addition, player charac-
ters may receive Legend Awards for creative roleplaying,
and/or heroics, defeating creatures and /or opponents, and
finding or acquiring treasure.
For creative roleplaying and/or heroics, characters,
may receive a number of Legend Points for taking certain
types of actions listed in each adventure. A single character
may only receive one such award during a given adven-
ture. Unlike other Legend Awards, the Legend Points list-
ced for various acts of creative roleplaying or heroics are not
divided among the characters.
The Creature Legend Award appears in the
Creature/Opponent Award Table provided in each adven-
ture. These tables list the available Legend Points for
defeating the adventure’s creatures and/or opponents,
arranged by the type and number of each creature and
‘opponent fought as well as by the number of player char-
acters. The Legend Points listed for each creature represent
the total number of points for each type, not the number of
Legend Points per creature; for example, the CreatureLegend Award for the ghouls that the characters battle in
‘Threads, (pp. 62-77) is 180 Legend Points for both ghouls,
not 180 for each one. Divide the total Creature Legend
‘Award equally among the player characters (see p. 242,
ED). Round points per character down to the nearest mul-
tiple of 10; for example, 500 Legend Points divided by 6
characters equals 833 points per character, rounded down
to 80 points per character.
Entries marked with an asterisk indicate creatures or
‘opponents that the characters may choose not to fight. If
they battle these opponents, add the indicated Legend
Points to the total Creature Legend Award and divide that
total by the number of player characters.
Characters earn Treasure Legend Points by finding or
acquiring specific treasures in each adventure. As with
Points for defeating creatures, divide the Legend Points for
each treasure equally among the player characters, If they
choose, the player characters may sell certain items for a
number of silver pieces equal to the Legend Points that the
item is worth,
TOTAL LEGEND POINT AWARD
‘The Total Legend Point Award serves as a guideline
for the gamemaster. He may award more or fewer Legend.
Points depending on the circumstances of his game, but the
total should not vary drastically from the average provided
ineach adventure,
PREPARING ADVENTURES
It is impossible to create a published adventure that
provides the appropriate opposition level for every diverse
group of player characters. Some groups are inherently.
more powerful than others.
‘Therefore, gamemasters must adjust the game statis-
tics and capabilities of an adventure's opposition to pro
vide an appropriate level of difficulty for his or her group.
If an adventure does not suit the player characters
strengths and weaknesses, use it as a blueprint to develop
an adventure of your own. Or if it works well except for a
alitch here and there, modify the plot or events to make the
adventure a better one
Keep in mind that you, the gamemaster, have a unique
responsibility to make the adventure exciting, keep the
players involved, and hold the story on track. In describing.
the world of Earthdawa, try to answer all the players
questions about what the characters see, hear, touch, smell,
and taste. Feel free to go beyond the descriptions provided
in this book when evoking places and moods. To keep the
players connected to the action, ask “What do you do?”
‘each time you describe a new scene. By having to describe
what they want their characters to do, the players help to
tell the story and add to their own enjoyment. Ifthe play-
ers wander from the storyline, nudge them back in the
right direction. Ifthe players make choices that interrupt
the story or make them miss a vital clue, drop hints to
encourage them to do what the adventure requires.
Remember, however, to keep it subtle. A good gamemaster
guides the players; he does not tell them what to do,
TRAVELING THROUGH PARLAINTH
‘Three of the four adventures in this book require the
‘characters to travel through portions of the ruins of Parlainth,
‘The adventures themselves include little background on the
‘ruins or encounters or obstacles the characters might expert
tence during such travel; those details appear in
the Parlainth: The Forgotten City boxed set. The
Parlainth Gamemaster Book included in the
boxed set offers plenty of helpful advice on run-
ning adventures in the ruins as well as staging
random encounters as the characters travel
through the city.
Note that each adventure’s guidelines for
awarding Legend Points do not take random
‘encounters into account. A gamemaster who
stages such encounters, therefore, may have
toaward additional Legend Points to the
characters depending on the kind of encoun-
ters the characters experience during travel
Asa rule of thumb, design random encoun-
ters so that the Legend Points awarded for
those encounters equal approximately half of
the appropriate Adventure Legend Award
per character. For example, the Adventure
Legend Point Award for Threads is 500
Legend Points, In this adventure, ran
dom encounters should earn the
characters no more than 250 addi
tional Legend Points each. By using.
this guideline, the gamemaster can
give his players the addi
tonal Legend Points the
characters
deserve without
allowing the
random
fencounters
to make
up too
large a
portion
of the
total
Legend
Points
the
charac-
ters.earn,
for an
adven-MESSENGER
EKRA SKIDDED TO a halt in the gray street, thumping,
her tail hard against the large, cracked. paving-stones to
keep her balance, The smells of stale ale, rich food, and
unwashed trolls drifted toward her from the inn across the
way.
‘The feathers of Sekra’s once-fine cloak stuck out at odd
angles from her broad body, giving her a bedraggled look
she would never have tolerated before last night, before
e carnival and the clown. Sekra ripped a few of the larger feathers from
her cloak and searched frantically forthe thick leather pouch she had car-
ried away from the carnival. If she had lost it, the clown would know. He
would take her back to the music and the pain.
‘With a flutering gasp of relief, Sekra pulled the pouch forward from
its place behind her now-empty scabbard. Her sword, Browbester, had
fallen—she no longer cared where. Somewhere near the clown, she
thought. The clown, just like the down who had come to her village years
‘ago and hit her and hit her when she wouldn't laugh at his antics. Now
she laughed! Oh, how she laughed!
Giggling softly, Sekra opened the pouch and stabbed the handful of
feathers into it. As she reached upward toward a bare spot on the wall
looming in front of her, Sekra’s claw-tipped fingers shook so hard that
she almost dropped the feathers. Giggling harder, Sekra pecked at herself
furiously with the tip of her snout, praying that the pain would force her
to greater awareness. She must hurry before the clown found her. He
could be anywhere, anywhere at al
Sekra alternated giggles and sobs as she sketched rapidly with the
feather on the map that covered the wall. Her noises made an odd coun-
terpoint to the sounds of friendly conversation and occasional laughter
that floated toward her on the early morning air. Deep inside Sekra’s
mind, a small portion of herself gazed critically at her frenzied handi.
work, Before last night, she would not have drawn such a map. It lacked.
flair, panache; she could not bring herself to draw the swirls and elabo-
rate symbols that would have marked the drawing as her creation. A raw
sketch drawn with a few wilted feathers .. ah, how far had her art fallen!
‘Sekra’s final flourish sent her stumbling backwards as she threw her
makeshift brush aside, Her work gleamed malevolently at her, its dark
Lines shimmering in a sliver of sunlight. Still giggling and sobbing, Sekra
ran wildly down the road. She disappeared in the distance, the echoes of
her mad laughter drowned out by the noise af yet another brawl at the
Restless Troll.
Parlainth AdventuresLOOD PACT TAKES place inthe adventur- raving ofthe Mindtrap’s lair and its approximate loa-
ers’ town of Haven and the ancient, rained ton in the Twists. Hoping that her act would Keep the
city of Parlanth. The adventure is best suil- Horror from tormenting her while not endangering the
ed for a group of six to eight players using people of Haven too greatly, Sekrn flees home and hides.
Second or Third Circle adept characters "The characters come into the adventure as they leave
Though linear in structure, Blood Pact (or pass by) the Restless Troll one morning and happen to
allows the characters to Teach their goal by notice two small children playing near the Map Wall. Just
several different routes. The ater passing the children, the characters hear one of
ld familiarize himself with them ery out. Rushing tothe children’s aid, the
ture before beginning the ‘characters discover that the younger child
game, paying particular atention to the has passed out after touching a strange
Forcor known a the Mindtrap. \ncking, pistening paint, The adventor
stake the chil home and lave hisn
in his mother’s care, then proceed
PLOT SYNOPSIS to find out everything they can
For the past several years, about what caused his plight
Horror known as” th By questioning, the
Mindtrap has crept through der child and employees at
the rains of Parlainth the Restless Troll and by
toward the town of Haven.
I currently resides near
gamemaster st
the entire adv
‘examining the Map Wall,
the adventurers learn that
a t’skrang troubadour
named Sekra painted an
addition to the wall just
that morning. The char
acters go to Sekra’s
house and confront her.
Though they find her dif:
ficult to understand in
her half-mad state, the
characters find out that
the child’s collapse was
‘caused by the blood of a
Horror. The characters
decide to spend the night
in Haven and hunt the
Horror in the morning, tak-
ing cen wh tr 1 np
; ihe the Hom a
the center of the section of
Parlainth known as the
Twists, Two days before
the adventure begins, a
small band of explorers
stumbled across the
Mindtrap. Though
they fought it brave:
ly, all save one of
their number per-
ished. The Mindtrap
drove the survivor, a
Vskrang troubadour
named Sekra, half mad
before letting her go with
a bag of its blood. It also
planted in her mind the ire-
Sistible suggestion that she
rust somehow dispose of the
blood in such a way that the
residents of Haven would come
into contact with it. The
Mindtrap can ensnare the psyches
‘of those whom its blood touches, and
through Sekra it hopes to mentally
enslave Haven’s citizens.
Just as the adven-
turers are about to set off the
next morning, a questor of
Garlen tells them that the chil:
dren's mother has succumbed to
the same mysterious affliction. The
characters journey into the Twists and
confront the Horror. After defeating it in
‘Unknown to the Horror, Sekra retained a fierce battle, the characters return to
just enough of her courage and sanity to slightly Haven to find the boy and his mother miracu
alter the creature’s orders. Using the tainted blood, lously restored to health.
Sekra sketched on Haven’s famous Map Wall a rough
Seren ARMBEZS
ite} Parlainth AdventuresROM THE MOUTHS OF BABES
IN THIS ENCOUNTER, the characters
must aid an innocent child endangered by
the terrible effects of a powerful Horror's
blood. The encounter takes place at the
Map Wall in Haven, near the Restless Troll
inn, and provides the first clue to the exis-
tence of the Horror known as the Mindtrap.
SETTING THE STAGE
‘Your belies filled with a luscious, hat breakfast, you
stroll out of the Restless Troll. The bright morning sun
makes you squint; you definitely had one too many ales
last night. As you wander down the sunwashed street, the
aromas of spicy food and fresh air mingle delightfully
What a morning for adventure! A perfect day to explore
yet another part of the great city of Parlainth
AAs you settle your packs around your shoulders, your
gaze falls on the Map Wall opposite the Restless Troll
Various adventurers—some successful, others mere sur-
vivors—have painted a rough map of Parlainth on the
‘wall. Old hands in Haven have told you that the map has a
color and symbol scheme for easy reading, but that’s about
as true as the promise of snow in Unupa. As far as you can
tell, every explorer who ever lived to tell his tale had his
‘own ideas about which symbols and colors represent what
In some places on the map the sketches, corrections, and
additions blend into an incoherent mass. Other stretches of
wall are eerily empty
Two small human children, both clad in pants and
shirts a bit too big for them, are playing by the wall. They
seem fo have just finished 2 game of “Horror Hunt’; the
smaller child has dropped his “magic wand” and the older
‘one is putting down her wooden sword, The sight of them
brings back memories that make you smile briefly. Turning
away from the children, you take a few steps down the
dusty road. Time for childhood memories some other day;
today you have exploring to do, heroie deeds to perform,
‘great treasures to find (if you're lucky ..)
A piercing scream breaks your reverie.
Whirling around, you see the little boy collapsed at the
foot of the Map Wall. The git! is shaking her playmate’s
shoulders and crying out for help. She looks up from her
‘companion, her frightened eyes meeting, yours as she cries,
“Please, oh please help my brother!”
‘When the characters go to the children, read the following:
‘The little gir] cradles the boy's unconscious body
close, shaking with terrified sobs. As you approach, she
SSSR ROTS EES
Blood Pact
gazes pleadingly at you and wails, “Please make my broth
er better! I told him he'd get in trouble if he touched it, but
he never listens to me! I'm the oldest and I have to take
care of him, but I can’t make him wake up!”
THEMES AND IMAGES
The theme of this encounter is the vulnerability of
youth and the responsibility of the strong to protect the
‘weak. Emphasize how small the children look crouched
beside the huge Map Wall, with the empty street stretching
to either side of their tiny, huddled bodies, Make the
adventurers feel compelled lo aid these helpless innocents
BEHIND THE SCENES
‘The boy, Jasom, is a fragile-looking six-year-old. He
touched the Mindtrap’s blood, which the maddened
{strang Sekra used to draw on the wall just minutes earli-
er. The Mindtrap can pull the psyche of anyone who touch-
fits blood into its foul mind, and now Jasom’s mind is,
lost within the Horrer’s vast miasma, Unless released from
the Horror's grasp, Jasom slowly withers away and dies
within a month. Only the Mindtrap’s demise releases the
Horror's innocent victim
Jasom's sister, Jeza, is eight years old. She is trying hard
tw be brave, but she desperately needs help for her brother
and his sudden collapse has shaken her badly. Though she
tries to answer any questions the adventurers may ask, she
‘wants more than anything to get Jasom home to the chil
dren's mother. Ifthe adventurers ask too many questions or
take too long searching the immediate area, Jezra begins £0
cry very hard and screams, “I want my mother! Take us
home! Why won't you help my brother?” and the like.
Jezra provides the following information if asked,
though she can only answer two or three questions before
fear and shock get the better of her. Once home, Jezra
calms down enough to answer any remaining questions
the adventurers wish to ask
If the characters ask Jezra what her brother touched or
what he was doing, she says, "We were playing Heroes
and pretending to go to the places on the map where real
heroes fight monsters and Horrors and get treasure and
everything. Jasom was the wizard and I was the sword
master. He was tracing the map with his fingers when we
saw the new paint. [tald him not to touch it or we'd get in
trouble, but he touched it anyway. Now he's going to die
and we'll never get to be heroes!” As she finishes speaking,
the girl bursts into tears.
If the adventurers ask whether Jezra saw the painter,
she says, “I don't know. We saw a t'skrang running down
FE RZ
"the road when we were walking up to the wall ... the
'¢skrang kept laughing, but it almost sounded like she was
crying, too.” If the characters ask which direction the
\’skrang went, Jezra points down the road in the opposite
direction from where the characters had been heading.
If the adventurers ask whether Jasom has ever col-
lapsed before, Jezra answers, “No—Jasom’s tough, like me.
Even when he was playing swordmaster with mommy's
knife and cut himself, he didn't faint. He didn’t cry much
when daddy didn't come back, neither.”
If the characters ask Jezra about her family and home,
she answers, “We live real close to here—on the other side
of the Restless Troll. Please help me get my brother home.
help you carry him, even!”
If the characters ask Jezra any other questions about
her family or what happened, she merely shakes her head
dazedly and asks again for help.
If the characters examine Jasom, read the following
aloud:
‘The little boy is unconscious. His breathing is shal-
low but steady, and his eyes have rolled back into his
head. He does not respond to his sister's cries or your
attempts to revive him. His face, arms, and clothes are
smudged with dirt, and he is covered by an assortment of
small scrapes and bruises common to any child his age.
He also has a small smudge of fresh paint, or perhaps
fresh blood, on one finger.
‘The “paint” is the Mindtrap’s blood, which rubbed off
‘on Jasom's finger when he touched the Map Wall, Because it
has already trapped Jasom, itis no longer active and so can
bbe wiped off without harm to the adventurers, but removing
the blood has no effect on Jasom. He remains unconscious as
Jong as the Mindtrap is alive and in Barsaive.
If the characters investigate'the Map Wall, read them the
following:
At first the Map Wall looks no different today than on
any other day .. until you spot a hastily-drawn sketch of a
‘building. The sketch covers some notes about the section of
Parlainth called the Twists. The building appears either
halftbumed or only partly built, and a large °X" has been
painted just beneath it. The dark, red-black lines gleam
darkly up at you, as ifthe paint i stil wet.
If the characters examine the paint closely, they notice
that it resembles blood. Ifthe characters attempt to wipe off
the blood, they find that only a small layer ofthe substance
rubs off. Nothing can remove the blood entirely until the
“Mindtrap is destroyed or flees this plane of existence
‘Touching the blood still on the wall poses a risk for the
adventurers. Unlike the blood spot on Jasom’s finger, the
blood on the Map Wall remains active and therefore haz-
ardous. If one of the characters touches the Mindtrap's
‘blood, make a Spelicasting Test for the Mindtrap against
the character's Spell Defense. Ifthe test is successful, the
character feels nauseated. Bright lights flash in his head
and he gets the distinct impression of a place of infinite
horror. Normally, the untucky character would be trapped
in the Horror's mind; however, the adventuring group
should not be split up at this point in the adventure. For
now, simply allow the character to feel the Horror's power
without succumbing to it. For more information on the
Mindtrap and its abilities, see Cast of Characters, p. 22.
If the characters examine the road or attempt to track
down Sekra, read them the following:
‘A few small drops of blooel-paint and feathers make a
2g-zagging trail away from the wall. Unfortunately, the trail
disappears after a dozen yards or so. You gaze down the
road, but sce no sign of a fleeing tstrang. The road is sur
prisingly empty of people today, and the t’strang the chil
dren saw left no clue to indicate where it might have gone.
Ifa character uses the Tracking talent to find Sekra’s
trail, he or she must make a Tracking Test against a
Difficulty Number of 9 (Sekra’s Spell Defense). Ifthe test is
successful, the characters can follow the path Sekra took
from the Map Wall to her home. Ifand when the characters
visit Sekra, goto If's a Mad, Mad World (p. 15)
CHECKING FOR RUMORS
1 the characters question anyone about the Uskrang,
they may be able to discover some important information.
By questioning the patrons and employees at the Restless
‘Troll, the characters discover that one of the employees, an
ork waitress named Grezza, saw a t'skrang troubadour
named Sekra painting on the wall early that morning
Sekra is a regular customer atthe Restless Troll and Grezza
lives only a few blocks from her.
TROUBLESHOOTING
‘The only possible problem in this encounter occurs if
the characters refuse to help Jasom and Jezra. Presumably
the characters are heroes by temperament and will there-
fore rush to the children’s aid. Should they react indiffer-
cently to the children’s plight, have an old woman pass by
and beg the adventurers to aid the children. If they still
refuse, the woman scolds them, calling them a shame to all
adventurers and to Barsaive. If neither the desperation of
the children nor the words of the woman can sway the
characters, resort to tougher measures.
Over the next few days, have the adventurers hear
that Jasom’s mother and Jezra have both lapsed into myste~
ous comas. If these events do not make them investigate
what happened, the adventure is over. A week later, the
characters hear tales of a brave band of heroes who entered
Parlainth and battled a fierce Horror, saving the lives of
Jasom’s entire family and earning the everlasting respect of
the residents of Haven,
Blood PactHEARTH AND
VERVIEW
IN THIS ENCOUNTER, the player char-
acters goto Jezra and Jasons home, where
they mest and question the children’s
mother, Audra, Jezra may also give them a
lithe more information about her brother's
condition
SETTING THE STAGE
Jasom’s body feels light in your arms, so light that you
almost can’t believe you are carrying a little boy. The
thought that something evil may have touched this little
innocent turns your stomach. As you stride through the
streets of Haven, the people you pass stare at Jasom in con
cern. Jezra runs ahead, beckoning you to follow.
Within a few short minutes, you arrive at a small
hhouse with a bright green door and shutters, The house is
fone of many similar homes in this part of Haven—ages
ago, they housed the citizens of Parlainth. Jezra steps up
to the door and glances back briefly at her brother, then
knocks on the door and calls out to her mother. You men-
tally brace yourselves for the difficult task of breaking the
awhul news of the child’s collapse. Seconds later a dark-
haired woman in her early thirties opens the door with the
first phrases of an oft-repeated scolding already on her
lips. The harsh words fade to silence as the woman sees,
you and your companions. As her eyes s
‘small bundle in your arms, she gas
snatches the boy from you. “Jasom!” she
then shoots you a glare tinged with fe
“What have you done to my son?”
THEMES AND IMAGES
‘Audra's house isa tidy, warm, loving
abode. Its tranquillity should contrast
with and heighten the pain, shock, and
fear in this encounter. No matter how
hardened the adventurers may be,
they should feel for this small family
For evil to strike the lives of innocent
people who live quietly and do harm.
tono one should strike them as mon-
strously unfai.
BEHIND THE SCENES
‘Audra is Jasom and Jezra‘'s mother. Though
early very worried about her young son's condi-
ton, Audra stays reasonably calm. She is a strong and
SSGBRSRES AE
Blood Pact
Ax
/ oT ne
couldn't answer before. Jeza is certain that the Uskrang she
and Jasom saw was writing on the wall just before she fledIf the characters ask whether fits
sciousness run in the
1 spells of uncon:
family, Audra says that she has never
heard of such a thing, but admits she doesn’t know much
about her late husband's background.
If the characters do not immediately offer to aid
Jasom, Audra says quietly, “Please find a way to help my
son. I ean give you little beyond supper and a place to
uunroll your pallet, but can promise you a strange item
that belonged to my husband, I know nothing whatever
‘about it, but he told me it was magical.” The item is a but-
terspider box. (For a complete description and statistics for
this treasure, see Treasure, p. 25)
Alter setling her son into bed, Audra asks a neighbor
to find a questor of Garlen, The questor, an elf woman
named Bethany, arrives within half an hour but cannot
help Jasom. She views Jasom's condition with grave con-
‘cer, certain that it is the work of a Horror or other vile
creature. The most Bethany can do is comfort the family
and keep Jasom’s body functioning
TROUBLESHOOTING
This encounter should provide few problems for the
characters. As long as the adventurers do not act haughty
NE CSESECCLULGES RZ
+
or indifferent to Jasom's condition, Audra and Jezra both
cooperate as fully as they can. The characters may decide
not to continue aiding the family, but Audra is a very per-
suasive woman and the children only strengthen her posi
tion, If necessary, have Audra offer the characters all the
family’s silver (32 pieces) in a final attempt to enlist their
aid. If no plea ot offer of payment works, the adventure is
‘over, The characters hear what happens to the family later
as described in Troubleshooting, p. 12 of From the
Mouths of Babes.
The characters should have a few ideas about how to
begin their search for whatever Horror or creature is tor
menting Jasom. If they have not thoroughly examined the
area around the Map Wall, they may return there.
Alternatively, they may question workers and patrons at
the Restless Troll inn (see From the Mouths of Babes). If
the characters have already questioned these people, they
may already know where Sekra lives. If they decide to seek
cout the 'skrang, go to It’s a Mad, Mad World, p. 15. The
adventurers may also decide to head toward the section of
the Twists represented by Sekra's map, where the Horror
may have its lair. Such an action is probably premature,
but the characters may stil win the day if they are clever
and lucky. In this case go to Twists of Fate, p. 19.
Blood Pact‘S AMAD, MAD WORLD
VERVIEW
‘THE CHARACTERS FIND Sekra and
question her about the blood she used to
Paint on the Map Wall. They may gain
some valuable information about the
Mindltrap also. If they treat Sekra well, she
may volunteer to guide them through the
‘Twists to the Horror’ lar.
SETTING THE STAGE
Hurrying along Fiaver’s streets, you pass buildings that
existed long before the coming of the Horrors and others
built just last week. Haven’s cheek-by-jowl combination of
ancient permanence and newborn vitality impresses you as
always, though today you have no time to stop and savor it.
As you turn one last corner, you spot the house
Greeza described to you. A large handpainted flag depict-
ing a 'skrang symbol of song and a collection of birds’
nests cover the gently sloping roof of the house, making it
stand out even in the jumbled buildings of Haven. The
hhouse looks quiet; you can't tell whether the t'skrang,trou-
badour named Sekra is inside.
THEMES AND IMAGES
Though a Horror has caressed Sekra’s mind and left
considerable damage in the wake of its touch, the t'skrang,
has managed to cling to a shred of her former self.
Emphasize the sense of bravery in the face of madness and
also the feeling of “there but for the grace of God go 1.” In
Sekra, the characters meet an adventurer no different than
they-—save that she has faced the creature they are seeking,
‘The striking difference between the talented troubadour of
afew days ago and the pathetic t’skrang now struggling
for sanity should give the characters pause.
BEHIND THE SCENES
‘Sckra has already begun to feel horribly guilty about
painting the Mindtrap's blood on the Map Wall, for she
knows exactly what kind of death awaits those sucked into
the Horror’s foul mind. She is still fighting off the madness
the Horror inflicted on her, and when the characters
approach Sekra’s home she is sorting and re-sorting her
collection of counting stones. These stones, used by mer-
chants of most races to keep track ofthe value of their mer-
chandise, come in a variety of colors and carved shapes.
Sekra, however, cares nothing for their beauty at the
‘moment. By counting them over and over, she is attempt
ing to keep her mind off the events of the last few days.
She believes she can do nothing to avenge her slain friends
‘or save anyone else from the Mindtrap.
If the characters knock or otherwise advertise their
presence, they hear a sudden crash and a hissing sound
{rom inside the house. Any sudden noise or movement star-
tles Sekra, and she reacts accordingly. Ifthe group continues
to knock, Sekra calls out frantically, “T won't take down the
nests, I must protect my birds from what [have seen!” Ifthe
adventurers try the door, they find it unlocked. Eventually
Sekra will open the door and exclaim, "Don’t stand out
there like thal. The clown might see you!”
MEETING SCKRA
When the player characters enter Sekra’s house, read the
following to them:
Inside, the tiny house looks as cluttered as the nest-
covered roof. Shelves line the walls from ceiling to floor,
stuffed with a remarkable profusion of materials. Scrolls
and tomes of all kinds cover one entire wall; other
shelves hold various curiosities from across Barsaive,
including a collection of dwarf-made drinking mugs,
several rolled-up t’skrang river banners, various small
slabs of carved stone, a few statuettes, and countless
other odds and ends your overwhelmed eyes can’t even
begin to identify. A stone drum sits on the floor beside
several elven flutes, a windling fiddle, and several odd
Vskrang instruments called K'lingra, which resemble
wings of hammered metal
Standing near the center of this room is a female
{'skrang wearing a ratty doak of multicolored feathers that
‘must once have been exquisitely beautiful. Now its ruined
finery is merely depressing. The t’skrang somehow
reminds you of her cloak; bedraggled and pitiful, but pos-
sessing the last shreds of an inquisitive wit and noble spir-
it. This Uskrang must be the one the children described,
You watch her almost pityingly as she maves stones from
pile to pile, her movements rapid and jerky.
If the characters attack Seka, read the players the following:
‘As you approach the unknown t’skrang with your
‘weapons drawn, she sinks to the floor with a hissing groan,
Hugging herself, the 'skrang repeats over and over again,
“Don’t let the clown eat me! Don’t let the clown eat me!”
‘This pathetic, mad painter may not be as dangerous as you
first surmised
|f the characters attempt to talk to Sekra, read the players
the following:
‘The t'skrang sinks down onto a pile of pillows, a small
‘loud of feathers fluttering around her and then drifting tothe littered floor. Her bright green head crest seems to sag,
as she dispiritedly pushes the small stones from pile to
pile. Sighing, she says, “T suppose you've come from the
clown? Well, you can tell that bloat-ball of a Horror that
Sekra fixed his wagon!” Sekra glares up at you, gripped by
a brief spark of defiance
‘Questioning Sekra
If the characters ask Sekra about her past adventures
‘and/or her dead companions, devise whatever informa-
tion works best for your campaign. Consider making one
‘of Sekra’s dead companions someone the characters have
‘met and liked during a previous adventure; such a coinci-
dence adds to the continuity of the campaign and also fur-
ther motivates the characters to seek out and destroy the
Mindtrap.
Sekra rambles a bit throughout her conversation, toss-
ing out odd bits of information that seem to have nothing,
to do with the subject at hand. Her experiences with the
Horror and the loss of her friends have virtually shattered
her, and she is barely holding onto her sanity. Despite her
trauma, Sekra volunteers to show the characters the
Horror’ lair if they treat her well, saying, “The terrible
song of that place is too close to my heart to ever let me
forget. I could find it with my eyes closed.” Sekra is afraid
of the Mindtrap, but she is also furious at what the Horror
took from her and will take any chance to avenge her loss.
If the characters ask Sekra about the Map Wall, read the
players the following:
“I had to paint it because the clown told me to take his
paint and paint it on everyone—but | didn't take my first
dip in the river yesterday, you know! I painted all over
‘where that ooze-pus lives, that’s what! I painted over him,
I did. Now I'm counting everything with my counting.
stones. Aren't they pretty?”
If the characters ask Sekra about the clown, read the
players the following
Sekra grows suddenly still, only the top of her head
‘rest quivering slightly. Breathing softly, she leans close to
you and whispers, “He'll eat me right up if he finds out
‘what I painted on the wall, he wil. He'll suck me right out
of my head and he won't spit me out again, no he won't
He's so round and slow ... we didn’t think it would be so
hard. None of us did. And now I'm all alone except for my
nests and birds and coins and ...it doesn’t matter. Nothing
‘matters. Itkilled my friends, but not me. Ihave to stop it
If the characters ask Sekra the clown’s Name, read the
players the followis
“Hah! You don’t think I'm smart enough to get the
lowa-blob’s Name out of him. I can tell by how you look
‘at me. Wrong! Wrong! Wrong! Mindtrap is his Name
Mindtrap the clown. I'm a troubadour ... [always find out
the Names of the great enemies I fight, so that Tean add a
proper flourish to the tales I tell. At least .. I did once
V'mvnot sure anymore.”
If the characters mention Jasom’s condition to Seka, read
the players the following;
“The t’skrang stares at you, then suddenly begins to cry
softly. “Poor litte thing. Shouldn’t have touched the blood
paint, poor little mite. Just like lla and Jo'aradin and the
rest. Poor lad, he must be s0 frightened. I hope he finds a
blanket to cover himself before the clown finds him and
chews him up for good.”
[Ef the characters ask what Sekra did with the blood, read
the following:
"1 buried that blood-paint somewhere east of here. Or
maybe west. Or north ... well, I buried it, anyway. You
don’t want it. It doesn’t belong in anyone's collection of
anything.”
If the characters suggest fighting the Mindtrap, read the
following:
‘Sekra’s crest shakes as she grabs a small handful of her
‘counting stones and holds them out to you with a fierce
grin, “Inside or out, you can bring something special to
bear. [left Browbeater behind—but if you have something
that’s bound to you and you to it, well, you can bring it
inside with you when the clown swallows you. [ wielded
Browbeater until the clown snuck up on me. He was cov-
ered in Jo'aradin’s blood. T don't remember very much
after that except its mouths and slicers and the blood,
blood everywhere..."
TROUBLESH9PTING
Tf the characters insist on attacking Sekra, have the
troubadour snatch up a chair and try to block the adven-
turers’ blows. All the time, she keeps asking why they are
attacking her and if the clown sent them. They should
swiftly realize that the poor woman is not in her right
‘mind and poses no threat. If the characters continue to
attack, Sekra attempts to escape. Under no circumstances
ddoes she attack the characters; she fears they may come
from the clown and she does not wish to touch their blood
for fear of falling back into the Horror’s mind. Sekra is very
confused and does not realize that such fears are ground-
less.
If the characters give any hint oftheir intent to search
for the Horror, Sekra volunteers to accompany them at
least as far as the outside of the ruined house where the
Mindtrap lives. She does not insist on going ifthe charac-
ters are reluctant to take her. They will ind their task east
er if they accept Sekra’s offer, but they can find the house
‘without her help. Sekra also offers to draw another map for
the characters, but they will not find it much more helpful
than her scrawls on the Map Walll. Go to Sleeping
Sickness, p. 17,SLEEPING SICKNESS
ty VERVIEW
IN THIS ENCOUNTER, the characters
discover that Audra has slipped into a
‘coma similar to Jasom, but that she does
not appear to have touched any strange
Le blood. Bethany, the questar of Garlen, tells
the adventurers the Horror may be using,
the ties of blood to feed on Audra.
Completing all the encounters 1xp to this point will
take the adventurers into th smoon, and so they
may want to stay in Haven overnight before venturing into
the ruins, Unless the characters stay somewhere entirely
Blood Pact
Sekra’s house, they find the litle
ir beds if they decided to spend
Otherwise, Jezra rans into the
unknown to Jezra, such
git at their door (or by
the night at Audra’s haw
‘characters on a street near her house as they set out on,
their mission
If the characters have already chosen to track down
and destroy the Mindtrap, the gamemaster may skip this
‘encounter.
SETTING THE STAGE
The waiting is almost over; there’s nothing left to
do but make your final preparations for your expedition
into Parlainth. As you begin your own personal last-
ng your
jokes to brea
i drift throug! :
by open window. Funny how the clatter in the streets
that usually annoys you sounds so sweetly famil:
iar the morning which you know you may
well die
Suddenly you h
swiftly followed
aning footsteps,
t but insistent
pounding on your door. You can barely
hear Jezra’s strained voice from the other
side: “Please, oh please open the door!”
SSS SSSI IIS
7BEHIND THE SCENES
When the characters open the door they find Jezra
standing outside, She is breathing hard, her face pale. She
grabs the nearest adventurer’s hand and tries to
pull him (or her) along with her, saying,
Bethany—the questor—sent me for
you. You've got to come quick.
She said it was very important.
Please hurry!”
Jezra will not take no
for an answer. If ques:
tioned, she says only
that Bethany stayed
with Jasom last
night and that in
the morning she
went to talk to
Jezra’s mother. A
‘minute or so later
Bethany came out
of Audra’s bed-
room and told
Jezra to run as fast
as she could to fetch
the adventurers. If
pressed, Jezra says
she glimpsed her
mother still lying in bed
and that Bethany looked
upset
‘Once Jezra and the charac-
ters reach her house, she leads
them inside and calls Bethany. Bethany
tells the characters to come to Audra’s room
in the back of the house, but orders Jezra to stay
where she is.
When the characters enter Aucda’s room, read the players
the following
The room is dark, the rose-colored curtains pulled
shut over the windows. Bethany sits in a chair by the head
‘of a carved! wooden bed. Audra lies on the bed under sev:
eral green and rose-colored woven blankets, her face pale
and relaxed. The tall questor immediately rises and walks
‘over to you, shutting the door to block Jezra’s view of her
mother. As Bethany turns to face you, you can see her
news isnot good.
fear Jasom's mother has fallen into the same sleep-
ing state as her son. 1 have examined her thoroughly and
asked Garlen’s advice, but I have no answers for you. I sus-
pect the creature that attacked Jasom with a mere touch of
its blood has somehow extended its hald to Jasom’s moth-
cer. Lam certain Audra has touched none of the creature's
blood, yet she has all of Jasom’s symptoms. The Horror, as
this creature must surely be, appears capable of using the
and there is no
pauses
ties of blood-kin to entrap more victims
reason to assume it will stop with Audra.” Bethat
and glances atthe door, behind which Jezra waits.
“You must stop this Horror,” she continues. “I would go
‘with you if [ could, but my place is here. Go with
n'sblessings—I wish you success.”
The characters may examine
‘Audra briefly if they wish, but
find no evidence of foul play
or blood of any kind. She
appears to be sleeping.
When the characters
leave Audra’s room,
Jezra takes one look at
their faces and says,
‘My mother's going
to die too, isn’t
she?” in a small,
quavering voice. If
the adventurers
reassure her, she
shakes her head
uncertainly, then
offers to join them on
their quest. Needless
to say, they should
refuse. If Sekra is with
the adventurers, Jezra asks
why the troubadour is
allowed to go. Ifthe characters
explain that Sekra knows how to
find the Horror, this answer satisfies
Jezra (ust barely).
As the characters set out for the Twists,
any who glance back can sce Jezra's forlorn figure stand-
{ng in the doorway watching them depart,
TROUBLESHO STING
‘The only real trouble occurs if the characters refuse to
{go after the Horror. If they hesitate, both Bethany and Jezra
‘urge them on, with Jezra once again offering to accompany
them. IF Sekra is there, she too urges them to find and fight
the Mindtrap. Ifthe characters absolutely refuse to go after
the Horror, the adventure ends here. The characters later
hear that the entire family withered away and died in the
space of a few weeks. True adventurers should find the
family’s deaths a heavy burden.
If the characters agree to let Jezra come along, Bethany
puts a stop to it in no uncertain terms. She tells Jezra,
"Your mother and brother need you to protect them, Jezra
I cannot care for their inner spirits and guard and take care
of the house as well.” This argument convinces Jezra to
stay put; she wants nothing more than a way to feel useful
during this family crisis. Go to Twists of Fate.VERVIEW
ney through part of the Twists. If the char-
acters succeed in destroying the Horror,
they save Audra, Jasom, and Jezra (who
ill be the next struck down if they fail)
They will also win undying respect from the hard-bitten
citizens of Haven.
SETTING THE STAGE
Truly, the Twists are aptly named. Rows and rows of
buildings rise up on either side of you as you travel down
the narrow streets; the lanes wind and loop and circle back
on themselves unexpectedly until you no longer know
Which direction you are facing. You gaze at every structure
you pass, seeking one that bears a resemblance to the
hhouse Sekra painted on the Map Wall. So far, all the build-
ings look intact.
Then again, you might be seeing the same buildings
over and over again. The constant curves make you dizzy,
and you cannot tell where you are in relation to anything,
dlse. As you wander onward, the air seems to grow chilly,
as if in dread expectation of the approaching battle with
the Horror. Assuming, of course, that you can find your
way through this tangled maze of buildings and alleyways.
without falling prey to the ghouls and other foul creatures
rumored to live inthis part of Parlainth
THEMES AND IMAGES
The Twists ate a maze of curving, winding, narrow
streets lined with blocks and blocks of identical buildings
The lence and deadness ofthe place the confusion pro-
diced by the sameness of the streets, the constant cil, and
the occasional strange noise should heighten the players
characters fecings of error They are searching for lethal
Horror and death could come at any time. Who wants to
meet his end in a godforsaken place like this? (See the
Parlainth: The Forgotten City boxed set for further backs
ground on the Twists)
BEHIND THE SCENES
If Sekra has accompanied the characters, she is very
talkative until the adventurers enter the Twists. After that
point the tskrang grows pensive, playing with her count-
ing stones and occasionally mumbling about the clown.
‘She hesitates often as she leads the characters through the
‘Twists, even reversing course a few times. Ifthe chatacters
SSSR ACES RE
Blood Pact
ask Sekra whether she really knows where she is going,
she insists that she does. Though the characters may
believe themselves hopelessly lost, Sckra remembers where
to find the Mindtrap's lair and leads the characters to it in
only two hours,
If the characters did not bring Sekra along, they have a
harder time finding the Mindtrap’s lair. Characters with
the Tracking talent or skill may be able to retrace Sekra’s
original path out of the Twists by making a successful
Tracking Test against Sekra’s Spell Defense (9), with a +10
‘modifier added to that Difficulty Number to reflect the
sheer difficulty of tracking anything in a bewildering envi-
ronment like the Twists,
If the adventurers cannot retrace Sekra’s steps, they
‘must wander through the Twists in a hit-or-miss search for
the half-built or burned building Sekra drew. In this case,
have each character make a Perception Test against the
Mindtrap’s Physical Defense (13), with a +5 modifier to
reflect the confusing surroundings. If any of the characters!
tests are successful, the adventurers find the Horror's lair
{in 2D10 hours,
FACING THE HORROR
When the characters enter the Mindtrap’s lair, read the
players the following:
The old house looks completely empty, neat and pris-
tine. Somehow you had expected a pile of rubble, or bricks
left behind by its long-dead builders. But the house holds
nothing but shadows ... and skittering out of those shad-
ows toward you is the bloated form of a creature, eight oF
nine feet long, its rippling skin the texture of a rotten
melon,
Gaping maws all over what looks like its head open.
and close as the Horror comes toward you on four spidery,
knotted legs that end in sharp spikes. Open cuts and sores
dot the Horror's body, and its mouths bubble with bloody
drool. As you draw your weapons, the monstrosity draws
one of its spikes along its side, opening another wound
and coating the spike with fresh blood.
Battling the Horror
However the characters enter the Mindtrap’s lair, the
creature is lying in wait for them. The Mindtrap fights as
craftily as it can, using every ability and spell at its dis-
posal. The creature tries hardest to hit characters with its
blood-covered spikes; such a strike allows it to use its
Soul Trap ability to drag the adventurers! minds into its
‘own. If this happens, the gamemaster must run the exter-
nal and internal combat simultaneously. One way of
doing this is to remind both groups of players—those bat-
SUEUR EUR =LOOSE ENDS
HE INFORMATION IN this section wraps
up the adventure's loose ends, suggests
‘ways to use story elements and characters
from Blood Pact in future Earthdawn
adventures and campaigns, and provides
{game statistics for the Mindlrap and Sekra,
POSSIBLE SUTCOMES
If the characters succeed in destroying the Mindtrap, a
joyous celebration greets them upon their return to Haven,
Both Jasom and Audra have recovered, and Bethany gives
them a clean bill of health. Jezra, grinning from ear to ear,
hhugs each and every member of the party and swears to
become a great hero just like them. Jasom also appreciates
the adventurers’ heroism, though he remembers litte of his
ordeal inside the Minderap. As a token of her gratitude,
‘Audra insists that the characters take the magical butter-
spider box that belonged to her husband (which she may
already have offered as payment in Hearth and Home, p.
13). Audra also tells the characters they are always wel-
come in her home. If Sekra is still alive, she begins to
retreat out of her madness and shows every sign of event
ally recovering fully.
If the characters fail in their quest, they have either
died or been forced to flee the Horror. If all the characters
get killed, the gamemaster may want to re-examine the
level of adventure his players and their characters are
ready to handle. If the Mindtrap beat back the characters
but left them alive, the Mindtrap flees deeper into
Parlainth. The characters may still be able to track the
Horror, but there is no guarantee that a second attempt to
Kill the Mindtrap will succeed. If the adventurers give up
‘on destroying the Mindtrap, Jasom, Audra, and Jezra live
‘on for weeks in a state of constant mental torture before
their weary minds collapse and they finally die. The chi
acters should find their failure a hard burden to bear; they
‘may want to find a way to atone for this disgrace, perhaps
performing a mission for Garlen or some similar escapade.
AWARDING LEGEND POINTS
‘As stated in the Introduction, Blood Pact is a short
adventure meant to take place in one game session and so
awarding Legend Points is a simple process. The
Adventure Award for Blood Pact is 250 Legend Points
Award Legend Points for the actions listed below. For
‘more information on completing adventure goals and
earning Adventure Legend Awards, see pp. 6-7 of the
Introduction and p. 242, ED.
Creative Roleplaying and Heroics
Each of the characters should receive Legend Points if
‘they take the following actions:
Helping the children 100
Not harming Sekra 30
Defeating Creatures
‘The Mindtrap is the only creature the characters face
in this adventure. Destroying the Mindtrap earns the
adventurers 4,725 Legend Points, which should be distrib-
tuted evenly among all the players.
‘Treasure
The characters should each receive 125 Legend Points
for obtaining the frost pouch and the same amount for the
butterspider box
TOTAL LEGEND AWARD
Based on the figures listed above for each Legend
Point Award, a single character who completes Blood Pact
receives an average of 1,100 Legend Points. This average
assumes 7 players in a group and does not include points
earned for battling optional opponents or finding extra
treasure placed by the gamemaster.
CAMPAIGN IDEAS
‘The following characters and story elements from
Blood Pact can be modified easily for use in further adven:
tures. Feel free to use the information in whatever way you
see fit in your Earthdawn campaign,
First and foremost, the characters may have gained two
new treasures—the butterspider box and the Mindtrap’s
frost pouch. They may want to learn about these wondrous
items; their pursuit of this knowledge opens up a host of
‘opportunities for interesting and exciting storylines.
If Sekra survives and recovers, she becomes a fast
friend of the characters. A well-trained troubadour adept,
Sekra knows a great deal about the legends of almost all,
the peoples of Barsaive and so can become a source of
‘many adventures, For example, she may ask the adventur-
fers to help her acquire a certain artifact, a task that may
entail many perils. Alternatively, Sekra might disappear
while performing such a dangerous errand alone, prompt-
ing her new friends to search for her.
Jezra and Jasom both wish to become adventurers, and
if a campaign lasts long enough, Jezra may apprentice her-
self to one of her personal heroes. Also, Audra is an attrac-
tive and interesting woman who might become a love
interest for a character.
Blood Pact
2